Space Engineers

Space Engineers

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Reavers: Terror of the Verse
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Type: Mod
Mod category: NPC
ファイルサイズ
投稿日
更新日
26.318 MB
2015年9月26日 19時37分
2022年9月18日 9時22分
29 項目の変更履歴 ( 表示 )

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Reavers: Terror of the Verse

Meridius_IX / Lucas 作成の 2 件のコレクション
Modular Encounters Collection
20 アイテム
MES-Friendly Mods
57 アイテム
解説
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]
人気スレッド 全て表示 (10)
8
2023年7月11日 10時40分
Rammers of the verse
Nimizz
4
2021年11月27日 22時38分
RivalAI vs MES?
Hyperion
2
2024年5月22日 15時10分
AI problems
ruan287
1,038 件のコメント
Mercury 8月16日 14時29分 
I think it's just lore flavor that describes how they are locked onto your location and are warping to you
Crowvus 8月15日 21時56分 
I would assume that would mean that you wouldn't be able to use your jump drives to exit combat
InconsistentlyConsiderateRock67 8月15日 11時35分 
Bringing it here because no one looks at modio, but on the modio version, on my server, a Reaver Scourge spawned in, and we got a warning for a "Reaver jump lock detected". Does anyone know wtf this means? My Drives were untouched, and scourge isn't a boss encounter, so im confused af on what this is.
xDreadbloodx 7月3日 17時53分 
well reavers spawn and attack player grids if the player isnt near them
Firefli 5月29日 4時24分 
reavers are spawning in neutral to players.. any way to fix? using mes and lord weiders
Trooper_025 3月12日 15時46分 
what are the ships on the left in the first image?
ThatGuyConnor 3月8日 22時21分 
can you turn off the audio broadcasts?
Xarniia 3月6日 4時40分 
How can I make them spawn less frequently.
I play solo and feel like I'm only defending. Thx :)
Crowvus 2月3日 23時43分 
no
BigRed21 1月11日 11時07分 
Are there any reaver planetary outpost encounters?