Ultimate Mod

Space Engineers Mod

About Ultimate Mod

The ultimate mod, formerly (Advance Shipyard, Drone System, Navigation System, AI System) is solely to do what the name means, it is designed to provide the best mod as possible, of course this mod will not be the best mod "ever" just its the ultimate mod because of the amount of content that will be put into the mod overall. There are many systems implemented into the entire mod as a whole. The following below will be a list of different extensions and major systems that come with it, some depending on others.

Extensions

  • Drone Extension
  • Shipyard Extension
    • Requires Drone Extension
  • Hive Extension
    • Requires all extensions to be enabled

The ones in bold are going to be released first before other stuff.

Major Core Systems

  • AI System
    • Neural Markup Language System
    • Logic Command System
  • Navigation System
    • *Pathing
  • Text Database (Neural and Mod Databases)
  • Command System
  • Entity Wrappers (Such as Ship, Connector, Cargo Container etc, basically they are wrappers that are used in all extensions)

News

Update: 11/7/2014 3:47 PM PST

Hey there!

We have some good news, after countless of hours of work we finally got docking working on all orientations, this will help us with things like auto-docking, auto-piloting, and auto-landing/landing features.

We are currently now working on A* Pathing and Collison detection, when that gets done we'll post another video of the stuff we accomplished. Give Leto the best wishes as he accomplishes this goal.

While Leto works on A* Pathing, I'll be working on adding Synomom detection for the Neural Markup Language, adding some Parallel Tasks into the NML so that we can make sure that when the AI is processing responses from the player's input that we keep game performance as high as possible.

As for the Mainframe, Freeandroid has finally finished the first phases of the new Mainframe. At least we can now add it ingame, and begin the functions as I intended it to be. I will also be making the AI-Core we are currently using the new "Large Ship" AI Core, where the small ship version remains on the small ship. The mainframe will be only allowed on Stations and Large Ships

More stuff to come! We are getting closer everyday.


Update: 11/5/2014 3:30 PM PST

We finally have another video that we can showoff. This now has the new Neural Markup Language and a little more improved docking methods. As well the undocking method is also completed. We do have a lot of testing to do before we are even close to have an release.

We will continue to improve the docking method. We have issues with specific orientations and still figuring out what direction the ship needs to be when two different connectors are not on the same axis or direction.


Update: 11/1/2014 12:52 AM PST

Working late tonight, just because I want to get to a stage where I can release the Ultimate Mod (The new mod name because really it will be one of the advance mods ever made for SE, and well I am not here for glory, because I am not the only one who is working hard on this project, my entire Team are putting dedicated time and effort to bring the best mod possible). I hope maybe that with this Mod many other mods can expand and make suggestions to the mod as we develop. My hope is that many other mods can merge into this mod and use the same major complexity that will come with the entire mod itself. There will be tons of wrappers, functions and many helpers that can benefit other mods in the near future. The problem is that this mod is so heavily intertwined with each other that everything is dependent on it so breaking it apart and taking what you need could be a headache, but not impossible and something I careless if you do.

Anyway, pointless information above. I am sure you guys want to know the status more like of where are, no sweat I'll be uploading some new videos of the new "Neural Markup Language", basically the language structure that takes the chat messages just like how the commands work that midnight has done. Although my system has a more complex Command System that works a little better to my taste. Back on topic here as I always tend to jump around. As you talk to your pretty self, no I am kidding to the mainframe that is on your station. You will simply just address it by it's name and it will begin the entire Conversation with you and then from there you can tell or even yes I am going to say it "teach" it to do certain things for you. The Mainframe will also learn things as you do things on the station and know it's surrounding. It will also keep track (Eventually) everything that is ever built, repaired, constructed on your station, ships that you and a lot of other players do as well (dedicated server). What do I mean by this? Simply what I mean is that each entity block in the game will be tracked, not their entityId as that can be changed via removed etc, but the position of where that block was at, the color, the orientation, and any other information about the object, very similar to what the Save file contains. again only a few things are fully saved. Like for example any containers that had items in them will not be remembered.


Update: 10/24/2014 5:48 AM PST

After about a month into the project we have finally got something to show! ENJOY!!!!

Space Engineers - Drone Mod (Alpha Demo) Video 1

Space Engineers - Drone Mod (Alpha Demo) Video 2


Update: 9/24/2014 12:58 AM PST

I have now added the beginning of A* Pathing and Navigation System that will be later used in future mods. The navigation system tells the drones where to move, or look at a specific target's destination. This will help with a lot of calculation for welding, grinding, camera, etc. etc. Eventually we'll add Waypoints that you can establish with the Navigation. When Gui eventually comes up we'll show some sort of Navigation view, where you'll see all the beacons, Antenna's etc. But that is a future for later on.

Drones now will look at the destination 100% correctly. And Drone movement is pretty much ready to go with a few more tweaks left. Will be showing a video soon of what has happened.

As for team updates! thepenguinmaster has now joined the team.


Update: 9/22/2014 12:15 AM PST

So I felt like it was time to elaborate where I am at now. After a few days of intense programming I am finally at the stages of doing basic testing of the drone movement and drone targeting detection. (Right now its just detecting me :astonished:)

ATM the drone will move towards me and rotate to a small degree, still have tons of calculation to do as I am not much of a Math guy when it comes to movement, but i'll do what I can and hopefully have someone else come aboard so I can focus on other parts of the system.


Update: 9/17/2014 12:19 PM PST

Now lets say we decide to switch the mainframe primary to be a specific Drone A-COM setup in this case lets say you decide to add (future features) Drone RA-COM (Repair A-COM). Now that drone no longer can assist in welding or assembling components for a specific ship. It will now assist in the primary tasks of repairing damaged ships, now if you create a ship with a specific blueprint it will attach that blueprint to that ship, only time that would no longer work is if you have no Cockpits which basically declares your ship 100% destroyed in my opinion. You cannot assign a specific blueprint to a ship because it wont' be able to. But therefore if there are missing components on your ship such as a thrusters was blown up, it will know what to build to get there. THe way I am going to set it up is lets say there are Disassemble Drones idle and not doing anything, they will talk to the other mainframes to find a task that they can do so they are always doing something. In this case, an assemble drone detects that they cannot repair or fix something because its impassible, the Disassemble drone will remove blocks that can allow the Assemble Drones to go in and repair the damage inside a ship, so therefore they help each other out. Now lets say you have 5 Assemble Drones, they will all talk with the mainframe and the mainframe will tell them what they can do, for example only a maximum of two assemble drones will EVER work on a same block that needs welded, but for assembling the first block only one will be required.

So Assemble Drones will be able to assist repairs on stations, ships and much of other things. These are ideas and concepts that I am forming over time.