Space Engineers

Space Engineers

Smugglers
41 Comments
Chaos 24 Dec, 2024 @ 8:30am 
Thank you for keeping your mod updated! It's been functioning very well on our server and adds fun encounters to the game!
Solnakar  [author] 24 Dec, 2024 @ 3:38am 
Merry christmas everybody!
With todays release Smuglerrs expanded to space. 4 new space ships were added and autopilot was tweaked. Rules for new submissions were adjusted.
For more detailed information see
changelog .
Solnakar  [author] 24 Dec, 2024 @ 3:32am 
@Vivi with a lot of testing I found only possible way how ships controled by MES/RAI, that are not set to do it, can speed up to 100 m/s limit (or above if you use some speed mod). RAI autopilot controls ships by setting thrusters on override. If you kill the remote control block when thruster override is active, it will stay on and propel ship to max speed. As rotation is also achieved by gyro override, similar thing could happen also with rotation.
This is not unique to Smugglers, but exactly this situation will occure with all of mentioned mods: ACS, Incon, Imber and Paralax - none of them use compromised trigger to reset overrides as far as I can tell.
As I just now found that these reset actions in MES even exists, it is not added in todays release, but may be in future one, if it works as intended.

If your issue occured in other circumstance I'm afraid that it is beyond my control. It may be interference with another mod or your local MES settings.
Vivi 3 Nov, 2024 @ 3:41am 
Ship going 100m/s was unrelated to the spinning, it has happened when I was pursuing a ship in my fighter. I'll try seeing sometime if it still happens.
Solnakar  [author] 3 Nov, 2024 @ 2:41am 
@Vivi, thanks for reporting it. Speed was and still is limited to 50 m/s (+/- 5m/s). This limit is reliable. Those 100m/s+ speeds indicated by engineer suit were caused by angular speed during the spin.
I spent some time digging to reproduce the "deathspin", as it didn't happen to me during ships normal travel. It only happened when ship reached despawn waypoint and player is near, so MES autopilot tries to calculate a new one. It is calculated to point the ship in direction away from player, which is problematic when the player is on or in the ship as the despawn waypoint then gets recalculated every tick, which seems to cause the spin.
MES doesn't allow me to change this behavior, so only solution I found was to limit rotation speed. Deathspins should no longer occur, but the ship will still make some small jerky moves in the same situation.
Vivi 2 Nov, 2024 @ 7:16am 
The mod claims to be easier than the popular MES mods, but quite frankly, all the drones of ACS and inhibitors on incon/imber/parallax are more fun to deal with than a ship darting off at 100m/s when threatened and going into a deathspin when approached, forcing you to just give up because there is just no counter
Solnakar  [author] 9 Feb, 2024 @ 11:35pm 
@Rouge Sable I did quick search thru MES docs and I didn't find a command to change reputation with faction, so changing to neutral would be possible only by making the change within the mod for everyone.

All ships have some notifications, which should trigger on 1,2 km. If some mod would change weapons on smugglers ships to something with longer range, they can start shooting before player gets in notification range. Otherwise those ships don't have any aggresive behavior coded in them.
RougeSable 2 Feb, 2024 @ 7:59am 
Are we sure all ships won't attack directly & always warn approaching players?
RougeSable 2 Feb, 2024 @ 7:47am 
Is there any way to make this faction Neutral by default?
Solnakar  [author] 17 Jun, 2023 @ 12:29am 
@Xerxipu thanks for letting me know, fixed.
Xerxipu 13 Jun, 2023 @ 6:14pm 
The Slimer appears to not have a Gyro.
Solnakar  [author] 13 May, 2023 @ 11:19pm 
They just fly by. Only reaction to player is a broadcasted message.
Canuck 13 May, 2023 @ 8:54pm 
How are the smugglers ack? Are they directly going at players or just flying by?
bandnerd525 6 May, 2023 @ 10:36am 
Glad to see the ship worked out.
Solnakar  [author] 30 Apr, 2023 @ 2:20pm 
@condottiere only added P1630N "Pigeon" from bandnerd525, new armor skins from few previous updates as well as warfare ammo and handheld weapons into random loot.
With my mods you can always find this information also in changelog https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2384718926
Solnakar  [author] 13 Apr, 2023 @ 12:25pm 
@bandnerd525 can't promise when I will get to it, but I will check it out.
bandnerd525 7 Apr, 2023 @ 3:25pm 
Been enjoying having this as an option.

Dont know if you are still taking submissions, but if you are hope this fits the bill:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2959124718
Entarlas 9 Feb, 2022 @ 8:12am 
the former was what I was referring to. The latter is understandable. Thanks for the quick reply. Cheers!
Solnakar  [author] 9 Feb, 2022 @ 4:21am 
@SilverFire up to date what?
If you mean whether the mod is working, then answer is yes - if you have updated MES this mod will work.
If you are asking if ships use Warfare 2 weapons, then answer is not yet. Main reason being Keens turret AI not accounting for shell drop and not being able to use full range of guns :/
If you want ships to have different weapons, you can try NPC Weapon Upgrades https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1555044803
Entarlas 9 Feb, 2022 @ 1:49am 
Up to date?
StrikeWyrm 21 Oct, 2021 @ 7:04am 
thank you Solnakar :)
Solnakar  [author] 21 Oct, 2021 @ 3:18am 
@StrikeWyrm I'm generally ok with unlisted tweaked versions of my mods for private server use.
StrikeWyrm 19 Oct, 2021 @ 2:49pm 
Hey Solnakar,
Can we have permission to upload a mod with some of your content for private use with an unlisted posting (i.e. for a server). We would want permission to tweak the ships for our custom scenario and factions. Also if this only applies to certain mods of yours could you please let us know?
Thanks,
Strike
RogueCmdr 25 Jun, 2021 @ 10:28pm 
Evertime i try to use interior it wont let me put 5.56 in i have to put in the 50mag. all turrets i grind usually has both ammo in them.. the ones i grinded off your ships only had 5.56 and wouldnt shoot me compared to the regular gat turrets
Solnakar  [author] 24 Jun, 2021 @ 11:58pm 
Hi RogueCmdr, Pertam is tricky for flying stuff, I will check what is going on hopefully during weekend as my "gaming" time is now very limited.
I will check the turret issue as well. Keen stated that interior turrets should be able to use "legacy" 5.56 ammo and I'm pretty sure that I tested it right after Warfare 1 release.
RogueCmdr 24 Jun, 2021 @ 8:10pm 
The hogbog carriers.. Also the interior turrets dont shot if u got the warfare DLC due to Ammo change
RogueCmdr 24 Jun, 2021 @ 7:42pm 
Hey Sol on my world.. the blue sword fish and teal shrimp ships crash to planet on spawn for pertam

I got no thruster modification mods on
NorfolkDave 20 Mar, 2021 @ 5:47pm 
Quote:

I decided to create this mod as an alternative for players, that don't want their jetpack to stop working or be harrassed by drones as they approach NPC ships. Players that don't like to get electrocuted, when they try to grind a block on NPC ship. Players that like to be hydromen.

THANK YOU!
I am one such player, a bit of hostile is fine but theres a few npc's we have added to our server that kill you when you try to even board the ship...dead...no warning just dead...so not fun.
If you know of any others like this please let me know.
Solnakar  [author] 12 Feb, 2021 @ 12:52pm 
@Maddhatter thank you.
Solnakar  [author] 11 Feb, 2021 @ 10:13pm 
@Cecille thank you, looks nice.

@Maddhatter unfortunatelly not. Random name generator works only for ship names. But ship name or player name can be used in chat as variables. So for example "Stay back {PlayerName}!" or "This is {AntennaName}. Stay back or we will open fire!" are possible.
Ms. Succubus 11 Feb, 2021 @ 1:23am 
Edit: I'd also be happy to design some more ships, if you need more stuff <3
Ms. Succubus 11 Feb, 2021 @ 1:21am 
Hey, I quite like the idea behind this mod to keep stuff basic and because I want to contribute to this I built a small "carrier" craft. Hope it's fitting for the mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391368033
Solnakar  [author] 8 Feb, 2021 @ 7:49am 
The PCU limit is there to not cause massive lags on spawn and it is on lower side so I can go slightly above with my modifications. If it is slightly above I may still consider it, but it is more probable that it will recieve more drastic reduction.
Here is published H2-M4N https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2388692096
Dankuser 8 Feb, 2021 @ 7:00am 
yeah, you are free to publish any of my ships as long as you link the original. And is it fine if the ship goes a little over the 4k PCU limit?
Solnakar  [author] 7 Feb, 2021 @ 9:10am 
I can publish yours after modification if you like, but I will not make that a general rule. I will leave that decision in hands of ships original author.
Looking forward to your next design.
Dankuser 7 Feb, 2021 @ 7:37am 
nice, it looks great in the mod. Have you considered publishing the blueprints of the ships in this mod on the work?
I'll have another ship in the next few days as well.
Solnakar  [author] 7 Feb, 2021 @ 5:16am 
@Dankuser your ship is processed and now part of the mod.
I really love how you managed to split the ship visualy with those landing pads. Definitelly something different from my style.
For balancing purpose I exchanged large cargo containers for hydrogen tanks and reduced overall ammount of tanks. Also reduced amount of large thrusters. Interior got some decoration as well.
I made a comparison image of original and final version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2387354445
Dankuser 6 Feb, 2021 @ 6:33pm 
Here is a ship for the mod