Space Engineers

Space Engineers

EMGC Advanced Cargo Ships
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!
Glenn G  [author] 18 Feb, 2018 @ 10:45am 
Here is a link to the best cargoship tutorial, https://www.youtube.com/watch?v=-IzFL69FKGA&t=293s

just use the RespawnShips.sbc instead of the SpawnGroups.sbc and you will be golden.
Glenn G  [author] 18 Feb, 2018 @ 10:41am 
Do Not edit things in the Programfile(X86) directory, you can coruppt things! You need to go into the c/users/"username"/AppData/Roaming/SpaceEngineers/Mods folder.
AppData is hidden by default so you will need to have hidden folders visible. in the mods folder you need to create a folder called whatever you want the mod to be called. inside that folder you need to creat a folder calle 'Data' with a capital D. Inside that folder you need to create another folder called 'Prefabs' in there you will need to put the .sbc files you create for each lander. to replace the stock ones wou simply name it exactly like the stock one including the subtype ID,
CTH2004 18 Feb, 2018 @ 8:01am 
Oh, thanks!
cptsavarus  [author] 18 Feb, 2018 @ 4:56am 
Glenn, I'm just now learning how to mod ships into the game & am trying to create one that replaces the stock Respawn Ships with my own - but I seem to be missing some vital piece of information.

My local copy appears as it should in the mods menu in world settings but the changes I've made to the RespawnShips.sbc are not evident in the respawn screen when I start the world - I just get the vanilla list & vanilla ships, despite all the new blueprint files being in place.
Am I editing the wrong file? Should I also be editing additional files?
The official modding guide doesn't go into detail.
Glenn G  [author] 18 Feb, 2018 @ 1:44am 
No link, i pulled it out of one of his drones in his corruption Mod.
CTH2004 17 Feb, 2018 @ 3:18pm 
Out of curiosity, what's the link to the script?
CTH2004 17 Feb, 2018 @ 3:15pm 
@Glenn g

I didn't realize he had other pirate-dron scripts, so thanks!

Can't wait for whats next!
cptsavarus  [author] 17 Feb, 2018 @ 10:17am 
Ah, so that's how it's done! I was expecting there'd be some master cfg file or other that'd need editing. Good info. Thanks!
Was asking because I noticed the drones like to really get in close & "hug" the player if they can - effectively shielding you from their own weapons & placing themselves in the firing line of other drones & cargo ships.
Just wondered if the min follow distance had been changed. As I say, I'm not that familiar with their normal behaviour.

As for a chance of additional capital ships spawning instead / as well as drones - top idea! Was thinking about that just earlier - how cool it'd be to attack a poor little Private Sail & think you're all tough, only to have a Military Transporter come to its rescue & blow your ship to bits! Not every time of course - but it'd be a great way to balance the risk-vs reward thing & make you really think about what you want to attack & what to attack it with.
Glenn G  [author] 17 Feb, 2018 @ 9:25am 
@CTH2004, I use a different script fom this very same author on my pirate drones.
@cptsavarus: I didn't touch drone behaviors or spawning but absolutely could with this or another mod. Drone spawning (Or in a future version of this I want to make the ships have a chance to call other cap ships as back-up) is very easy, Changing drone behaviors requires me to blueprint a drone with a new script and add it to the prefabs which while not hard is just a labourious process.
cptsavarus  [author] 17 Feb, 2018 @ 8:00am 
Yes, the drones are spawning.
I'm getting 2 or 3 drones per cargo ship. Assailant, Eradicator and Incisor (There's just the 3 different ones, right?)
Also ran into an SPRT Raiding Outpost, which seemed to have 2 drones already spawned when I got to it, even with no "requesting assistance" antenna (is that vanilla or new?)

I don't normally play with drones turned on, so am not very familiar with their behaviour. Have you altered it at all? If not would it be possible withiin the scope of this mod - or is that an entirely new mod altogether?
CTH2004 17 Feb, 2018 @ 7:57am 
Hello!

For a pirate AI,

I'd recomend this script

Pirate Drone Behavior

It's basicly a modified version of what's already in the drones!
cptsavarus  [author] 17 Feb, 2018 @ 7:04am 
Haha! There's nothing like a bit of Bromide in the reactor to make your gattling turret droop! Glad I got that screenshot now!
First time running through I had drones turned off but I'll go through again now with them turned on & let you know.
Glenn G  [author] 17 Feb, 2018 @ 6:33am 
Just fixed it so the Commercial freighter isn't out "soliciting" any more! Were the ships spawning drones at you?
cptsavarus  [author] 17 Feb, 2018 @ 6:27am 
I dunno... it does add some giggle-value. Maybe you should leave it like that!

Think I saw another one with an eroneous name but was too busy laughing my socks off at the time to make a note of which one it was!
If anything, non-uniform names probably add to the immersion - variety is good I think. Entirely your call though.
Glenn G  [author] 17 Feb, 2018 @ 6:19am 
LoL, accidentally left ship name on that antenna making the name too long! I'll fix it right away, antenna names have to be specific to spawn drones.
cptsavarus  [author] 17 Feb, 2018 @ 6:14am 
Well they've all spawned in for me. Can see a few minor tweaks needed here & there but nothing terribly important. Mostly the antenna names.
Excellent job! Thanks again!
I'm loving seeing my own ships in the game... especially this one, which seems to be out on the "hunt" Hehe!... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1304240764
cptsavarus  [author] 17 Feb, 2018 @ 4:38am 
Nice one sir! You're a credit to our species! I'm off to check it out now! :steamhappy: