Space Engineers

Space Engineers

148 ratings
PvE Wave Defense - Ground and Air - REBF Endless Atmospheric - 1.04
4
2
2
10
   
Award
Favorite
Favorited
Unfavorite
Mod category: Campaign
File Size
Posted
Updated
657.406 MB
Nov 29, 2024 @ 9:43am
Nov 26, 2025 @ 8:28am
8 Change Notes ( view )

Subscribe to download
PvE Wave Defense - Ground and Air - REBF Endless Atmospheric - 1.04

Description
--- Introduction ---

One command base to defend, hostile factories pouring out enemy air and ground vehicles 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 fighters, rovers, and tanks 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.


--- Updates ---

10/12/24:
--- Fixed enemy light rover factories not broadcasting build messages when starting construction
--- Removed one starting AA defence rover from the AFP base
--- Added player-drivable starting vehicles: -
--- 2 Skirmisher light tanks.
--- 2 'Dragonhead' heavy tanks.
--- 1 Bastion heavy tank .

12/12/2024
--- 'Contacts' update introduced bug causing projectors to keep projecting even after turning off.
--- Added logic to turn the projectors on and off again after each print. This gets around the above bug.
--- I've also added a new Vehicle:
--- 1 Atreus Command Vehicle (Mobile tank with 5 torpedo printers! Fully AI automated.)

07/01/2025
--- Updated 'Atreus', added H2 generator + additional hydro tanks to fuel up the missiles.
--- Replaced one S-Goblin with an SG2. Kept one original goblin present since it can be copied without any DLC.
--- Added an SK14, an assault-cannon-based fighter to give players more variety in air gameplay.
--- Cleaned up the controls / component names on the goblins.
--- Added event controllers that unlock and turn off landing gear when entering cockpits to reduce learning curve for new players. Literally just get in and fly.

08/05/2025
--- Scenario was temporarily broken by 'fieldwork' update (share inertia settings were disabled by default)
--- Updated world settings, reset the share inertia and rocket groupings.
--- Everything works fine now

xx/xx/2025
--- Apex Survival update spawned trees in the corvette factories, breaking one of them.
--- The new trees were removed, system now works as usual.
--- For some reason, building an AFP Siege Grav Tank breaks the AFP corvette printer. I'm unable to resolve this at present.

26/11/2025
--- Core Systems update added a wobble to the Destroyer Factories, breaking them.
--- Fixed the above by adding 3 large atmos upthrusters to the support beams. They work fine now.
--- Added a new fighter, the Brokis, for players to use.

--- TODO ---

Pretty much finished, overall. Considerations for improvement ---
1. Tweaking the player tanks for fun. Currently they are mostly based around fun custom turrets / looks / memory-efficiency, but they need heavy armour floors and thrusters so they can drive more smoothly.
2. I feel like the light enemy rovers / fighter-bombers should be large-tank hydrogen based, so that they explode more beautifully. They take too long to 'kill-off' currently.
3. RBF Pathfinding is pretty... mediocre. I need to assign unique waypoints not only for each ship, but for each factory copy, which would stop them crashing into each other. However, doing this would be so mind-numbingly tedious that I'll probably never do it.
4. I'm curious about the new 'WelderWall' mod to see if it has a significant boost to memory efficiency. I've always tried to keep this vanilla for maintainability and ease-of-modding, but this may tempt me.

Let me know your thoughts, or if there's anything you'd like added.
-
Upcoming:
Nothing for now. Might make a second video. If the scenario gets popular / attention, I'll fine tune it more.

----------------------------------------
--- 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 ---

This wave defence scenario is a variation of the original space-based REBF Endless, which got Community Spotlight.
Check it out here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3292113436
32 Comments
Dr.Reigh  [author]
Nov 26, 2025 @ 9:40am 
Core Systems Update broke the RBF destroyer factories; I've fixed them by adding stabiliser thrusters to the support beams.

Also added a 'Brokis' fighter to the player-side fighters. It's my current mainstay PvE fighter and very reliable.
Dr.Reigh  [author]
Nov 12, 2025 @ 3:11pm 
@EdCasE

The scenario runs on my side, but I can confirm that the scripts are not loading. May have been something in my previous update, or something keen changed. The scripts are non-critical (everything in the mission uses in-game logic blocks). A cheap workaround could be to just start it as a save file, and then load the server from the save.

if you're in the game, alt-F11 will allow you to copy log to clipboard.
Oct 24, 2025 @ 1:28am 
@Dr.Reigh

This is the error I get in my server startup

09:26:10.7117 [ERROR] Keen: Missing mission script file Scenarios\REBF PvE Wave Defence - Atmospheric - 1.01\Scripts\Mission01\Mission01_Start.vs
09:26:10.7117 [ERROR] Keen: Missing mission script file Scenarios\REBF PvE Wave Defence - Atmospheric - 1.01\Scripts\Mission01\Mission01_Part.vs
09:26:10.7117 [ERROR] Keen: Missing mission script file Scenarios\REBF PvE Wave Defence - Atmospheric - 1.01\Scripts\Mission01\Mission01_End.vs
09:26:10.7520 [ERROR] Keen: Missing visual script dependency file Scenarios\REBF PvE Wave Defence - Atmospheric - 1.01\Scripts\Common\AssistantMessage.vs
Oct 17, 2025 @ 2:21am 
Hi, I keep getting error in my world upon load up, but am unsure how to post the log files, please could you point this idiot in the right direction to find the logs or tell me what I am doing wrong?

Many thanks in advance

Ed
Dr.Reigh  [author]
Sep 25, 2025 @ 12:05pm 
Apex Survival update / hotfix:

New trees were respawned by the update, breaking one of the corvette factories. The trees have been removed, and the has been resolved. I observe that the AFP corvette factory breaks when building a Seige Grav Tank. I recommend avoiding that particular option for now.
Dr.Reigh  [author]
Jun 17, 2025 @ 5:54am 
-Hearts Fear:

Thank you! I'm really glad you're enjoying it.
Jun 11, 2025 @ 2:48pm 
This is really fun ! Thank you !
Dr.Reigh  [author]
May 8, 2025 @ 6:45am 
Apparently the fieldwork update temporarily broke a lot of the factories (it messed up / reset the share inertia settings on pistons/hinges).

I've fixed the problem and the scenario now runs again as usual.
Dr.Reigh  [author]
May 7, 2025 @ 6:43am 
-dusty7765:

The factories in the scenario currently won't work outside of creative mode.

Your wife should be able to join the faction, I'll double check the settings.

It is possible to make the factories work in survival, supply the building parts, set up automatic ammo feeders, auto-fuelling, etc. but it is a lot of work and it lags the game a lot, so it seems like it's not worth it.

Also, I tried building a 'survival mode' wave defence once, but there was no interest in it so I stopped.
Apr 18, 2025 @ 12:17am 
Do i have to play in creative for the enemy bases to make vehichles i left the faction of the senario and made abnother cuz my wife couldnt join the same facion for some reason and then all the enimy bases los there faction and when i changed the bases back to the npc faction they could only work if creative mode was on