Space Engineers

Space Engineers

Hostile Universe
416 Comments
Mad_Max_TEC 9 Apr, 2022 @ 9:26am 
Update ?
InsKill 10 Feb, 2022 @ 9:56am 
@Vis'Nil Yes, it's been a time ago when updater kill all his mods. Now many NPC mods are dead
Vis'Nil 10 Feb, 2022 @ 6:51am 
the link for the update is dead for me
EchoBlue 1 Oct, 2020 @ 2:04pm 
lol
InsKill 8 Aug, 2020 @ 10:42pm 
There is updated version of this mod with authorization of original autor:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1679439578&searchtext=Hostile+Universe
Fred 6 Aug, 2020 @ 8:06am 
Guys this mod is 4 years old. I'm not surprised its broken.
Jolt9001 26 Jul, 2020 @ 8:29pm 
I'm having a problem with this modpack. When I load it up, I get errors across the board talking about missing object references. Did the newest update for the game change something or did I clear my mod cache wrong?
InsKill 5 Jul, 2020 @ 5:04am 
@Endy Try this: unsub mod, delete it from mod folder, sub mod.
Endy 5 Jul, 2020 @ 4:27am 
2020-07-05 13:25:41.583 - Thread: 1 -> Error: D:/SteamLibrary/steamapps/workshop/content/244850/297580962/437236440991360285_legacy.bin/Data/Prefabs/SpawnShipRespawnShip.sbcB5 failed to serialize.
2020-07-05 13:25:41.585 - Thread: 1 -> System.IO.IOException: Cannot create "D:\SteamLibrary\steamapps\workshop\content\244850\297580962\437236440991360285_legacy.bin" because a file or directory with the same name already exists.

Got this on startup.
Aggelus 26 May, 2020 @ 2:07pm 
Hello Storm I would like to ask your permission to publish a Portuguese version of your Mod, sorry I didn't ask for it before.
Thank you.
shadowsign45 25 Jun, 2019 @ 9:34pm 
The only thing i would note about this is that it appears to muscle aside any other spawner because if i use it then suddenly the only ships i have in my sky are broadcasting in a foreign language: its not a complaint, just an observation. Works well, but a little possessive at times . . . .
shadowsign45 14 Jun, 2019 @ 10:29pm 
Hostile Universe- PT_BR translated'' is a great mod because it delivers ships to you regularly and saves you having to mine for resources. I used it early game to add to the challenge but switched to Cylon Combatants later on because i wanted to ignore physics and have someone shoot me 400 metres inside an asteroid but not be able to shoot back . . . . . . .. . .
Pixelblob 15 Apr, 2019 @ 9:12am 
im trying to figure out if this mod adds respawn rovers
Ehndras 20 Mar, 2019 @ 5:05pm 
EEM is amazing, to be fair
Nice Bump! (chat off) 20 Mar, 2019 @ 5:14am 
@Storm such as? What pve mods are better in your opinion? And whats wrong with this mod?
Currently, I am using these pve mods:

EEM
Corruption
Reddit Custom Encounters
Reavers
Hades  [author] 16 Mar, 2019 @ 5:05am 
The more recent pve encounter mods will be better than this. Honestly I use the mod purely for the improved large hydrogen thruster and the single button only.
Nice Bump! (chat off) 13 Mar, 2019 @ 6:08pm 
Is it compatible with Modular Encounters Spawner mods, such as Corruption PvE Combat? What about other PVE mods such as Exploration Enhancement Mod etc?

Ehndras 7 Mar, 2019 @ 4:35pm 
<3 Please update!
Stanley 4 Nov, 2018 @ 9:07pm 
Hey, Is this still working? Im thinking of adding it in to my server for more encounters
Udrakan 1 Sep, 2018 @ 1:48pm 
Storm, I do. I make it really hard to capture enemy stations, so capturing ships and repurposing them for combat is the most fun for me.
Nuggets 31 Jul, 2018 @ 2:31am 
i was just wondering, because i have this mod active on my server but no ships spawn
Hades  [author] 31 Jul, 2018 @ 1:57am 
I still use it when I get a need for SE. The respawn shuttle is obsolete now, and the NPC ships haven't been updated... but the lights, button, hyperthrusters and the Class-based naming system (for a small amount of ships) still works.

Once the game gets into a more solid shape, I'll probably revisit and update the NPC ship types (though honestly who really does a lot of NPC ship raiding anyway)
Nuggets 24 Jul, 2018 @ 8:28am 
Is this mod still up to date and working?
[_The-RBN_] Elton_Setan 21 Jul, 2018 @ 9:42am 
The mod looks good!
Shell Felspell 11 Jun, 2018 @ 9:35am 
wow that DC040583 guy was a dick lol. about to try this mod out, im pretty excited. I myself have 2k hours into the game, but ill be playing with my mate who just got it, how punishing is this mod to new players? will we have time to escape the hostiles if they stumble upon us before we are ready, as we will be taking it rather slow so that I may teach him.
ExCaedibus 23 May, 2018 @ 12:22pm 
I look forward to youd planned features! I think they will make it more fun.
The Nameless 20 Mar, 2018 @ 6:10pm 
I'm sorry I brought up the whole thing. It's your mod, and I have too many problems with it so I'll go elsewhere to spruce up my space pirates. :)
Hades  [author] 20 Mar, 2018 @ 5:01pm 
Perhaps I need to re-write my last response more clearly :)

They are the same as normal thrusters just more thrust and less power requirements. If you don't believe me, take a look at the XML in my mod and compare it to a vanilla thruster.

Uranium takes longer to refine, and has value as a power fuel...which makes missiles more scarce and expensive to make, which is the outcome I wanted.
The Nameless 20 Mar, 2018 @ 4:19pm 
I believe that you think they do, but I tried them and it was just crazy. I had to shut inertial dampers off and leave them off unless I wanted to completely stop, which was a pain in the butt.

Yes, I get that. What I asked was, why Uranium? Of all the things you could've had them cost more of, uranium makes the least sense of all.
Hades  [author] 19 Mar, 2018 @ 9:26pm 
The hyperthrusters work exactly the same as normal thrusters, except they have more thrust power and less energy consumption.

The missiles have increased uranium cost to make them more rarer (since point defense isn't really a thing in SE)... and longer refining time + alternate utility value (as generator fuel) help drive that.

Hope that helps!
The Nameless 19 Mar, 2018 @ 5:58pm 
Well, can't really use the hyper thrusters. That insta-stop just ruins it for me. Any chance I can convince you to set them so they have exactly the same power whether I'm pushing the button or the 'inertial dampers' are doing it?

What do missiles need uranium for? Did you turn them into nukes? If all you want is to make them more costly, I'd have thought it'd make more sense to just quintuple their cost in magnesium and silicon (since those are for some reason considered to be explosive. Which is a new one on me, but that's the game, not your mod, so I digress.)

Hades  [author] 17 Mar, 2018 @ 10:11pm 
Not now. SE isn't very strong on AI sadly.
Ser Artemiel 17 Mar, 2018 @ 1:02pm 
Is it possible to make ships spawn in hostile universe to come to player antennas?
AlfieUK 15 Mar, 2018 @ 12:09am 
Thank you for the quick reply. As SE seems to be in its home stretch towards release (and system stability), it will be exciting to see what more amazing things modders can do without an often-changing platform breaking things. Thanks again.
Hades  [author] 14 Mar, 2018 @ 5:16pm 
No issues at all... feel free to pillage and plunder anything you want.... I'm still hoping SE will become a legendary game and its the mods that will help it.
AlfieUK 14 Mar, 2018 @ 9:50am 
I recently made a Reddit post (https://redd.it/7zn4fr) about PvE in Space Engineers including your Cargo Ships mod, and I would like to publish a Spawn Chance Rebalance mod that 'patches' the spawn frequencies to align them with the current vanilla ranges. It will not include any of your assets, only a modified SpawnGroups (and RespawnShips) file, but I wanted to check that you have no objections to me releasing such a 'patch' mod?

Thank you for your great mod!
Gaderic 26 Feb, 2018 @ 4:07pm 
Thanks for the quick response.
Hades  [author] 26 Feb, 2018 @ 3:43pm 
It does work, but I haven't updated this for ages. I still use it because I like seeing "Class 4e" rather than "Large Mining" ship names etc. Also the single button and large hyper thruster still work and are balanced, and missile cost is still higher.

The only caveat is that the number of NPC ships are quite limited now compared to where the vanilla game is (I haven't added the extras in)... but unless you make a habit of raiding NPC ships you probably wouldn't care that much (and let's face it, NPC ship AI is non-existannt).
Gaderic 25 Feb, 2018 @ 7:33am 
Just checking if this mod and all the other hostile universe mods still work. Yes or no?
MidnightMasha69 16 Feb, 2018 @ 10:01am 
@Storm Pretty dumb question.... but how do i use this mod? spawn or how idk....
Imglidinhere 1 Feb, 2018 @ 8:39pm 
I'd like to see a version of this mod where the NPCs actively go after the player. There's another NPC mod that does this too already but adding more angry warships makes for a compelling set of reasons to NOT grief other players' work. :P If you're too busy trying to just survive, you don't have time to break other people's stuff. :3
TOS_Orami 27 Dec, 2017 @ 5:09pm 
Could be a nice mod - sadly the respawn ship has too many resources and mass to allow people to have at the start of the game on my server unless there is some way to turn the respawn ships from this mod off I can't use it sadly.
InsKill 10 Nov, 2017 @ 10:04am 
@Storm Does this mod compatible with EEM?
Sabrewulf 2 Nov, 2017 @ 5:00am 
Can you substitute unknow signals by drones?
-HoK- Cian 26 Aug, 2017 @ 9:31am 
Storm, please update this mod. I'd love to see it packaged with armor enhancements to make combat more practical and longer lasting. I'd also like to see better armored windows for functional rather than decorative bridges.
Hades  [author] 22 Aug, 2017 @ 9:57pm 
Out of curiosity, what do you like the most about this mod? I havent updated or improved it forever because of the all the MP instability.... but one day I'll probably return.
Alex Blues! Pesquisando O.V.N.I. 22 Aug, 2017 @ 3:22pm 
Nice! :)
:voiddice:
Commander Star 22 Aug, 2017 @ 10:36am 
Yes it works in 2017.
Udrakan 11 Aug, 2017 @ 6:57am 
Does this work in 2017?
Starship Owl 25 Jul, 2017 @ 9:44pm 
I was playing with the EEM just now and got to wondering just how peaceful it is out there mostly. I can build for... ever likely and not be harrased. Decided to derp around for info on this topic and highly like @Sabrewulf 's suggestion. EEM adds more content so I won't use this mod. However if it could work to be compatible then I'd see it as a must add. Or even integral to EEM itself.