Space Engineers

Space Engineers

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REBF Endless - PvE Wave Defense - 1.04 (New Destroyers and Frigates) (HotFix4)
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Mod category: Campaign
Tags: survival
File Size
Posted
Updated
559.771 MB
Jul 18, 2024 @ 3:17pm
Sep 25, 2025 @ 11:07am
14 Change Notes ( view )

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REBF Endless - PvE Wave Defense - 1.04 (New Destroyers and Frigates) (HotFix4)

Description
This is template scenario description.

--- Introduction ---

One command base to defend, sixteen hostile factories pouring out enemy fighters and warships relentlessly. How many can you take down before being overwhelmed?

You start in a command base with a 'shield generator' beacon that you have to defend. Use the buttons in the command base to start the enemy waves at your preferred difficulty and intensity. The starting command base comes with three heavy fighters for you to use. There are also allied factories you can activate in the mission control room for reinforcements.

This scenario is a battle playground, where you can swiftly start a state of non-stop slaughter by defending against unlimited enemies. It runs in creative mode by default, so spawning in your blueprints and blowing everything up is encouraged.

Details of how everything works are in the command base's mission control room.



--- Console Versions ---

Mod.io (console Redux version): https://mod.io/g/spaceengineers/m/rebf-endless-wave-defence-redux

The mod.io files above may not work; they are experimental attempts at making a console-playable version. I have high hopes for the above. Let me know if it works on Xbox / PS, etc. (I can't test myself, since I don't have a console.) If this is successful, I'll upload the full REBF version on mod.io.



--- Thanks ---

Special thanks to Madirish[mod.io] for helping to test my stuff!



--- Updates ---
  • 10/08/24 Update: Added 8 Large-Grid Corvette Factories (1.02)
  • 25/08/24 Update: Added 2 Heavy Fighter Factories, replacing factories 5+6. (1.03)
  • 25/08/24 Update: Added 'AI Dongle'. Fixed Timed-Waves. Added 'delay stagger' to all factories for smoother sim speed.
  • 28/08/24 Update: Reduced H. Fighter Factory production by half to improve in-game performance.
  • 28/08/24 Update: Replaced corvette factories 7 and 8 with destroyer factories. They have expanded range and radius from previous factories and can build 2 new destroyers and 2 new frigates. (1.04)
  • 31/08/24 Update: Replaced medium + heavy fighters with 'redux' versions to improve game performance. Big difference.
  • 31/08/24 Update: Set AFP faction to accept all invitations by default for smoother multiplayer.
  • 02/09/24 Update: Modified 'redux' fighters to look more natural, solved an edge case where they wouldn't build properly at low sim speeds.
  • 19/05/2025 Update: Reset small-grid rocket-turret groups after 'fieldwork update' broke their grouping; all fixed now. Also fixed bug where activating heavy fighter factory 5 would accidentally also trigger the allied heavy fighter factory.
  • 19/05/2025 Update: Updated drone launch sequence from corvette factories to ensure smooth functioning after Apex Survival Update



--- Current Projects ---

Completed:
  • Make REBF playable on console (done?)
  • Build destroyer factories (done)
  • Upload 1.04 for destroyer / corvettes (done)
  • Build 'redux' heavy fighters to not lag the game while printing, upload (done)
  • Build allied version of destroyer factory (done, uploaded)
  • Rebuilt the 'Achilles', since the internals were a mess (done, uploaded)
  • Taking a break (always)
-
Upcoming:
  • Make media for 1.03 / 1.04 Update (tbc)
  • Setting up a weapon core version, which I'll upload separately. Just need to finish RBF destroyers + AFP versions. (in progress)

There isn't much extra I can do with the scenario at this point due to processing power limitations, adding more content would make it basically unplayable.

----------------------------------------
--- Frequently Asked Questions ---
----------------------------------------

Q: Can I play this multiplayer?
A: Yes. Start Scenario -> Save ->
Quit Scenario -> Main Menu ->
Load Game -> Edit Settings ->
Turn on Multiplayer -> Load Game.

Q: Can I play this with mods?
Yes. Start Scenario -> Save ->
Quit Scenario -> Main Menu ->
Load Game -> Edit Settings ->
Add Mods -> Load Game.

--- Alternate Versions ---

Want to fight on planet-side instead of in space? REBF Endless Atmospheric is now released!
Check it out here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3373930276
45 Comments
Dr.Reigh  [author] Jan 16 @ 10:40am 
- Miritar:

Nicely done!

Generally, the intention is to just defend, although I have debated whether I should add defences to the factories or not. I'm never really sure what to do or change since I don't get much feedback.
Miritar, Kell of OOB Jan 10 @ 5:37pm 
Not sure how, but i managed to destroy the RBF factories and not lose any of the starting fighter ships on Hell Mode
Dr.Reigh  [author] Nov 24, 2025 @ 2:40pm 
Core Systems Update: Scenario seems to still work as normal. A new strange impulse wobbles through the large grid factories sometimes, but they still seem to consistently build ships on loop.

Since it still runs fine, no changes.
Dr.Reigh  [author] Sep 25, 2025 @ 11:53am 
Latest hotfix:

Apex Survival update broke the corvette factories. They are fixed now.
Dr.Reigh  [author] May 19, 2025 @ 7:52am 
Latest hotfix:

Fieldwork update broke the groupings for rocket turrets, so I had to reset them. All fixed now. Also fixed a bug where activating factory 5 would also activate the allied heavy fighter factory. Everything should be running as usual. If you notice anything not working, please let me know here.
Dr.Reigh  [author] Jan 10, 2025 @ 11:43am 
- Stavinair Caeruleum:
WeaponCore (base) works very well with this, I've tested it. It doesn't break the AIs.

I tried to make an Aryx's WeaponCore version, but the turrets wouldn't target properly when printer-built during low sim speeds (which are in inevitable in rebf). So it will vary as to whether specific weapon mods will fully function correctly.
Stavinair Caeruleum Jan 9, 2025 @ 12:51pm 
Would adding in weaponcore break the AI's?
Dr.Reigh  [author] Jan 9, 2025 @ 7:30am 
- Atlas:
Yes. I built it with the intention that players can spawn in their own ships and test them out. I do so myself regularly.

The scenario runs in creative mode by default (it's needed to build the enemy ships fast enough) so you can just spawn them in with F10 as per usual.
The Tactician Jan 8, 2025 @ 10:53pm 
question can i just use my builds and fight? i.e. a CV
Dr.Reigh  [author] Dec 14, 2024 @ 10:25am 
Seems that if the projectors are turned on and off again while no blocks are merged, it clears the bug. So I added logic which does that at the end of the production queue.

Everything works fine again. For now.