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have yet to encounter some of the new stuff, though if you can reproduce it in a fresh world with just mes you probably shoult put together logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation to show the problem) and do a report on the discord after checking that is doesnt happen with no mods at all in use.
wouldnt go that far as there are still higher functions of mes and mods adding functions to mes that either arent in vanilla or not supportet by the vanilla encounter or cargo ship system.
did seen your message, though its for one not 2 days old and in the wrong channel fornwhen you have problems.
if you have read the moddescription you then now atleast know why the settings keep getting turned off and the functions mes takes over as well as the places where you can find documentation about it.
and i have written here and in the aie comments that you shall read the moddescription cause you did already ask inside the aie comments a question that is answered by that even after i pointed to it the first time.
- 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).
in your relation to the comment in the aie comments, which at this point havent been ended up there, about where mes has standing which settings get turned off i am going to repeat myself:
it is written inside the moddescription on the mes workshoppage.
and for the future:
please try to post stuff related to a specific mod in that specific mods comments, even more so if you have already been pointed with a arrow that says that the mod where you aks has no influence on it.
besides the moddescription of mes you also have the github based wiki for mes and the discord for mes which are both linked inside the moddescription of mes to find out informations on how it works and what you can do with it.
from past experience the usual cause for stuff not working is a mod conflict, a case of file corruption or just a plain old f1 error, 2 of these can usually be esily fixed (just go over the standard first aid list) but the third one is a hard job to clean out.
no probs on my end.
due to you saying that factions disappear i would say you might cauge a case of file corruption or a mod conflict.
though i also need to note that so far i did not have npc factions disappear on me even after removing the mod that added them, but please dont just remove a mod that interacts with the faction system or stuff like ore generation and enviroment from a running world se usually doesnt like it in my experience and the same goes for adding them to a running world, for testing purposes.
doesnt it work with rss?
to my understanding it shoudl work with all planets vanilla and modded ones as long as they are tagged properly.
or dont they even spawn in space?
in case there isnt even spawning stuff in space and you have stuff mes can work with to spawn it it than there is something else going on.
i for my part dont use rss due to it having too much probs with other mods i use due to how the gas giant it uses messes with background stuff and causing in my experience even with no other mods probs, for example pockets of atmosphere inside empty space where no atmosphere should be (for example thousands of km away from all planets.
i would say requesting stuff would go a further way via the discord that is linked inside the moddescription than inside the comments.
to my understanding and my experience as well as explanations given on the mes discord mes does not touch the global encounter which the new planetary vanilla encounter stuff is part of and the factorio stuff too.
its the same as with the unknown signal: its handled by a different system than the cargo ships, random encounters and creature spawns.
- 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).
in that case a few pointers that usually help narrow down what it happening inside the "standard first aid list" that should be done if not already done.
if that one doesnt help its probably time to take logs and an example world (world with as few mods as possible to reproduce the problem and a premade situation that shows the problem) and report in on the mes discord.
as for the github based wiki it is from my experience besides some naming stuff still up to date as mes itself didnt change much besides some bugfixes and adaptations for updates of se itself having happened besides some optimisations, that is atleast to my point of understanding.
You can see my frustrations when nobody seems to have an answer as to why not one single Station, after more than 150 hours in space sells ANY Ships or Datapads. I've found 6 total, checked the 2 around Earthlike's Moon probably 20 times each now, the 2 around Mars' Moon plus 2 additional Stations from the Trade Operators Coalition Mod to add the ability to sell SCRAP wrecks in space.
as far as my experience so far goes using mes has no influence over the vanilla economy stations and no influence on the economy by itself, but mes submods can interact with the economy.
what i did experience is that some modded scenarios and modded planets or whole modded star system dont play well with the economy system depending on theyre age.
take a look into the github based mes wiki to find out which options are avaible and where to find them, it is linked inside the moddescription.
i am using mes since years and what you describe didnt happen to me so far, well besides the spiders popping through the voxel in a planetary base where they can spawn when using the creature spawner but that is soemthing they also do in vanilla.
are you absolutly sure its mes and no one of its submods or another mod interfeering or a case of ffile corruption?
if you are absolutly sure its mes or one of the mes submods take logs and an example world (a world with the absolute minimum of mods and a premade situation to reproduce the problem) and make a full blown report on the mes discord.
Edit: Enemies for some reason are spawning inside my own ship. What is going on with this mod?
- disable spawns near certain planets\grids (how to get planet ids for that?)
- turn off all SPRT spawns
puhlease, tya
mes itself does, but some submods dont.
one submod that wont work would be "robot raider pods" as that one requires "aienabled" which is not compatible with eem due to it relying on factionfunctions for its bots to work and eem messing around with these functions which breaks aie functions.
besides choosing which mes based mods you use you have also some options you can alter, which and how to use them is documented inside the github based mes wiki (link inside the moddesciption).
i for my part had so far no probs with building up something to defend myself with before the npc grids came after me.
even in the run i do atm with no mining for mats (so i need to scavenge for mats to build stuff), x1 mults and no powered basy type grids i was able to get some guns going before the first mobile stuff spawned in and came after me, before that i only had some stationary stuff that i could avoid and move around it.
the mod "npc weapon upgrades" is nowadays no longer needed as its functions have been integrated into mes itself and you just need to activate it, how to is documented inside the github based meswiki.
try searching the workshop for a mod that turns off inhibitors or dont use mes basd mods that utilize the inhibitors as the anti personel field is one possible inhibitor field.
or try to find the inhibitor block on the enemy grid as fast as possibel ant take it out.