Runtime scripting & spawning API needed for server-side event mods

Jan Staelens shared this feedback 12 days ago
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Want to create a mod

Hello! Based on my experience with Space Engineers 1 (903 hours played), one thing my friends and I — who prefer PvE gameplay — always felt was missing is the experience of waves of enemy ships attacking player structures. We wanted something that encourages players to build defenses and combat ships and come together for a “big event” where they must defend their base against incoming attacks.

For Space Engineers 2, I would like to create a mod that introduces such a framework (unless you're interested in having this part of the main game already)

The idea is to have attacks triggered through a defense block, allowing players to prepare and intentionally activate the event.

The system would work roughly as follows:


  • A server-wide real-world date/time enables attack events.
  • Once that date is reached, players who enable the defense block will trigger an attack event that resets the pending attack flag for that block.
  • When the block is turned on, a configurable countdown begins (for example 15 minutes, configurable by the server admin), giving players time to prepare defenses.
  • After the countdown ends, enemy ships spawn on an approach vector toward the block, attempting to destroy both the defense block and the structure it is attached to.
  • Server admins should be able to configure which ships and how many ships spawn per wave, ideally using ships from the Workshop catalog.
  • Each wave should increase in difficulty, encouraging better defenses and cooperation over time.
  • After an attack concludes, a pending attack flag resets, preventing immediate retriggering, and attacks only become available again once the configured real-world date or event condition is reached again.

The goal is to create repeatable PvE events that encourage cooperation, base building, and defensive gameplay. The defense block would have to be something expensive, non-recoverable materials when built and having it turned on should be worth it. Maybe it generates resources slowly over time or it allows players to teleport between blocks, ... that part could be configured or looked into later.


Block & Grid Events

  • Block turned on/off
  • Block destroyed
  • Grid ownership detection
  • Structure attachment checks

Runtime Scripting Support

  • Server-side C# scripting
  • Mod update loops
  • Timers & event scheduling

Spawning API

  • Spawn prefab grids
  • Control spawn location & vector
  • Assign faction & AI behavior

Server Config Access

  • Server-configurable values
  • Date/time triggers
  • Persistent world state

Workshop Integration

  • Spawn ships from Workshop IDs
  • Configurable wave lists

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