Space Engineers

Space Engineers

Modular Encounters Systems
3,152 Comments
Satono Diamond Aug 21 @ 5:56am 
How do I make enemies use fuel at normal rates? It doesn't seem to be in any of the settings.
Walter Grey Aug 15 @ 10:55am 
Can somebody help me with an issue I'm having? Most of the ships that spawn around you don't despawn or move away. They just stay at around 6-8km distance. I really dont wanna anger the factions by destroying or "reactivating" (grinding something off) them all the time. I had a look through the wiki in case there are some config options that could help but its all a bit much and I dont wanna change much so I dont break EEM which I'm using with MES. Does anybody know a fix for this?
Roy Aug 4 @ 1:11pm 
A friendly reminder that block entity names are case sensitive and can cause problems if this is forgotten. Please see the InfiniteTanks.cs file for an example.

2025-08-04 15:48:44.681 - Thread: 1 -> Exception: System.NullReferenceException: Object reference not set to an instance of an object
at ModularEncountersSystems.BlockLogic.InfiniteTank.RunTick100 () [0x00091] in <7762c1b7f76d49d092a93793cee59089>:0

public InfiniteTank(BlockEntity block) is not Block. Yes, problem goes away changing either the references to lowercase "b" or changing the block name to have an uppercase "B"
@DeniedD Bomb
take a look at the logs.
usually such things are caused by a mod failing to update properly which can be alleviated by forcing a update and/or cleaning out all modrelated files before making a clean redownload if it isnt caused by a steam side problem.
DeniedD Bomb Aug 3 @ 10:15am 
This mod is not working on my server my server is failing to load unsure why after the update
Roy Aug 2 @ 1:03pm 
Version here has worked so far. I think they update the steam workshop posting soon after updating the github listing. I'm using the steam version but refer to the other for reference when troubleshooting oddities or wanting to make changes to my offline version.
tvann38 Aug 2 @ 9:15am 
So the version here is safe for download? Or is there another source for the updated one?
Roy Aug 2 @ 7:29am 
I downloaded their changes earlier as I was using my changed copy as an offline mod and played with it this morning. Quite a few changes between the two so they were very busy with it. MES is functional again as far as I can tell since it properly operates correctly in the scrapyard scenario. I haven't tried it yet with NPC mods running or on any of the scenarios other than that one. Splitsie's stuff is heavily MES dependent so I grabbed the quickest to test as I don't have much time to game between other obligations this weekend. No problems so far.
tvann38 Aug 2 @ 6:57am 
Fixed as in working correctly again?
Roy Aug 1 @ 1:41pm 
Awesome. Thank you CaptainArthur!
CaptainArthur  [author] Aug 1 @ 1:32am 
@Roy Thanks for the detailed comment. It should be fixed now
Roy Jul 31 @ 3:30pm 
Please pass along the information so they might correct it in the github. I don't have an account there.
Roy Jul 31 @ 3:27pm 
I figured out the problem finally. I was looking at the code call in addbock.cs where it attempted to pull the emca335 library and realized the problem. I looked at the driver library for vrage that it's trying to summon here (system.reflection.metadata) and while this handle is a series of sub-calls inside this library, use here was confusing the compiler. There is no library called system.reflection.metadata.emca335. Only system.reflection.metadata. The extra handle is not needed. The library intended is in the vrage folder (or bin64 folder for some of us) so it's easy enough to verify if you wish to check my work. I removed the emca335 handle from the system call at the start of addbock.cs to restore MES operation to normal. It now compiles correctly and loads my mods again.

The correct line should read:
using System.Reflection.Metadata;
CaptainArthur  [author] Jul 31 @ 7:36am 
@tvann38

Vanilla is pretty good now

You can try out this for a MES alternative https://steamcommunity.com/sharedfiles/filedetails/?id=3099943209
tvann38 Jul 31 @ 7:26am 
Is there any alternative to MES? Can I add enemy factions a different way?
Roy Jul 30 @ 3:07pm 
I'm learning how many other mods now have secret dependencies on the MES mod that aren't listed so this is becoming a positive experience. One of the things that have gone away since losing MES is the 2 second lag spikes that used to occur all of the time. It could have been the 4 NPC mods I run on my saves all choke pointing at the spawn cycle. It was even showing up in Splitsie's scrapyard mod where only POI's spawn before things went south. All cleared now. Scrapyard is so much slower with the stock spawner using the stock numbers and densities, btw. I'll try to tackle this problem again if I get time this weekend and see what it takes to get discord running safely to use the proper channel.
@Roy
as long as you can write you can be read i nthe comments but it might take a while.

most of the bigger stuff is nowadays handled via discord as its easier to share logs, pictures and keep stuff together there than on steam.
Roy Jul 29 @ 4:42pm 
Never use discord so I'd have to install and learn it first. Trying to TL:DR my reply here to x<1000 characters: Wiped and restored the mod, the game, Steam's common redistributables, and the proton environment/compatibility layer that I've used for playing previously. All testing for MES was performed in the offline sandbox open galaxy start with MES as the only mod in the new environment. Wouldn't even make it past debug testing and preload without critical errors. Other mods work fine. Only the MES core mod fails. I will game without MES for a while. It has to update eventually and there is much to do that doesn't require it.

Thanks to all who spent any time trying to help with this issue and for your response Abisius Xarvenius Carbensius. I thought I had gotten muted/blocked on this board prior to your reply.
@Roy
i would recommend putting this on the mes discord if you can fix it yourself with a file corruption and modconflict check.
Roy Jul 29 @ 11:57am 
Resetting the workshop files and performing file checks on SE doesn't help. Basically, all of my offline saves have no MES support except now it gives critical errors during preload. In the effort to sidestep the earlier missed declaration that bug complaints without logs will get ignored the error messages are available on request.
Roy Jul 28 @ 1:44pm 
Errors listed:

MOD_ERROR: Modular Encounters Systems, in file: Unknown
Compilation of C:\users\steamuser\AppData\Roaming\SpaceEngineers\Mods\1521905890.sbm_ModularEncountersSystems failed:
MOD_ERROR: Modular Encounters Systems, in file: Unknown
Z:\media\roy\Steam\SteamLibrary\steamapps\workshop\content\244850\1521905890\Data\Scripts\ModularEncountersSystems\Tasks\AddBock.cs(11,33): Error: The type or namespace name 'Ecma335' does not exist in the namespace 'System.Reflection.Metadata' (are you missing an assembly reference?)
Roy Jul 28 @ 1:23pm 
Reading the link to Keen's support indicates that they addressed the issue for dedicated servers but the problem exists in single player offline saves. All of my saves with MES based modding show a compile error during game load with the same resulting loss of load for those MES based mods.

Any suggestions for successfully rebuilding the MES main mod?
@rocketrambo20
you are not alone there and its no mod problem but due to stuff having changed.
atm the info i have is that there has been an update for the keen server manager to adress it but somehow not everyone gets it automatically.

try if a forced update of the server helps.
if that doesnt help some more advanced steps just got postet in the comments of the weaponcore workshop page and are as a pinned post o nthe weaponcore discord.
rocketrambo20 Jul 25 @ 11:04pm 
Well i damn should of never updated

2025-07-26 02:00:22.496 - Thread: 16 -> Workshop item with id 1521905890 download finished. Result: k_EResultFail
2025-07-26 02:00:22.496 - Thread: 16 -> Error during downloading: Fail
2025-07-26 02:00:22.496 - Thread: 8 -> Mod failed: Id = 1521905890, title = 'Modular Encounters Systems'
2025-07-26 02:00:22.496 - Thread: 8 -> Failed to download mod: Id = 1521905890, title = 'Modular Encounters Systems'
2025-07-26 02:00:22.496 - Thread: 8 -> Downloading mods failed


I am able to get my server working again but now i have none of the MES stuff spawning.
@Kane
or as others have experienced it with multiple mods over the last few weeks the mod just isnt updated properly on the server.
check your serverlog for a a"k_eresultfail" and if its present please take a look at my previous comment.
Kane Jul 25 @ 9:28am 
update broke mod. wont wokr on server
@dragonforce176
its definitly not the mod.
look in the logs if there is a "k_eresultfail" which would point towards probs in the communication between workshopserver and the gameserver which can be caused by a bunch of stuff.
if it doesnt solve itself after some time we have just handled a few cases of it happening in the comments of the wc workshoppage and the steps are still there.
https://steamcommunity.com/sharedfiles/filedetails/?id=3154371364
dragonforce176 Jul 25 @ 4:35am 
hi i love working with this mod i keep it on a server but i have encountered a issue with updates. When the mod needs a update the server decides that it can not download the update and shuts down the whole server completely and i can not get it to start at all with out removing the whole mod its self. Is this something to deal with the update or something to deal with the server because i have reached out to the hoster of my server and they say its the mod that is giving the issue.
Abisius Xarvenius Carbensius Jul 16 @ 12:20pm 
@Red Bull
nope we cant but the github based mes wiki which is linked inside the moddescription can.

https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Grid-Settings
take a look there and you find the settings for weapon randomization which randomizes the weapons with which the mes controlled stuff uses and thus allows them to use all weapons you can use yourself as long as you didnt blacklist them.
there are also many more options to tailer your mes experience inside that wiki.
Red Bull Jul 16 @ 11:50am 
Hello engineers, can you tell me how to make NPCs use weapons from mods?
Codera Jul 13 @ 9:55am 
NPC ships keep spawning, but don't despawn, thus filling my PCU limit. Anyway to activate the automatic despawn function?
Ghost Cat Jul 12 @ 7:17am 
For anyone interested in having the vanilla cargo ships spawn as basic MES cargo ships, I built a quick and dirty fix. It ain't great, and breaks the vanilla AI behavior, but it keeps them from building up in the local area.
https://steamcommunity.com/sharedfiles/filedetails/?id=3523656693
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
@Spoxnus @Spoxnus
i can only say that it works on my end besides the bit of troubble with the reworked vanilla stuff which is known and beeing worked on.

it can have a bunch of causes for why it doesnt work on someones end, i woudl suggest going over the "standard first aid list" and if that one doens help reporting in on the discord linked in the moddescription above with logs and an example world (a world with no more mods in use than absolutly neccessary to reproduce a problem) and make a full blown help request there.
Spoxnus Jul 10 @ 4:32am 
Is this mod broken or something? Cus i can not for the life of me get it to work.
Fatal Frame Jul 9 @ 12:37pm 
kinda sucks that this just doesn't work for me anymore
abrodycz788 Jul 6 @ 5:54pm 
Hey maybe just a me problem, but I noticed after the update with the enemy and neutral factions keen published....Game gets really laggy when I try to start with this in my mod list. When disabled everything is fine. Also its become a 50/50 chance of natural load in of MES related stuff. I have ran this for quite a while now, just never had this issue till the last major update.
Romanulus Jul 5 @ 7:20am 
Its written that there will be wolves and sabiroids, but I don't have them at all
Romanulus Jul 5 @ 7:14am 
And I don't understand, I'm on the planet, but it is written that there is no
Romanulus Jul 5 @ 7:13am 
I dont understand, what is combat phase?

::: Spawn Data Near Player :::
- Threat Score: 0
- PCU Score: 0
- Combat Phase: Disabled In Settings

::: Environment Data Near Player :::
- Distance From World Center: 919246811.785363
- Direction From World Center: X:0.136268460766414 Y:0.967837635892881 Z:-0.211473916002972
- Is On Planet: False
- Planet Name: N/A
- Planet Entity Id: N/A
- Planet Center Coordinates: N/A
- Planet Surface Coordinates: N/A
- Planet Diameter: N/A
- Oxygen At Position: N/A
- Atmosphere At Position: N/A
- Gravity At Position: N/A
- Altitude At Position: N/A
- Is Night At Position: N/A
- Weather At Position: N/A
- Common Terrain At Position: N/A
- Air Travel Viability Ratio: N/A
@Jivar
in that case i suggest asking for help on the mes discord linked inside the moddescription.
Jivar Jul 4 @ 1:03pm 
I am the admin. The chat commands aren't working still. Checked the log and the only thing mentioned about this mod was a circular referencing issue, but that was explained as a non-issue in everything else. The only difference i had when getting it to work was when i downloaded a backup and tested it offline.
@Jivar
you need to be admin on the server for the chatcommands to work, save after using them, restart the world if you use commands for settings for them to work properly in my experience.
Jivar Jul 4 @ 11:30am 
I've been struggling to get it to work on a dedicated server, there doesn't seem to be much info i can get on the FAQ or on Github. It isn't even recognizing the chat commands, and i've made sure to install it correctly, i've even tested it offline and it worked fine.
@Into
probably a leftover from the ownership change and the reupload of them due to steam workshop thingys.

working link to weaponcore:
https://steamcommunity.com/workshop/filedetails/?id=3154371364

working link to defense shields:
https://steamcommunity.com/sharedfiles/filedetails/?id=3154379105
Into Jun 20 @ 5:09am 
links in
"CoreSystems (Previously WeaponCore)"
and
"Defense Shields"
do not work
howardxu23 Jun 17 @ 9:15am 
@abisius I meant it as an stopgap measure, then using the suppress valinna encounters+cargoship mods to remove vallina ones(those still work)

Might look into that myself
grim Jun 17 @ 9:03am 
@Abisius Xarvenius Carbensius
I hope they fix the cargo ships problem soon. If it means removing it from MES and have it separate like Factorum then so be it. I hope the fix it in a way that they can then integrate or even allow a mod to add Factorum to MES. Imagine going about your day then a Factorum Warship comes and kicks your teeth in!

@Š øμ L Ŵ ø L ƒ ĦÐ

What other NPC related Mods are you running? From my former Console (xbox) SE days the Mod Faction Wars did what you are talking about.