Space Engineers

Space Engineers

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Modular Encounters Systems
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Type: Mod
Mod category: NPC, Other
File Size
Posted
Updated
23.578 MB
Sep 24, 2018 @ 10:25am
Apr 28 @ 8:03am
279 Change Notes ( view )

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Modular Encounters Systems

In 2 collections by Meridius_IX / Lucas
Modular Encounters Collection
20 items
MES-Friendly Mods
59 items
Description
Meridius_IX has retired from modding. Click Here[gist.github.com] for more details.

What is Modular Encounters Systems?

This mod was designed to be a flexible framework that will handle nearly all spawning of NPC grids in your game world. It also includes a behavior system that NPCs can use to engage with players and the environment in unique ways. The mod was built to be compatible with existing NPC mods, while also providing new and powerful options to add extra variety and control to how NPC grids appear in the game.

Simply run this mod with any other mod(s) that add NPC grid encounter content (Eg: Reddit Custom Encounters, Air Traffic, Surface Occupation, Etc). This mod will identify the spawn groups included in those mods, regardless of whether or not they were setup to use the advanced features of this mod.

Because this mod is a framework, it does not add any NPC encounters to your world if you load it by itself.


Why Was This Mod Created?

Previously, this mod was two separate framework mods called Modular Encounters Spawner and RivalAI. Previous to those mods, there were two older framework mods that controlled spawning for Planetary Cargo Ships and Planetary Installations.

All of these framework mods were difficult to manage as separate mods, so a decision was made to merge them all into a single framework. Not only does this make it incredibly easier to maintain the project, but it also makes it a lot easier to create new features for use in future NPC encounter mods.

This new single framework was designed to be backwards compatible with all existing NPC encounter mods that were using the older frameworks. Because this framework replaces the limited functionality of some in-game spawning systems, the following world options will be Automatically Turned Off when using this framework:
  • Cargo Ships
  • Random Encounters
  • Enable Wolves (If Planet Creature Spawner Option or Addon is used)
  • Enable Spiders (If Planet Creature Spawner Option or Addon is used)

What Does This Mod Handle?

This mod will take care of the spawning and despawning of several types of NPC grids.
  • Space Cargo Ships - These encounters are one of the oldest types of NPC Grid Encounters. They appear near player proximity every so often and travel in a fixed path for a while before despawning.

  • Lunar Cargo Ships - This is a new type of encounter. These encounters are essentially the same as Space Cargo Ships, however they will only appear near players that are within a shallow gravity field (Eg: Moons).

  • Planetary Cargo Ships - These encounters are similar to Lunar Cargo Ships, only they will appear close to the surface of larger planets.

  • Gravity Cargo Ships - These encounters are similar to Planetary Cargo Ships, however they will only appear in the zone where a larger planet's gravity begins to diminish.

  • Random Encounters - These encounters are discovered as players explore the game world. One change that has been made to these encounters is that they're no longer tied to the world seed in regards to how they appear, but now use the player travel distance and a timer (similar to Planetary Installations).

  • Planetary Installations - These encounters appear on the surface of planets as static grids / stations. They appear as players travel and explore the surface of the planet.

  • Boss Encounters - This is a new type of encounter. When this spawn is triggered, a GPS marker is created near the player. Once the player approaches the GPS marker, a difficult NPC encounter will appear.

  • Static Encounters - These encounters will only spawn once in the world, and will always spawn at a specific set of coordinates in the world. These are useful for scenario builders.

  • Creatures and Bots - These encounters are Character based NPCs that will often spawn and attack the player from the planet surface. Wolves and Spiders fall into this category.

Other Compatibilities

The framework also adds several APIs from other popular mods so that encounter mods can take advantage of their added functionality. This includes (but isn't limited to) the following:

Configuration and Modding

This framework contains several configurations and tools for administrators and modders. The majority of the details can be found at the Modular Encounters Systems Wiki, located Here[github.com]


Restrictions Regarding Republishing This Mod:

Please refrain from republishing this mod on the workshop or anywhere else. Because this mod is used as a dependency by many other mods, it will likely auto-load this mod with any cloned instance - which will cause unstable behavior as a result of 2 instances of the spawner running. If this is not respected, I will exercise my right as the original creator and file DMCA notices against infringing copies at my discretion.


Resources

Looking for Config / Admin Options? Having Issues with the Mod? Want to Find Resources for Making Your Own Encounter Mod? Click Here![github.com]

Join The Modular Encounters Collection Discord Server for News, Updates, and Support.[discord.gg]

Want to Support My Work? Check Out The Patreon Page![www.patreon.com]



“Copyright 2018 Meridius_IX / Lucas. This item is not authorized for posting on Steam, except under the Steam account named Meridius_IX / Lucas”
Popular Discussions View All (140)
13
May 5 @ 6:52am
Nothing is Spawning except CIVIL stuff
xXspeedfistXxD
4
Feb 23 @ 3:54am
Everything spawning with no weapons
heroz
1
Feb 27 @ 11:59am
MES starting error
Fluffy The Destroyer
2,777 Comments
Come and See May 9 @ 4:18pm 
I was able to fix this myself. I went into WeaponRandomizer.cs and on the line for if (weaponBlock == null) I just changed it to this: if (weaponBlock == null || !isWeaponCore)

After making this change the non-WC turrets stop spawning.:steamthumbsup:

Unfortunately some of the dumb "armor packs" I have or things like Azimuth Remastered come with turrets/weapons built in.
Abisius May 8 @ 2:03pm 
@Come and See
as far as i know not.

though i wonder why you would go against the recommendation of not mixing wc and nonwc stuff and thus avoiding the problem an many others resulting from mixing wc and nonwc stuff.

just thw two most mayor compatibility based problems resulting from mixing wc and nonwc stuff:
- nonwc stuff wont have functioning ai
- nonwc stuff cant intercept wc munitions and vise versa
Come and See May 8 @ 1:34pm 
So with weapon randomization is it possible to setup a flag by default to prevent vanilla weapons from spawning if weaponcore is enabled?
MistakingManx May 5 @ 10:45am 
I saw the post by Vargali and nunzia, regarding disabling inhibitors not being an option.
Is there a way to specifically stop the disabling of inertia?

Locking the dampeners with a grid keeps everyone's movement stable.
MistakingManx May 5 @ 10:37am 
Is there a way to disable the inhibitors?
The inertia inhibitor causes my friends to lag out my ship.
Vargali Apr 27 @ 5:21pm 
first try a new world using MES without the Imber mod... if that don't work, you may have to uninstall MES then reinstall... failing that, you may have to locate your mods folder in the %appdata% folder for SE and delete entire mods folder,.. steam will auto reinstall as needed, just make sure you have Imber un-subbed first ... if it still persists then someone else will have to suggest a fix
KGB_Vitkor Apr 27 @ 7:45am 
Hi! MES is trying to create NPS factions from mods that I have removed from the game. For example, I deleted the IMBER mod, but the faction remains, and MES is constantly trying to create an NPC. How can I fix this? Is it possible to clear the list of factions?
Abisius Apr 26 @ 11:13am 
@Cona6789
as far as my knowledge goes you can add and remove mes mods as you want as long as the compatibility between the rest of the modlist is not broken.
the only exception to that if the mod adds economy stations as these are are positioned upon worldgeneration, atleast to my kowledge.
Cona6789 Apr 26 @ 11:09am 
Will adding more MES mods to a world that has already been created work or will the new mods not spawn anything because the world isnt new
Abisius Apr 26 @ 10:24am 
@BASTIAN
as mes supercedes the vanila system i nregards to npc spawning in while having its own spawn categories i would say that it depends on how the mod in quesiton is set up and that question would be better placed on that end of the compatibility line.