Space Engineers

Space Engineers

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(Retired) Assertive Cargo Ships Rival AI Test Build
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Type: Mod
Mod category: NPC
Tags: NoScripts
File Size
Posted
Updated
58.227 MB
29 Jun, 2020 @ 2:23am
2 Nov, 2021 @ 2:18am
16 Change Notes ( view )

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(Retired) Assertive Cargo Ships Rival AI Test Build

Description
This mod is no longer maintained, if you would like to use the version that is maintained head to https://steamproxy.net/sharedfiles/filedetails/?id=1902970975

This is the Rival AI Test build of Assertive Cargo Ships, once this version has been tested and includes all the ships that are in the current mod I'll roll the two together, but until then let me know if any of these ships and their more interesting drones cause any problems.

Please note - the cargo ships will NOT work on Pertam and I have no plans to fix this, the reason is due to the very low atmospheric height on Pertam making most of these ships unable to fly there.


***Major Update 12/8/2020: This mod now includes bases as well as cargo ships, with the base behaviour tied to both faction standing and threat scores. If you play nice and run away from the ASSERT ships and bases you'll be left to your own devices, but start fighting back and ASSERT will escalate and try to punish you for it

***Major Update 6/9/2020: Voiced radio chatter for most interactions now included as part of the mod. An enormous thank you to my patrons who provided their voices for me to add some much needed human elements to the Space Engineers universe

***Minor Update 9/10/2020: New targeting in use by the drones, instead of homing in on players they'll select the closest valid player or grid as their target which means any drones spawned due to being attacked by another NPC faction have a chance of targeting the attacking faction instead of the player. Also made the Panini's remote control block a little harder to get lucky hits on.

***Minor Update 5/2/2021: Drones now have NPC only thrusters in them that will make them more effective and I've fixed the broken behaviour on cargo ships so they'll now be upset if you damage them.
234 Comments
Xorvious 2 Aug, 2022 @ 7:52am 
To follow up, I did some more testing with an older save and it turns out that they are indeed de-spawning when I get more than about 20km away. All the trash removal settings are default, and I also tried with trash removal disabled and it still happened. The only time I got one to stay was when I pasted my own copy of an Observer base 1km away. Hope this helps.
Xorvious 1 Aug, 2022 @ 11:03pm 
Thanks, ill play around with old saves in the mean time and see if I can figure anything out. Will I be able to update my existing game with the new release? Thanks again for everything!
Splitsie  [author] 1 Aug, 2022 @ 2:10pm 
Honestly I'm not too sure, I would have thought they would remain there too. Recently there have been some bugs cropping up with the behaviour mode that I use for the bases so I'm not sure if that would have anything to do with it.
The proper release of the mod will be released in the next week or so and I'm going to be doing some testing on it between now and then so hopefully it'll be something I've accidentally resolved :P
Xorvious 1 Aug, 2022 @ 8:45am 
I am doing a Survival maybe style playthrough with this mod and had a couple questions.
I had 2 ASSERT bases that were near my starting point and had visible red waypoints but I had not had anyone sent after me yet. I recently went to space for mining and when I came back I still had transports roaming around but the ASSERT bases were gone. Am I missing something? I assumed they would still be there, I'm also surprised I have not been attacked yet.
Thanks!
Splitsie  [author] 27 Jul, 2022 @ 9:02pm 
If you're getting Neutral ships that's not my bug but an issue with AiEnabled and MES and is unfortunately one that requires you to make a brand new save.
Yaoi Gagarin 27 Jul, 2022 @ 11:54am 
I had a weird bug where cargo ships would just lie on the ground. And when i loaded a save they were suddenly neutral. Also I couldn't manage to make it fly despite replacing the NPC thrusters.
No idea how much of this is intended behavior, but it was a real bummer just walking up to a neutral ship and not being able to do anything but scavenge it. I also used crewenabled so i don't know if that's partially responsible...
findbaz 9 Jul, 2022 @ 5:32pm 
"Lucus's crappy implimentation" :sefacepalm:
how about
"I dont know how to mod but Im going to draw conclusions about people who do mod and grade them with my superior perspective"
Kaito 9 Jul, 2022 @ 4:23am 
It's documented on the MES wiki, under Grid Settings. You're looking for UseGlobalBlockReplacer and GlobalBlockReplacerReference. You could also have asked for help on the MES Discord if you weren't too busy "fighting the good fight" or some other nonsense. Plenty of nice people there.

In your world save folder, in Storage\15219058090.sbm_ModularEncounterSystems\Config-Grids.xml, you need to adjust the following two entries as such:

https://gist.github.com/mkaito/54c08dad88038e2b3c744ae63092b198

Bear in mind that both UseGlobalBlockReplacer and GlobalBlockReplacerReference already exist. You need to change them to look like that, not blindly add it to the end of the file. This will replace all 12 inhibitor types in new grids with just a light armor block of the appropriate size. Grids that have already spawned in your world won't be changed.

You're welcome.
The Erubian Warlord 9 Jul, 2022 @ 2:22am 
@Kaito i dont suppose you know where to find a guide for pulling that off i tried looking through the Github but never could find/figure out any such option
Splitsie  [author] 8 Jul, 2022 @ 10:46pm 
lol :D