Space Engineers

Space Engineers

151 ratings
SpaceCraft: Clangs of Liberty (1.195 or earlier)
2
2
3
5
3
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Modpack, Production, NPC, Other
File Size
Posted
Updated
10.733 MB
15 Nov, 2020 @ 10:32am
21 Apr, 2023 @ 5:55pm
64 Change Notes ( view )

Subscribe to download
SpaceCraft: Clangs of Liberty (1.195 or earlier)

In 1 collection by Feldon Cane
SpaceCraft Collection
11 items
Description
WARNING - ONLY WORKS WITH VERSIONS 1.195 OR EARLIER

This mod is no longer being developed. Its source code is available for use to anyone.

Bring AI-controlled factions to Space Engineers! SpaceCraft will spawn AI controlled planet pods in your game, and they will progress much like a normal player. If you're not quite sure what to expect, use Alt+F10 and check the entity list to watch how the AI works.

DEVELOPMENT CONCLUDED

SpaceCraft Requirements & Activation
1. Right click Space Engineers in your library and choose "Properties".
2. Under the "Betas" tab of the Properties window, select version 1.195 (Sparks of the Future) or earlier. It's possible the mod is compatible with other versions as well.
3. Allow Steam to reinstall the game.
4. SpaceCraft requires at least one planet in-world before playing.
  • Create a new game or edit the settings of an existing game
  • Use either a world with planets, or add planets to and empty world
  • Click the "Mods" button & add "SpaceCraft: Clangs of Liberty"
5. "SpaceCraft: Clangs of Liberty" is a framework mod; you need faction mods too!

6. AI doesn't operate during Creative gameplay; only in Survival.
  • If you want to play Creative with the AI doing their own thing in your world, start the game in Survival and use the F10 menu to enable creative tools.

WARNINGS
Don't overload! Each faction is like another player using your computer. Make sure your computer, or your server, can handle the extra load. Also, AI can rapidly chew up the world/pirate PCU block limit, so this may need to be increased.
Faction mods may have more than one faction in them--understand what you're adding.
The AI build simple things slowly. Complex blueprints drastically reduce AI ability to keep up with a normal player's progression, and provide an extremely reduced challenge.
Finally, this mod is a hard, hard labor of love, and it will take time. Bugs and setbacks are expected, so please be courteous and help by sending the logs of any bugs and crashes you encounter.

Custom Tech
This mod expands the tech tree to include StarCraft-themed items. Complete quests to unlock Protoss shields and other advanced blocks, obtain Zerg Biomass to construct self-healing blocks, and once you have constructed a jump drive, you unlock Vespene Thrusters. They're twice as powerful as hydrogen!

Command Line & Settings
SpaceCraft can be further configured using its built-in command line interface. Other mods can even invoke these commands using the SpaceCraft API (link below).

Example:

/sc set difficulty 2

The command above would double the resources being collected by the AI factions. Because of the large number of commands available, they are not all listed here. Instead, please consider using the companion app I've created or view the Google doc below:

Command Generator: https://archmage.co/sccmd

Google Doc: https://docs.google.com/document/d/e/2PACX-1vS_1M1UFntSmgARccbKqDM1h9QJhTLH9U0s31Q5nw1IzRekAAsr16_Ja0MfoVmsKv4Hs_VeXIVPt3ef/pub

FAQs
Q: I don't see any AI when I start the game
A: There are two main reasons this would happen. First, you need to include one or more Factions in addition to Clangs of Liberty. Next, the AI spawns randomly on the same planet you do, so you can use ALT + F10 to observe them. You can also respawn them on different planets using chat commands.

Q: The AI does not attack me (do anything)?
A: Most factions are aggressive (show up in red), and will attack automatically, but some Factions are neutral and allow players to join them. Current neutral factions include ARC, HVS, STAR, and DTMP. If you want a neutral faction to attack you, declare war on them. It also takes the AI time to build offensive units so you might not get attacked for a while. The difficulty can be scaled up to impossible levels. Players can increase the difficulty setting, refinery speed, or spawn prefabs in for them.

Q: Some grids are just sitting there?
A: This mod can potentially use up a large amount of memory and processing power, so I've made most of the AI units remain stationary to conserve resources. If you wish to turn off the Engineer animations, run the following command: /sc set animations false

Q: Does this work with other mods?
A: It works well with most mods and no major conflicts have been reported. If you are having difficulties and are running other mods, please try hitting F11 once you're in game to see if any other mods you are using have critical errors. Some mods either have bad updates pushed out or were working and then became broken by space engineers patches. It's advised that you remove any mods with errors in white text unless the mod developers can fix them. If you still think there is a conflict with another mod, I'm happy to take a look.

[DEDICATED SERVER OWNERS] Be sure to disable the cleanup setting "Distance From Players" and increase world and pirtate PCU block limit to give AI room to build. You might also need to manually run the following command when using Modular Encounter spawner and double check config file if grids are disappearing:

/MES.Settings.OtherNPCs.UseCleanupSettings.false

Q: The survival kit is working automatically?
A: This was added originally for the AI but was left in since I preferred it. You can disable the automatic queuing and gravel removal with the following command: /sc set manualkits true

Other Links

Learn how to create your own Factions or Prefabs on the GitHub page: https://github.com/toddsellon/SpaceCraft

Need to control SpaceCraft Factions with your mod? Check out the SCAPI: https://github.com/toddsellon/SCAPI

Play StarCraft II for free: https://starcraft2.com/

DEVELOPMENT CONCLUDED
Popular Discussions View All (13)
39
4 Jul, 2021 @ 3:10am
Bug Reporting
CrowRSA
6
6 Jul, 2021 @ 10:43am
LOG FILES
Indri
7
17 Nov, 2020 @ 4:15pm
This time when i pressed (I) ingame And select factions it would crash the server
Sirshartsalot
538 Comments
Feldon Cane  [author] 7 Nov @ 6:21pm 
Good news, everyone!

Although the mod does not run with the current version of the game (at the time of this writing), it is possible to play it using an older version of the game. I've tested it on Sparks of the Future update (1.195) but it might run on the next update or two after. It may be a while (or forever) before I can update the mod again, but at least it's playable!

To access older versions of games through steam:

1. View your library.
2. Right click the game and choose "Properties".
3. Go to the "Betas" tab of the Properties window.
4. Next to "Beta Participation", choose the version of the game you wish to play.
5. Game will need to fully or partially reinstall.

That's the best I can do for now but I'm always happy to help if you have any questions along the way.
Best of luck in the meantime,
Todd
Feldon Cane  [author] 2 Sep @ 3:24pm 
I know this isn't the update you guys were hoping for, but in the last year, I've been creating a game with my cousin to teach him the game development process. He suffers from a serious medical condition and this was the best way for me to help ease him into the complexities of the real world.

The game is completely free, and it would be ideal for people between the ages of 7-16, but even older too. It's a adventure horror game incorporating elements from many other games, specifically Five Nights at Freddy's, Minecraft, and Fortnite, Kyle's favorites.

If you're interested, here is the trailer (edited by Kyle himself):
https://www.youtube.com/watch?v=wriW8biZjpU

As a big surprise, there are NO chat commands!
Feldon Cane  [author] 2 Sep @ 3:24pm 
Feldon Cane  [author] 9 Jul @ 1:53pm 
It's not actual monetary cost, but having a senior programmer stop their other work to create a free product results in the lost of their time, which is how I earn my money. If I had weeks to spend, I'd love to reconstruct every prefab from scratch, better than ever. As is, I can barely afford the cost of living, and my mod had an objectively mixed reception even before it became broken. It would be stupid for me to throw thousands of more dollars into it right now.

I did update the description to say that it is currently broken, but I can't say when or if I'll have time to re-make all the prefabs. I will be sharing an update on this thread about another gaming project that may interest you all, but it may be a while before I can afford to fix this mod. Sorry guys.
Malpherian 2 Jul @ 2:20am 
I think the down votes are mainly due to it being non-functional. Fairly certain if it was at least in a functional state and maintained as such you'd go to 5 stars fairly quickly.

On another note I had no idea it was actually costing money to make it. That sucks. I did not realize Modding was that expensive.
Feldon Cane  [author] 1 Jul @ 10:41am 
I'm glad you feel that way. Unfortunately, creating mods like this is extremely expensive, and without the company itself to support us, there's not much motivation to shower them with free money. If this mod had been better received, I probably would have dumped thousands of more dollars into the pit, but it's been down-voted to almost 3 stars at this point. I haven't played Space Engineers in years.
Malpherian 30 Jun @ 3:42pm 
In any case this was a one of a kind mod that actually made the game feel alive. Like a 4x. With NPCs actually trying to build empires and take over space. So since it is one of a kind, I think it would be worth it to re update it.

If you do, I will put it on my server we are rebuilding, and give you free advertising for it, and whatever project your working on.

Some motivation there :P
Malpherian 30 Jun @ 3:40pm 
They have added a lot of new blocks and changed some of the boxes and how they work collision wise, they may have something to do with it. It may just be a simple (and I use the term lightly), redescripting of the code for the blocks to make them not well... clang when it tries to load them, rather then a full redesign. But you'd have to actually check and compare to know for sure.
Feldon Cane  [author] 30 Jun @ 1:08pm 
It's crashing because of an update to Space Engineers. I posted a bug report to Keen but never heard back from them. Their official policy is that they do not support experimental mode, so I am not expecting any action on their end.

It's possible I might get back to it someday, but the crash does not reference my code at all. I suspect it's due to a change in the blueprints or blocks causing one or more of the grids from crashing the game. I'd probably have to go through and re-create all of them and I don't really have time right now.

That being said, there is another surprise in the works but that will be announced later. Unfortunately, it's unrelated to Space Engineers.
Malpherian 29 Jun @ 6:57pm 
Just an update it still seems to crash though I am unsure if this is because I also use MES (which wasn't an issue before) or if it is the same issue as mentioned earlier this year. Either way still seems to be crashing.