Space Engineers

Space Engineers

371 ratings
Corruption PvE Combat
Type: Mod
Mod category: Other, Npc
File Size
13.921 MB
Apr 27, 2017 @ 1:40pm
Nov 25 @ 5:26pm
42 Change Notes ( view )

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Corruption PvE Combat

In 1 collection by Meridius_IX / Lucas
Modular Encounters Collection
18 items

This mod adds several new pirate drones to provide a more challenging Player vs Environment (PvE) experience. Many of the drones included make use of custom behaviors, making them a bit more unpredictable when compared to vanilla pirate drones.

Many of these drones can pose a serious threat to players who start in space with minimal resources. Some of the drones can also attack players on small moons. Players starting on regular sized planets should generally be safe from these encounters.

Drone Types and Behaviors

Because this list is quite large, any will likely grow as more content is added, I've setup a Steam Guide page that contains information about the various drones and their behaviors.

You can access the guide by clicking here.

Requirements / Dependencies

This mod requires the following world options / mods to be enabled:
- Modular Encounters Spawner
- Enable Drones
- In-Game Scripting


As of a recent update, the drones in this mod will now despawn if they are further than 20km from the player. Drones that cannot handle natural gravity will also despawn (until I am able to redesign them).

However, this mod does not clean up broken parts of drones, so you will still want to ensure your clean-up settings are tuned accordingly.


This mod is compatible with other content-adding mods included in the Modular Encounters Collection. Compatibility with other Exploration, Cargo Ship, or Pirate mods is not guarenteed.

Plugin Scripts

The following plugin scripts are available for this mod:

- Reduced Signals: Disables Antenna and Beacon signals on several drones.

September 2018 Update

With the release of the Modular Encounters Spawner, the dormant 'Boss Encounter' in this mod has been enabled. This encounter appears to players as a GPS Marker labeled "Dangerous Encounter", and if approached, will spawn a difficult drone to fight. If you are willing to take on this challenge, be prepared to possibly lose your ship - these encounters are not easy, even with weapon/shield mods enabled. More boss encounters will be added in the future.

Special Thanks

Huge thanks to Whiplash141 for providing code that allows much better drone manuevers in natural gravity!

Modular Encounters Collection Discord Server

If you're interested in getting involved with the mods in this collection, and future projects, check out our Discord Server:


For Answers to Frequently Asked Questions about the mods I maintain, please click here[]
Popular Discussions View All (5)
Nov 17 @ 12:53pm
so why was the shield drone removed?
Dec 12 @ 3:01am
PINNED: Hacker Drone
Meridius_IX / Lucas
Sep 30 @ 12:17pm
< >
mrcalzon02 6 hours ago 
totes needs a way to include Bob in the list of possiable turret options :) for chaos and mayhem :)
General Space Dec 15 @ 2:30pm 
I discovered your mod collection by watching Shack and Tex in the original Exploration series, and it's really good! I'm laying the groundwork for a proper campaign right now, and I was wondering how easily the Corruption system could be adapted to land vehicles or hover-based vehicles?
Reddley Dec 9 @ 9:51am 
This mod has made Space Engineers the best game it can be, thank you for making it :steamhappy:
archaegeo Dec 7 @ 10:26pm 
Which MES settings/config files control Corruption spawns?
5ardaukar Dec 7 @ 8:45pm 
I just wanna say thank you so much for all your efforts... I studied must of your scripts and files for days... and learned so much!!! I salute to your programming skills...
UltraEmailMan Nov 28 @ 8:59am 
Dang. Thanks anyway. I guess I'll just have to wait for your drones to get a little bit closer for the time being. :P
Meridius_IX / Lucas  [author] Nov 28 @ 8:53am 
I don't know of one that does that
UltraEmailMan Nov 28 @ 8:53am 
Do you know of one that rotates the whole grid as opposed to rotor turrets? My goal for the satellite design is to only require one weapon for a full area coverage similar to the ones from independence day.
Meridius_IX / Lucas  [author] Nov 28 @ 8:47am 
You'd likely need something like Whip's turret slaver then. As far as long distances are concerned, that'd depend on the turret you're using as the 'designator' since vanilla turrets only have a detect range of 800m
UltraEmailMan Nov 28 @ 8:45am 
I want to setup a satellite defense grid. Owned by player, but automated.