Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






you might as it depends more on the weapons themself and not on the weaponframework (for example vanilla, weaponcore) or weaponframeworkaddon (for example vanilla+, rearths advanced combat systems) how much range a weapon has and i am prettty sure i already have seen vanilla+ weapons with 50+km range.
and i am pretty sure most of them have given them weapons with multiple km range or activly moved within theyre 2km area or got bad luck and theyre flight path was close enough to theyre position.
did myself a salvage only run (so no mining for any ressources and only scrappign stuff or using tradestation to get ressources) with parallax, imber, incon, toc, wreckage and reavers in the world and wasnt getting roastet by them if i didnt go after them and miscalculated and i gave them randomized weapons with the longes range ones reaching up to 5km in form of guided missiles and 2km in form of direct fire weapons via the weapon randomizer.
if imber and incon are a 2/10 with 10 the highest danger i would sort parallax on a 3 and reavers on a 5 with looking on all mes mods i tried over the years and theyre balancing, wreckage would come out on a 1/10 and toc as 0/10.
If IMBER is 3/5 difficulty then I think I'm looking for 1 or 2/5. Maybe a faction that doesn't have drone defense on their cargo or uses mostly just guns versus rockets and whatnot. Does that make sense?
i have a few that can be avoided if you want but can also be a challenge depending on which one you go after.
wreckage, imber, incon, parallax and toc
https://steamproxy.net/sharedfiles/filedetails/?id=2966429095
https://steamproxy.net/sharedfiles/filedetails/?id=2802625870
https://steamproxy.net/sharedfiles/filedetails/?id=973526550
https://steamproxy.net/sharedfiles/filedetails/?id=1135484957
https://steamproxy.net/sharedfiles/filedetails/?id=445996030
and for a bit more challenge but also easily avoidable i would point towards reavers (just don use thrusters, jumpdrives or other ways to move vehicles around and turn off any signal sending equipment while hoping they stay atleast 2km away)
https://steamproxy.net/sharedfiles/filedetails/?id=525460808
Also I have problem where my friend hae neutral reputation with faction that supposed to be hostile. They are hostile to me since beggining (host) but then we noticed turrets don't aggro on my friend. He had to shoot them many times so they started war with him. Werid thing is, we are in the same faction. Any way to fix that?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
sounds like a deeper look into it is needed.
i suggest you put together logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction) and provide them to the mes staff via the mes discord (link in moddescription).
if you want you can try the "standard first aid list" first and see if that one helps.
in case you mean with "standard encounters" the vanilla encounters than i can do you better and even give you a link to it, in case you mean something else as every mes absed mod brings standard encounters with it and some have boss encounters in addition to it you probably need to be a bit more clear about what you mean.
to be clear there are 2 types of encounter you can get: standard encoutner and boss encounter. the standard encounter is what you find while you do your things and a boss encounter get a specific marker and is much harder to do.
this differs from defining somethign as vanilla encounter or modded encounter, please do noit mix it up.
this one if to suppress the vanilla cargoships
https://steamproxy.net/sharedfiles/filedetails/?id=888457124
and this one to get a mes adapted version of them
https://steamproxy.net/sharedfiles/filedetails/?id=3523656693
mes by itself shouldnt cause stutters, but the spawning in of stuff can cause short stutters depending on what is going on in the world and what is spawning in. the amount of stuff that is in the world can already cause stutters by itself without any mod present and se doesnt like to cry about it and more likely cries about a mod present.
name of what mod?
it works, but you will need to either use a mod to block out vanilla encounters/cargoships and one to add a mes adaptet version in or just one to block them out as there are probs with them since the cargo ship rework.
i also read some things about the creatures spawned by some mes based mods arent having food that was added with the apex survival update, but i didnt test it myself so far as i just startet a world without mes after the apex survival update due to wanting to look into how it plays nowadays without it.
there where always encounter in the stockgame since mes exists but so far they lacked and planets hadnt stuff on them besides spiders and wolves which changed this year.
if mes will become no longer needed by it or not is still open.
would probably help if you are more precise in what needs patching.
the autocleanup should get them if its active and they fit the requirements for autocleanup.
you can access it via the admin menu to look at its settigns and if neccessary alter them.
while wc is a bit different nothing in it would stop its weapons from targeting stuff that can be targeted by vanilla weapons as long as the targeting rules (for example: allowed to target large grid, small grid, biologicals . . . ) for that weapon are obeyed.
you can tell a vanilla weapon if it is allowed to go after a specific target type and the same is possible in wc, same goes for modded weapons if they are even allowed to be able to target a specific target type.
the only difference in relation to targeting is that wc based weapons can have a minimum target ranges besides the maximum target range and its possible toi have smart projectiles that guide themself to a selected target.
if i remember it correctly there is a possible boss encounter with a scriptshielded npc that you need to hit in a specific point to deactivate the shield and its scriptet beam weapon and it cannot be targetet by ai controlled weapons or damaged outside that specific spot until the shield is destroyed, though its a while since i did get that one.
My turrets track and shoot any other NPC grid automatically when in range and hostile, but its like the boss is considered "ghosted" or something. I can't even lock on with targeting to it, which is a vanilla mechanic.
I have no idea what is going on and i don't understand how any weapon in the game (out of all the mods i have) can ignore shields without even damaging them and hit the ship...
Any info on what might be going on would be much appreciated because i am out of ideas.
And no, i can't tie 50+ turrets, lasers and whatnot into manual targeting... Id likely be blowing myself up if i try to fire.
it should also be possible for it to check to see if the spawngroup is from a MES mod or not already, as all MES mods uses "InventoryComponentDefinition" and their own [Modular Encounters] Tags, while vannila spawngroups uses "SpawnGroupDefinition" tags, so there is no conlifct issues there.
This means that if the part where it disables the vannila spawning system+vannila cargoship conversion system is removed, it should still function correctly in theory
the vanilla planetary encounter stuff, unknown signal stuff, unidentified signal stuff and economy stuff isnt touched by mes, but its possible for a mes mod to utilise economy functions.
Wait, wait, we're still talking about SPACE encounters.. What about PLANETARY encounters? Do they need any mod for fix too? Also, maybe could I add you as friend so we can move discussion there? I have nothing against, and maybe some people will use knowledge we gathered here, however it would ease talking to a bit more dynamical context :P
I also hope we get fixed this some day by some good soul 😢 so we don't have to use workarounds.
as no change happened to mes that would break mes based mods, atleast to my point of information, they would all work.
for the part with the vanilla cargo ships the following two mods are testet to help with it but they wont have the new behaviours that they got with the cargoship rework and will use older behaviours.
https://steamproxy.net/sharedfiles/filedetails/?id=888457124
https://steamproxy.net/sharedfiles/filedetails/?id=3523656693
as for the attacking part that would need a far heavier swing to break my crust :p
a small not about the meat from creatures that i forgot in the last comment: if you want to play with food active and have high end food you will need meat from the creatures.
the modlist i did run in the last world before the apex survival update, maybee it can give you some inspiration.
https://steamproxy.net/sharedfiles/filedetails/?id=2425314026
I wanted to bring back my PvE experience in which I had ASSERT's and few other factions attack me from time to time, with danger increasing as I increased in "wealth" (PCU). That's what I want to recreate and if it won't be possible with MES and it's packs, then I will need to find some other idea for it...
Aaah, in this way it changed :) I'm returning after long pause so I didn't study all the prior changelogs, my bad. Wasn't meant to attack you anyhow, and thanks for clarification :)
Do you have any suggestion for which mod would reduce this issue? Also, do other MES' mods, like ASSERT pack, still work? If you don't know then no problem, I will test things myself too.
keen reworked the cargo ships with the update prior to apex survival and removed the remote control from the cargo ships and put ai blocks on them for how they work so they no longer have a remote control on them for mes to work with.
the block itself is still there, just no longer on the cargoships without using a mod that puts it back on them.
I'm not that much concerned about meat from creatures.
However, as far as I know, Remote Control is still ingame and it doesn't have changed usage anyhow, or am I missing something?
to my point of informations there are atm the following things going on that have accumulated and where you might want to use another mod to atleast alleviate it:
- cargo ship rework broke the cargo ships as mes relies on remote controls to function and they got remove (there are some mods out there to replace the vanilla cargo ships with mes adapted ones)
- no food on mes spawned creatures outgoing from what i read others write (didnt test myself so far as i have started a run without mes after the apex survival update which is the first one since years)