About ACI-Rival
From Steam WorkshopThe more up to date but vanilla+ version: https://steamcommunity.com/sharedfiles/filedetails/?id=3568819498 This is a faction mod which utilises modded weapons for its encounters and MES for…
The more up to date but vanilla+ version: https://steamcommunity.com/sharedfiles/filedetails/?id=3568819498
This is a faction mod which utilises modded weapons for its encounters and MES for behaviours. There are no scripts used to create behaviours outside of the dependencies. The original ship designs are creations from K_medlocks Ares Combat Industries collection. Any potential issues within this mod are solely my responsibility as the creator and maintainer of the behaviours within.
*Play on a dedicated. Peer to peer does not perform too well. I really REALLY recommend a dedicated if you use this mod. We use this mod with very little performance/lag issues despite the size of some encounters. Grid cleanup is really the only issue until I can somehow make these things despawn after defeat sooner.*
*Use a sync distance of at least 12km to cover all weapon ranges. Some Northwind weapons have extra shell range if manually aimed, going out to 12km. The recommended 12km covers the extra distance gained by manually aiming. There are also the M-1 Torpedos from Mexpex Homing Weaponry, which have a max range of 10km. Some behaviours will utilise the max range of weapons so a sync distance of sub 10km will cause issues for some npcs.
*You will overcome everything at some point but don't worry, more encounters are to be added.*
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*There is a win condition against this faction. Which is to destroy the ACIM Command Vessel. This command vessel will only spawn after 500 (Recently changed from 300, will likely change again at some point.) ACIM grids have been defeated. If this command ship is destroyed then it will disable all ACIM spawns, eliminating them from the game. It is a "you win" function.* (Though it is not a complete encounter atm, it mostly just serves a purpose. Destroying it will end ACIM. It is in a very basic state. I will update this when the encounter is finished completely.)
There are conditions that must be met before ACIM command will spawn, outside of the general defeating of 500 ACIM ships. The conditions for the ACIM Command to spawn exist as the defeating of specific encounter signals.
These here will be the names of gps markers and the spawning conditions that must be met in order for them to spawn. There are only these two clear requirements at present.
Space - ACIM - Praetor Class - Wyoming (II) - (2500 Min threat, 75 ACIM space grids destroyed. Destroy remote block. Causing a retreat will not be considered a clear of the encounter.)
Planet - Crashed Taurus Transport (II) - (500 Min Threat, 75 ACIM planetary grids destroyed. Press a button on the bridge. Destroying the remote block before a condition is met will not clear the encounter.)
There will be more requirements in future.
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*Encounters scale with player threat. I have recently discovered (Thanks to TheFinalEvent97IsLaggy On Discord) that you can add or subtract threat from the calculations used by spawngroups that use threat levels as a spawn condition. Think of it as a means of modifying difficulty. This here is the command. "/MES.Settings.General.ThreatReductionHandicap.Value" Modify "Value" to the desired number.*
ACIM begins the game as a neutral faction. Spawns that trigger an event which makes you an enemy with ACIM will begin at 150 threat. Player threat only.
If you are new to the concept of threat within MES then this link has more information. https://gist.github.com/MeridiusIX/52fbf5679e67107a8cf37706205b5812
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This mod does not cover all environment types. You will find minimal encounters on low atmo or lunar environments. Mainly Space and atmospheres/gravity similar to Earth have the majority of spawns. So I recommend using this mod alongside other encounter mods to fill in the gaps.
ACIM has a resource called Intelligence Points. This allows spawns within a player known area which is designated by a recon grid or installations that have detected you. Player known area spawngroups are meant to be more threatening than all other spawn types. Alongside a passive background generation of IP/SIP, installations, probes and ground vehicle groups will also act as generators. 20 ACIM IP is needed to spawn a player known area spawn group. The IP is not consumed, it only enables the spawn.
Grids now deduct ACIM IP when their remote block is destroyed, enough weapons or power are taken out, or all relevant control seats (Generally just those on the bridge) and cockpits are made non functional. The amount deducted is based on the class of ship or spawn type. Are the classifications arbitrary as heck? Yes. Destroying ACIM grids is the only way to reduce IP. Aside from the chat commands.
The ACIM IP for space and planets is separate. IP for Planets is simply called IP whilst for space it is called SIP.
These are the new commands to check ACIM IP with MES.
/MES.Debug.ChangeCounter.ACIM-Intelligence-Points-Space.0 /MES.Debug.ChangeCounter.ACIM-Intelligence-Points.0
Also some ships use shield shunting. I apologise for the shield shunting messaging spam. Hoping the devs of Defence Shields remove that message when used by enemy ships at some point.
I have a test group for space that only spawn by chat command. These are both groups that are present within the faction spawngroups.
/MES.Spawn.SpaceCargoShip.Admin-Only-Test-Group-1 /MES.Spawn.SpaceCargoShip.Admin-Only-Test-Group-2 /MES.Spawn.SpaceCargoShip.Admin-Only-Test-Group-3
-Added a means to reset ACIM to 0. It is a small grid that will appear for a few seconds, do the work then despawn. This is an admin only spawn command.
/MES.Spawn.SpaceCargoShip.ACIM-Reset-Everything
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 18 mo ago.
ACI-Rival on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2025-04-28, released 2025-04-28
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of ACI-Rival.
Dependencies
- Required: Modular Encounters Systems
- Required: [Mexpex] MWI - Homing Weaponry (24)
- Required: NorthWind Weapons
- Required: Consolidation Armament - Definitive Weapon Pack
- Required: Consolidation Armament II - Definitive Weapon Pack
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run ACI-Rival on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogWeapons, items & crafting
New weapons, gear, items and the recipes to make them.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
- ✓AuthorTemplar, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
