Space Engineers

Space Engineers

571 ratings
[OBSOLETE] Planetary Installations
   
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
165.678 KB
Sep 15, 2017 @ 3:08am
Sep 24, 2018 @ 10:56am
13 Change Notes ( view )

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[OBSOLETE] Planetary Installations

Description
This mod is now considered obsolete and will no longer receive updates. It's functionality is now provided by the Modular Encounters Spawner


Description

This mod provides a framework that allows other modders to easily add planetary stations that will appear as players explore the planet surface.

***THIS MOD DOES NOT ADD NEW STATIONS. IT ONLY ALLOWS THEM TO SPAWN FOR OTHER MODS***


Player / Regular User Setup
  • Add this mod to your game world, along with another eligible mod (eg: Surface Occupation).


Spawning and Despawning Rules:
  • A maximum of 30 stations can be active on a planet at once.
  • Stations appear as players travel along the surface of the planet.
  • If the player is higher than 6000m from the planet surface, station spawning will not trigger.
  • If a station runs out of power, it will despawn if no players are around.
  • If a player hacks any of the blocks on a station, it will no longer be considered active by the mod (allowing another station to appear if the 30 station limit was reached).
  • Stations will not appear within 2500m of other grids, and will not appear within 3000m of any player.
  • Stations will not reappear within 3000m of where another station has previously appeared.


Station Sizes and Spawning Order
  • There are 3 size classes for stations (small, medium, large).
  • Small stations are the most common to encounter.
  • For each small station that appears, it increases the possibility for a medium station to appear.
  • For each medium station that appears, it increases the possibility for a large station to appear.
  • Once a medium or large station appears, the spawn chance for that size tier resets.


Modder Setup

These instructions are based on the assumption that you already have some experience creating Cargo Ship or Encounter mods.

SpawnGroups.sbc Settings:
  • For each SpawnGroup that you want to appear as a Small Station, add (Inst-1) anywhere in the SubtypeId field.
  • For each SpawnGroup that you want to appear as a Medium Station, add (Inst-2) anywhere in the SubtypeId field.
  • For each SpawnGroup that you want to appear as a Large Station, add (Inst-3) anywhere in the SubtypeId field.
  • SpawnGroups should only contain 1 prefab. The mod will not spawn multiple prefabs into the terrain.
  • The "Y" axis in the prefab is used to adjust the height offset of the station (positive is higher / negative is lower).
  • To prevent a SpawnGroup from appearing in space, add the <IsPirate>true</IsPirate> line to the SpawnGroup.

Ship Setup / Tips:
  • Stations used in this mod require either a Cockpit, Control Station, or Flight Seat. This is used by the mod to properly rotate the grid to be level with the ground.
  • Prefabs should be saved as static grids (if you copied it while it was embedded in the terrain, it should be fine)
  • Make sure reactors have fuel and turrets have ammo.
  • When filling ship inventories, use 1x cargo rules where possible (to ensure cargo doesn't get truncated in worlds with low cargo multipliers).
  • This mod is able to use ContainerTypes if you've created a ContainerTypes.sbc file for your mod. Add the ContainerType tags to your prefabs the same way you would for a regular encounters mod.


Changing Spawning Values

There's now a configuration file available for fine tuning various settings in the spawning system. See the 'Discussions' section for more details.


Known / Possible Bugs
  • Spawned stations can intersect with trees. I haven't been able to find a way to clear an area of trees prior to spawning. If any seasoned modders know a way to handle this, I'd be very grateful for any tips.


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:

[discord.gg]
Popular Discussions View All (10)
21
Nov 3, 2018 @ 9:18pm
PINNED: Configuration File
Meridius_IX / Lucas
6
Nov 20, 2017 @ 12:27pm
Any One know how to get mod to start on planets take 2
SirghostVonghost
6
Sep 19, 2018 @ 5:08am
PINNED: Planet Spawning Whitelist / Blacklist
Meridius_IX / Lucas
172 Comments
anthony_delbos Jul 29, 2020 @ 7:17pm 
The mod has become obsolete, it would be necessary to make a MàJ
anthony_delbos May 4, 2020 @ 10:58am 
Le mod est devenu obsolete, il faudrait faire un MàJ
Red Bull Sep 1, 2019 @ 2:33am 
Мод не работает ?
e1k3 Oct 17, 2018 @ 9:13pm 
running this on a DS with other modular encounter plugins. this one seems to be having issues since a few days, console window of server says it shuts down due to modular encounter being installed... which doesnt make much sense to me. same with surface occupation. also, in the beginning it worked fine and played nicely with the other pve encounters i run, but now i cant get it to work anymore. any tips?
Meridius_IX / Lucas  [author] Sep 26, 2018 @ 7:21am 
@andreizone - That message can be ignored. It pops up once in a while for mods that have/are dependancies to other mods.
andreizone Sep 25, 2018 @ 11:55pm 
09:49:26.5398 [INFO] Keen: Reference issue detected (circular reference or wrong order) for mod 1135484377
Meridius_IX / Lucas  [author] Sep 22, 2018 @ 2:07pm 
The placement checking is not done once a second. It usually happens after 60 seconds, and only if the player its watching has travelled a certain distance. Have you modified the Config File at all?
Phezzan Sep 22, 2018 @ 1:50pm 
This wrecks performance about once a second. Not surprising since it does extensive placement checking in the simulation's thread.

It's too bad because it improves random exploration so much.

The fix is to prepare and spawn things in a background thread:
https://forum.keenswh.com/threads/parallel-modding-guide.7396636/
AtakaJak Sep 18, 2018 @ 10:54pm 
Ok, thats probally why not even the Surface Occupation was not even spawning... No idea why I thought it was 10000... xD
hexlight Sep 18, 2018 @ 6:53am 
Got a chance to check if the base has despawned today, and it has not, turns out the antenna of the base just did not broadcast that far. Thanks for the help anyway.