Space Engineers

Space Engineers

SEDivers - NPC Framework
59 Comments
Thedarkpickle 26 Mar @ 4:19pm 
so I got fast setup to work, but typing in /map still spits out a series of = and 0s
Attic Goblin 5 Feb @ 8:12pm 
It doesn't crash with Real Solar Systems although it does look like SEDivers gets confused: all the planets are stated as player controlled. I'm not sure if that has to do with how it interacts with RSS or the fact that I don't have any mods that interact with SEDivers to spawn in (Imber, Parallax, Incon, etc). I thought this mod was something you could just add in and have factions controlling planets and sectors right away but it seems not. Feels like SEDivers so far is just Space Engineers' version of Rimworld's Combat Extended mod where it is very fun and enjoyable but requires the other mods to make patches for it. Problem is that someone else has to step in to make patches since Meridius_IX retired. I hope SEDivers can take off and revolutionize modded SE, always wanted the SE universe to feel less dead.
Attic Goblin 4 Feb @ 8:02pm 
Question! Will this work with Real Solar Systems?
The German Empire 10 Jan @ 9:40pm 
@Flatulent_Moth yo, the Discord link is broken
Demaros 29 Nov, 2024 @ 9:35pm 
Hey mate, your discord and github links seem to be broken, have they changed recently?
Aidaubmeg459 1 Nov, 2024 @ 3:30pm 
Hey can we get V.O.I.D? from rimworld? Like they show up day 1 and tell you they recently acquired the planet and all? lol. Give ya 30 days to evacuate the planet?
Flatulent_Moth™  [author] 27 Oct, 2024 @ 11:38am 
I see a lot of comments about adding support for ___ faction/mod. I can't really add support for every faction at the moment.

The best way to go about adding support is to either reach out to the original mod author, and ask them to add SEDivers support, or to create a patch that used their mod as a dependency.

To create a patch, look at my implementation of the Reavers and Hivefleet Patches.
Flatulent_Moth™  [author] 27 Oct, 2024 @ 11:25am 
the Factorum can be added as an enemy faction. However, since this is a framework, a separate mod will be needed for that. the example implementation I linked can be easily modified to add the Factorum.
Black ops mobx 21 Oct, 2024 @ 3:19pm 
Are there any plans to add the Factorum as a enemy faction?
Thedarkpickle 19 Oct, 2024 @ 1:54pm 
using the fast set up command and then the map command and it just spits out a series of zeros and ones
condottiere 18 Oct, 2024 @ 3:06pm 
@Thedarkpickle Check the linked guide. There is a chat command to do so.
condottiere 18 Oct, 2024 @ 3:04pm 
@REV4666 YOu can use a separate mod GPS Helper (also available as a plug-in mod) and use its chat commands /gps_off and /gps_on. No text string parameter will turn on/off ALL GPS markers. Then you can use the optional text string to selectively de/active GPS markers.

e.g. first use /gps_off, then use /gps_on 9- to only show all markers with the string "9-".
REV4666 14 Oct, 2024 @ 4:18pm 
is there a way to make all the Priority Sectors don't show up on the HUD each time you load the game?
I am doing it manually in the GPS menu but was wondering if there was a command for that so they don't reappear each time
Thedarkpickle 8 Oct, 2024 @ 7:12am 
how could one go about giving a tile to a faction manually?
REV4666 5 Oct, 2024 @ 4:21pm 
I am trying out the system as this seems quite fun.
I am trying with the reavers, SPRT, and hivefleet right now but I would like to add more variety

could you make a compatibility patch for Imber Corporation, parallax concepts and independent contractors?
Dez The Dapper Bocchi 9 Aug, 2024 @ 3:36pm 
CTD'd when generating a Star System using the Star System Generator mod.
Kirtash 30 Jul, 2024 @ 1:22am 
As others commented before, a video would help, I followed the guide and used the fast set up, but i am still unsure exactly what the mod does, the idea itself, having npc factions be more dynamic, sounds good, however i couldnt see that in action after playing a while, thats where i believe a video would help :)
matt 26 Jul, 2024 @ 5:25pm 
Thanks for the response, ill delete the galacticWar.cfg to clear my servers grid squares. As for the squares they're not too bad but its definitely a bit distracting during some big fights when trying to visually track grids. Its not critical by any means though, just a minor thing.

Regardless, the mod is really fantastic so far. Actually having a purpose to engage in PvE is something the game has been lacking (outside of dedicated servers RP or themed servers).
Flatulent_Moth™  [author] 26 Jul, 2024 @ 3:32pm 
I will probably add that in at some point. you can get the same effect by deleting the galacticWar.cfg file in your world storage.

The large grid squares are intentional as they are there to show sector borders to the player. I do not have a good method to turn them off yet
matt 21 Jul, 2024 @ 3:37pm 
Is there any way a command to clear all tiles could be added? or is that a feature im missing as all tiles on my world are now controlled by reavers, but im unsure how to clear them. Also, im seeing large grid squares near planets which im assuming are "tiles" but they are a bit of an eye sore also. Not sure if they can be turned off either
Flatulent_Moth™  [author] 11 Jul, 2024 @ 7:28pm 
yes it would, but you would either have to set up a companion mod with a config for SEDivers, or would need to ask the developer to include a config in their mod
Zundaseki 9 Jul, 2024 @ 3:03pm 
Would Assertive Acquisitions work with this?
Flatulent_Moth™  [author] 18 Jun, 2024 @ 10:30pm 
you can manually set up the factions using a combination of the /populate /setcenter and /setstatic commands. For more advanced editing, you can also edit galacticWar.cfg to manually edit values.
Thedarkpickle 14 Jun, 2024 @ 10:52am 
is there a way to manually set up ai factions and give them territory or is it strictly automatic?
ButtersWillAlwaysLoveYou 8 Jun, 2024 @ 2:57am 
depending on what else you add , I feel like the " RTS " mod would go great with this
Flatulent_Moth™  [author] 5 Jun, 2024 @ 3:02pm 
@Come and See

If you want to hide the waypoints, use /quietmode, I just added it
AshGreninja 4 Jun, 2024 @ 4:35pm 
Dam Moth you Cooked
Come and See 31 May, 2024 @ 11:20am 
Hi, I'm not able to hide the gps waypoints generated by SEdivers because they're overwritten every 15s leading to my screen being cluttered with 40+ of them. I think the script should check if the existing waypoints are hidden or maybe make it so we can autohide ones that are over a certain distance.
viper regained 26 May, 2024 @ 12:07pm 
damn moth didnt know you made actual mods. This is pretty goated.
Flatulent_Moth™  [author] 25 May, 2024 @ 5:15pm 
I might do that later
Philwhore 25 May, 2024 @ 4:13pm 
can we get the stratagem launcher as its own mod?
Flatulent_Moth™  [author] 21 May, 2024 @ 9:46am 
fixed it!
Flatulent_Moth™  [author] 21 May, 2024 @ 9:37am 
hey, thanks for the heads-up will probably patch this. probably this is because the mod is returning NULL as your current tile
HATE|DeathKnight/ALLKEYSHOP 21 May, 2024 @ 6:09am 
Hi, everytime iam more the 200000km on our server from the map center away iam getting a crash while trying to finde out whear on the map iam and we cant run fast set up because it just kiks the persen that tries to do it.
Prince of Württemberg 21 May, 2024 @ 3:43am 
how do i look at the territory map?
Galax 19 May, 2024 @ 9:02pm 
Does it use a server-side only scripting? Can we use it on consoles via a dedicated server like MES?
Ribbons0121R121 15 May, 2024 @ 4:28pm 
that stratagem launcher should be its own mod ngl
[o.W.n]Han the Hero 15 May, 2024 @ 3:19pm 
I like the idea just confused on finding enemies
lechkingofdead 13 May, 2024 @ 11:59pm 
glad to see ya working hard to make this function well and from what i have read. this maybe in my mp game with a dude just because it gives us some way to hold ground. (imma dwarf of a player and WILL make a base underground dug mostly out of stone i intend to use.
Flatulent_Moth™  [author] 11 May, 2024 @ 5:00pm 
got it, will look into creating a demo soon.

SEDivers is another framework that can be stacked on top of MES or a non-MES NPC mod that enforces a tile-based territory system. Players can push back the advance of hostile NPCs by destroying NPC grids within occupied territory. Additionally, NPCs will only spawn within their own territory, allowing you to corral regions by difficulty.

This mod works both for ground and space

For the world center, I'd typically use a centrally-located planet or somewhere between all the world's planets. (anywhere that's roughly the middle of where players will go is perfect).
Come and See 11 May, 2024 @ 10:15am 
I feel a video or screenshot of what exactly this mod does would help. Load up OBS and record something for us to look at.

MES creates random encounters by spawning ships/stations/bases/etc. What exactly does this do? Do ships/bases spawn in the grid you define? Is this ground/space only? Do world center have to be some grid in the middle of space or a planet?
Flatulent_Moth™  [author] 11 May, 2024 @ 9:11am 
updated description to be more descriptive
Flatulent_Moth™  [author] 11 May, 2024 @ 9:00am 
example usage can be found in the linked collection

territory can be taken over by destroying enemy NPCs. territory ownership is received using the "/map" command

The jammer beacon is relevant to the player, as it disallows the use of turret AI within its radius however, it only can be used by NPCs
Flatulent_Moth™  [author] 11 May, 2024 @ 8:57am 
sorry about the late response, this mod allows for dynamic NPC territory, that is controlled by both player and NPC actions. it also allows for some nice-to-haves like tools to remotely lock your ship or call for help
Dova Dude 9 May, 2024 @ 11:23pm 
Not anymore
Ronin Planetary Industries 9 May, 2024 @ 8:53am 
Do I need to sign up for a Sony account to use the mod? :)
Patrick 8 May, 2024 @ 11:42pm 
Also, what does it actually do? What does it mean when a faction owns territory? What do players do to take over territory? How do you know who owns what territory? Are the "comms jammer" beacon relevant to how this all works, or just something extra you threw in the framework?
Patrick 8 May, 2024 @ 11:35pm 
Do you have a sample mod that uses this framework? Also, what does this mean, specifically? "Mostly Compatible with MES (may conflict with MES territory)" [Note, RivalAI is obsolete]
ditto1157 6 May, 2024 @ 4:12am 
Great mod, but will I need a psn account?
Flatulent_Moth™  [author] 5 May, 2024 @ 5:40pm 
goofy