The Little Things - It Takes a Village
V mod for Space Engineers
description
I am not the original author of this mod, this is a place holder until the original author publishes to mod.io in which case i will remove this one and please use theirs.
Original Author: MoshPitt
Original Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2178114846
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 to create small groupings of structures. As such, the other MOD is a requirement and is listed as a dependency.
You can expect the following from this MOD:
- There are 3 types of building groupings: Communities, Villages and Mining Camps.
- Communities are the largest and have the greatest diversity of buildings.
- Mining camps are similar to communities in terms of size, however there is always a drill platform in the center of town, followed by a nearby docking platform and then some random homes/shelters.
- Villages are the smallest and are typically just basic homes or shelters.
- All structures contain rusted armor skin and partially ground blocks to give the feeling of an abandoned site.
- Sometimes a severely damaged vehicle or ship can be found in town, providing further "evidence" of abandonment.
- Villages have the greatest spawn rate, at just under half a chance of a single home in the base mod. Communities are less likely than villages to spawn and mining camps have the lowest spawn rate.
- This uses the RivalAI atmospheric spawn system for placement purposes, thus cities will not spawn on the moon or any custom planets the lack some sort of atmosphere.
Other noteworthy items:
- This mod does NOT change the spawn rate of "the little things", and therefore you can expect the same behavior of single structures being generated on planets.
- I don't have a ton of damaged vehicle/ship choices at the moment, however when combined with the randomization engine of RivalAI it should still be pretty fun.
- When generating towns on steep cliffs or strange angles, you might get an occasional building half-covered or half-floating. This is a known issue and I'm working to "extend" the base of some structures to make this look better.

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