Space Engineers

Space Engineers

More Loot & Lootboxes
46 Comments
Sankhya Apr 2 @ 2:41am 
I want to mention that I've had this mod for almost 2 years.
I think Sadragos superseeded any kind of update borking.
Countless time the server has updated and broke so many things.
But the way how this is layered is just right.
I might prefer to have it somewhat more intituitive since you need to be in game to run the reload command otherwise it will reset your configs.
Nonetheless this is one of the best mods I've ever used!
It pulls any possible item in the game aswel so it works with modded items straight out of the bus.
Thanks Sadragos!
Martha_Farquaar Aug 15, 2024 @ 4:03am 
@Reigdaer - Any generated loot should rename the container they are in if the option is set to true. So you should notice cargo containers or lockers renamed to something like "small loot" or "large loot", and contain loot.
Reigdaer Jun 11, 2024 @ 7:05pm 
is this working? i saw no difference between the mod and vanilla
dragonraalhaan Dec 10, 2023 @ 3:12pm 
Found this from the Plant and Cook Updates... looks great! I am going to give it a go on my next playthrough!
DrakoMT Dec 10, 2023 @ 12:43pm 
@Sadragos Ty I will test it
Sadragos  [author] Dec 10, 2023 @ 12:39pm 
@DrakoMT that's be BonusItemChance. The number should works like this: after an item is added pick a random number between 0 and 1. If it is below BonusItemChance add another item and start again... which means if you have a value of 0 only 1 item will be added at all times, while a value of 1 means that your cargo will always be the largest size and be filled completely to the brim. I've had good luck with values around 0.5-0.6 for reasonable loot.
DrakoMT Dec 10, 2023 @ 11:32am 
Which setting controls how many types of items are in a box? I'm only getting 1 or 2 items types at a time that's why I'm asking
Sankhya Oct 19, 2023 @ 5:07am 
@Exmortis it should, try to check the keen logs and see if there are any null references.
There might be a typo somewhere.
Exmortis Oct 18, 2023 @ 12:10am 
Hey
Does this mod work with MES at all?
I'm trying to get spawns to have specific loot in them, but so far I've been unable to get it working.
Ronon Dex May 26, 2023 @ 10:36am 
Btw all the components and items were already all in there so I didnt even have to manually add them! :)
Ronon Dex May 26, 2023 @ 10:35am 
Yeah I got myself behind it but it seems like I mightve swapped the 2 files around.
I made quite a few presets in the More loot config.
Was I suppose to put them in the example itemlist?
And leave the config empty
Sadragos  [author] May 26, 2023 @ 3:58am 
@TrueWhiteKnight It works with vanilla out of the box - if you want to include other loot from mods you'd have to add them manually.

@Ronon Dex It should work with nexus, although I've not tested the mod in a while. With nexus you'd most likey have to set it up for each instance seperatly as it uses world saves to store its configs. Also the cooldowns and times would not be shared. Aside from that I don't se any reason why it should not work.
Ronon Dex May 25, 2023 @ 8:58pm 
How safe is this to use with nexus and keen recently changing some of the scripting behaviour?
It looks really good but im a little cautious if it comes down to server scripts.
TrueWhiteKnight May 4, 2023 @ 12:01pm 
does this work with the eat drink sleep repeat mod out of the box?
Klöten Junge Feb 20, 2022 @ 8:52am 
Amazing work. I love it!!!
Sadragos  [author] Feb 14, 2022 @ 10:51pm 
I've that on my todo still, but no goot Idea yet on how to solve that issue... You could always set the planetary spawn height to a lower value, but I know thats not perfect either...
Jailbroken Feb 14, 2022 @ 7:14pm 
Quite a few of these containers get damaged pretty badly when they land on the moon. I don't recall if parachutes work on the moon. Is there something that can be done about this?
Jailbroken Feb 14, 2022 @ 3:54pm 
Awesome turnaround! Thank you for implementing that. A timer block tied to a warhead would be interesting too ;) Just kidding. No problem on the split grid issue. I have Torch commands on my DS to clean up grids and other trash at different intervals, it'll clean those up separately.
Sadragos  [author] Feb 14, 2022 @ 3:21am 
Good Idea with the cleanup! Just added it with a default time of 15 minutes, after which a Lootbox will despawn. One minor caveat: if the grid was split only the bigger Part will be deleted.
Jailbroken Feb 13, 2022 @ 12:43pm 
Note that I would expect the cleanup to happen even after the player loots the container
Jailbroken Feb 13, 2022 @ 12:42pm 
I got the random loot spawning working, i didn't see "RandomSpawn" was an attribute and not an element. Will you implement some cleanup mechanism for these? For example random containers that despawn after XX minutes?
Sadragos  [author] Feb 13, 2022 @ 12:35pm 
SpawnDistanceSpace was replaced in the latest update and is now also randomized. You can use MinSpawnDistance and MaxSpawnDistance. To enable a random Lootboxed you have to flag atleast one Loottable / Itemlist with RandomSpawn = true. This is applicable to both normal random lootboxes and the command.
Jailbroken Feb 13, 2022 @ 12:15pm 
I do not see `SpawnDistanceSpace` in the reference documentation. Also I'm getting NO random loot boxes. I do want them but I'm not seeing them anywhere. When I run `/lootbox spawn random` nothing happens.
Sadragos  [author] Feb 13, 2022 @ 5:53am 
It *might* be, that there was an Item in the Loottable, that's not in the game. Regarding the change: I've disabled the spawning of random lootboxes when you generate a new config. You can still turn it back on again any time. It also only affects the drop-pod spawns, not the random loot on NPCs
TrueWhiteKnight Feb 12, 2022 @ 7:47pm 
Thanks @Sadragos. i still do not know what caused it. i suspected this mod because the error came at the same time a loot was spawning. another note, did you disable the lootbox spawning by default now. your patch note confused me a little
Med288 Feb 11, 2022 @ 7:42am 
Is there a way to disable the lootboxs without disabling the randomized loot?
Sadragos  [author] Jan 21, 2022 @ 6:50am 
@TrueWhiteKnight Can't say anything about the errormessages - I don't manipulate rendering here... The mod only tries a few times to spawn a loot box - if it can't find a free space it fails.

@Arkitekt & selladraco27 There're config options for that. There's SpawnDistanceSpace and RandomSpawn. Please read the description for more info.
stelladraco27 Jan 20, 2022 @ 5:58pm 
An option to turn off random loot boxes pleassse.
Arkitekt Dec 28, 2021 @ 4:34pm 
Can we get an option to disable the random loot boxes please?
Arkitekt Dec 26, 2021 @ 2:41pm 
Is there a way to get the lootboxes to not spawn directly in front of you? Few too many ships lost in flight due to this.
TrueWhiteKnight Nov 29, 2021 @ 11:57pm 
Additionally, sometimes the crates spawn, other times they dont, the message only appears sometimes.
TrueWhiteKnight Nov 29, 2021 @ 11:56pm 
I am having the problem "Exception during CubeBuilderAdditions.DpdateDraw(): reference not set to instance of object". I am trying to figure out if it is a multiplayer bug, a mod conflict, or a bug in the mod.
16BitPotato Nov 7, 2021 @ 1:52am 
That's a clear indication you take pride in your work - much appreciated, and I look forward to seeing your future endeavors.
Sadragos  [author] Nov 7, 2021 @ 1:21am 
I've added a global config option to change the renaming behaviour as I've realised that not everybody might like that.
16BitPotato Nov 7, 2021 @ 12:51am 
I see. Thanks for the quick response.
Sadragos  [author] Nov 7, 2021 @ 12:47am 
Neither a Bug nor a limitation: In the Config of the Mod you can name every Loottable that is available. DefaultLarge (and DefaultSmall for that matter) are as the name suggest just two Default (example) Loottables. If you want to give them some other name check out the Mods config, which is located in the World Savefolder. The renaming was introduced in the first place to clearly identify containers, that loot has been generated for.
16BitPotato Nov 6, 2021 @ 9:50pm 
Affected containers are being renamed to the name of the Loot table; e.g, every large container on a freighter is being renamed to "DefaultLarge." Is this a bug, or due to a limitation?
Sadragos  [author] Oct 24, 2021 @ 7:41am 
In the config there is an option "randomSpawn" for every loot list - simple set it to false everywhere and you will not get random loot. This feature was maily implemented to fix Keens buggy Unknown Signal stuff.
Colonel Buggernuts Oct 24, 2021 @ 5:03am 
How would I go about disabling the random lootbox drops specifically? Mainly interested in the more diversified loot on NPCs aspect, rather than getting a crate dropped on my head from orbit every so often :v
Sadragos  [author] May 4, 2021 @ 6:29am 
Go ahead - you're free to use this mod as much as you like :D
The only thing is, that the spawning of items only takes place, when the building/prefab is spawned. So if you use blueprints it wont help you sadly.
Scarlett May 3, 2021 @ 1:53pm 
thats epic, would it be alright if I use this in a "long range" offroad rally challenge for a community i'm in, i'm looking to have scattered settlements around with random loot to help them in their journey.
Sadragos  [author] May 2, 2021 @ 1:10am 
Yes, it will. You can also precisely define which loot goes into which ship if you want - and also add modded items to the lists. You can define seperate loottables by gridname, gridsize, blockcount and even container names.

However, this mod comes with a predfined list for everything.
Scarlett May 1, 2021 @ 6:29pm 
will this populate any "npc" owned cargo container with random loot?
DeAnti Nov 26, 2020 @ 10:10am 
thankx
Sadragos  [author] Nov 26, 2020 @ 10:02am 
Yeah, there are Default settings for Small and Large Grids. Customization is optional :)
DeAnti Nov 26, 2020 @ 9:55am 
nice...so the base settings are plug n play or do players need to set it up first?