Space Engineers

Space Engineers

Endless Cargoships
523 Comments
Sasha Fox #SaveTF2 16 Apr, 2022 @ 8:26pm 
That is great to hear the work will never be truly lost and thank you for the time you put into making and sharing this with everyone
FelixWS  [author] 16 Apr, 2022 @ 8:43am 
@SashaFox I´m currently not realy working on the Mod or playing the game so I dont know if the mod still runs as planned, however from how the mod works, I dont think there should be only a problem if they changed how the filesystem works.
However to the second point, I have saved hundreds of Ships from Old times in my archives.
Sasha Fox #SaveTF2 13 Apr, 2022 @ 3:56pm 
Not sure if this still works or not, Aggelus have you tested it at all? Seeing you on quite a few of these comment threads just such a shame so many ship designs seem to being lost to the void of updates
FelixWS  [author] 15 Apr, 2020 @ 4:40am 
298191399
Ruffyedges 13 Apr, 2020 @ 9:07am 
where is mod ID?
Aggelus 10 Jan, 2020 @ 12:06pm 
If it's not a problem I can redo the MOD and modernize the ships, I'm always looking for old mods to modernize.
FelixWS  [author] 21 Jul, 2019 @ 8:57am 
@TheDoctor At the time i developed it, it did not nead anything but i haven´t played in a while and if they changed something about the Encountersystem it could be possible.

@True Gangrel Cant dinf a reason why it would not download to your wold, wit is possible that there is i spelling error on your end it you enabled it manuelly on your server or if you have multible mods which do simulare things there cloud be a conflict
TheDoctor 21 Jul, 2019 @ 7:41am 
Does this require the Modular Encounters Spawner
True Gangrel 6 Mar, 2019 @ 11:40am 
dont seem this mod is downloading to my world
FelixWS  [author] 5 Nov, 2018 @ 10:34am 
@Slartey you should try it with all other mods on an normal multyplayer game. If u only use this mod, i don´t see why not because it only modyfies a spawnfile and proviedes the spwanfiles. Be aware that most ships are from the time before O2 implimentation. I would also recomand that you backup your savegamefile just in case.
Stanley 4 Nov, 2018 @ 9:06pm 
Is this still working? Im thinking of adding it into my server
Guardian50 2 Sep, 2018 @ 10:36am 
the mod currently kicks the auto restart function of the game, server is unable to autorestart
AlfieUK 16 Mar, 2018 @ 1:41pm 
@FelixWS Thanks for the quick reply. I was worried about that after looking at the open source NeutralShipSpawner code, but in testing just matching the SubtypeId appears to overwrite the values (for newly crreated worlds). I'm guessing it got changed to index by ID when Keen fixed the 'cargo ship spawning in atmosphere' issue.
Thank you again for your reply, and for making great mods :)
FelixWS  [author] 16 Mar, 2018 @ 11:09am 
Hey, Sorry for answering so late

@lbhgaming
I have not played the game for a while, it could be that the ships has some rotors on it which glich out after the last patches and start the Spinning, I would have to revisit the mod and deleate the buggy parts (if there are any) but I have no time at the moment sorry.

@AlfieUK
Thank you. Do as you please, but I have to warn you, it propebly will not work because it will only add your Spawnrates to the existing ones which will spawn the ships additionally to my spawnlist and the vanila one.
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 GlobalEvents / RespawnShips if relevant) file, but I wanted to check that you have no objections to me releasing such a 'patch' mod?

Thank you for your great mod!
lbhgaming 23 Feb, 2018 @ 10:38am 
Having a "slight" problem with the Mining Hauler Mk.3 .
It is not possible for me to "steal" it . When it spawns in , it turns around itself oncontrollably , in my direction , but it passes me by about a kilometer . Which is close enough when it acts like that . I cannot land on it , I have tried and tried and tried . The way it circles around itself , it pushes me away , every single time . Thank goodness I don´t try that in normal gameplay .
I don´t have any problems with the other ships , just the Mining Hauler Mk. 3 .
Not sure if it is the mod , or Keen that messed something up .

Great mod you have here , keep up the good work .
JakonR 17 Nov, 2017 @ 3:44pm 

/1.185.013./ Everything has returned to normal. Thanks for the mod.
Silk 10 Nov, 2017 @ 12:32pm 
Ok Thanks, I'm still using the mod and building a very strong hangar base to protect my ships and machinery to help as well, just added spice to everything like meteors do.
FelixWS  [author] 10 Nov, 2017 @ 11:44am 
Ok Ive looked it up, i can do nothing about where ships spawn, this is handeld by the default settings and can happen with default ships as well. About the Argos, it could be the one ship which could glith because its this modular kind of ship where 2 conectors are conected at spawn.
About the point that some ships ar fast at spawn, this was intentional so good or rare or realy
ease to captue (by defense) ships go faste so it is harder to get them. I also hat to say that the spawning has not changed since there where only the small maps with 16 Asterioids, now with the random asterioids it is impossible to predikt if there is something in the way when the ship spawns because the asterioid only shows up in the savegame (from whitch the spawn calculations are made i think) when it has been mineed/damaged so for the spawning ship they are invisible until it hits them^^ I will investigate the Argos if the conectors are the problem.
Silk 9 Nov, 2017 @ 12:06pm 
I really ike this mod, however there are a couple of the ships that for some reason become terrifically fast projectiles and destroy what ever they strike. ( Fast enough that by the time I see them spawn in that I have no time to react to them. They are much faster than meteors even.) The Algos is one of the ships. I've also had them spawn inside of ine of my ships, imbedded within the other ship's hull
FelixWS  [author] 5 Nov, 2017 @ 1:09am 
Ok I have looked through the spwan files and the max speed of spawn i found was 30m/s it has to be a glitch/bug i cant say if its on the side of my mod, the game or your game with other mods because i have not incounterd the same problem jet, if i find the problem i will realease a qickfix soon
JakonR 4 Nov, 2017 @ 12:11pm 
If my game is not broken, then all the small ships. Thanks for the answer.
FelixWS  [author] 4 Nov, 2017 @ 10:48am 
Well could you deiscribee which ship goes so fast, out of my memory i thing ther was no ship which gos so fast but ist could glitch and excelerate by its own.
JakonR 2 Nov, 2017 @ 12:12pm 
100 m/s ????
FelixWS  [author] 20 May, 2017 @ 1:52am 
@Dark, which SP Scenario do you mean. Do you mean the clasic ones like easy start 1 or easy start 2? Or is this some new stuff the Devs have implimented, I have to say I have not played SE for a long time an I`m not up to date whats new in the game and dont know if there is a new scriped mode which does not like to run my mod.

About the XML code, I hade a quick look in the new/old Code from the Devs, it and it looks exactly like mine except for the diferent shipnames I´ve added.

Thanks for your feedback could you please discribe it a little more in detail what you start and what mods you also use?

Tanks and greetings
Felix
Dead#Dark 18 May, 2017 @ 10:46am 
anyone know if this is game braking, I have just used in a SP Scnario im working on, and it seems to crash soon as one spawns in.

@FelixWS Anychance some of the XML code was messed up, I would be happy to take a look for you. But Not without permissions. (add me, if you wanna accept that offer we can talk).
VALT13L 21 Feb, 2017 @ 7:19am 
ah oki cool thx faved rated
FelixWS  [author] 21 Feb, 2017 @ 5:36am 
The mod is still functional, but I have not released an update since a long time because it takes a lot of time and I dont have the time at the moment.
VALT13L 21 Feb, 2017 @ 1:28am 
is this mod still updated/active?
Shroom 13 Jun, 2016 @ 12:46pm 
I'm not sure if the spawned ships do or do not despawn. My last world actually corrupted after 2 months of use (your mod was loaded in for the majority of that time) and it had been running beautifully for ages. Recently had to scrap it and start over, but I do not believe this to be your mod. All I can really say is that it did not seem to be causing any noticeable issues, but I don't know 100% if any particular functions of your mod are working correctly or not.

I do know that Nomad is still having issues getting his pirates to function correctly in survival. Currently they have no aggression, it seems.
FelixWS  [author] 13 Jun, 2016 @ 12:28pm 
Thank you, good to know. It was not clear because there where some issues in the past and could be in the future if they change some spwan mechanics which mess with the mod and spawn uncontroled ships which does not despwan = megalag^^
Shroom 12 Jun, 2016 @ 11:58am 
Been running this mod on my dedicated server since around the time of my last comment and do not seem to have any issues. Also running ~250 other mods.
FelixWS  [author] 28 Apr, 2016 @ 11:44am 
The it will eventually have problems with other mods trying to do the same as this mod, it shoud work, there are nor other mods needed, so the only thing what could hapan is that nothing would spawn at all i think. Haven`t played for a long time with mods enabled^^
Shroom 28 Apr, 2016 @ 10:59am 
and yes I realize this will not work well with planets enabled. I'm banking on the assumption that Keen will fix this eventually, at which point I could add this mod to my planet-enabled server.
Shroom 28 Apr, 2016 @ 10:56am 
Can anyone advise if this mod may have any issues with running on a dedicated server or with other mods which affect pirates/ship spawning? Looking to add this to my server along with the War on Pirates mod. Thanks.
FelixWS  [author] 29 Mar, 2016 @ 11:18am 
SignalFlare 29 Mar, 2016 @ 4:50am 
Haha, the ship at 3:06 in the video XD
Omega 27 Mar, 2016 @ 11:34am 
Oh I'm not really wanting you to remake each ship every update. We like redesigning and adding systems. Also, they're sometimes just to be assaulted and looted. And for planets? I love watcing ships enter orbit and then just fall to the ground. That's how we lived on my server when planets first came out.
FelixWS  [author] 26 Mar, 2016 @ 12:56pm 
Yea about that, this are the ships from the never Released Update v2.0.0
And I don´t know when I will realase it because at the moment after so many updates I can remake all of them again and I dont have the Time (study reasons) to do this, also most players play with Planets and this mod does not funktion well with planets so its kind of no motivation to update at the monent, Sorry
Omega 26 Mar, 2016 @ 12:32pm 
The video you have has alot of ships that I've never seen in the game, and I've had this mod in my maps 100%.
FelixWS  [author] 16 Jan, 2016 @ 4:58am 
They would work on two platforms i think, and the will shoot at you but only if u came near them, the spawn with a set speed in one direction, than they fall throw the system for lets say 40km and than they will despawn, they will not act like drones and try to find and destroy you.
blm1123581321 15 Jan, 2016 @ 6:15pm 
Will this work on a two platforms world even if the game wont allow me to turn cargo ships on? Also will these ships fight back and or attack you?
FelixWS  [author] 1 Jan, 2016 @ 6:32am 
I don´t think so, its auto deactivated because the ships would constaniusly crash on the planets
[MIAU] Erandon 31 Dec, 2015 @ 11:13am 
Yes i have planets. Is there any way to turn it on then?
FelixWS  [author] 31 Dec, 2015 @ 9:14am 
It should work, but if u have planets on your server, it could be auto-deactivated. It could also get complicated if u have other mods installed but this mod can´t damage your server if there are any porblems.

Happy new year
Felix
[MIAU] Erandon 31 Dec, 2015 @ 8:59am 
Is this mod working right now ? I uploaded it to my server and didnt notice any ship spawned.
[HARK] Mr. Viking 2 Oct, 2015 @ 5:15am 
No worries, I will just disable the mod for now. Just was wondering if it was just me =)
FelixWS  [author] 2 Oct, 2015 @ 5:05am 
Ok, I´ve checked the scripts, Im only thinking about two possibilitys why it doesn´t work. First: SE overwhrites the original script temporary when its loads my script and because in my script there are no pirates, u won´t see them. Secondly: Because in my spawnscript there is an other spawnvalence than in the original script you will see my ships far more often then the original one or rather the chance u see the new ships is less 1:500 or something like that. It could be also something completly different, unfortunately I can´t say more about it at the moment. Sorry
FelixWS  [author] 2 Oct, 2015 @ 4:32am 
I haven´t played SE with AI Drones since it is aviable, when i think about it, I haven´t played SE the last weeks at all. I´ll check it.
[HARK] Mr. Viking 1 Oct, 2015 @ 5:16pm 
Btw is tthere any issues with the latest updates of Space Engineers. With the AI drones? I suddenly noticed that I dont get any AI spawns anymore.