Space Engineers

Space Engineers

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(HGI) Mining Carriage v.3
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
898.537 KB
4 Sep, 2015 @ 1:28am
1 Change Note ( view )

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(HGI) Mining Carriage v.3

In 1 collection by High Ground
H.G. Industries Collection
19 items
Description
With the addition of Jump Drives to the game its time once again to update the mining carriage.

The goal as always is to keep the ship as close to the original as possible, with a few modifications here and there.

Unfortunately to accommodate the size and shape of the Jump Drive, the rear section is 2 blocks wider than before. Since I had to restyle the rear end of the ship I looked to the other stock ship for reference. And I think it fits in quite nicely, if I do say so myself.

What's New:

- New Docking Collar w/ Camera
- New Battery System to eliminate most power overloads
- Ventral Turret
- Two Rear Interior Turrets (Target: Character and Missiles Only)
- Gravity Generator
- Medical Bay
- Complete Oxygen System (Tank and Generator)
- Jump Drive
- Plus Configurable LCDs

Note:
As always if you wish to use this ship in a video feel free, just please post a link to my workshop.

Thank You and Enjoy!

Configurable Automatic LCDs
by MMaster - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=403921671
19 Comments
Derp & Junk 27 Oct, 2015 @ 7:15pm 
I've always been confused why it's called a mining carriage when it clearly has no drilling equipment, and there is still sadly no cargo ship that does. I guess they mean that its function is the same as a mining cart from back in the days of hand mining?

Nice rebuild by the way, altering already existing designs to be better or at least more suitable for your needs is actually surprisingly enjoyable.

Do you ever pull ships apart and swap their systems around? I discovered the engine "wings" on the stock respawn miner actually fit perfect on the sides of the stock respawn escape pod. Star Wars style Uglies like that which pull different elements from multiple ships are actually a passion of mine, it's fun getting stuff from different builds to reconcile as one solid entity.
Click to enable Adobe Flash 10 Sep, 2015 @ 1:38pm 
oh kk
Q_meets_the_doctor 10 Sep, 2015 @ 12:32pm 
i got my first build to work gona do a few fixes like turn the turrets on not shure if i should just let people just walk in once they get past the turrets aka the door opens for enamy players
High Ground  [author] 10 Sep, 2015 @ 9:15am 
@Q_meets_the_doctor - Go for it
Q_meets_the_doctor 10 Sep, 2015 @ 8:21am 
mind if i try to make a mod that does that with this ship
High Ground  [author] 10 Sep, 2015 @ 2:02am 
@Q_meets_the_doctor - that it would.
Q_meets_the_doctor 9 Sep, 2015 @ 7:02pm 
be nice if this replaced the mining carriage as a cargo ship :)
High Ground  [author] 9 Sep, 2015 @ 6:07pm 
@EpicMoth - while you did use a mining carriage as the starting point for your ship, it no longer resembles a "stock" mining carriage. When I upgrade a stock ship, my primary goal is to keep it as close to the original as possible, while at the same time adding all the new features that have even added to the game. A good example would be how the Big Red Ship has been updated by Keen over time.
Click to enable Adobe Flash 9 Sep, 2015 @ 1:58pm 
Why does that look alot like the other ship that i posted called the modified mining carriage!?!