Space Engineers

Space Engineers

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Making Planetfall - a building scenario
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Type: World
Mod category: Exploration, Experimental
Tags: story, survival
File Size
Posted
Updated
55.205 MB
Nov 22, 2023 @ 7:21am
Jan 25 @ 1:45pm
3 Change Notes ( view )

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Making Planetfall - a building scenario

In 1 collection by Sarekh
Scenarios and Worlds
10 items
Description
an open-ended building scenario for single- and multiplayer



What is this?
This is an open-ended building scenario that aims to bring lore-driven tasks to your Space Engineers experience. The goal of this scenario is to layout the foundations of a colony on a newly claimed planet. You will join one of six factions, the Houses, and take a starting vehicle from the colony ship in orbit down to your designated starting zone. The colony ship will drop building tasks in the form of drop pods that contain blueprints that you are supposed to collect and build.
You will start with a small starting base, continue with faction-specific larger buildings, proceed to large public infrastructure projects and finally advance to space in order to build orbital stations and starships.
The scenario is highly customizable! You can change the settings and add mods at any given time, the scenario should still work with most of them.

Who is this for?
“Making Planetfall” can be played by up to 18 users but can be played in single player as well.
Playing this scenario in single player is absolutely doable, you will just need to adjust your playstyle slightly.
This is a scenario for the experienced Space Engineers player with survival experience. If you do not know how to save GPS coordinates or how to properly manage hydrogen fuel consumption, this scenario might not be (yet) for you.
In the vanilla experience, this scenario is also NOT combat oriented and definitely not PVP.

How to play it
The AIVR Minhera II is an Emperor Class Colonisation Ship that is in orbit around Arkhestas I. You start your briefing here, join a faction, launch the projects for your faction and take your faction hover craft from orbit to your designated landing zone. The Minhera II will send drop pods with projectors into your general area of operations from time to time. They are the tasks you are supposed to fulfil.

ATTENTION: LEAVE YOUR STARTING FACTION AND JOIN THE HOUSE FACTION YOU WANT TO PLAY IN BEFORE TRYING TO START THE SCENARIO

While you can stay in your designated landing zone that has guaranteed resources in the ground in order to set up operations, you are supposed to build a colony in the designated “settlement area”.
A part of the challenge is to find the drop pods in time before they run out of power, secure them and get them to their construction site without damaging them.
Every faction will have a series of building tasks that are tailored to their area of expertise. If you like to build refineries, join the House of Mizuel! If you prefer to bring power to the city, the House of Ripejut and their energy specialisation are for you.
Some of the projects are bigger and some are smaller than others, even in the same tier. This does not mean that some Houses get less work, as their later projects might turn out bigger.
This is a cooperative scenario. You are tasked with building a settlement – that means that your highly specialized facilities should be set to be accessible for everyone. If you built a refinery, other factions may use it.
There is no real goal beside the construction of the colony and all the interaction that might come along with it. However, the faction that takes on the most public and orbital contracts should be considered the most successful House of this scenario.



you can find the manual for this scenario here: https://steamcommunity.com/sharedfiles/filedetails/?id=3091930081

you can now find an add-on for this scenario here: https://steamcommunity.com/sharedfiles/filedetails/?id=3159994005


This World comes with OPTIONAL mods. You can remove them, but they are adding much to the atmosphere of the scenario.
The world comes with a NON-OPTIONAL mod:
Satreus by Major Jon
https://steamcommunity.com/sharedfiles/filedetails/?id=2266665708


Special thanks to Smokki and t0rx for beta-testing and giving me continuous feedback!




“How do winning conditions and progress conditions trigger?”
There are none. This is “just” a world with things placed in a story-telling order. The scenariowill “start” when you chose to follow the instructions on the stsarting ship

“Akhi.. Hakhu… what the heck?!”
Akhinnae – it’s my own world, with lore, language, history – I am a nerd, you know?

“DLC split the community, why do you use them here?”
For this scenario, you do not need to own any DLC. Please have a look in the scenario guide under "different ways to play"


I will always publish all my Space Engineers work for free - but you can support me if you want - via
Patreon [patreon.com]
Popular Discussions View All (1)
3
May 17 @ 6:23pm
Pods, Blueprints and Everything else
Novoca1n3
111 Comments
neraulin Jul 24 @ 7:03am 
I've just started the scenario for the first time and have run into the "no initial BP drop-pods" issue.

I have joined an in-game faction and pressed the "start scenario here" button. However, none of the attached drop pods launch from the carrier ship.

After checking the "wiring" of your setup, I feel that Timer Projector Pods Group 1-4 are missing some instructions. There's the sound block reporting the launch on position 1 and then the start of the next timer block on position 8 - all other positions are empty...

Any suggestions?
pryde64 Jun 15 @ 11:28pm 
i am still loving this map so hard finding time between this one and your new one the beeblebum ext mod to this also helped a lot with the set up of projecters
Sarekh  [author] May 31 @ 12:35pm 
Hey Apollo Prefect!
Thanks for the praise :)
Most people seem to employ various types of lifters involving magplates and pistons - In my testing sessions, I reconfigured the pods in a way that the hinge could be used to lift the actual projector into the air once connected to the Agricola. I would suggest taking a look at the playthroughs from Beeblebum or SurvivalBob on youtube, they both successfully fight their way through with lifter solutions!
Apollo Prefect May 31 @ 8:30am 
I'm really loving this scenario! So well-developed and extensive.

I need help to bring the house drop pods to the house landing zone.

The pods are 2+km from the landing zone, over pretty steep terrain. I attach the pod to the Agricola by the connectors, but when I carefully hover-drive toward the landing zone (at <10 m/s), pod parts get damaged as it drags along the ground and it breaks apart, so I have to restart with a saved game.

I read somewhere (in the manual, maybe?) that I should strip the pod for parts, which I will when I get back to the landing zone. But I don't know how to carry the projector all that way without the connector. I can't merge-block it to the Agricola because it is large grid and, regardless, I have no way to raise it up high enough off the ground.

Any suggestions out there?
Novoca1n3 May 13 @ 3:35am 
Yeah I'm not sure why that's in there. I ended up editing Sandbox.sbc and removing all references to BotAI relating to spiders. Seems to have fixed the issue
Sarekh  [author] May 13 @ 3:25am 
Huh... I don't see any immediate suspects there. Maybe between Satreus and Cascadia there is a setting that gets broken because of custom voxel materials. Try removing Cascadia for a hot minute and see if that helps!
Novoca1n3 May 13 @ 3:12am 
It's extensive lol

Atlantean Transporters
[QoL] Seismic Surveying
Stone Duster
Transporter -- Works (Nov 30, 2023)
AQD - Conveyor Expansion
AQD - Small Grid Expansion
High-power Spotlight
Automatic Ore Pickup
Archan's Medical Panels
UfoL's Bullet Trails (Tracers) - Orange
Camera Panning - rotate camera view (+reset 1st person character view)
Improvised Engineering (Grid Pickup/Holding/Manipulation Mod) Nicknamed: Grabby Hands
Screen Gunk Be Gone!
Sneaky Sounds - Quieter Tools
Welder no eye damage (remove/delete flashes/glare/strob)
HUD Compass
Colorful Icons
Color Hud (1.200)
Build Vision 3.0
Build Info
Imperial Civilian LCD Signs (DX11)
Imperial Ambience Sounds
Satreus
Planet Cascadia (EMERGENCY RE-UPLOAD)
The Sun is not yellow
ITER - LCD mod
Imperial Sounds IV - IterSys
Rich HUD Master
Text HUD API
Definition Extension API
Sarekh  [author] May 13 @ 2:31am 
Errr. that must be something in your mod list, I have not ever seen a spider in that world nor did I get a report on them or saw one in any of the streams :) What's your mod list?
Novoca1n3 May 13 @ 2:14am 
Is there any way of turning off spiders as I'm stuck in a constant spawn loop (5-10 at a time) and no matter how many I kill they just respawn over and over and over again making the game completely unplayable. 90% of the time they don't even take any damage when you shoot them. I checked advanced settings and spiders aren't enabled in there.
Sarekh  [author] May 9 @ 9:46am 
Sorry it lags, initial loading times might be longer because of how SE loads textures.

However, you're wrong about the DLCs - this was specifically designed so people without the DLC can play it. You will need to put some work into it by replacing the DLC blocks with vanilla blocks for functional versions and some decorstives like tables might have to be replaced by mods or left out. But the blueprints will show up so you can complete them without DLC blocks and the pre-placed ships and crafts in the world will show up without you having to own a single DLC.