Space Engineers

Space Engineers

EHI D-120-S Worker Bee Light Excavation Craft
24 Comments
starr274 21 Nov, 2024 @ 5:30pm 
thank you for taking the time to update the worker bee and diomedes
Canofjuice  [author] 4 Sep, 2024 @ 7:42am 
TY for letting me know. I fixed the issue, plus a few others I noticed along the way.
BloodPlasmaKing 3 Sep, 2024 @ 11:07pm 
Hey I just spawned in this ship after the update and it looks like you might have forgotten about putting the gyros back in as I can't turn the ship. I fixed it on my end but just wanted to let you know.
Bodyboarder2528 13 Sep, 2021 @ 7:58pm 
more the newer uploads of yours i cant comment on
Bodyboarder2528 13 Sep, 2021 @ 7:57pm 
ok this is odd i cant comment or subscribe to some of the workshop stuff you have so i am stuck putting it here. i cant see the mk 1 engineer module and also the 1000 for the command module.
Canofjuice  [author] 19 Jul, 2020 @ 6:16am 
*shrug* when I went into the local bp it was 2.8mb. I re-made it and re-uploaded, showing as 2.8mb on my end now for this item. Lemme know if it persists or if you see it anywhere else. Steam does weird stuff sometimes.
Canofjuice  [author] 19 Jul, 2020 @ 6:07am 
That's a good question... Might be a recursion issue with the projector. I'll check.
instynktualizacja 18 Jul, 2020 @ 10:10pm 
why is it 89mbs??> >
Canofjuice  [author] 1 Apr, 2020 @ 10:19am 
Updated with current PAM and compatibility with controller ships. Current channel is set to #default.
DeadMechGaming 16 Aug, 2019 @ 9:36am 
No problem :D
Hope to see more of your work soon. Loving the modular cargo ship too. Thinking about using it after the economy update drops to set up an automatic supply route from a mining area to a trade station. Just sit back and let the credits roll in :P
Canofjuice  [author] 16 Aug, 2019 @ 9:30am 
Awesome, thank you for the QA. I'll push that today and start rolling changes out to everything else. The work must continue!
DeadMechGaming 16 Aug, 2019 @ 12:46am 
Just got a chance to start testing it. Loving the upgrades. There's a couple things that you missed though when you were tagging (the lights for example).

Anything that is on the hotbar needs its own individual tag. Otherwise any other ship that is connected to a grid that this is connected also to will follow the same actions that you use for this ship. Basically, if you have more then one D-120-S's on a Diomedes, then all of them will currently turn their lights on an off when you use the lights on the hotbar (Same with the Diomedes as it turns out, it uses some of the same group names). Same with non-grouped items that are on the hotbar (like the connectors).

Also, I noticed your PAM is out of date. That one is a simple fix, just need to re-add PAM into the program block from your subscribed script library.

Hope this helps you out. Keep up the amazing work.
DeadMechGaming 14 Aug, 2019 @ 11:32am 
I don't think you can make them unique per ship without uploading a blueprint of each named/numbered ship. I figure as long as you have the main models tagged, people can add their own nomenclatures (the number after the model name, so the 01 i did after LEXC for my example) after the fact.

Thanks for the update though :D, can't wait to check it out.
Canofjuice  [author] 14 Aug, 2019 @ 11:02am 
Okay, added tags (I couldn't figure out a way to get them to be unique per-ship, though there has to be a script that can handle it) I also swapped to an oxygen tank, added more thrusters to replace the hydrogens, and added a stone ejection system.
DeadMechGaming 13 Aug, 2019 @ 8:54am 
Understandable with the hydrogen tank. Keen needs to add a smaller version for more compact designs. I learned pretty quickly with the whole tagging groups to their specific ships after I landed in a carrier i made, jumped away, and half my ships were gone because they had some of the same group names involved in their disconnect/reconnect process. After that I started tagging all of my ships groups to their specific ship names usually using a nomenclature for ships that I have more then one of (like your little worker bee miners).
Canofjuice  [author] 13 Aug, 2019 @ 8:30am 
These are great notes! Thank you! My only hesitation with adding a hydrogen tank is that its too big to fit in the current design :( An oxygen tank however could be added quite easily. It also wouldn't be difficult for me to replace the hydrogen thrusters with additional ions. Meanwhile, I'll get started on adding tags, that's a great idea!
DeadMechGaming 12 Aug, 2019 @ 10:54pm 
Continued from before.

When using these with one of your carrier ships, like the Diomedes, if you use the hotkey to turn of the hydrogen engines or the ions it'll turn them off on the carrier too. I got around this by naming each ship with a tag before each group, like (EHI ULI-515) for the Diomedes, (LEXC-01), (LEXC-02), etc for each miner, and so on. Seems to fix the issue.

Other then those minor gripes it's an amazing design. Made my mining ops (after a few alterations) a lot easier.
DeadMechGaming 12 Aug, 2019 @ 10:53pm 
Nice design, a couple of notes though.

When using PAM, you can't keep ice in it to work the hydrogen and oxygen. I mean, you can, but then you can't have an ice miner. It's not really a fault on your side (PAM needs to add an option to reserve a portion of the Ice inside the miners like it does with Uranium) Maybe place an oxygen tank and a hydrogen tank in it instead of the O2/H2 Generator?

Also, there is no sorter/ejector for stone. After you get past the starting stage, stone is worthless. PAM has an option to eject the stone in the script and then continue work on the work order.

Continued in next comment.
Canofjuice  [author] 28 May, 2019 @ 2:50pm 
Oh the sensor needed to be moved closer to the front of the vehicle, and a [PAM] tag needed to be added to the text panel. Then I moved that and some other gear around a bit for convenience even though its kinda derpy looking now. I did all this based on the example ship in the PAM instructions, and using the instructions themselves. If you run the programming block with the reset command you should see a 'Mining mode enabled' message pop up on the text panel. I'll have to try it later without the [PAM] tag on the sensor.
sgtklink 28 May, 2019 @ 1:54pm 
Thanks. But just curious, what did you fix? I'm asking because I managed to get it working properly after I took the [PAM] tag off the sensor. I'm not sure if it was faulty directions from the PAM author or what, but I think I needed either the tag on the remote control or a sensor. Appreciate the quick response and great mods btw, I've subscribed to most of your blueprints.
Canofjuice  [author] 28 May, 2019 @ 10:45am 
Fixed!
Canofjuice  [author] 28 May, 2019 @ 10:06am 
That is very odd. Everything was working when I did my last update but you're right, now its not. I'll fix it.
sgtklink 27 May, 2019 @ 11:12pm 
And yes, I labeled them appropriately.
sgtklink 27 May, 2019 @ 11:11pm 
Followed instructions and ended up getting ready to start PAM job, but could not start job because "wrong sensor direction". Any reason why this could be?