Space Engineers

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EMGC Advanced Cargo Ships
   
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Type: Mod
Mod category: Other
File Size
Posted
Updated
560.150 KB
17 Feb, 2018 @ 3:20am
17 Feb, 2018 @ 11:09am
4 Change Notes ( view )

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EMGC Advanced Cargo Ships

Description
This Mod replaces the standard cargo-ships with cptsavarus' awesome Advanced versions, These are far more comprehensive versions of the originals with full conveyor systems and life-support and in the case of the military versions, better armed and armored.

Link to a collection of all of the advanced cargo ships SAVTec EMGC Advanced Cargo Ships

They will act exactly as the original ships do with 600m weapon ranges and antennas that will spawn pirate drones if a player gets within a certain distance. Antenna spawn types and range were kept the same as the Vanilla cargo ships unless the range was below 600m in which case the range was adjusted to that. Drones will not spawn if the ship is too close to a gravity well, you have to be more than about 20 kms (need to test this more accurately) from the closest natural gravity for drones to spawn reliably. which makes capturing the ships near gravity far easier. This is Keen's doing I can't change it.

The original cargo ship's spawn frequency was reduced by a factor of 10 so they can still spawn but it should be fairly infrequently.

Plans for the future include adding more resources to the cargo of the advanced ships (right now it's just uranium and ammo) and adding AI to the ships to make them more challenging.

Do you want to use some of the advanced Re-spawn ships? If so cptsavarus's has you covered! EMGC Respawn Ship Replacer

Please rate and leave comments to let us know what you like, what we can improve, and suggestions for future additions.


27 Comments
Nonexistent 1 Sep, 2019 @ 8:44pm 
Does this mod still work? Cuz I know some cargo ship mods stopped working after the recent updates...
cptsavarus  [author] 25 Feb, 2018 @ 2:28am 
@Gamer9001... That was something you suggested to me, yes. This mod however was created by Glenn G on his own initiative. I just built the ships.

Yours was one of several comments I received that helped spur me into learning to mod for myself, so thankyou for that! Ultimately though it was Glenns' work on this mod that inspired me to actually get working on the Respawn Ships one, so it's really he who should get the credit there.

Don't stop having ideas though - we'll always listen to them & who knows, maybe one of them will inspire something great in the future with your name in the credits! :steamhappy:
Gamer9oo1 23 Feb, 2018 @ 8:47pm 
Do I get credit for telling you to do this? :)
cptsavarus  [author] 20 Feb, 2018 @ 7:24am 
I can certainly understand that feeling! Getting this whole collection up-together has felt a lot like work! Designing the ships is fun & seeing the end results is really satisfying but the bit in the middle with the screenshots & the links & the description formatting - and now modding as well - phew! And I've committed to doing 2 more collections yet. What was I thinking?! :steamfacepalm:

Hence I really appreciate your contribution with this mod. The collection just wouldn't be complete without it & I seriously doubt I'd ever have got round to making one myself. So thankyou again!

Can't wait to see the mil ships with AI - sounds fantastic! I'm glad the Transporter is nasty too - Wasn't sure if I'd given it enough weapons or not... (sorry about all those turrets you have to fill with ammo by the way!)
Glenn G  [author] 20 Feb, 2018 @ 7:01am 
BTW the Military transporter with AI is a nasty piece of work, it simply shreds you if you get within weapons range!
Glenn G  [author] 20 Feb, 2018 @ 6:59am 
Yep "Laborious" as in Pain In The A** it's the reason I don't have much more on the workshop. I am about 50% on the AI version of this script but kind of lost motivation :steambored:
cptsavarus  [author] 20 Feb, 2018 @ 2:22am 
Thanks very much! Hoping to get it finished today if I can. I've never done any XML before, though now I'm starting to get my head around it, I see it's really not so different to any of the other languages I've used over the years. Trying to learn from guides was what threw me. Many of them are either out of date or just plain wrong. I should've just ignored them from the start & studied an existing mod instead.
Ah well. Got there in the end!
What was the word you used though... "Laborious"?! I would add to that "Painstakingly..." Hehe!
Thanks for the tips at any rate!
Glenn G  [author] 20 Feb, 2018 @ 12:23am 
Yeah I never bothered to learn from any online guides, i just used the syntax already in game to learn what it wanted. Though i work in IT, I don't do much coding but tend to know what I'm looking at, especially since XML is fairly easy. I see you got the re-spawn ships up. Good job!
cptsavarus  [author] 19 Feb, 2018 @ 12:10am 
Glenn - that's exactly the proceedure I've been following. Haven't touched the SpawnGroups.sbc or original files at all. Found out after several hours of debug errors & crashes that the structure of the <Id> definitions in exported .sbc files has been changed recently & is different to what all the guides are saying. Have been unable to find any info on how to correctly modify the new structure. I've posted on the KSH modding forums but so far no response.
It seems what I've been doing USED to be the correct method not so long ago - but it isn't anymore. Essentially I spent most of yesterday learning a syntax that the game no longer recognises. :steamfacepalm:
CTH2004 18 Feb, 2018 @ 11:56am 
I didn't know about the one you told me not to, and I knew about that tutorial!

So, thanks!

Have a good day!