Space Engineers

Space Engineers

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GFA - Mining Guild Faction (MES)
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Type: Mod
Mod category: Exploration, NPC
Tags: encounter, gfa
File Size
Posted
Updated
18.572 MB
Jul 9, 2025 @ 8:22am
Aug 13, 2025 @ 10:57am
3 Change Notes ( view )

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GFA - Mining Guild Faction (MES)

In 1 collection by enenra
GFA - A Galaxy Far Away
24 items
Description


Current version: 1.1a


The Mining Guild is an organization operating in large parts of the galaxy, and a major collaborator of the Galactic Empire. In exchange for providing raw materials at heavily discounted prices, the Guild was able to avoid direct integration into the imperial apparatus - for now. In the meantime, the Guild makes full use of the more relaxed view of the Empire on the topic of slavery, and has established itself as the law in many systems of the Outer Rim the Empire does not deem important enough to police directly.







Mining Guild Ships and Stations
This mod contains many spaceships and stations that spawn on planets, moons and in space via Modular Encounters System (MES). A full list of the encounters can be found in the Encounter Guide.

Advanced Mechanics and Interactions
Encounters have extensive chat dialogues so that the player knows what is happening and why. They also have the ability to call for help, and nearby Mining Guild encounters have the ability to respond to these SOS signals, and, once it's resolved, return to their original tasks. Encounters can also react to the daytime and weather, by turning lights on / off or closing gates and doors, and they will spawn with different skins applied to certain blocks depending on the terrain they spawn on. These and more details are listed in the Encounter Guide.

Mod Support: AiEnabled
This mod includes support for spawning AiEnabled bots as crew of some of these Mining Guild encounters. It is not required, but strongly recommended.



  • More encounters and mechanics will be added to this mod in the future. This means that some existing encounters will potentially work differently after future updates, too.
  • Spawn rates will need to be optimized but also strongly depend on what other MES encounter mods are installed - the more there are, the less of this mod will spawn.
  • I will be making more MES encounter mods for other Star Wars factions in the future. Planned are: Imperial, Rebel, Civilian and potentially Pirate ones.



Q: Can you make a version without WeaponCore?
No.

Q: This is a lot of mods...
Yes, it is. And in order for the encounters to work and look as they do, these mods are needed. I will not be reducing the amount of mods. In fact, chances are that the amount of dependencies will increase as I add more encounters.

Q: Will there be a mod.io version?
No. This mod requires various scripts to work, none of which work on consoles.



  • CptArthur - For teaching me MES configs and working on MSB together with me, on which this and our future encounter mods will be based on.
  • Rotal - For her work on building the first C-ROC Gozanti prototype, as well as the YV-929 Armed Transport prototype.
  • Default Trash Bag - For building the YV-865 Aurore base grid.
  • Mexpex - I used his Hydrogen Thrusters Visuals mod in my screenshots.


22 Comments
enenra  [author] Feb 6 @ 9:29pm 
I'll need the corresponding logs to be able to do any investigation of that issue.
FrAeKK Feb 6 @ 5:19am 
I deleted one of the drones, because it was attacking my base, eventhough we are no enemies. It crashed the game.
Seems like a fun additon to the mes mod. So I hope this can get fixed.
enenra  [author] Dec 17, 2025 @ 2:33am 
1. I make all AQD mods and GFA mods so I decide when they are discontinued.
2. I frankly don't really care what you think.
Dots Dec 17, 2025 @ 2:07am 
I don’t understand why there are so many dependencies, especially when the Workshop already has plenty of vanilla, Star Wars–themed ships that work without all of this. Not everyone wants to install the entire AQD mod set just to make one encounter function, only to never use those blocks again. I’m fine with the other listed mods, but this requirement feels unnecessary.
Dots Dec 17, 2025 @ 2:06am 
This approach comes across as stubborn and honestly discouraging. I’m not going to downvote the mod, but I do hope for one of two outcomes:
A) you release a version that uses only the already listed GFA mods plus MES, and nothing else, or
B) future mods you make rely on fewer external dependencies.

Any mod setup can break over time. AQD mods might be discontinued years from now or removed from the Workshop entirely. When releasing a mod, I believe it’s important to think about long-term compatibility and future-proofing. It’s unlikely that you—or any other mod author—will still be around decades from now to fix issues if another dependency disappears unexpectedly.
enenra  [author] Dec 16, 2025 @ 2:30pm 
You have no choice. If you install a mod with dependencies then all dependencies are loaded into the savegame - whether they are in your mod list or not.
Also, I don't add mods as dependencies for fun. They are all used and removing any one of them would break this mod.
Dots Dec 16, 2025 @ 10:13am 
thanks for infos. What is the minimal list I could possibly get away with? my game already has like 80+ mods and i'm worried about conflicts and crashes. You listed AQD - Concrete but game already has concrete reskin from DLCs. This is just a example.
enenra  [author] Dec 16, 2025 @ 9:23am 
The encounters in this mod generally already have despawn set up which kicks in if players don't go near for a certain amount of time
Dots Dec 16, 2025 @ 5:14am 
is there a way to "clone" the Factorum (prototech) factions timer and bake it in to this mod? say the grids vanish after 2 RL days of not being toucher by players? This also includes the "claim grid" function up in the corner of the grids panel.
Omega Developer Sep 25, 2025 @ 7:19am 
i was playing survival in default settings so i probably had "can use all terminals". Gonna disable it when i play the game next time then