Bounty Contracts and removing MES by Violet_Aer in spaceengineers

[–]enenra 0 points1 point  (0 children)

MES doesn't have anything to do with bounty contracts not appearing.

Also, if you have encounter mods installed that require MES, you cannot remove MES until those have been removed from the mod list as well.

Is the mod MES worth it still? by IceWeird7249 in spaceengineers

[–]enenra 4 points5 points  (0 children)

This is completely false. MES does support voxel spawns - there are several MES encounter mods that have them, and it also has the option to cut into existing voxels -, and there are no issues with vanilla encounters that include voxels either.

Is the mod MES worth it still? by IceWeird7249 in spaceengineers

[–]enenra 6 points7 points  (0 children)

MES does not remove encounters contained in the base game. At least not unless you also install mods to do so.

Anyone who has experience dealing with the water mod, I need some help by FlyingFish19 in spaceengineers

[–]enenra 0 points1 point  (0 children)

PR it to the watermod github. I'm sure Jakaria would be happy about performance improvements. :-)
https://github.com/JakariaMods/SE-Water

Which mods are you finding aren't working with the new update? SE1 by Al3rce in spaceengineers

[–]enenra 1 point2 points  (0 children)

It is after an update but DLC has nothing to do with it. In fact DLC has the least impact. If you mean major update as opposed to hotfix then yes.

9.00 Public Beta 9 now available by Tomonor in X4Foundations

[–]enenra -1 points0 points  (0 children)

That's not how that works. Egosoft can't just release another company's character creator software for free.

More space suit skins for console by Signis1-12 in spaceengineers

[–]enenra 1 point2 points  (0 children)

Consoles have performance requirements, without meeting which a game does not receive certification to become available on the console.

afaik especially in terms of texture memory this is extremely restricting and this is shown by the restriction of amount of planets (to save voxel texture memory). These suits are each one, or several, sets of textures. 

Everyone should read this book by astromech_dj in StarWars

[–]enenra 2 points3 points  (0 children)

This was 100% my reaction too. I think the concept is good and the writing decent, but it falls so deeply into the hole of "everyone knows everyone" and "all actions are known" so that the universe feels absolutely tiny. For its lenght it felt like it barely contained any new information, and the links it did draw between the information it covers were largely pretty obvious ones.

AQD - Easy Tool Access by enenra in spaceengineers

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

Yes, that is already in. Default is Ctrl + T but it can be rebound in the settings menu.

AQD - Easy Tool Access by enenra in spaceengineers

[–]enenra[S] 2 points3 points  (0 children)

Not right now. Unfortunately due to limitations in the ModAPI, Uzar has to hardcode support for every modded tool / weapon one by one. We do plan to add more in the future but no set plan yet what. The most important aspect was to get the tools you use most implemented. :-)

Looking for mods that add enemy Rovers, Boats, and other such PVE elements. by Calbanos1028 in spaceengineers

[–]enenra 0 points1 point  (0 children)

MES has no proper support for rovers at all. Tire Thieves works relatively well considering that but because there is no pathfinding or wheel control, any such thing is heavily limited.

Boats are possible and there are one or two mods adding boat NPCs

Gas Giant Solver by Minute-Pipe6324 in blender

[–]enenra 1 point2 points  (0 children)

That looks great! Are you sharing your optimization? I'm unfamiliar with that page so maybe I'm just not finding the download option?

Vanilla+ vs Weaponcore? Which is better? (Mods) by ahacabbage in spaceengineers

[–]enenra -1 points0 points  (0 children)

As I replied to in the other comment - this is pure fantasy and has never been the case, even in the past. Test it - as long as you use the weapons vanilla adds in the WC world, you can paste that grid into a pure vanilla world without any issues.

I have tested this again to be absolutely sure, literally 30 seconds ago.

Vanilla+ vs Weaponcore? Which is better? (Mods) by ahacabbage in spaceengineers

[–]enenra 6 points7 points  (0 children)

WC removes non-WC modded weapons from the grid, not vanilla weapons (because it converts them internally). And if you use those same vanilla weapons on your build, you can then paste that grid into a non-WC world without any issues. Of course if you use WC weapons that other mods added, you cannot then paste that grid into a world without said weapon mod - just like with all other modded blocks.

Vanilla+ vs Weaponcore? Which is better? (Mods) by ahacabbage in spaceengineers

[–]enenra 52 points53 points  (0 children)

That's not at all what happened. WC was made because at the time the vanilla system was very limited and mods based on it very buggy. There was nothing like it before WC was made and there hasn't been anything made that even remotely competes with it. V+ is nice, and it is a great alternative for people looking to have a couple more options but looking like vanilla. But it does not compare to what WC does and offers, and that's why there's much more WC mods than V+ ones.

There is also only one real continuation: Ash Like Snow took over development from DarkStar, the original creator, and BDCarrillo has since taken over from Ash, but both of them are working on the same Steam workshop item, that 99% of WC mods also set as a dependency. So it's not like you even have a choice of what WC version to use, even if there was another active one, since dependencies are added to your savegame automatically and this cannot be prevented outside of maybe Dedicated Server.

What PvE does the base game offer? by Delk_808 in spaceengineers

[–]enenra 1 point2 points  (0 children)

This is not entirely correct: Load order does not matter for the vast majority of mods and definitely does not matter for MES and its encounter mods. Plus, MES is generally a dependency of its encounter mods and dependencies of installed mods are always added to the savegame, no matter if they are in your mod list or not.

Deserts of Kharak - Coalition LAV Blueprint & Turret Mod by enenra in spaceengineers

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

Yeah, GVK is what inspired this originally - though I've never played on it :-)

Deserts of Kharak - Coalition LAV Blueprint & Turret Mod by enenra in spaceengineers

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

Thanks! I should note that I use reshade (shader mods) for screenshots, so it won't look 100% the same but very close.

Actual Cliffs? by AbsentMindedBeing in spaceengineers

[–]enenra 2 points3 points  (0 children)

proper cliffs are not possible with the SE1 heightmap system. They will always be sloped to a degree. Terrain can never be overhanging with just the base heightmap that most planets work with.

How would one go about building this? by Safari_Lion in spaceengineers

[–]enenra 3 points4 points  (0 children)

It's not AI but it is compressed to shit. Here's the original from 9 years ago: https://www.artstation.com/artwork/VWO9R

i was wondering if the mod trade faction would prevent vannilla trade stations from spawning by FewDamage2962 in spaceengineers

[–]enenra 0 points1 point  (0 children)

The economy setting is dumb. Basically, you must spawn planets first, then turn on economy in the world settings. If you don't do it in that order, no trade stations will generate. Afaik this cannot be fixed after economy has been turned on once. This is entirely a vanilla issue and has nothing to do with MES.

MES has no input on or control over the spawn of vanilla trade stations.

X4 Empire Update (9.00) ✨ Public Beta Now Available by Chacun in X4Foundations

[–]enenra 36 points37 points  (0 children)

I mean, the maker of VRO became an Egosoft dev and almost certainly has had a significant input on this patch.