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totally forgot about the possibility of differing faction relations, though the default relations should be the same.
happens if the grids in question cant handle the gravity.
most mes mods updated after the arrival or pertam are capable of handling all vanilla planets (so up to 1.2g), but anything more than 0.1g above that is pure luck if it can fly in my experience.
for parallax, incon, imber and reavers i can definitly say they can handle all vanilla planets as i used them in every world i had mes in so far and like to start out on pertam.
for deeper stuff i would point you towards the mes discord.
Anyway I've noticed another issue and I know it's propably not the place to ask since it's about other mod - MES but maybe you'll know something
I've noticed with help of admin tools that npc ecounters are spawned but laying around destroyed/crashed. Every small gird NPC I check is not functional beacuse it crashed into the ground. is it normal?
- 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).
that shouldnt happen and is something i didnt experience myself when playing together with others in coop.
i would point towards a mod conflict, file corruption or if you use plugins a conflict with a plugin.
please go over the "standard first aid list" and if that one doesnt help report in on the discord linked inside the moddescription with logs, an example world (world with no more mods than absolutly neccessary to reproduce the problem and a premade situation for problem reproduction) and an as good as possible description of the problem at hand.
- wc itself doesnt change anything on the weapon balancing end and just makes the vanilla weapons coming with se itself and the dlc's for it wc compatible, but there are weaponmods for it with higher ranges which usually have weapons with roughl 5km range or more in it in addition to shorter range weapons. so no extended ranges for vanilla weapons without using a vanilla replacer mod for wc that alters weapon ranges and also no higher weaponrnage than in vanilla without using a mod that provides weapons with higher ranges.
lets go through it step by step:
- you can make drones controlled by ai in vanilla with the ai blocks that came with the automatons uppdate ( https://spaceengineers.wiki.gg/wiki/Automaton ), this is also possible with wc but might need some steps to do in a specific way depending o nwhat you want to achieve (see github based wc wiki linked inside the moddescription for more detail). also to note is that there ise the possibility that wc based weaponmods have weapons that fire drones that come back and land to be reused, so you will need an additional weaponmod with that functionality in use for it.
I've also read that the mod increase max distance for weapons so my question is, will MES bases/drones will also take advantage of this? Or their range will stay the same?
it doesnt prevent stuff from spawning but if any of the mods you use requires a nonwc weaponmod theyre weapons will cease to exist (or if you use the unsupportet mode mentioned in the moddescription wont work properly) due to se itself only beeing possible to handle one full blown wepaonframework (vanilla, weaponcore) at a time (it can handle multiple wepaonframeworkaddons, for example: vanilla+, rearths advanced combat system) and thus the ai on the modded one gets priority and weapons from one cant intercept munitions from the other.
i have already run multiple worlds with wc, mes and multiple mes based mods in it with no probs, but i also turned on the weaponrandomizer from mes so that the mes spawned things could have the modded weapons i had in the worlds (just need to blacklist the ones that specifically require player targeting input).
though even without the weaponrandomizer theyre weapons worked fine.