Space Engineers

Space Engineers

(9/19/15) LSF CargoShip Mod (v1.45)
191 Comments
RelicSage  [author] 29 Aug, 2021 @ 12:14am 
Hey Meridius_IX that means alot thank you!
Meridius_IX / Lucas 28 Aug, 2021 @ 7:11pm 
This mod really take me back. It was one of the first cargo ship mods I really enjoyed using in the early SE days - in fact, between this mod and the guide you had posted for making your own cargo ship mod, that's what got me started with modding in this game!

Thanks a ton for making all this!! :D
Famine 3 Apr, 2021 @ 1:39am 
I would love to be able to use this mod but I"d need it updated and all the ships skinned with the (tronlike) sci-fi skin sadly I do not know how to update and redo mods as I'm not a modder just making a tronlike themed server to experiment on before I take it to a full live version.
Ozi 17 Nov, 2020 @ 7:40am 
Thanks very much, appreciate your work!
RelicSage  [author] 16 Nov, 2020 @ 12:24pm 
You can! I have uploaded all the ships in this mod as separate ships. Just look at my workshop and go to the first few pages and you should see them.
Ozi 16 Nov, 2020 @ 9:43am 
yeah i noticed that. Would be nice if i could use them, too...
RelicSage  [author] 15 Nov, 2020 @ 10:11pm 
This isn't a mod that adds to your Blueprints, this mod spawns random cargoships around you.
Ozi 15 Nov, 2020 @ 10:00pm 
I am not able to build the ships through blueprints myself. Guess thats not intended?
Aggelus 15 Oct, 2020 @ 3:10pm 
Thanks, I'm already starting to modernize the ships.
I will have to create three factions so that a fight can take place between the ships.
And some other changes to make it more interesting.
RelicSage  [author] 15 Oct, 2020 @ 1:31pm 
Go for it!
Aggelus 15 Oct, 2020 @ 10:43am 
Hello RelicSage, I really liked your MOD and would like to ask if I could create a new MOD based on your MOD, I will update the ships with the new blocks and I will use Rival AI to bring all the ships to life.
I like to redo old mods and yours is a great candidate.
Thank you.
RelicSage  [author] 10 Jan, 2019 @ 9:26pm 
It's on the backburner at the moment, with all the changes and updates to SE I haven't been able keep up with all my mods. it is still usable and will add more vanilla ships to your SE experience.
jonnyspeed 10 Jan, 2019 @ 5:46pm 
is this mod dead?
AlfieUK 15 Mar, 2018 @ 12:17am 
Thank you for the quick response. Whilst it may be 'outdated' it seems there are many people still using this and similar older mods, so I'm sure any update will be very well received. Sounds like you have some amazing things to come, so I look forward to trying them. Thanks again.
RelicSage  [author] 14 Mar, 2018 @ 6:00pm 
I have no objections, at all. Unfortunately I fear this mod is outdated. I am working on an update and it's taking time scripting the AI and building new ships and scenerios. Just a hint as to what has been done so far is a complete rebuild and update to the vanilla asteroid bases, with quite a number of other asteroid bases that i created. each of them have different scenerios ( Drones attacking or defending the station, or reactor meltdown causes the base to explode if the reactor isn't handled in time, etc.)
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!
RelicSage  [author] 25 Feb, 2018 @ 8:58pm 
Yes it still works, just the ships have not been updated with Oxygen and inventory needs to be balanced. However I am working on a new mod that will include drones, updated ships, AI, etc.I've been busy with RL and haven't been able to dedicate much time to the mod. But it will happen!!! :D
Worth_Every_Penny 25 Feb, 2018 @ 6:05pm 
Since the last comment is in 2016, i'll ask; does this modpack work?
RelicSage  [author] 9 May, 2016 @ 4:02pm 
Since Cargo Ships have been enabled I've been working to update this mod. My plans are to include scripts (LCD readouts, Fight or flee, etc.), Easy/moderate access to system components, Update projector blueprints for easy repair, Armor types from heavy to light armor (Except where system components would need protection), Planetary compatible ship and more designs. I'm also considering adding designs for the community (Vanilla Only) I may add a Discussion thread on this topic.
RelicSage  [author] 3 May, 2016 @ 7:20pm 
As far as I know others have been successful combining this CargoShip Mod with others, however since they just enabled CargoShips again there may be unforseen issues.
Cevandri 2 Nov, 2015 @ 11:25am 
some stuff are severely hidden a bit too (w/o spec mode, you would have to rip apart med ship to find some stuff) Otherwise great, any other mods you can combine with this one to get even more ships?
RelicSage  [author] 12 Oct, 2015 @ 1:06pm 
Sorry for the delay with any new updates, I'm working on a complete redesign of existing ships, adding new ships and adding new factions. I'm not including workshop items from other authors at this time.
Delgran 8 Oct, 2015 @ 2:41pm 
i figuered it out, and the verdict is i'm an idiot. this mod does not like multiplayer and i kept making multiplayer worlds.
sorry for the commotion.
RelicSage  [author] 6 Oct, 2015 @ 10:39pm 
Do you get this error while loading my mod? if so, try loading the world without any mod and see if the error continues. This is usually caused when the save game is not saved correctly and cause the checksum to trigger the error.
Delgran 6 Oct, 2015 @ 2:33pm 
now i can't get the error to load, it just exits the load phase and says "world file is currupt and can't be loaded"
RelicSage  [author] 30 Sep, 2015 @ 11:50pm 
Sorry for the late response, please post the error from the spaceengineers.log file
Delgran 30 Sep, 2015 @ 12:37pm 
i get a critical error when i load the mod. anyone have any idea why?
RelicSage  [author] 24 Sep, 2015 @ 7:05pm 
Whoa! With the addition of Small Ship turrents and landing gear fixes, I will be moving forward creating 5-7 ships for each of the factions that have already been defined in the Mod. in addition to redesign of current ships and adding news ships I will be ensure that some of the large and small ships will call for help, runaway, attack and replace the vanilla pirate vessels with a new faction. I'm very excited for this opportunity to do so much more with this Mod. Stay tuned folks!
RelicSage  [author] 23 Sep, 2015 @ 10:45pm 
Thanks for the post MS-14S Gelgoog Commander Type I'll look into this...
MS-14A Gelgoog 22 Sep, 2015 @ 5:57pm 
MOD_CRITICAL_ERROR: (9/19/15) LSF CargoShip Mod (v1.45)
2015-09-22 20:38:26.491 - Thread: 1 -> in file: C:/Users/<redacted>/AppData/Roaming/SpaceEngineers/Mods/316503448.sbm/Data/Prefabs/Cargo Transport_v4_4.sbc
2015-09-22 20:38:26.491 - Thread: 1 -> MOD SKIPPED, Cannot load definition file, see log for details
MS-14A Gelgoog 20 Sep, 2015 @ 7:31am 
redacted last statement, seems to be a crapshoot atm, bring up steam overlay during loading causes some problems, a fresh nuking the the mod file appeared ot fix however loading a in progress world still caused it, loading the same world again without bringing the steam overlay up didn't cause a corrupted save error as well as spawned a ship in, might be a bug in the steam overlay causing problems

Jakesnake5 20 Sep, 2015 @ 4:55am 
Has anybody tried catching one of these ships yet with .100? I know that the bigger ones can call for help, but what about the small ships? :)
RelicSage  [author] 20 Sep, 2015 @ 12:38am 
The LSF CargoShip Mod has been updated at this time and is working normally. LSF Darker Shadows + 1k Speed Mod has been updated partially (Speed Mod, Pending fix for darker shadows and skybox)
RelicSage  [author] 19 Sep, 2015 @ 11:32pm 
I am aware of the new update breaking my mods and currently updating them :D Don't worry! I shall have it back up and running in no time! :D Also my LSF Darker Shadows Mod seems broken as well.
MS-14A Gelgoog 19 Sep, 2015 @ 5:57am 
confirmed, 1.100 has broken this mod and one other cargo ship mod leaving UFC as the only working cargo ship pack working
Jakesnake5 16 Jun, 2015 @ 6:34am 
I had used the Wreckage Mod for awhile, so stationary ships were spawned, about 20, before I shut it down and loaded your mod.

Things got "Interesting" rapidly. Even though the Wreckage ships are stationary, they are powered, and most have surface weapons.

I was able to watch one of your Heavy Frigates drift just a bit too near a Unknown T ship, which is the heaviest armed of the types, and the slug-fest was immense.

I was able to grab what was left of both, thought the Frigate still had power and a few interior turrets, but the debris field was massive. :)
RelicSage  [author] 15 Jun, 2015 @ 5:34pm 
The words in the parenthesis of the ships you'll see are the names for the vessels. My random name generator that I built creates a naming format for each ship. For example if you see [A-bit] SUV mk IV ( The Journey ) pop up on your hud [A-Bit] would be the Faction name in the Brackets, SUV mk IV is the class of the vessel, and ( The Journey ) is the Name of the vessel.
echance01 15 Jun, 2015 @ 4:39pm 
I had one of your ships appear with "(Canning)" in the title, is that something special or is it just part of the name. When this ship was drifting with this title, it felt as if it was following me, is that what it means or not?
RelicSage  [author] 15 Jun, 2015 @ 2:57am 
Oh yes the Exploration Mod works with the vanilla additions. The mod adds more ships to find that are practical for survival mode.
Jakesnake5 15 Jun, 2015 @ 1:40am 
Sorry, what I meant was, does it contain the vanilla Exploration items :)
RelicSage  [author] 14 Jun, 2015 @ 10:48pm 
No This mod simply spawns random ships from my collection when the "Cargo Ships" option is enabled. The Exploration Mod spawns exploration ships, no stations are included at this time in the current exploration mod.
Jakesnake5 14 Jun, 2015 @ 10:17am 
Does it include Exploration ships and stations?
RelicSage  [author] 17 May, 2015 @ 10:30pm 
PvE - Larger ships spawn more than Smaller ships
PvP - Smaller ships spawn more than Larger Ships

It seems my description is off LOL I'll correct that soon.

Just an update guys I have been working on a new update to include all the recent updates released for SE. It takes time updating all these ships and figuring out if they are still practical now a days.
Yakri 17 May, 2015 @ 9:08pm 
That's something I would like to know as well. Can't tell what's different between pvp and PvE versions.
Chase 19 Apr, 2015 @ 2:49am 
What´s the difference between the PVP and PVE versions?
Lilith 17 Apr, 2015 @ 4:59pm 
Is that Henry?
RelicSage  [author] 26 Mar, 2015 @ 6:42pm 
Well it's been a very long month since I last posted anything. I want to apologies in advance, the updates have been slow and i have been busy with work, vacation and life. I've been keeping an eye on keen's updates and I'm quite amazed as to what they've added so far! Oxygen! Hanger Doors! OMG! :D I'll be updating each ship over time and reworking them to make them a little more exciting with the current updates. Thanks for all of your support and ideas! keep them coming!
BroCube 9 Mar, 2015 @ 12:43am 
What is the difference between the PvP version and the PvE version?
Magnus Stonethorn 27 Feb, 2015 @ 1:24am 
I'm going to thank you in advance and board the hype train :)
RelicSage  [author] 26 Feb, 2015 @ 10:44pm 
Currenlty I do not have a mod that does not include small ship, however the idea is interesting. I'll see about upload a version that just includes the large ships and another the smaller ships.