Space Engineers

Space Engineers

[Out-of-Date] Rogue Space Traffic
95 Comments
AlfieUK 14 Mar, 2018 @ 11:57pm 
Thank you for the very fast repsonse, and thanks again for a grerat mod.
PhoenixTheSage  [author] 14 Mar, 2018 @ 10:33am 
Go ahead :P
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) file, but I wanted to check that you have no objections to me releasing such a 'patch' mod?

Thank you for your great mod!
PhoenixTheSage  [author] 8 Feb, 2017 @ 1:56am 
@superhappyalien Yes, but in the new update it'll be rebalanced and new ships introduced...I had plans to introduce scripts to control particular ships, but thats going to be pushed into another project I think. My free time is already spread pretty thin.
superhappyalien 8 Feb, 2017 @ 1:04am 
your keep the ships the same Right ?
NorthyPark 8 Feb, 2017 @ 12:47am 
Sounds good
PhoenixTheSage  [author] 7 Feb, 2017 @ 2:18pm 
Untested honestly, I would expect it should still work though, I have a friend who told me they were using it a couple days ago.

As for the update, it's on hold for now as I work on my Operation Anvil scenario. I'm learning a lot of things in the process and will be able to come back to this with a fresh set of eyes.
DukkyJr 7 Feb, 2017 @ 9:44am 
Does this still work with SE? I have added to my server and it looks like its loaded but i cant see any ships apper
NorthyPark 19 Dec, 2016 @ 3:21pm 
@Phoenix i would love you if you updated this in the near future :D
SwiftyTech 4 Aug, 2016 @ 2:17pm 
please update especially with more exploration ships thanks
Riskyshot 21 Jun, 2016 @ 5:12am 
Awesome, great to hear that can't wait to try it, always preferred this cargo mod over the others, thanks guys for using your free time to make this possible.
PhoenixTheSage  [author] 21 Jun, 2016 @ 5:08am 
@Marty Yep, working on an update. Will bring all the ships into a more updated state (this includes fixing old DX9 paint jobs which look grotesque in DX11) and it will address significant issues as always. There's new stuff coming as well, but there are still decisions to be made on how it will fit into the scope of this little mod, which is quite dated. Part of that plan also includes being more compatible with EEM.
Riskyshot 20 Jun, 2016 @ 10:42pm 
Hey guys now with the return of the cargo ships feature do you plan on releasing a new version?
Fatsack 21 Nov, 2015 @ 11:23pm 
Awesome!
PhoenixTheSage  [author] 21 Nov, 2015 @ 11:07pm 
Hi Fatsack (seen you on our server :P),
Technically no cargo ship mods work with planets atm, since Keen has disabled them.
The problem with cargo ships atm is that they have no flight AI and would just crash into planets if they spawned using the system that is in place right now. I'll be updating this mod as soon as I know what Keen does about this...
Fatsack 21 Nov, 2015 @ 10:13pm 
Is this mod functional after planets update?
Havok171 9 Jun, 2015 @ 1:31am 
ok, i love your mod. it adds great ships to the game. but to be honest, its broken.
it is near impossible for someone to capture one of your ships on there own without
A. useing a broken mod,
B. Resetting ownership,
or C. blasting the ship you are trying to capture to the moon, or being blasted by it.
the ships are fine how they are built but they have too much ammo. im not talking about taking away all the ammo, but come on, i fought a ship for about half an hour and all i had to show for it was 2 hulking masses of iron( most of that iron was the scrap metal melted down) is there any way you can add a diffrent relase for your mod that would have reasonable ammo for a single player world?
PhoenixTheSage  [author] 1 Jun, 2015 @ 5:31pm 
@Shadow Yes it's compatible.

I'll see about getting screenshots...it's just that there is a ton of ships and variations its hard to capture in a reasonable few pics. Also, the packs included + linked have screens of the ships included here.
Chaoskid 28 May, 2015 @ 3:27pm 
@ shadow screenshots i may help
Zavokh 28 May, 2015 @ 2:45pm 
and is this mod compatible with the current version of SE?
Zavokh 28 May, 2015 @ 2:44pm 
Could you make screenshots of all the cargo ships in this mod?
Xakthos 25 May, 2015 @ 4:16pm 
Really like this ship pack. Very neat finding ships with oxygen and designed properly for it.
Vectura 14 May, 2015 @ 1:02pm 
Awesome!
PhoenixTheSage  [author] 14 May, 2015 @ 12:58pm 
All ships are vanilla. No mods.
Vectura 14 May, 2015 @ 11:22am 
Any other mods needed? As in, modded blocks on any of the ships?
DukkyJr 18 Apr, 2015 @ 2:50am 
I thought it was funny too :rufusjoking:
The Master 17 Apr, 2015 @ 3:27pm 
No worries! It's actually kind of hilarious if you think about it!
PhoenixTheSage  [author] 16 Apr, 2015 @ 3:53pm 
OOPS!!! Fixed it.
Shit I'm sorry guys. That was my testing spawn speed. I should have double checked that but I went to sleep right after putting the update out. It's all good now. Again, sorry for the inconvenience this caused anyone.
DukkyJr 16 Apr, 2015 @ 3:15pm 
Im having the same issue on my server :medicon:
Fyury 16 Apr, 2015 @ 2:53pm 
I'm seeing the same issue as The Master.
The Master 16 Apr, 2015 @ 1:53pm 
I'm not sure if this has to do with this mod or not, but I'm having an extremely strange issue that I can't pinpoint. In exploration mode, ships and stations just endlessly spawn every 10 seconds or so, filling up the screen with ship indicators all over the place, and eventually slowing my computer down to a crawl. I'm only running this mod at the moment but I still really doubt that this is causing it. Any idea on what I can to stop this from happening?
PhoenixTheSage  [author] 21 Mar, 2015 @ 3:36pm 
"Exploration Spawns" = Encounters

I haven't updated the Endless Factions ships directly from the pack on the workshop for a while, since I do my own modifications to the ship designs. So if he added encounters to the pack, they should be safe to load after this mod if you want them.
MinusZero 21 Mar, 2015 @ 3:27pm 
When you say "Vanilla station encounters are not in this version, for that see RST Encounters" - is this referring to the vanilla cargo ships that pass by, vanilla "exploration" spawns, or something else I've not yet encountered?

How does this mod, or the +encounters version, interact with exploration-spawn mods, such as Endless Factions Exploration Mod? If I wanted to make sure that my server is getting cargo ships from RST and exploration finds from Endless Factions, is there a specific order I would want to load them in (RST before Endless or visa-versa)?

Thank you!
xcollector_21x 9 Jan, 2015 @ 9:59pm 
If the ships go faster on servers you cant weld or grind them
PhoenixTheSage  [author] 9 Jan, 2015 @ 8:49am 
I don't know, I don't have any experience with the API yet. But it would seem to me it could be.
Buck Fell 9 Jan, 2015 @ 8:44am 
One last question, is there any way to change the ship speeds to a higher number from 5m/s. I don't have much (any) experience with SE's scripting but maybe it's possible to add a "/setshipspeed ##" type parameter.

Thanks for putting this together.
PhoenixTheSage  [author] 9 Jan, 2015 @ 8:26am 
Yes, you still need to install it seperately. As for which, I'd be a bit biased there, as I've only tried Invaders :P
Buck Fell 9 Jan, 2015 @ 6:30am 
I think I misinterpreted your post, the phrase "Invaders support is inherent" simply means it works, not that it's included correct ? You still have to install it correct ?

Do you have a recommendation of which is working better, Invaders or Cargo Ships Fight Back ?
PhoenixTheSage  [author] 30 Dec, 2014 @ 9:59am 
Phew! Just uploaded new update :) Hope ya'll like it.

Careful though, things might just be a lot more dangerous than before...
DukkyJr 16 Dec, 2014 @ 3:32pm 
Ah, ok silly me :-) will unallow them and see what happens, my loadup time should be faster aswell now
DukkyJr 16 Dec, 2014 @ 3:30pm 
Sorry, Yep im running MOAR Ships, Endless Cargo Ships and LSF Cargo Ships with your mod
DukkyJr 16 Dec, 2014 @ 3:28pm 
Not sure, As i could not see any instructions on how to get RTS working, i guessed i needed installed your mod and the ship packs above.

Im guessing that this is that not right and you have build the ships into your mod?
PhoenixTheSage  [author] 16 Dec, 2014 @ 3:27pm 
Also, I won't need the log, but thanks. The debug unfortunately doesn't track the cargo ship system very well yet.

The ships are all included from the listed mods. I should clarify that :)
PhoenixTheSage  [author] 16 Dec, 2014 @ 3:22pm 
Are you trying to running LSF in addition to this mod? If you run RST you don't need to have LSF enabled, if you do run both in may cause issues. But yes, the version of LSF in the current version of RST has a couple items that cause a crash when they try to spawn. This will be fixed in new update, since I'll be moving to LSF PvE.
DukkyJr 16 Dec, 2014 @ 1:10pm 
Yes, its the LSF Cargo Ships pack, i also have the log file if it helps :-)
DukkyJr 16 Dec, 2014 @ 1:07pm 
Cool, Me and a friend have been playing this mod and have seen 2x (about twice) spawn at once from the ship packs above.

Also i dont know if this is an issue with the lastet update/this mod or one of the ship packs but i server has been crashing due to (i think) LSF Cargo Ships pack. <- will double check this is correct.

If i remove this from the mod list the game stops crashing.

I have the log if it helps
PhoenixTheSage  [author] 16 Dec, 2014 @ 4:55am 
Spawn rate yes, I already do but not the number of ships at once. Not conveniently or practically right now anyway. It might be possible to make a scripted ship spawning system, separate from the game system, by using the server extender. This of course, would only work with dedicated servers.

BTW, update will be out soon. It'll be filled with good stuff XD
DukkyJr 8 Dec, 2014 @ 3:57am 
This is an excellent mod been using it for the past month.

Is there a way to adjust ship spawn rate and the number of ships that spawn at once?
PhoenixTheSage  [author] 4 Dec, 2014 @ 1:07am 
@Soulthule Hey man, I do know about the problem of defenses, which I've been trying to compensate with spawn rates for now. It's going to take me a lot of time to go through all the ships from the other packs to add proper defenses. LSF has great balance and was designed with defenses.

The old derelicts I'm leaving in to be very rare salvage loot, again its about spawn rates. As for small fighters....they simply have no means to defend themselves period, at least without mods (of which there are no great ones yet for small AI turrets).

Sorry about the delay in response. I've been dancing around other things as school/work has kicked me in the rear (and term finals are next week!). So that's where I've been. I know I said about a month ago I would update soon and I will, but probably after finals. I promise XD.
FurtiveSage 26 Nov, 2014 @ 7:59pm 
Yes - I don't know if the only way around that is to shut down power first and hack all of the turrets so it doesn't do that. It could also be because of the settings of those turrets. If it is set to moving objects it will shooting anything that moves. If the range is set to high it could cause issues. I thougth they didn't shoot until there was line of site.. Maybe that got nerfed in one of the last patches.