Space Engineers

Space Engineers

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Reavers: Terror of the Verse
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Type: Mod
Mod category: NPC
File Size
Posted
Updated
26.318 MB
26 Sep, 2015 @ 7:37pm
18 Sep, 2022 @ 9:22am
29 Change Notes ( view )

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Reavers: Terror of the Verse

In 2 collections by Meridius_IX / Lucas
Modular Encounters Collection
20 items
MES-Friendly Mods
57 items
Description
Meridius_IX has retired from modding. Click Here[gist.github.com] for more details.

Description

Reavers is a PvE mod that adds hostile encounters to your game world.


Encounter Information

This table provides information about what to expect with the encounters in this mod. Please note the following may not apply to every encounter. For more information on the attributes, click on the attribute name to view more information on the Modular Encounters Systems Wiki.

Attribute
Description
★★★★☆ - Hostile
Grid Difficulty[github.com]
★★★★☆ - Difficult
Environments[github.com]
Space, Atmosphere, Gravity
Encounter Types[github.com]
Space Cargo Ship, Planetary Cargo Ship, Boss Encounter
Chance, Combat Phase, Threat Score
Special Abilities[github.com]
Jetpack Inhibitor (Boss), Jump Drive Inhibitor (Boss), Randomized Weapons (Boss)

What Are Reavers?

The Reavers in this mod are heavily inspired by the Reavers of the Firefly TV series / Serenity movie. They are aggressive, cannibalistic pirates that fly macabre ships often adorned with sharp protrusions and bodies of their previous victims. When they spot a target, they will chase it relentlessly - that is their way.

Reavers do not automatically know where players or targets are (unless they are alerted by other Reavers). They detect their targets using a few methods. Up to 10km, they can see any target that has an antenna or beacon signal that is visible to them. Within 5km, they can detect grid motion depending on its speed and size. Within 2km, targets are considered to be within visual range regardless of broadcasting signals or movement. They will attack player characters, and player / NPC owned grids.


Types Of Encounters

You will mainly encounter Reavers while in space or on Lunar Surfaces (anywhere that standard cargo ships can appear).

Reavers also have a small chance of appearing in the dead zone between where planetary atmosphere ends and zero-gravity begins. This is enabled by a recent Modular Encounters Spawner feature that allows "Gravity Cargo Ships"

While on planets, each Reaver SpawnGroup has a 0.5% chance of being considered an eligible spawn during the spawning process. So planetary encounters are very rare, but certainly possible.

Depending on what sort of grids you have built, you will encounter different types of Reaver ships. If you have large and well armed grids, then you can expect to see larger Reaver encounters. Small Reaver encounters start at a threat score of 333, Medium start at 666, and the Largest encounters start at 999. If you are an admin or playing offline, you can check Threat Score at your current position using the spawner /MES.GESAP chat command.


An Upgraded Reavers Experience

All the NPC grids in this mod have been overhauled. Many encounters are completely new grids built from the ground up, with a few that were also heavily modified versions from the previous mod.

This iteration of the mod now uses RivalAI to drive all NPC Behavior. I've done my best to keep the core behavior of these encounters be similar to how they acted using the programmable block based AI, and I've also added a few new behavior quirks that I won't spoil here.

In future updates, I plan to add content for planets and deep space.


Special Thanks

Thanks go out to Master Scarlett for providing the Havelock encounter and Keen's author of the original Big Red / Big Blue ships (Tomas Rampas?). Thanks to Splitsie and Capac Amaru for Cockroach encounter. Thanks to the Ball&Chain Gang Community for the Nikkadudu boss encounter.


Restrictions Regarding Republishing This Mod

As of the mod version updated on 08/27/2020, I will ask that you not republish this mod. I put a lot of work into re-making this mod, and I would prefer that it is not re-uploaded to the workshop. I have no issue with anyone studying and using the RivalAI behavior components for use in their own encounter mods - as long as SubtypeIds are changed. If you have suggestions for changes/features, please let me know in the comments.


Resources

Looking for Config / Admin Options? Having Issues with the Mod? Want to Find Resources for Making Your Own Encounter Mod? Click Here![github.com]

Join The Modular Encounters Collection Discord Server for News, Updates, and Support.[discord.gg]

Want to Support My Work? Check Out The Patreon Page![www.patreon.com]
Popular Discussions View All (9)
8
11 Jul, 2023 @ 10:40am
Rammers of the verse
Nimizz
2
22 May, 2024 @ 3:10pm
AI problems
ruan287
4
27 Nov, 2021 @ 10:38pm
RivalAI vs MES?
Hyperion
1,030 Comments
BigRed21 11 Jan @ 11:07am 
Are there any reaver planetary outpost encounters?
Goose 20 Dec, 2024 @ 2:03pm 
Im having a bug/issue where the reavers seem to behave as if I have an antennae on constantly? All Antennaes are permanently turned off but any Reavers that spawn instantly lock onto me from 7+km away and bee line to me. Any ideas?
ArcaneCyanide 13 Dec, 2024 @ 7:29am 
Been having a bug where all the reavers seemingly spawn without any weapons at all, not modded nor vanilla weapons. Any possible fixes
Rumi 8 Dec, 2024 @ 9:09am 
Well is there a way to get back the original faction status? I declared war manually on them but they still don't engage in combat with me and behave neutral. I use no other mods but MES.
ATF_Coldblooded Carebear || 7 Dec, 2024 @ 6:33pm 
@Rumi IT'S A TRAP!!... on a serious note nope that not supposed to be so!
Rumi 7 Dec, 2024 @ 4:36pm 
I have an issue that Reavers automatically send and accept peace requests. Is this supposed to be like this?
scoin86 1 Dec, 2024 @ 1:47pm 
i have a problem of them not even spawning not sure if i have my settings wrong or something anyone got a discord or something to help me trouble shoot?
Fine Gentleman 16 Nov, 2024 @ 12:48pm 
freely that's obviously a mod conflict then, why would the mod still work for others but not work for you?
ZIC 13 Nov, 2024 @ 2:05pm 
shurgent Yes
keatoncampbell 12 Nov, 2024 @ 2:06pm 
I've had similar issues to another user, AI works fine in combat, especially planet side. In space it is generally fine as well, but around asteroids they have a tendency to lock onto grids which are in the asteroid, and they crash into voxel before entering weapons range. They did fine avoiding eating voxel when there was p-gravity.
When they manage to spawn in a direction where they can rush in and not hit voxel first, the encounters were fantastic, and they chopped up tons of my stuff.
Just want to see if they shouldn't be faceplanting.