StarMade MOD / ARSS
Depending on player's location (type of current sector), you can customize the type and interval of the spawned pirate ship (other faction ship are also possible).
The setting is a bit complicated, but you should be able to create a very versatile spawn model.
Since this MOD only provides the mechanism of the spawn, you need to set up what kind of enemies actually spawn. Enemies to spawn, please use default Isanth or prepare any blueprints.
[Note]
[Ship Despawning]
Additional Random Spawning System
(The basic specifications are written on the MOD page, and know-how is written on this page)
This MOD to add a new random spawn function to the game. Will make the universe more diverse and thrilling place.(The basic specifications are written on the MOD page, and know-how is written on this page)
Depending on player's location (type of current sector), you can customize the type and interval of the spawned pirate ship (other faction ship are also possible).
The setting is a bit complicated, but you should be able to create a very versatile spawn model.
Since this MOD only provides the mechanism of the spawn, you need to set up what kind of enemies actually spawn. Enemies to spawn, please use default Isanth or prepare any blueprints.
It is for multiplayer server, but it can also be used in singleplayer.
After starting MOD, after the StarMade server got up, start the game client and connect to "localhost:4242" with multiplayer.
[Planning]After starting MOD, after the StarMade server got up, start the game client and connect to "localhost:4242" with multiplayer.
It is a function I want to add in the future.
[Spawn Mechanism]- bounty (reward credits)
- A spawn counter is assigned to each player, and the threshold is randomly set.
- Compares the set sector type in order from the top, and detects which sector type the current location of the player matches.
- Add the spawn tick set to the current sector type to the spawn counter of the player. The bigger the spawn tick, the shorter the spacing at which the enemy appears.
- When the spawn counter reaches the threshold, the spawn is executed. The ship to be spawned is randomly chosen from the wave group set in current sector type and alias.
- If the block ratio limit is set, the following two are compared, and the incompatible wave groups are excluded.
- Total blocks of player ship.
- Total blocks of ship set in Wave Group.
- When selecting a wave group, the probability of being selected depends on the ratio of weight values.
<Example> (total weight 500 in this case)
Candidate WaveGroup-A: Weight=50 -> SelectingRate=10% (50 of 500)
Candidate WaveGroup-B: Weight=150 -> SelectingRate=30% (150 of 500)
Candidate WaveGroup-C: Weight=300 -> SelectingRate=60% (300 of 500)
- Once the wave group is decided, the set ship will spawn. The location is one of 26 sectors around the player.
- If "Squad Scale Multipler" is set, the spawn is repeatedly executed until one of the following conditions is satisfied.
- The number of spawns reaches "Squad Scale Multipler".
- The total blocks of the spawned ship is comparable to total blocks of player ship.
- Return to the step 1.
[Ship Despawning]
The ship is despoened if the following conditions are satisfied.
[Tips]- Ship unloaded
- Lifetime elapsed
>>> Sector Type Settings / Neighborhood Entity
The "Neighborhood Entity" is checks whether there are entities that match the condition in 27 sectors around the player (=loaded sector).
<Example>
The "Neighborhood Entity" is checks whether there are entities that match the condition in 27 sectors around the player (=loaded sector).
<Example>
- Type=Ship, Faction=-1
<Use Case>Pirates ship.
- Type=Any, Faction=-2All entities of Trading Guild.
- Type=Ship, Faction=-1, Name=ScoutPirates ship with a name prefix by "Scout".
- Determine the state of engagement
If a pirate ship is present near the player, it can be judged that it is in battle.
In that case, applying a sector type of low spawn tick makes it possible not to increase the enemies anymore, or to appears the reinforcements of Trading Guild.
- Ship that summon piratesIn that case, applying a sector type of low spawn tick makes it possible not to increase the enemies anymore, or to appears the reinforcements of Trading Guild.
First, spawning a scout ship.
And if there is a scout ship nearby, apply a sector type with high occurrence rate of pirate ship. If you do not defeat it early, pirates will appear more and more.
And if there is a scout ship nearby, apply a sector type with high occurrence rate of pirate ship. If you do not defeat it early, pirates will appear more and more.
>>> Sector Type Settings / Spawn Counter Tick
It is the amount to be added to the spawn counter in one second.
Basically we will use Global Tick. Local Tick are reset when you move to another type of sector.
In the case of only global tick, I felt unnatural when passing through a sector with a high tick. For this reason I added local tick.
By dividing the spawn counter threshold by tick (global + local) you can calculate the approximate time to spawning.
It is the amount to be added to the spawn counter in one second.
Basically we will use Global Tick. Local Tick are reset when you move to another type of sector.
In the case of only global tick, I felt unnatural when passing through a sector with a high tick. For this reason I added local tick.
By dividing the spawn counter threshold by tick (global + local) you can calculate the approximate time to spawning.
>>> Sector Type Settings / Sector Entering Bonus
It is a function to use when you want an interceptor to appear.
When entering that sector, the bonus value will be added to the spawn counter. When going out, it is removed.
<Example>
It is a function to use when you want an interceptor to appear.
When entering that sector, the bonus value will be added to the spawn counter. When going out, it is removed.
<Example>
- Incidence=100% BonusValue=100%
<Use Case>When entering the sector, the interceptor immediately appears.
- Incidence=100% BonusValue=80%After entering the sector, interceptors appears after a while.
- Incidence=30% BonusValue=100%When entering the sector, interceptors occasionally appear.
Both are actualized in combination with neighboring entity conditions.
- Rapid reflection force
- Rapid reflection force
When approaching the pirate station, the interception fleet emerges with a high probability.
- Trading guild protectionWhen being chased by pirates, if you to take refuge in the trading guild station, the rescue team will come soon.
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