Space Engineers

Space Engineers

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MES Wasteland Tire Thieves (Rover Encounters)
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Type: Mod
Mod category: NPC, Other
Tags: NoScripts
File Size
Posted
Updated
18.562 MB
22 Aug, 2022 @ 9:44am
29 Sep @ 10:35am
34 Change Notes ( view )

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MES Wasteland Tire Thieves (Rover Encounters)

Description
Wasteland Tire Thieves is a Wasteland themed mod which focuses on bringing small grid rover encounters. READ BEFORE USING!
This mod spawns outposts and aggressive rovers around planets that have at least 0.5 G gravity and up to 1.5 G. Due to Limitations of AI the rovers cannot pathfind so they work mostly on flat terrain. They can sometimes work on mountainous terrain but sometimes not so it is advised to blacklist this encounter mod from planets that you deem unsuitable for this mod.

Recommended mods to use alongside Wasteland Tire Thieves

For better AI rover handling: https://steamproxy.net/sharedfiles/filedetails/?id=2652227853

https://steamproxy.net/sharedfiles/filedetails/?id=2803081060

Huge thanks to MurlocJoe, Ruaidhri and Syn for their blueprint contributions! You can find their work at the link below. And special thanks to Mike dude for allowing me to use his MES behaviors from the kharak encounter mod :)

(Some blueprints aren't published)

Blueprints used for Wasteland Tire Thieves: https://steamproxy.net/sharedfiles/filedetails/?id=2852617308

Please do not reupload any blueprints without permission or without crediting the original creator
Do not reupload this mod without permission
Popular Discussions View All (1)
23
2 Oct @ 6:41am
PINNED: Bugs reports/Suggestions
V0ID
132 Comments
V0ID  [author] 29 Sep @ 1:52pm 
Or if it happens mid battle you would have basically won anyways so its easier to claim your prize
V0ID  [author] 29 Sep @ 1:51pm 
Yes, if they get stuck they depower, destroy their own beacon and remote control. This is so cleanup can pick up the grid if its setup to delete unbeaconed or unpowered grids
Dog Pilot 29 Sep @ 1:47pm 
is it normal for them to power off if stuck?
Space Ace 29 Sep @ 4:34am 
Underrated Mod
==>KT<== JudgeKane 10 Aug @ 1:29am 
Apologies sir, that was my "live" working on fixes copy, won't happen again!

Cfg's will be overwritten post load now 🙏
==>KT<== JudgeKane 29 Jul @ 5:13am 
Cheers VOID, a few little spawning tweaks and it's almost perfect for our use :-)
Gustavo 17 Jul @ 3:25pm 
Thanks a ton! Ill give it a whirl!
V0ID  [author] 17 Jul @ 1:49pm 
It spawns as planetary cargo ship type yeah
==>KT<== JudgeKane 17 Jul @ 11:14am 
Is this using the Cargo Ships part of MES? I'm messing about trying to balance (reduce these spawns) to work in/with the Scrapyard play through (that uses the Planetary installations bit)
V0ID  [author] 17 Jul @ 9:56am 
Thanks! And yeah as long as its unlisted im fine with that. To setup the prefabs for the NPCs you need to set wheels to override so it permanently goes forward. Middle wheels should be at 40-50% friction while the ones at the very front and very back should be 10-35% friction. Its setup this way because NPCs by themselves cant turn wheels so they have to use gyros and override to go forward. If you want the tank to feel tanky you can set up a speed limit on the wheels also to be lower