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Water Mod
This is a re-upload of the original water mod which was recently taken down by the creator.
This mod is re-uploaded only for players who’ve built their creations with this mod so that they don’t fall apart.
Since I am incapable of programming I cannot reprogram nor fix this mod, hence I cannot guarentee if this mod will still work if there are any large scale changes in the base game in the future.
All rights are reserved to its original creator Bobert and Dragyo, who created the original Aerodynamics mod (where this mod is based on).
I see im about a year late to this. but DraygoKorvan «rights» and «copyright» doesnt cover mods. If someone takes credit for it you cant say its «copyrighted» or «patterned». under the official copyright law act of 1988 patterned or copyrighted material may only be copyrighted/patterned for organizational use/global interaction.
Therefore, a mod for a game doesnt count as copyright. Plus its in steams TOS that you obviously have the right to it, but you cant stop others from claiming credit. I could if i wanted to but i have honor in my work. Plus you cant stop other people from uploading copies of your work if you even wanted to.
The amount of copyright claimers i see is rediculus. You may never see this as this is a year old, and its a shame about this mod as me and my friends enjoyed doing big fleet battles (we use this version now, some SE updates have broken it a bit however).
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Water Mod
This water mod is not to be confused with the pre-existing water mods. It is written from scratch and does not rely on the aero mod to function. This mod contains audio, splashing, bubbles, boat wake, underwater ambience, seagulls, fish, and better simulation performance compared to older water mods.
This mod has official support for Draygo’s Aerodynamics Mod, it is not required but with it you can make rudders and get more accurate physics.
This mod also has support for WeaponCore, it is not required but with it bullets and missiles will interact with water and turret AI can see it.
To set up the water mod, all you have to do is go to a planet and type /wcreate, should you not see water, set the radius with /wradius [radius]. If you are unable to type these commands, you may not have the correct permissions, you must be SpaceMaster or higher. Further customization is available below.
Building boats with this water mod is much different. It calculates buoyancy based on gas tanks below the water and does not fake buoyancy based on the size of the grid. It behaves like you would expect a gas tank in water would and allows for submarines. You can make a submarine by using collectors as ballasts, they collect ice. Hydrogen gas is more buoyant the oxygen gas.
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Hunting and Food Mechanics (Complex)
Hunt enemies for meat!
Attention: You can no longer melt ice in a refinery. You must build a Water Heater to melt ice.
Attention: The Hydroponics block now works like an assembler instead of a refinery
— Wolves drop wolf meat
— Spiders drop spider meat
— Hunger rate is much faster
— Added new models for items
Wolves dropping components make no sense, so i modified the «Hunger and Thirst (Advanced Life Support Systems)» mod to be able to generate food from enemies. I also got tired many of the items using nickel ingot as a placeholder, so i made some rudimentary models in Sketchup. This is a standalone mod, you only need this and the text hud api mod. If this mod is too complex try the simple version.
Updates:
* Slowed hydroponics production to 1/10th
* Added food, water, ammo to drop containers
* Added Luxury Meal, requiring meat from both earthlike and alien creatures
* Replaced Oxygen Generator with Water Heater to melt ice instead of refinery
* Brought back Organic material from grass to put in bioreactor to generate moss food and water
* Made alien grass give organic
* Increased meat foods satisfaction to 45%
* Made drop container parachutes open at 500m for speed mod compatibility
* Slowed hunger and thirst rates to 75%
* Deleted broken resupply station block
* Implemented Crop Grower mod mechanics into Hydroponics block
* Added seeds to drop containers, different containers give different seed bags
* Added Carbon, Potassium and Phosphorus ores to asteroids and mars rocks from «Gen’s Materials and Components» mod by Geneticus
* You can make hydroponics nutrient solution by either putting organic material in bioreactor, or refining Carbon, Potassium and Phosphorus and building a nutrient solution using the hydroponics production block
* Added spiritplumber[FUG]’s Waste Management (yes, you now poop and produce biowaste bags)
* Put biowaste bags into bioreactor to produce hydroponics nutrients
* added mod settings/config file (thanks spiritplumber[FUG])
* added fatigue system (off by default, turn on in config file) (thanks spiritplumber[FUG])
* made all grass types give organic material
* changed the way drop container inventory is modified, for compatibility with other drop container mods
New:
* Added furniture aware hunger mechanics (thanks spiritplumber[FUG])
— sitting in chairs/seats triggers eating immediately (add «noms» to the block name)
— treadmills gives power, adds fatigue («treadmill» needs to be in the name)
— beds recover fatigue («bed» needs to be in the name)
— toilets triggers excrement («toilet» needs to be in the name)
* Some changes to the food satisfaction percentages
You can now modify the thirst and hunger rate, threshold, starvation damage, excrement, etc. The config file is typically in «C:\Users\[your username]\AppData\Roaming\SpaceEngineers\Storage\1125648900.sbm_FoodSystem\ConfigData.xml»
How to make food:
1. Put the meat in the bioreactor
2. Put processed meat in the food production module (it’s an assembler)
3. Switch to the production tab
4. If you already have an assembler you might need to switch from assembler to food production module
5. Select a food to produce
6. Put the produced food in your inventory
7. Wait for your hunger to reach below 30% to automatically eat
How to make drinkable water:
1. Put ice in Water Heater
2. Put grey water canister in Water Filtration block
3. Put clean water canister in Food Production Module
4. Assemble a water packet
5. Put water packet in inventory
6. Wait for thirst to reach below 30% to automatically drink
How to use Hydroponics:
1) Get seeds from drop containers, put in hydroponics block
2) Mine grass on planets to gather organic material
3a) Put organic material in bioreactor to produce nutrient solution
3b) Alternatively, refine carbon, potassium and phosphorus and put ingots in hydroponics block, and make nutrient solution in the hydroponics production menu
4) Put nutrient solution in hydroponics block
5) Make sure hydroponics block has enough clean water canisters
6) Produce the crop you want
7) Wait. It takes about 20 minutes per crop.
Food Hunger/Thirst Satisfaction Percentage:
Water: 60%
Coffee: 100%
Moss Meal*: 10%
Raw Tomatoes*: 15%
Raw Carrots*: 15%
Raw Cucumbers*: 15%
MartianSpecial: 35%
Vegan Food: 35%
Spider Omelette: 45%
Spider Meal: 45%
Wolf Steak: 45%
Wolf Burger: 70%
Luxury Meal: 100%
(* only refills if your hunger is 50% or below)
Previous work by:
Not7CD
SEModder4
RobCob
rekcah
zevangile
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Water Mod
This water mod is not to be confused with the pre-existing water mods. It is written from scratch and does not rely on the aero mod to function. This mod contains audio, splashing, bubbles, boat wake, underwater ambience, seagulls, fish, and better simulation performance compared to older water mods.
This mod has official support for Draygo’s Aerodynamics Mod, it is not required but with it you can make rudders and get more accurate physics.
This mod also has support for WeaponCore, it is not required but with it bullets and missiles will interact with water and turret AI can see it.
To set up the water mod, all you have to do is go to a planet and type /wcreate, should you not see water, set the radius with /wradius [radius]. If you are unable to type these commands, you may not have the correct permissions, you must be SpaceMaster or higher. Further customization is available below.
Building boats with this water mod is much different. It calculates buoyancy based on gas tanks below the water and does not fake buoyancy based on the size of the grid. It behaves like you would expect a gas tank in water would and allows for submarines. You can make a submarine by using collectors as ballasts, they collect ice. Hydrogen gas is more buoyant the oxygen gas.
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Space engineers вода моды
This is a curated collection of Encounter Mods by various authors that are designed to use (or are generally compatible with) the Modular Encounters Spawner.
This is not a definitive list since most encounter mods are compatible with the spawner, even if they weren’t designed with it in mind.
This mod adds cargo ships that appear on planets with atmosphere.
- No reactors or uranium on any of the bases
- You will need to have in-game scripts enabled
.
This is a collection of cargo ships for use with the modular encounters spawner. Most of the designs were submitted by community members on my discord server then altered to better suit the mod by me.
These cargo ships all have a low PCU count with most.
- multiple variations on each base, some come with a variety of traps
- no reactors or uranium on any of the bases
- you will need to have in-game scripts
.
[img]https://i.imgur.com/Kf8bdQh.png[/img]
Adds some drones that will hunt you down across planets and space! Ranging from warships to small dr.
This mod adds Aggressive Modded NPC encounters to planets.
Multi-player and Coop designed and recommend to get the best of this mod
Tips: Do not Put all you Eggs in one basket spread out your Base and ships over the solar system To kee.
Multi-player and Coop designed and recommend to get the best of this mod
Tips: Do not Put all you Eggs in one basket spread out your Base and ships over the solar system.
Orks: The Great WAAAGH! is a PvE mod that adds very hostile encounters to your game world.
This mod will add an NPC cargo ship to planets with atmosphere. Its cargo is about 1k missiles. It would like to dump them on your base.
It will:
1. Search for powered enemy bases within 5km
2. Move in closer to scan for sustained power usage
3a. Le.
Reavers is a PvE mod that adds hostile encounters to your game world.
This is a collaborative mod from the Reddit Space Engineers Community. Anybody from the community can contribute their creation(s) to this mod as either a Cargo Ship or an Exploration Encounter.
The list of the creations for this mod has grown too big .
This mod adds a variety of stations that will appear on the surface of planets as players explore.
- Small Stations:
- — Defense Installation
- — Scouting Outpost
- — Ore
.
This is a mod wich at the Moment only adds one NPC Ship.
This ship can Spawn as Planetary and Space Cargo Ship.
Once you approach the ship it will slowly start to decelerate (Currently on planets only) making it possibl.
This mod will spawn hostile space encounters . The ships that spawns are known as «Uglies» — ships from the Star Wars universe that have been put together from the parts and components of other well known ships.
A huge expansion for your survival gameplay experience, gameplay overhaul bringing you space simulator experience. Over 200 new ships, stations, wreckages and more!
Huge thanks to all workshop authors, contributed in this mod — your creations is what m.
This simple mod adds some very difficult, very rare, and VERY REWARDING encounters that spawn on the Alien and Titan worlds (modded planets need a patch)
What sets these encounters apart from others is that they’re equipped with very power.
———————attention————————-
I’ve stopped updating this mod, and there are now quite a few exploits, if you want to use this on a server I recommend finding a fixed version somewhere else on steam
-Y wingpilot2
I did not yet test compatibility with the new Modular Encounters Systems, but it should in-theory work.
Development of Encounters Reborn is currentl.
This mod is dependent on the «Modular Encounters Spawner» or MES. All structures use the DLC packs but not required for the main buildings to spawn.
When flying around Space Engineers you might find it feels largely barren and lifeless. Sometimes, all.
Formerly Anti-Hydromen Technology
This mod utilises the Modular Encounters Spawner and Rival AI to create a universe of different NPC encounters, some more friendly than others.
One of the main features of this mod is the anti-hydromen .
Marine Pirate Encounters
EmCorp has long since abandoned the planet. Its drones patrol the dusty dunes of what was once a successful mining outpost, but no more.
When the Corporation left, they cared little for the workers stationed far away from home. These people took up arms.
This mod requires MES and RivalAI MODS in order to function.
This is an add-on to my previously-released mod «The Little Things». There are few new grids (like damaged vehicles) but for the most part just capitalizes on the other MOD’s tiny buildings t.
Abandoned Settlements is an expansion for the Modular Encounters and RivalAI mod by MeridiusIX. Both are required.
This mod provides an alternative route to bootstrap your survival start on atmospheric planets. No longer do y.
This Mod will no longer be maintained and updated, I have given VOID full authorization take it over and oversee its future Development.
Please instead use the version in the link below.
Wasteland Encounters V2 Continu.
This mod is still a WIP.
This is an NPC Faction mod utilising weapon mods and Rival Ai.
This Rival AI faction mod focuses around fleet or squadron engagements. Not on super ships. The spawngroups are using tactics. As least that is what I am attempti.
Smuggler — someone who takes goods or people into or out of a country illegally.
— Cambridge dictionary
This mod adds hostile faction SMUGGLERS that has only planetary cargo ships. This faction is not supposed to represent one unified organisati.
This mod utilises MES and Rival AI to create a hostile planetary and space faction (WLYC) that is partially inspired by Splitsie’s Assertive Installations.
It features 17 Planetary Installations and 22 Remote Stations, the ground bases have Hand Drill i.
This mod is not designed to be easy or to be generous with resources, you have been warned.
It utilises MES and Rival AI to create a horrifying and hostile faction (ABOMINATION) that often travel in pairs and show absolutely no mercy ramming if t.
This mod utilises MES and Rival AI to create a hostile NPC faction (The Xenvakian Empire-TXVE)
Leave them alone and they will leave you alone. Antagonise them and they will up their aggressiveness in response.
TXVE Aggression is affected by your rep.
This mod adds NPC Drop pods that will spawn on planets. When a pod is spawned, it will attempt to land near a player. Upon successful landing, it will deploy 4 robot raiders that will attack the player with assault rifles.
=Important= Turn off wolves and spiders in your world and no reuploading please.
Felt like warfare was a joke of a update with NOTHING to fight? Don’t worry I got you covered -again! With the wonderful world of mods can turn this joke of a survival agai.
NPC mod that adds bounty hunters to planets with random Builder factions. They will spawn in various numbers (1-3) when your reputation with an existing builder faction is below -500.
Requires Modular Encounter Systems by Meridius_IX
Buildings from Lost Colony scenario will spawn on grass type terrain in planets that has grass (i.e. Earth, Alien, Tiel).
Mod requires Modular Encounter Systems to work.
Terran Heavy Industries Engineering (THIE) are a normally neutral NPC faction that appears both in space and on planets/moons.
Reputation level with the faction will vary based on player actions, leave them alone and relations will improve over time. Ac.
Another friendly NPC mod that spawns planetary cargo ships with escorts on planets.
They will spawn with exisiting Builder faction tags in your survival world and contain randomized loot in their cargo.
Requires Modular Encounter Systems by Meridius_IX.
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