Space Engineers

Space Engineers

[EEM] Exploration Enhancement Mod - Unstable
200 Comments
Thraxus  [author] May 7 @ 12:04pm 
Leonser hates the moon, so he never made a lander for it. Bitter the US won the space race I reckon.
BaiLu May 2 @ 9:57am 
Me too
Gena Cider Apr 27 @ 1:16pm 
why is the moon start gone when using this mod? every other planet is avaible just not the moon
Thraxus  [author] Dec 23, 2024 @ 9:50am 
Updated. Too many changes to list really. Expectation is that this EEM works like Release EEM. There have been no updates to how the mod should function, just updates to how it functions.
Smart Bear Aug 30, 2021 @ 9:16pm 
Это чудненько!!!!
Thraxus  [author] Aug 30, 2021 @ 9:12am 
Нестабильный выпуск будет обновлен в ближайшем месяце. Грядет масса изменений :)
Smart Bear Aug 30, 2021 @ 3:36am 
Мод давно следует обновить, в целях актуальности! А в общем хороший мод, есть скучноватые моменты, но это терпимо.
Thraxus  [author] Aug 10, 2020 @ 6:05am 
I was planning on writing a new version of it, but will probably just adapt to the vanilla economy before too long.
Sullivas Aug 9, 2020 @ 1:26pm 
Will EEM switch over to Keen's economy, or will it stay seperate?
Thraxus  [author] Dec 22, 2019 @ 4:06pm 
Posted this on Discord -- but just in case:

Important Note!: EEM Unstable will start getting updates again very soon (days, maybe a week). If you're using this for your game and/or server still, please stop and switch to core. The first pushes for Unstable will NOT be server stable, and will have a reduced feature set while i'm getting AI back on it's feet. When it's safe to use on a server and/or needs to be mass tested by people other than me, I'll ping the lot of you again.

If you're interested in helping me play test the early versions, let me know and I'll setup a room dedicated to testers / testing / feedback. Thanks! Merry Christmas! Happy New Year! <insert some other cultural holidays here that I know I missed and enjoy them too!>
Thraxus  [author] Jun 5, 2019 @ 3:28pm 
Oh, and BaRS will no longer cripple our AI no matter what this time. Much more robust design this time around.
Thraxus  [author] Jun 5, 2019 @ 3:28pm 
Yep. Gen 1 BaRS protection won't be final, but will demonstrate one path I'm considering taking. There are several options on the table though; some less destructive but less... believable (like forcing all BaRS to be disabled within range of an EEM prefab). I'd rather the penalty for using them offensively be stiff, but let the player decide if they want to pay it. Not force the decision on them.
JDaremo Fireheart Jun 5, 2019 @ 8:53am 
I was about to ask about an ETA on the AI Update, but I see you already answered it. The BaRs fix will be in that same update?
Thraxus  [author] Jun 3, 2019 @ 9:18am 
Well, that is why I said I asked Leonser to add it to Core.

I won't be adding it to Unstable until the AI update later this month.
seronis Jun 3, 2019 @ 9:01am 
If there was always a trading ship available then id agree. But i've had games where even after 8-12 hours of play not a single trade ship spawns, just the others. Just adding the skit would mean that starting the game is at least always playable instead of 90% of games resulting in you filling up cargo space with ore in first 5 minutes then being hours before you can do ANYTHING else.
Thraxus  [author] Jun 1, 2019 @ 3:53pm 
The idea behind the M3 has always been mine to trade, not mine to build. Adding the Skit to the M3 is a courtesy, not a necessity as far as I'm concerned.

From my angle, yes, the patch is complete. Leonser was responsible for updating the respawn ships. I've asked Leonser to update Core with M3. Unstable will not get it until I push my AI update.
Der Mattologe Jun 1, 2019 @ 11:45am 
M3Miner without SurvivalKit? Mine Ore and fly to Trading Station to sell Ore and by Components.:lunar2019grinningpig:
seronis Jun 1, 2019 @ 11:08am 
'survival update is complete'

except m3miner doesnt have any way to function when progression is turned on because it has no survival kit.

You dont have enough computers to build a basic assembler and you cant build any form of power at all.
Thraxus  [author] May 24, 2019 @ 4:23pm 
I'm coming up on the end of the AI rewrite. I have a "fix" for BaRS in place, though it doesn't seem like the most popular idea. However, beta rollout of the new AI here will simply knockout all BaRS within a 250m radius of an EEM prefab suspected to be under attack by one. Damages them for 90% of their current health. Factions are also properly triggered by it.

AI wise, BaRS doesn't affect EEM anymore. The retaliation attack is just that - repercussion for the assault.

Not 100% sure this is what I'll stick with for the Core push, but it's what I have now, so it'll be what's in the first Unstable update.
JDaremo Fireheart May 24, 2019 @ 1:09pm 
Thraxus, any development on the bug between this mod and Nano B&R?
Sockhead May 20, 2019 @ 10:04pm 
i love that reaver and corruption ships will chase and kill the civ ships from this mod, but when they attack they dont trigger police or military, id love to see a war between space cops and reavers.
Thraxus  [author] May 2, 2019 @ 8:53pm 
Survival update is complete. Working on the new AI now. Maybe a week or so and this branch will switch back to full dev (but I will still need people to play - EEM needs stable AI afterall).
JDaremo Fireheart May 2, 2019 @ 1:14pm 
Thraxus, you were mentioning that you were almost finished the Spring Update, is the last of it still coming or are you done fixing what Keen broke with their big updates?
Thraxus  [author] Apr 25, 2019 @ 9:04am 
Ah, good catch. I'll look into both making the containers 1x friendly and the limiter not working maybe tonight, this weekend if not.
Der Mattologe Apr 25, 2019 @ 6:59am 
Can you lower the inventory of the trading stations? With realistic setting the storage containers are full and if I throw in 1 Credits the script count endless credit. And sometimes the trading script crash if we buy or sell goods. And the storage limit in the script is not working. We can throw in as many goods as we have and the stations will count and credit it even if all containers are full and the goods are floating through the connectors to the outside.
Thraxus  [author] Apr 23, 2019 @ 12:35am 
Nothing I can do about that. The custom planet needs to properly define itself. If it defines it's gravity wrong, we'll spawn there. I have no control of that one unfortunately.
toddlerself Apr 22, 2019 @ 11:47pm 
Did you fix ships spawning in custom planets' gravity? I actually found it entertaining watching them plummet to the surface.
Thraxus  [author] Apr 22, 2019 @ 6:49am 
EEM Core has the same code Unstable does right now. The Survival update is complete from my standpoint. If a bug crops up, I'll fix it, otherwise, Unstable will return to being a test bed for new features in the next month or so.
Bloodlance Apr 22, 2019 @ 4:46am 
Hey <3 , love the mod a lot, is the survival update core stable thing updated ? was thinking maby start a new game totally. :)
Z3R0X Apr 21, 2019 @ 1:22pm 
i just made a pack out of both mods XD so yeah updates will never come to me now XD
Thraxus  [author] Apr 21, 2019 @ 1:14pm 
You have to write your own mod around that file (I think you only need the proper directory [so the Data folder -> case sensitive] structure with that file in it), publish it to the workshop, and play with the load order (i think it needs to load after EEM).
Z3R0X Apr 21, 2019 @ 8:25am 
hi so about the conainertypes_eem.sbc overwrite i took that file and added the new items how do i make it so it does overwrite your mod?
Bloodlance Apr 21, 2019 @ 2:41am 
cant wait <3
Thraxus  [author] Apr 20, 2019 @ 1:22pm 
Survival update is just about complete. Leonser should be pushing Unstable to Core sometime today. Feel free to switch branches back to Core once it's updated.
Thraxus  [author] Apr 20, 2019 @ 12:57pm 
For the loot - no easily. EEM uses custom defined lists attached to the prefab directly. You'd have to make a mod to overwrite our definitions in ContainerTypes_EEM.sbc to include the new loot. I'll check on the moon respawn ship issue.
Z3R0X Apr 20, 2019 @ 10:55am 
and another question the mod tiered blocks mod adds, new loot to the normal encounters but it seems your mod does not accapt that loot is there a way to fix that?
Z3R0X Apr 20, 2019 @ 10:41am 
hello there it seems that your mod is missing a moon respawn ship could you fix that?
Caelaran Apr 19, 2019 @ 1:08pm 
Sounds good, thanks! Note that I believe that More Encounters may have NPC wars functionality in it as well.
superhappyalien Apr 18, 2019 @ 7:12pm 
I Would not Recommend using NPC wars with EEM as NPC Wars is what it labels say and would just run a muck with EEM lol.

But I am Trying to Get More encounters 4.0 to work more friendly with EEM etc
Thraxus  [author] Apr 18, 2019 @ 6:28pm 
Agreed on the need for a search! However, it wouldn't help as 90% of folks wouldn't use it, haha.

As for your questions:

1) Load order doesn't matter

2) No conflicts that I am aware of with any other content mod.

For MES specifically from the Discord FAQ:

Q: What settings do I need for EEM?

A: If not using MES:
- Cargo Ships, Random Encounters, Drones, Ingame Scripts all need to be enabled
- Max asteroid density and a view/sync distance of at least 10k is recommended

If you are using MES, you can disable Cargo Ships and Random Encounters; the rest still stands.
Caelaran Apr 18, 2019 @ 4:44pm 
They REALLY need a Steam thread search function, I'll ask anyways - compatible with Modular Encounters, NPC wars, etc? Where should this mod go in the load order with those?
JDaremo Fireheart Apr 17, 2019 @ 11:26pm 
woohoo, great news
Thraxus  [author] Apr 17, 2019 @ 9:42pm 
Dialogue is back! If you see anything silly, send me all the logs on Discord and let me know what nonsense you've witnessed.
Caelaran Apr 17, 2019 @ 5:19pm 
<<waits on edge of seat>>
Thraxus  [author] Apr 16, 2019 @ 8:53pm 
I had to refactor a lot of the handlers for faction relations to get war to stop spamming like the devil for the relationship change. All for the better though. I have one small bug to work out with war and messaging still, but then it's just putting in place the last few pieces. Patch definitely not tonight (there was more to refactor than I expected), but should be tomorrow unless I get crazy loops thrown in my direction.
Caelaran Apr 16, 2019 @ 5:28am 
Agree, thank you so much!!!
JDaremo Fireheart Apr 16, 2019 @ 3:02am 
Great to hear. Thanks for all your Hard and unappreciated Work on this.
Thraxus  [author] Apr 16, 2019 @ 1:49am 
There should be no spam with the update.

Group messages will be in a collective form (so, new faction creation for instance). Factions will communicate their intentions though, so 1 per faction on war declaration (i.e. 1 from CIVL, 1 from UCMF, 1 from SEPD when a new war is started with CIVL), you'll receive another when the war cool down is over (again, 1 from each faction involved), and one final one (for each faction involved) when peace is actually declared.
JDaremo Fireheart Apr 15, 2019 @ 10:48pm 
Does that mean no more faction chat spam?
Thraxus  [author] Apr 15, 2019 @ 9:40pm 
Spent the weekend analyzing spawn logs. Had to make some annoying changes thanks to more undocumented Survival patch nonsense. Anywho, Patch Tuesday or Wednesday night with faction message back in play. Almost to the point where I will call the Survival Update complete.