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
Posted
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657.255 MB
Nov 29, 2024 @ 9:43am
Jan 7 @ 10:53am
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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.



--- 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
15 Comments
Kyuubi Jan 9 @ 4:26pm 
i have a feeling i just found a new fav horde mod *bows in gratitude*
Riaz  [author] Jan 9 @ 5:04am 
-Atlas : Thank you for the positive feed back! I spent about 1000+ hours developing the system, so I'm glad people are enjoying it.

Also, I do have a space version, as Sebastion has very kindly linked below
Atlas Jan 8 @ 5:09pm 
btw good job.
Atlas Jan 8 @ 2:17pm 
is there a space only version? i dont like planets personally dont i dont build for gravity
Riaz  [author] Dec 14, 2024 @ 10:30am 
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.
Riaz  [author] Dec 12, 2024 @ 2:27pm 
The new update seems to have introduced a bug into the scenario whereby turned off projectors are still having their projections built. This means that if you try to use cycle mode, it will build 2 projections into each other at the same time. The resulting ships are monstrously cool, but unfortunately this destroys the printer. I've tried dabbling around with settings but this doesn't seem fixable on my end.

I'll do a hotfix for now, setting each of the printers to only build a single ship type by default.
Riaz  [author] Dec 10, 2024 @ 1:29pm 
s1mp : Thanks! I worked hard on it.
s1mp Dec 9, 2024 @ 11:56pm 
This is without doubt the coolest thing I've ever seen
Riaz  [author] Dec 9, 2024 @ 5:21pm 
I've released the 1.02 update, which adds 5 tanks to the player base. I've double-checked everything, but let me know if anything doesn't work, or if you like / dislike it.