Space Engineers

Space Engineers

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Respawnship - S.S. GDANSK Tug on fire
   
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Type: Mod
Mod category: Respawn Ship
File Size
Posted
5.645 MB
22 Aug, 2020 @ 2:21am
1 Change Note ( view )
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Respawnship - S.S. GDANSK Tug on fire

Description
Even though it's listed, no DLC is required for this to work. All you'll be missing is a dead crewmate I added for atmosphere.

Custom respawn ship for space respawn
You want to start with a bit more excitement than just your everyday respawn pod? You already have a couple of 'crashed' respawn ships for planets but want to give a space start a try? Look no further!

Spinning out of control, hurtling through space and with no power after a pirate attack, devastating meteor strike, or piloting error (or whatever else you come up with to explain your ship's current situation to your boss/husband/wife/insurance/...), you can hardly ask for more excitement when flying a huge space truck! Stabilize what's left of your ship and finally put those engineering skills to use. It might look like you have all you need, but a big ship needs a lot of material to repair, so get cracking.

Just ignore any generic backstory elements you find onboard if they do not fit your story/gameplay. I originally made this mod for my own game so those elements reflect that, but it has no actual impact on playability.

And if you can't manage to get things working before the next pirate crew picks over what's left of your ship, do it again and again! What fun!


(Partially) featuring the freighter 'S.S. GDANSK'

The original ship, the modular freighter S.S. GDANSK, is part of a set of blueprints by the talented Jump'n Shootman. They include the vanilla (+ingame scripts) VTOL C-835A Carryall Dropship with a hydrogen and an atmospheric version, a series of vanilla cargo and utility modules for both, and the Cosmo-Liner CARL SAGAN colony ship, all using the same modular connection system. Check out his workshop page!

I modified his blueprint with permission. All credit for the original design obviously goes to Jump'n Shootman!

Recommended mods for best experience
None of these are strictly necessary, but this respawn ship was created with them in mind.
  • Daily Needs - supported out of the box! Find some provisions already seeded on the ship like a freighter on a weeks-long journey would have. Don't get complacent, though, as the ship does not currently have any means to produce more. The initial impact of this mod is deliberately small for this respawn, as you don't have to (and probably can't) scramble to prioritize setting up food/water production first. I still highly recommend it, as it will increase the overall challenge and add some more realism.
    Also, this respawn ship will work fine without it, the daily need's specific items will just be absent from any inventories.
  • AwwScrap/Advanced Welding - Starting with a ship this size, even badly damaged, hands you A LOT of free resources, if you can just reuse all the components loss-less. It also means you probably don't need a refinery/assembler any time soon.... or to mine.... or do anything really, once your engines are fixed and you can go sell the ship at the next trade station. But if you have to think about what to grind down, how to reuse blocks without grinding them, how to get your scrap refining going again, etc balances an otherwise easy start with some challenge. The starting materials aboard the ship and the state of your production facilities are tried to be balanced around this concept. Not using this will probably make this start feel too easy for most.
  • No Stone to Ingot - For some additional challenge, remove the ability to just convert whole asteroids into iron, nickel, and silicon without even checking for ores!
  • Quick Seal - Perfect for situations like yours, get your pressurized rooms sealed up quick!
  • Vas's Resource Distribution - has nothing to do with mining but is invaluable if you don't have enough power to run everything. Fixes Keen's peculiar prioritization of which module groups you need running the most when disaster struck and you don't have enough to go around.

Let me know in the comments about your experience with this mod!
Does anything not work properly? I mean... most things on this ship don't work properly, but you know what I mean ;) Is it too easy? Is there something that absolutely can't be fixed with the materials provided? Should I include any other mod-specific items in the initial material loadout (like for daily needs)?

Also, please rate if you like - or don't like - this mod.


And finally a shoutout to Splitise for his tutorial on how to set up a proper steam workshop page! And all his other stuff, too, of course, this being just the most relevant to the situation :D
7 Comments
Parszywy Lisi Bobek 28 Nov, 2020 @ 10:09am 
GDA 😎
Horathio  [author] 25 Aug, 2020 @ 11:40pm 
If you have your own original blueprint you want to use or can get permission to use a workshop blueprint but don't want to create your own mod for this, I'd be willing to make it into a respawn ship mod for you :)
Horathio  [author] 25 Aug, 2020 @ 11:18pm 
@MistLynx: I don't think this ship would be a good choice for that, as a) it has a max crew of 2, b) would never get near a planet's atmosphere, that's what the dropship is for (see link above for the full blueprint) and c) this version is balanced around a space start.

That said, you have several options to get what you are looking for:
- Make your own respawn ship. There are a bunch of video tutorials on how to do that. Just make sure to make it a planetary respawn ship to ensure you start inside the gravity well. By editing the RespawnShip.sbc you can also set the spawn height above the planet etc. Disable the parachutes on the vessel (partially) if you want to make a proper crash. Make sure to test this a lot so there actually is a chance to survive the crash! Also, add a !working! survivalkit/medbay to the blueprint so your friends can spawn inside the same ship as you.
Horathio  [author] 25 Aug, 2020 @ 11:17pm 
- Set up a world as a scenario by pasting in the prepared blueprint you want in creative (again making sure you have a working respawn point so your friends can spawn there). Once you are satisfied, save the world and then save again under a different name, thereby preserving once savegame for future starts. For this, you don't need to create a mod, as you can just load that world as a multiplayer or start it as a server.
- there are several 'crashed' etc respawn ships for planets available already on the forum, although I don't know if any of them are multiplayer capable.
Mistlynx 25 Aug, 2020 @ 10:47pm 
Would love a world start with something like this right inside the gravity well of a planet forcing you and friends to try and repair what they can to make the crash landing softer.
Horathio  [author] 22 Aug, 2020 @ 10:56am 
This damage is carefully orchestrated, though: just enough to be challenging without being completely impossible. At least that's the balance I was going for :D
Jump'n Shootman 22 Aug, 2020 @ 9:51am 
looks about the same from when I was testing it and got too close to a pirate gps coord lol