Space Engineers

Space Engineers

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PvE Wave Defense - Ground and Air - REBF Endless Atmospheric - 1.04
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Mod category: Campaign
File Size
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657.265 MB
Nov 29, 2024 @ 9:43am
May 8 @ 6:40am
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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


--- 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 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.
Next idling project is WeaponCore for the original space version.

----------------------------------------
--- 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
25 Comments
Dr.Reigh  [author] May 8 @ 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 @ 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.
dusty7765 Apr 18 @ 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
Dr.Reigh  [author] Feb 24 @ 4:55pm 
-Fullercloth2021 :

Usually, the game should store the save files as a compressed zip file, which can have its settings edited (such as adding mods).

Sometimes, the game will save the files as an (uneditable) folder instead, as you have observed. This can be caused by:
1. Using Steam Cloud storage instead of saving games locally (check settings for this, old saves may seem to 'disappear', but they are still on the cloud)
2. Autosaves sometimes do this anyway. Manual saving may help.
3. Very large save files may save as folders instead of zip files.

I loaded up the scenario, and then immediately quit. The default save that was generated was an editable zip on my end. You've probably already tried this, but loading it up and saving as a new file may also help.
Fullercloth2201 Feb 23 @ 5:03am 
How do i get mods in this and/or the space version? when i follow your answer to this in the description, all i can do is load the world or delete it, has a folder symbol at the front of the name and cannot edit anything on the world
Dr.Reigh  [author] Feb 10 @ 6:46am 
-Wolfpackalpha8 :

Sounds perfect! I'm always really curious as to what people actually use.
Wolfpackalpha8 Feb 9 @ 9:02am 
so what if I was to say make a wall of azimuth turrets and give the wall a ton of ammo, and then i use a lauchable missile mod and start flying around to destroy the enemy in the capital style ship
:se:
Dr.Reigh  [author] Feb 3 @ 5:02am 
-Xeon :

Most of the blueprints aren't on the workshop, since I thought people would just take them from the game (which I don't mind at all). Let me know which blueprints you want, and I'll be happy to upload them.
Acherion Feb 2 @ 8:06am 
Is there a link to the blueprints?
Dr.Reigh  [author] Jan 25 @ 8:11pm 
-Kyuubi :
Thank you. Your words are very kind.