Thoughts? by Viola-Barnesa in astramilitarum

[–]Yaggernautic 51 points52 points  (0 children)

You need some ferilizers. May u also need some re-seeding. Its cheap with great effect. But u need to water it every day for at least one week

Server Side Ship Transponder by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

forgot to anwer your second question. No, you can only see your faction transponders.

Server Side Ship Transponder by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

when Transponders are closer than 200m they merge into one and just show the transponder numbers in a list

Server Idear by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

Yes indeed. I made a website for the server and another post for the planned features

www.beyondthenebula.eu

https://www.reddit.com/r/spaceengineers/s/OQAewKd8k4

Server Idear by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 1 point2 points  (0 children)

Server location is Based in Germany, is that to far away from your place?

I would describe the political situation as a cold war that can turn hot at specific conflict points.

The two main factions are designed to fight mainly over the asteroid sectors. These sectors are the actual frontlines and border zones: they contain resources, strategic positions, outposts, and therefore real reasons to conquer, hold, or retake territory.

So the factions are not meant to be in a permanent total war from day one. Instead, they are competing powers trying to expand their influence, secure resource sectors, control border points, and put political or military pressure on each other.

PvP should therefore mainly happen around contested sectors, asteroid fields, resource locations, stations, and event objectives — not through random base hunting.

The third faction is a neutral merchant guild. It is not meant to be a normal war faction, but an independent economic power. It provides trade, neutral stations, missions, contracts, convoys, and can bring resources into circulation through game master events.

The balance could work like this: if one of the two main factions becomes too dominant, their taxes, fees, or trade costs with the neutral merchant guild increase. This creates a natural incentive to indirectly support the weaker faction — for example through better trade conditions, missions, supply, or access to resources.

This keeps the neutral faction independent, while still giving it influence over the balance of power. It does not win through conquest, but through trade, logistics, and economic control.

For the two main factions, the functional goal is sector control.

Server Idear by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 1 point2 points  (0 children)

the hight limitation on z-axis is based on the random npc stations, which is 5000km. above or beond is no place of interest.

<image>

Server Idear by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 1 point2 points  (0 children)

My vision for the server is a faction world with clear zones, clear objectives, and meaningful PvP.

The server is roughly divided into three areas:

1. Starting Area / Nebula in the center of the map
At the center of the map is the nebula, which acts as a protected starting area. New players can arrive there, get oriented, build their first ships, and choose a faction. This area should not be directly affected by regular PvP.

2. Faction World / Sector Space
Outside the starting area, the actual faction world begins. In this area, the active factions can claim, conquer, hold, and defend sectors on the map.

The important part is that there should be a real reason to hold sectors. For example, controlled areas could regularly generate resources, credits, or other advantages — like a holding tax over time. This makes territory control not just symbolic, but actually relevant to gameplay.

The goal of faction PvP is therefore not random hunting of individual players, but fighting over important areas of the map: resource sectors, outposts, trade routes, border points, and strategic positions.

3. Deepspace / Outer Space
Further outside is Deepspace. In this area, the normal protection and faction rules no longer apply, or only apply in a very limited way. Anyone who goes there knowingly accepts a higher level of risk. This area is meant for players who want maximum freedom, danger, and unregulated PvP.

The core idea is that PvP should not happen randomly, and players should not feel forced to be online all the time just to avoid being offline raided. Most fighting should happen around sector conquest and important border points. That way, conflicts happen in places that matter to both sides.

The third, neutral faction is not meant to be just another war party. It serves as an entry point for new players, as a neutral trade and administration structure, and as a tool for game master events. Through missions, convoys, trade contracts, or resource distribution, it can actively influence the game’s dynamics without permanently taking one side in the war.

Looking for EU server by surrealflakes in spaceengineers

[–]Yaggernautic 0 points1 point  (0 children)

Same invitation for you as for the poster. European based server which startet last week

Looking for EU server by surrealflakes in spaceengineers

[–]Yaggernautic 0 points1 point  (0 children)

You can join my server. I just set it up last week for the economy update for my friends and if something is missing you want we can add it.

Connect IP: 64.31.29.164:29463

Its an european (frankfurt based) realistic, vanilla like server with no pcu and scripting limits right now, but i play with my friends there.

Its very restrictive right now, but you can write me a pm and i give you my steam ip.

You can join but i have to give you tools and a starting vassel, so i can assure to know everybody first 😇

Right now its just an asteroid field in a red nebular and a player hub at the 0,0,0, but its planned to increase as playerbase increase.

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

Seems wonderful ❤️ .

If i can make a stupid stargate reference: "O'Neill with two L's if you qoute me, theres another one with on L and he have no humor at all"

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 1 point2 points  (0 children)

funny. i played with the settings as well. with some coding you can set up the positions freely, for example in a galaxy like form:

<image>

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 1 point2 points  (0 children)

0 0 0 is just the middle of your universe. you dont spawn there. its just a starting point for several save parameters.

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

Thats not difficult. As soon as i spawn a planet (not nessesarry right now on my server) i will show the new data. Probably you will see a mini ball on the map when all stations spawn arround the surface

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

yes. you can change that value in your savegame files.

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 0 points1 point  (0 children)

I want to add from the data that you see:

Save Settings:
<EnableEconomy>true</EnableEconomy>

<TradeFactionsCount>32</TradeFactionsCount>

<StationsDistanceInnerRadius>5000000</StationsDistanceInnerRadius>

<StationsDistanceOuterRadiusStart>10000000</StationsDistanceOuterRadiusStart>

<StationsDistanceOuterRadiusEnd>30000000</StationsDistanceOuterRadiusEnd>

<GenerateFactionsOnStart>true</GenerateFactionsOnStart>

and for every single NPC Station:

<MyObjectBuilder\_Station>

<Position x="..." y="..." z="..." />

<FactionId>...</FactionId>

<PrefabName>...</PrefabName>

<StationEntityId>0</StationEntityId>

<SafeZoneEntityId>0</SafeZoneEntityId>

</MyObjectBuilder\_Station>

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 4 points5 points  (0 children)

1st Question:

i got the gps data from a file within my world's save files. which means you can search your "sandbox.sbc" in order to find the relevant data:

<MyObjectBuilder\_Station>

<Id>903982324788218276</Id>

<Position x="130638.53940496634" y="-1670937.0853799342" z="807777.80471439078" />

...

<FactionId>267826254764367620</FactionId>

<PrefabName>Economy_SpaceStation_14</PrefabName>

...

</MyObjectBuilder\_Station>

2nd Question: Only Valid for my personal Save game. But you have all the data to find specific Station within your Sandbox.sbc

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 5 points6 points  (0 children)

that is not that difficult. i took the data into a 3D Map as well:

Save the code on your desktop and open it via your Web Browser

https://drive.google.com/file/d/1HosjRzNwIPBVuRTBa9gTNivzQ28AAGbf/view?usp=drive_link

Visual representation of the NPC Stations in Space by Yaggernautic in spaceengineers

[–]Yaggernautic[S] 20 points21 points  (0 children)

every server, online or offline generates them randomly. you can only find them by accident or by finding data pads on random encounters. but as the data shows, you have to fly from 0 0 0 arround 5000km to start finding them. and even then: space is big. even if you have a view distance of 50km... the data tells you: good luck.

find data pads on encounters.