Space Engineers

Space Engineers

641 ratings
Populated Worlds Ai Enabled NPCs
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Type: Mod
Mod category: NPC
Tags: NoScripts
File Size
Posted
Updated
5.905 MB
6 Oct, 2021 @ 6:32pm
1 Mar, 2022 @ 12:50pm
14 Change Notes ( view )

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Populated Worlds Ai Enabled NPCs

Description
Check "Changed notes" for information on newly added stuff.
For Creature Encounters : https://steamproxy.net/sharedfiles/filedetails/?id=2747715235

=Important=
> > > Enable jetpack npcs to fly by typing this ingame in chat "botai EnemyFlight true" < < <
ADMIN CONTROL FOR NPCS: https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Creatures


If you got npcs in your safezone. Make sure to setup your safezone to kick out SPRT and SPID. Keen sets this off by default. Also no reuploading.

This is a heavily combat focus mod!

This mod makes it so Ai enabled npcs can spawn in the world like normal even on modded worlds too! This uses creature spawner from Lucas which works like MES but focuses on npcs. Which means they can shoot,grind and fly and most importantly pathfind to you!

This includes "boss" encounters and various humanoid encounters scaled by your weapon amount. Humans like rogue engineers, and SPRT army along with various biome related engineers with various robots too. You can spice up the engineer encounters if you use Chipstix suit mod. Please check near bottom of description.

Supported Modded Suits. Ai enabled supports making npcs out of modded suits which also transfer the various perks if they have any. I highly recommend adding these for more unique encounters.

Ancient Engineers for moons: https://steamproxy.net/sharedfiles/filedetails/?id=1171480134
Combat Engineers for SPRT forces: https://steamproxy.net/sharedfiles/filedetails/?id=2028943594

Be sure to let keen know that decent npcs is possible in SE.
https://support.keenswh.com/spaceengineers/pc/topic/fix-npcs-to-be-functional-again
Popular Discussions View All (5)
6
6 Apr, 2022 @ 8:13pm
Modded planets/moons request forum
Ryukki
2
1
19 Jun, 2023 @ 5:04pm
lore?
cotse78
1
1 Nov, 2021 @ 10:48am
How to remove the spiders?
Lorem Ipsum
278 Comments
DarkLordDLDL 19 Sep @ 4:03am 
This mod creates a TON of lag
JamesBieBoe 28 Jul @ 4:52am 
this mod would be way less infuriating if they didnt spawn right in your face. it would be cool if it was like an attack instead of random noobs scattered in your house
moose.mania5528 26 Jul @ 2:11pm 
can i recruit neutral npcs?
Reigdaer 1 Jul @ 7:53am 
look for this settings

<MinWaveSpawnTime>1980</MinWaveSpawnTime>
<MaxWaveSpawnTime>3600</MaxWaveSpawnTime>
<TotalSpawnEventsPerCluster>25</TotalSpawnEventsPerCluster>
<TimeBetweenWaveSpawns>15</TimeBetweenWaveSpawns>
Reigdaer 1 Jul @ 7:51am 
@Church if you go into the MES config files the one calle "creatures" have a small section called "wavespawner" you can set there how long it takes to spawn them
eaglegundam 16 May @ 4:57am 
well looks like the turrets form weaponcore wont target them
Kortalaz 22 Mar @ 7:56pm 
Is there any way to disable the rocket launchers?
Church 17 Mar @ 4:03pm 
Had to uninstall the mod. With a group of 5 people the spawns were out of control and attacks happened every few seconds. Love the premise but its too much for Survival
Church 17 Mar @ 1:50am 
Any solution to dropping spawn rate? I play with a group and it spawns accordingly so there's an NPC running up to the base every 30 or so seconds
Kodaxmax 11 Feb @ 9:36pm 
is there any way to tone down the spawns? after getting a cargo>basic refinery>cargo>basic assembler and a battery, survival kit and 2 solar panels they spawn almost non stop. i don't even have ship im just using the weapons they drop and my grinder to slowly kill them, but they spawn dozes at a time faster than i kill.