Space Engineers

Space Engineers

(BROKEN) EMGC Respawn Ship Replacer
77 Comments
cptsavarus  [author] 29 Mar, 2020 @ 7:18am 
Ah, I try not to get involved with the whole DLC debate if I can help it. Seems to me like every game out there ends up with some big argument going on in the boards about how the devs should run their business. The way I see it, I like the product a lot & as long as Keen continues putting out products that I like & want, I'll be happy to continue buying them.
I've had easily my money's worth and more out of my original purchase over the last 6 years - if an extra £3 here or there extends my enjoyment of it then it's worth it to me. Beyond that I honestly don't care what they do with the money once it's theirs. My personal experience with Keen has always been really positive - fair to say I like them as a dev. I know not everyone shares that experience but that's for them to get across & it's not exactly like they're shy about speaking up! Haha!
I just enjoy building cool stuff & entertaining people with wacky descriptions. :steamhappy:
Derp & Junk 29 Mar, 2020 @ 6:51am 
Yeah, update bugs, as I recall the issue was that I would pilot the ship, pistons would detach and fly without me, would steer too but just the flock of piston parts, don't tell me Clang isn't a space wizard.

The new update, yeah, people are pissed, the DLC is going too far, console launch is coming up and customers (game testers) are having bugs they already know about, at this point I just love how the discussion page has made Keen, Marek and their new mansion office a punching bag for their frustration, it's funny.
cptsavarus  [author] 29 Mar, 2020 @ 6:30am 
I'm only just now starting to catch up (again) on what I've missed the last couple of months. I see there's been an update but don't know anything about it yet. Heading over to look now.

No worries if you got mad at my pistons - I do too sometimes. One minute they work perfectly, so I publish them working perfectly, then an update hits and breaks everything, then a hotfix or another update & it's all back to working normally again. When there are no more updates due, I'll go through my whole workshop & fix everything.

Starbase does look pretty damn amazing from what I've seen. Looking forward to that one... though I still have Empyrion to download & learn, so keeping track of 3 such similar games is going to be... interesting! I think SE will always remain my go-to & favourite though - having been on board with it from the start, it feels like an old friend.
Derp & Junk 29 Mar, 2020 @ 6:06am 
Yeah, life ain't all lemonade, well good to know the intent is there, I often doubt that with SE as my recent comments on update show.

Think I got mad at you in the past for how broken pistons on your ship were acting in my game, sorry about that.

Yeah that engineering stuff, I'm drooling at the thought of hand building a ship once Starbase lands! Think I will still mess around with this though as making anything over there does seem more complicated, a game like this, even as buggy as it is, will seem like a vacation compared to that.

I intend to be a taxi driver over there, all I really want to do, make passengers think I'm insane and gonna crash, have things fall apart as the experience I deliver, their chair come loose and I catch them in a cargo field! In a game like that fighting is for chumps.
cptsavarus  [author] 29 Mar, 2020 @ 5:42am 
@Grimoire... Bump noted. I've been completely tied up with work for the last couple of months & haven't touched Steam or any of my games at all. I really want to get back into modding & publishing for SE, as I miss playing it a lot. It WILL happen at some point & I've had that many requests to update / fix this mod that I do want to make it a priority - right now though it's just difficult to find any time to do anything. I'm either working or too tired from working. As Keen would say... "Soon™"! Hehe!
As for what you say about dismantling ships in sections & transplanting them to other ships - I do that a lot too. Some designs are better for it than others but as a real-life engineer, I love nothing better than to build like one in SE.
Derp & Junk 21 Mar, 2020 @ 9:43pm 
Bump for fix please, btw back when base ships were still in game I would take the ships apart in sections and put them back together, thruster wings from miner fit the escape pod very well, I think not enough people think like a proper engineer with this game, I don't mean designs as yours are good though more of a drydock conversion, I mean out in field jury rigging from what is available
cptsavarus  [author] 19 Nov, 2019 @ 12:03pm 
Hey @dominatrix. Thankyou for the kind compliment and yes, you may ask!
I've been offline & out of the loop for several months and have, in all honesty taken no steps toward updating this mod yet.

As for how much work it is... quite a lot and not much. It's hard to say until I've had a good look at the game files to see what's been changed around. It may be very easy or it may mean I have to learn a completely new code structure.
I haven't examined the files since before the Survival Overhaul & have no idea what's changed since then.
I will try to make some time this week to go through everything & figure out what needs to be done.
Domina 19 Nov, 2019 @ 11:35am 
If i may ask. how much more needs to be rebuilt at the moment to fix this awesome mod?
CrittMonkey 1 May, 2019 @ 11:33pm 
I or should I say WE hope you get this fixed soon.
will you add the survival kit and take out the refinery and medbay?
cptsavarus  [author] 4 Mar, 2019 @ 2:29pm 
@HeavyDeception... There's no workaround until I rebuild the mod.
Basically, with the Survival update, the code in the file that determines what ships show up in the respawn menu has changed (to show the new ships). The mod is effectively working with code that no longer exists, hence it doesn't work any more.

I will rebuild it to work with the Survival update but it's quite a fiddly & time consuming thing to do and I need to be in the right frame of mind to do it.
I'll try to get it done as soon as possible but it may still take a while, so please be patient. :steamhappy:
HeavyDeception 4 Mar, 2019 @ 1:55pm 
So I have the problem of the ships not showing up in the respawn menu in single player. Is there a work around anyone has found?
cptsavarus  [author] 2 Mar, 2019 @ 12:54pm 
@Marc.... Yes, absolutely! It's on my list of things to update.
I'm going to be without internet for the foreseeable future as of the middle of March, so will do my best to get this fixed & working before then. :steamhappy:
CurmuGenX 2 Mar, 2019 @ 11:36am 
Any chance of updating this for the latest update. We use this every time on our server and now we are bummed we can't.
CloudX420 17 Sep, 2018 @ 9:20am 
will do! i hope something works haha
cptsavarus  [author] 17 Sep, 2018 @ 9:06am 
You have your work cut out for you then I'm guessing!
Well good luck, I hope you get it to work. If not come back & we'll do more thinking.
In the meantime if I get any feedback from my forum posts I'll drop you a message on your profile.
CloudX420 17 Sep, 2018 @ 8:53am 
yea im redoing the entire server files now from new
cptsavarus  [author] 17 Sep, 2018 @ 8:40am 
Hmm... Tech tree mod... do you think it's corrupted your world somehow? Kind of sounds like it may have.
Got no idea how a tech tree mod works or what files it changes but something that complex has the potential to cause all kinds of wierdness.

Are you able to restart with a fresh world at all? Or at least test with one?
If so, try reinstating the vanilla .sbc files and testing the game with the respawn replacer as the only active mod. If it works you can add more mods afterward.
CloudX420 17 Sep, 2018 @ 7:48am 
im thinking its server side, because i unloaded my tech tree mod, but im still missing alot of blocks XD
cptsavarus  [author] 17 Sep, 2018 @ 7:17am 
Ok - it sounds like either the server is ignoring the "ShipEnabled=false" flag completely or the game is indeed reading the vanilla ships from the client-side file.

Neither of those things make sense but it has to be one of them. There's no other file the game could read respawn ships from.

Try replacing the vanilla file on the client-side as well.
If the vanilla ships still appear after that then something is very wrong.

Just thinking - does the game save a local copy of the world on the client machine when a player exits the server?
If so, is it possible to load that save as a standalone / offline SP world?
CloudX420 17 Sep, 2018 @ 7:02am 
mmk so theres a diffferent file its reading from, i just havent found it, i deleted default respawnships from the file located in server/content/data and just have yours in there, and they still popped up XD guess i need to see where its pulling it from lol
CloudX420 17 Sep, 2018 @ 6:52am 
yea not a problem, ive tried copying over the SBC File like you said, and all of them still shows, so one thing that ive tried now, is just deleting the Vanilla ships from Respawnships.sbc and waiting for server to boot up now, if that doesnt work then i have no idea XD as its a fairly fresh server maybe a week old. with very little changes done * just increased rates is about it *
cptsavarus  [author] 17 Sep, 2018 @ 6:50am 
Sure thing. Sorry I don't have a better solution for you... yet.
I've posted on the KSH forums, as well as here on Steam. Not seeing anyone reporting similar problems - you may have stumbled upon an entirely new / unknown one. I'm thinking it'll turn out to be something obvious that we're just overlooking but hopefully someone will know the solution & repsond.
If not it may be worth contacting the devs directly for support. We'll cross that bridge if we come to it.
CloudX420 17 Sep, 2018 @ 6:24am 
if it doesnt work then i have no idea on what i could do XD
CloudX420 17 Sep, 2018 @ 6:08am 
thanks for going indepth on it! ill try replacing the default SBC with your copy and get back with you in just a moment :) i hate that its taking this long haha, usually i can figure it out lol
cptsavarus  [author] 17 Sep, 2018 @ 3:38am 
Not sure if you've already read it but here's the official Dedicated Server setup guide. You may find answers in there...
https://www.spaceengineersgame.com/dedicated-servers.html
cptsavarus  [author] 17 Sep, 2018 @ 3:21am 
(cont'd 2)...
Just be sure to make a backup copy of the vanilla RespawnShips.sbc before you replace it.
Move the backup away from the game files for safe keeping & to make doubly sure the game has no hope of reading it.

Let me know how you get on.
cptsavarus  [author] 17 Sep, 2018 @ 3:17am 
(cont'd)...
I'd put money on it being a host / client conflict where the client is the machine that's reading the vanilla file a second time... but I don't know how to resolve that. I'm convinced there must be an admin setting somewhere.

There IS a filthy back-door workaround that should eliminate the problem entirely - but I can't guarantee it'll work without breaking anything - this would be very much at your own risk.

You'd need to open up the game installation directory on the host drive, delete the vanilla RespawnShips.sbc file and replace it with the modded file.
That'd tell us if the client is the machine reading the vanilla file for a second time. If it is then the problem will persist, in which case you'd have to also replace the vanilla file on the client machine.
Like I said, it's not clean but it *should* work...
cptsavarus  [author] 17 Sep, 2018 @ 3:03am 
The <ShipEnabled=false"> is a flag that tells the game not to parse the reference & arguments for that ship. Enabled=false is a backwards computer-logic way of saying "ship is Disabled". If you change the flag to "true" you'll effectively be changing that statement to "ship is Enabled"

The flag is not what's causing your problem though. It does what it's meant to do.

What's happening is that the game is reading the vanilla file & enabling the vanilla ships. It's then reading the modded file and correctly disabling the vanilla ships & adding the new ones... so far so good - this is all supposed to happen ... but then it's reading the vanilla file AGAIN and re-enabling the vanilla ships. This part is not supposed to happen.

What I don't know is why this is happening....
CloudX420 16 Sep, 2018 @ 7:11pm 
yea the server is actually mine, im hosting it from one of the datacenters my company owns :P i looked in your respawnship.sbc and noticed it had some sorta shipenabled -false setting, under the default respawn ships, if i set those to true would it mess with anything? Ill try again to be on safe side :)


*i tried disabled respawn ships in the SEDS setting and no ships spawn thing. im thinking i may just be over looking something haha
cptsavarus  [author] 16 Sep, 2018 @ 6:29pm 
Hmm... well I wouldn't think it'd conflict with any of those. Not to cause what's happening at least.

Got to admit, I've never even looked at MP. I'm strictly SP only - so I don't know much about how mods are handled between servers & clients.

I take it this server is actually yours - IE you're the admin?
Could it be that there's some admin config setting that needs changing?

Pretty sure I know what's happening... I just don't yet know why. I've had no other reports like yours so it's bound to be something simple that we're just overlooking.

I'll have a think & read up a bit. In the meantime, try asking around the KSH forums Get in touch with other server admins if you can - maybe one of them will know something we don't.
CloudX420 16 Sep, 2018 @ 2:41pm 
no all the other mods are blocks, and 3 of them add new components, Ores, Production block
cptsavarus  [author] 16 Sep, 2018 @ 1:24pm 
Load order shouldn't make any difference, though it sounds like you're running other mods as well...
Are you running any other Respawn Ship mods?
Any mod that affects the "RespawnShips.sbc" file *will* conflict with this one. The result would either generate an error or cause what you describe.
If you do have other Respawn Ship mods & don't want to get rid of them, I can talk you through creating a new mod to make them all work together.
CloudX420 16 Sep, 2018 @ 11:55am 
as of the moment i have it on server side First one in load order, and then client side downloaded, still shows all in the DS trying SP now.
cptsavarus  [author] 16 Sep, 2018 @ 11:53am 
You might want to check that the mod has been fully downloaded onto your client & is working in an offline SP game before trying again with the server - Steam doesn't always download things straight away, plus if you know it's working in SP, that'll help narrow down the problem.
CloudX420 16 Sep, 2018 @ 11:46am 
let me sub to the mod real fast and ill try again :)
cptsavarus  [author] 16 Sep, 2018 @ 11:37am 
@Cody0520... The mod should be disabling the vanilla ships as part & parcel - that's half of what it does.

I know for a fact that it works fine in SP games, so what you're seeing is almost certainly a server / client issue. Don't worry though, it's most probably a simple config thing. Very unlikely its a bug.

Since the new ships are appearing in the list for you, the modded "RespawnShips.sbc" file is definitely working... but something is causing the vanilla "RespawnShips.sbc" file to be read a second time *after* the mod file, which is what's putting the vanilla ships back into the list. That shouldn't be happening.

The only thing that'd cause that is if your server machine / account and client machine / account are prioritising different versions of the file - one the modded version, the other the vanilla version.
My guess is that your client machine / account is not subbed to the mod.
Make sure both accounts / machines are subbed.
Does this fix?
CloudX420 16 Sep, 2018 @ 10:50am 
i got it to show the ships but i also see the vanilla ships on my Dediserver how can disable the default ships :/
cptsavarus  [author] 23 Aug, 2018 @ 6:00am 
Ok - the instructions are posted. The link is just above the comments.
Have fun!
Feel free to ask questions if something isn't clear & I'll do my best to explain it better.
Grazazel 23 Aug, 2018 @ 4:23am 
cheers
cptsavarus  [author] 23 Aug, 2018 @ 4:21am 
That's what I'd hoped you'd say! :steamhappy:
Ok, I'll write it up & post it as a new thread on the discussions page. Not sure if you'll get a notification when it's up, so I'll drop another comment here & let you know.

Should have it up in a few hours.
Grazazel 23 Aug, 2018 @ 4:13am 
It would be great if you could post how to change the settings myself please as thats part of the fun. Plus will allow me to change for future custom maps too
cptsavarus  [author] 23 Aug, 2018 @ 4:07am 
@grazazel... If I changed it to work with your map, it'd no longer work with the vanilla map.

I could walk you through how to make the changes yourself if you like. It's not difficult - just need a copy of Notepad++ (it's free) & 5 minutes to edit some numbers. You could then use it with any custom map you wanted...

Or if you link me to the workshop page for the map you're using & give me the exact X,Y,Z co-ordinates of where you'd like the ships to spawn, I could create a new version of the mod that's compatible with your map.
Grazazel 23 Aug, 2018 @ 2:56am 
Hi we are using a custom map. Is there anyway to get the landers spawn position changed please?
cptsavarus  [author] 1 Aug, 2018 @ 7:29am 
@Oscillo... What exactly isn't working for you? Are the ships not appearing in the list? Are they appearing but not spawning? Please give as much detail as you can.

It's extremely unlikely that the mod is what's at fault, as it doesn't change anything to do with multiplayer. More likely it's a setting in your server configuration or a bug that was introduced by the last update.

Can you tell me, are other mods working correctly on your server? If so, which ones?

Unfortunately I know nothing about how mods work on server games in SE, so can't really advise you there... if there's a problem with the mod however, I'll need full details before I can attempt to fix it.
Cosmos 1 Aug, 2018 @ 5:06am 
These aren't working for me on my server
cptsavarus  [author] 30 May, 2018 @ 7:13am 
You're welcome!
It was a nice quick mod to make - and while I was making it I found a problem with this one that's now fixed, so a worthwhile couple of hours!
Glad you like it!
raydenEG 30 May, 2018 @ 4:35am 
WOW! Very quickly, I did not even expect =)
This is exactly what I need!
Thank you so much for your work!
cptsavarus  [author] 29 May, 2018 @ 7:03pm 
@[78RUS] raydenEG...
Here's the new mod... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1398155509

The 3 ships are exactly the same as the ones here. Each will spawn at its correct planet.
It is not possible to remove the "Space Suit" from the list. Everything else is gone though.

Note - there seems to be a bug with Parachutes - they don't open. This bug is with the game itself, not the mod. Parachutes just don't seem to work at all right now. Hopefully they'll be fixed soon.

Enjoy!
cptsavarus  [author] 29 May, 2018 @ 5:15pm 
Apologies, I misunderstood your question.

Unfortunately there is no in-game way to do what you're asking. The only way would be to create a new mod that disables all other ships in the list.

It's not much work to make the mod - just a few quick edits to some code. I should have it on the workshop for you in a day. :steamhappy:
raydenEG 29 May, 2018 @ 2:14pm 
I understand this, and everything is working fine =)
How to limit the list of ships that will be available for selection so that it is only Landers (Earth, Mars, Alien) ?