Space Engineers

Space Engineers

Decomissioned LSF CargoShip Mod PvE (v 0.16)
56 Comments
RelicSage  [author] 21 Jun, 2020 @ 12:40pm 
As expected I am no longer updating this MOD at this time. I have retired my time with SE for the moment.
CronosusCZ ✠ 21 Jun, 2020 @ 12:11pm 
crashing.. well whatever
RelicSage  [author] 19 Sep, 2015 @ 11:34pm 
This mod is no longer supported/updated however my original mod is currently being updated! You can find it here or in the description.

https://staging.steamcommunity.com/sharedfiles/filedetails/?id=316503448
Evil Miner 18 Sep, 2015 @ 3:38pm 
I NEED THIS MOD NOW !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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 2 May, 2015 @ 1:47am 
What's the difference between this and pvp version?
RelicSage  [author] 26 Mar, 2015 @ 6:43pm 
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!
Dagothra 5 Mar, 2015 @ 10:38pm 
Oh ok. I was just starting to wonder because I haven't seen a stock ship in like 25 hours of play time and thought this mod might be replacing them. I guess I'll just keep looking for one
RelicSage  [author] 5 Mar, 2015 @ 10:34pm 
They are included as part of the game, however the Mod has a higher frequency rate than the stock Cargo Ships. Just note the stock Cargo Ships have a 10km beacon range vs my mod with a 50k beacon range.
Dagothra 5 Mar, 2015 @ 10:13pm 
How difficult would it be to add the standard cargo ships back into this mod? I kind of liked them lol
RelicSage  [author] 17 Feb, 2015 @ 6:26pm 
LOL Darkside!
FurtiveSage 17 Feb, 2015 @ 6:00pm 
Excellent!!!!!!!!!!!!!!!!!!!!!!!!!!! No! Don't go to the dark side with M.E.!!!
RelicSage  [author] 16 Feb, 2015 @ 4:15pm 
New Update is available!
RelicSage  [author] 15 Feb, 2015 @ 6:27pm 
This mod is design for survival. It's been awhile since I last updated this mod, however everytime I get ready to upload a new version keen beats the hell out of me with their new weekly updates! Now they have Medieval Engineers and now I'm lost for words as to how great this game sounds to me and fear it may take time away from Space Engineers. Who knows?
FER 13 Feb, 2015 @ 2:54am 
Is this available for survival?
erxk.hxnda 29 Jan, 2015 @ 7:52am 
its a awesome ship .... i will have it ^^
Thad 21 Jan, 2015 @ 4:58am 
Awesomeness.

Pure awesomeness.
RelicSage  [author] 19 Jan, 2015 @ 2:16pm 
There is an invader script out there that will simulate AI to a point. However I don't want to get too complicated with this mod until they release AI. Once AI is release LSF CargoMod (All version) will include AI to come and attack your base or mining operations :D
Thad 19 Jan, 2015 @ 1:22pm 
Wouldn't mind it if enemy ships would come close enough to attack you.

After all, I could use some PVE action in Singleplayer without being the attacker.
FlashStrike 17 Jan, 2015 @ 11:40am 
People need to read past comments to make sure their problem hasn't been answered already. All it does is annoy creators. Sorry for this comment but I'm just trying to put out a point.
erxk.hxnda 26 Dec, 2014 @ 10:57am 
nice
PhoenixTheSage 23 Dec, 2014 @ 5:20am 
I think they are changing the speed values in the exploration update. From float (current) to double. This would be to correct the floating point problems that would become regular in a procedural world if it didn't run off of double precise math. If I'm right, this is why you see two entries for speed in the XML now. They are getting the engine ready for procedural elements.
Jakesnake5 22 Dec, 2014 @ 5:22am 
I am seeing some new definition in the SpawnGroups.

IsEncounter? Interesting. Does setting to false mean you can't interact with it? I noticed it's not defined in your SpawnGroups file. Might be important.

And there are Platforms defined. More interesting.

All new ships are given 0 speed. The old ones still have theirs, which, by the way, don't match the new spawngroup definits.

Also, everything has a position of 0,0,0. And the new have no BeaconText defined either.
Sol 21 Dec, 2014 @ 5:03pm 
Well good luck on it, i see alot of potenitial in the Mod
RelicSage  [author] 21 Dec, 2014 @ 3:51pm 
Pyromaniac08501 - This is a current known issue, and I'm working diligently to rectify the issue for my valued subscribers! :D
Sol 21 Dec, 2014 @ 11:43am 
Umm i have a bug to report. When i try to "Board" the ships for this mod i go right through them.
If that a Bug or not?
Jakesnake5 19 Dec, 2014 @ 1:49pm 
Damn, and here I was about to break out the whips-and-chains :p
RelicSage  [author] 19 Dec, 2014 @ 9:47am 
Mod has been fixed and doesn't crash anymore they're still some issues with pass-thru blocks and ships not moving. Took me all night and most of my morning to figure this out whew! Thanks guys for all your support!
Jakesnake5 19 Dec, 2014 @ 8:36am 
I do believe each 'Sector' in the Exploration phase will be 50km, so the beacons have been nerfed for that.

Hope you figure out what the frack is wrong. The Vanilla ships are annoying
FurtiveSage 18 Dec, 2014 @ 9:34pm 
Yes - It actually causes my server to crash. Wondering if the way they are allocating memory getting ready for the procedural universe is creating issues with ships that spawn out of a players range?

Damn - Miss the mod! Now that Keen has change the asteroids to only exhibit a couple of ores - my server is missing roids with silicon. Players are wanting to attack ships for resources. Keep working on in Relic! Would have been nice of them to clew in the modders with the changes.
fabricator77 18 Dec, 2014 @ 9:32pm 
If I can find anything in this mod that needs fixing, I'll let you know.
My plans for a set of NPC drone ships is stalled, as remote block only ships make the game crash.
RelicSage  [author] 18 Dec, 2014 @ 8:08pm 
Mods brkoen until I can figure out this new format they have :(
RelicSage  [author] 18 Dec, 2014 @ 6:07pm 
let me know guys if have any problems with the new update, I'll keep doing my best to provide new content and keep the mod up to date.
RelicSage  [author] 18 Dec, 2014 @ 6:01pm 
A Fix has been uploaded, testing has been done...All beacons at this time are limited to 50km due to game limitations apparently.
Schmevans 18 Dec, 2014 @ 3:24pm 
I'm afraid to say I'm still having issues with this mod, whenever I start up a game with the mod enable SE just crashes to my desktop, I've tried creative/surival with just this mod on and I can't seem to get it work. :(
RelicSage  [author] 18 Dec, 2014 @ 3:14pm 
You have not been mislead, however they just spawn randomly and will fly in a straight line. If you get close enough to the larger ships they tend to spit small metal objects at a high rate of speed at you :D
Thad 18 Dec, 2014 @ 2:59pm 
I'm new to the game. I have heard that this adds AI enemy ships into singleplayer/multiplayer worlds? Is this true or have I been mislead?
RelicSage  [author] 17 Dec, 2014 @ 6:16pm 
Whew! Alright guys I worked and updated as fast as I could to implement a fix please reload your DS's and start testing away, please let me know if you still experience the issue. Also post any other issues. Thanks guys! :D
jegers 17 Dec, 2014 @ 12:44am 
i also get ships that are stationary...most of them all i do is save quit reset ownership and than i can hop in them but the DS Industrial AMR-1347 mk II wont even move after i do that.
RelicSage  [author] 16 Dec, 2014 @ 6:25pm 
I believe I've discovered the issue, unfortunetly I don't have very much time today to implement a fix as of yet. this experiement will be a complete overhaul on replacing the SBC files with fresh new ones and then run them through my random name generator and configure them. I've compared the current SBC files with a fresh exported version of the SUV mk II that I noticed some of the structure was different.

Tomorrow after work I will update both mods (Pvp and PvE) and hope this fixes the bug.

Also if you can post the name of the ships that have been affected I would appreciate it :D Thank you!
Hillmizzle 16 Dec, 2014 @ 3:00pm 
It does it on this mod (PVE) and your standard version for me. Stock cargo ships seem to work fine with the mod off. Thanks for replying.
RelicSage  [author] 16 Dec, 2014 @ 2:24pm 
Thanks Big_s I'm looking into this, also please report the bug on the SE Forums so that the Devs can take a look as to whats going on. Thanks for letting me know. :D
cs3PgOIL (DJ LeethOIL) 16 Dec, 2014 @ 2:02pm 
I am also having this issue, running only this mod. Tried both in survival and creative, offline and online, cargo ships enabled and disabled etc. tried a whole bunch of combination but i just seems to get the same result.
RelicSage  [author] 15 Dec, 2014 @ 9:29pm 
Hillmizzle and Ajax, this is an unusual situation both of you are having... Does this happy each time you load the mod? Could you provide the settings you have such as Creative or Survival? Offline mode or public, on a dedicate server or local hosted. please provide me all the information you can and please search the forums for assistance as well. I'll see what I can assist with :D
Hillmizzle 15 Dec, 2014 @ 5:24pm 
I am having the same issue as Ajax, the ships are stationary and I clip through them...
RelicSage  [author] 15 Dec, 2014 @ 4:52pm 
Yes absolutely, just start a creative game and make sure cargships are enabled from the settings >advanced menu and enable the mod.
Nick 15 Dec, 2014 @ 4:50pm 
Is there any way to use this in creative?
turboslav 15 Dec, 2014 @ 3:00am 
Как на карте воссоздать такой же (я подписался)
RelicSage  [author] 14 Dec, 2014 @ 11:44am 
Yes, mods are great, but require to much maintenance at this point.
silentdeth 14 Dec, 2014 @ 10:40am 
Do these ships only use vanilla blocks?