Space Engineers

Space Engineers

HCDS / Small Ship Refinery and Assembler
58 Comments
Jolly 30 Nov, 2022 @ 6:50pm 
i like this mod so far, seems fair not having conveyors too
TekkunDashi 9 Aug, 2021 @ 1:19am 
does this still work?
andigogo 28 Sep, 2020 @ 12:31am 
its not useless, its a startpack... and yes, you have to do some manual work...
Baboo85 5 Jul, 2020 @ 5:43pm 
This would be nice if it would support conveyors.
As it stands now, it is completely useless. It's a shame, because it's clear that there's a lot of work here. But it is rendered useless.
Patchworth+ 16 Aug, 2018 @ 9:26pm 
rip.
ashein  [author] 16 Aug, 2018 @ 8:13pm 
Nope!
Patchworth+ 16 Aug, 2018 @ 7:52pm 
is there a version of this tht support conveyer systems?
Navarone 10 Jan, 2018 @ 5:37pm 
True, but it kinda messes with the tiny all-in-one survival/construction pod I was hoping to make. Not a huge industrial vessel, just something to get you going, probably using the Build and Repair System mod.
spiritplumber 10 Jan, 2018 @ 4:07pm 
I like that conveyors aren't available, personally.
ashein  [author] 9 Jan, 2018 @ 12:57am 
1) It should still work, albeit it looks ugly now compared to redesigned vanilla blocks; 2) It never had conveyor support. Conveyor mount points are defined inside the model, not xml/metadata, so it's not possible to add them without redoing the initial model (the file I long lost). As I've pointed out earlier, I've lost all source models, so there's not much to do apart from redoing everything from scratch first.

I never got through mastering Blender and/or having visual ideas of how to redo these and other blocks. While I do want to have them all updated/redone, it's just too much hassle with no more value for me at this point (I don't play the game or maintain a server anymore), so it never goes to the top of this huge list of things-i-promised-to-do I got. But thanks for bringing it up, helps to know people still use it and want it in an up-to-date state, so hopefully I might bring myself to this work again.
Navarone 8 Jan, 2018 @ 8:28pm 
1) Does it still live, 2) Is it possible to re-enable piping on them? I need them for a thing, but the lack of piping kills it. Maybe a piped variant could be added, at a much higher component cost?
spiritplumber 6 Oct, 2017 @ 9:24am 
This is a beautiful thing.
ashein  [author] 19 Jul, 2017 @ 11:06am 
@Brenku, see my earlier replies; I've lost the original files with these simple models, and doing things from scratch (and repeting the old mistakes) is kind of painful. I might be updating all this somewhere in fa-ar future when/if I return to the game, but I have no solid estimation on when or whether that'll happen. Regarding tools - see earlier, no specific tools; SE has their SDK package you can install separately for the model conversion utils and whatnots.
Delebre 19 Jul, 2017 @ 8:45am 
I love this mod. Are you planning on updating the models to look more like the new style? If not, would you let me? I'd need some tools from you though. :D
Astute 30 Dec, 2016 @ 10:22am 
Hey man, I'm a big fan of this addon, it's really helped me out. I'm not currently working on anything at the moment. If you'd like, I could pitch in and make you some updated models. I've never made any SE models before, so you'd need to coach me on what format/exporter/scale and all that. Send me an invite if you are interested.
ashein  [author] 30 Dec, 2016 @ 8:14am 
I'm not sure I could manage this given that I can't find the older model files that seem to have been razed together with the previous OS setup; and pira^W getting 3dsmax again and doing all this stuff all over for the game I don't really play anymore doesn't seem very optimistic to me :(
Stroomschok 30 Dec, 2016 @ 6:05am 
Will these get updated with new skins? It's by far the best of the mods adding small assembly and refinery.
spiritplumber 15 Oct, 2016 @ 11:03am 
Fantastic compromise between usability and size. Thank you!
Astute 10 Jul, 2016 @ 10:17am 
Works great, subbed and rated.
ashein  [author] 9 Jul, 2016 @ 10:21am 
Cause this is for a respawn ship, right?
Crazed Dutchman 9 Jul, 2016 @ 8:23am 
wel how tha **** is this a respawn ship
Spyro the Dragon 29 May, 2016 @ 7:48pm 
You should make 2 tiers of the refinery and assemblers, the first tier is cheap and doesn't suppoer conveyors, but the higher tier does, but costs quite a bit more
leonitus_magnum 1 May, 2016 @ 2:38pm 
Im ok with the lack of the conveyor, how-ever the Block size for them both seem a bit too large and ineffecient for whats lacking.
Torkkar 13 Apr, 2016 @ 5:16pm 
yes but do you know how hard it is to find a Small Grid Refinery/assembler that is 1 Balanced (like yours) 2 has good models (Like yours) and made by a guy who dosent go ape scat over a negative coment (like you) all i'd like is a convayor rigged version for my 3 stage mining ship but no one seams to offer it lol ugh i suck.
Ω Spriggan Ω 13 Apr, 2016 @ 1:29pm 
do things manually then. :>

i literally vomited together a 3 wheeled attempt at a space bike stuck both those awesome machines on the back of it with a battery and solar panel.

and drove around the titan planet i was on......felt....empty....so painfully empty.
until i hit a bump on the planets surface going 100 m/s and damn near went into orbit.
ashein  [author] 13 Apr, 2016 @ 9:32am 
Because that's not a mod for minimalist mining operations, tee hee.
Torkkar 13 Apr, 2016 @ 9:04am 
no convayors = not a good mod for minimalist mining opperations
Ω Spriggan Ω 11 Apr, 2016 @ 5:27pm 
these...yes a million times these.

Great for starting off and keeping things small
Ω Spriggan Ω 20 Mar, 2016 @ 10:40pm 
seems greatly useful. :)

i was messing around on planet earth suvival trying to survive by scraping ships the bandits send and needing that +1000 metal plates for a standard refinery? even the arc furnace is costly when you've got nothing but scrap to try and work with.
ashein  [author] 4 Mar, 2016 @ 11:43am 
@kennumen, side mount points for the refinery work fine for me. The assembler transferring the items seems to be Keen bug, somehow the conveyor line behaviour has changed. Filed a bug [forums.keenswh.com], hope that gets resolved in future. Was unable to mod the connections in any way that prevents this bug from happening, unfortunately.
ashein  [author] 2 Mar, 2016 @ 11:34am 
@kennumen, the access points for the assembler aren't intended to be connected to the conveyor network, really, but judging by your message it seems they are compatible with the large conveyor door. I'll check it out a little later, thanks.

The refinery should also be mountable via bottom and side "supports", maybe I missed Keen changing the mount syntax for blocks and it got obsolete. Again, I'll check it out.
Ken Vannen 2 Mar, 2016 @ 1:13am 
Pretty sure I've figured out the assembler moving stuff. If it has 66 steel plates it will stop production and work as intended. If it has some construction, motors, computers, etc and is then full up it will move some stuff (all of one item, just not the one currently queued) and continue producing.
Ken Vannen 1 Mar, 2016 @ 2:33pm 
---1000 char limit---

Is the refinery supposed to have only 1 build 'connection' point at the 'bottom'? Seems like two sides (with the word "Refinery") are ideal to connect to other pieces/armor/... It's a bit annoying when I wish to remove an item on the refinery's only connection to the small ship. Of course this may be more a preference thing just thought I'd ask.
Ken Vannen 1 Mar, 2016 @ 2:32pm 
@ashein Misspelled your name - still getting used to 4k and those i's are tiny buggers...

Also noticed odd behavior with the assembler. You can't manually move components to an adjacent container but when it's full the assembler may or may not choose to dump those in the adjacent container. Seems to always do it now that power is aplenty (built large reactor). Happens with: Small ship, Medium container, connected with small connector to a window of the assembler. Doubt it's mod-related (again) but thought you might like to know. Don't mind much but seems like that's not working as intended. It doesn't appear to draw ingots from the connected refinery though and as such must still be micromanaged - very fair to just give it a "good enough".
ashein  [author] 1 Mar, 2016 @ 4:07am 
@kennumen, nah, it's nothing :) Yeah, the batteries-related bugs are somewhat nasty, last time I checked Keen didn't resolve the issue with auto-mode where batteries went up in priority as power producers, substituting solars & reactors and only then additionally drawing power from those to recharge themselves. A vicious cycle of power loss...
Ken Vannen 1 Mar, 2016 @ 2:13am 
@ashen Looks to be related to batteries. Unknown if it is a bug or not (suspect yes) but it's related to the game, not the mod. Sorry to waste your time (looking for a problem) and thanks for 'wasting' mine (making this game worth playing).
Ken Vannen 1 Mar, 2016 @ 1:23am 
@ashen Don't know what changed but is indeed working properly now. Back to "Left on Mars" =) If it happens again and I figure out why I'll report back; If not, game on!
ashein  [author] 1 Mar, 2016 @ 12:40am 
@kennumen, I've tested the assembler both in SP and on a dedicated server and it reports the proper "missing items" and "inventory full" errors. Putting resources and freeing inventory resumes construction just fine too, no production queue manipulations required. What you described looks like a bug from an older version where the vanilla assembler behaved the same way...
Ken Vannen 29 Feb, 2016 @ 11:56am 
Great mod, works especially well in several "crashed/left on mars" worlds =).

The assembler is bugged though. Not enough ingots or full inventory gives the error "not enough power". Likewise when the appropriate ingots are added or finished items removed, the assembler does not continue producing until you update the production list (add new item to produce, change order or remove an item). The default (large ship) assembler does not have these problems.
Хьорх 29 Nov, 2015 @ 10:37am 
А существуют вообще какие то гайды по настройке серверов? Я нашел только по запуску, а где какие файлы лежат и что означают настройки, нигде не нашел. Неужели все собирают знания по осколкам и нет какого то форума?
Хьорх 29 Nov, 2015 @ 10:36am 
Спасибо!
ashein  [author] 29 Nov, 2015 @ 10:27am 
Сверху в адресной строке стима (в опциях включается) - 1448813789
Хьорх 29 Nov, 2015 @ 8:16am 
как ИД мода посмотреть?
ashein  [author] 16 Nov, 2015 @ 8:48am 
@Tank Wank, sure thing, suit yourself :)
The Big Evil 16 Nov, 2015 @ 4:28am 
can i use this mod in a planetary entry pod im building? credit will be given as due.
ashein  [author] 20 Oct, 2015 @ 9:58pm 
@Rubber Sword, yeah, the access port is on the top of the main tank - the black circle with the yellow (uncolorable) border.
Rubber Sword 20 Oct, 2015 @ 3:16pm 
Right - sorry, mis-read your comment as an instruction. It's never occured to me to 'self-feed' a refinery to run continuously. My second question still stands however because when I built mine I couldn't see how to get ores in, would I have to feed it by hand through the end portal?
ashein  [author] 16 Oct, 2015 @ 2:56pm 
@Rubber Sword, it says "you cannot place [...], jack them [...] and leave refining", the stress is on "cannot". That's what people usually do in MP - build a large ship refinery, connect it with a reactor and some cargo containers, load tons of Uraninite and thus make the contraption self-powered for like forever. That won't work here.
Rubber Sword 16 Oct, 2015 @ 10:26am 
Colour me confused. You say " jack them into the ship conveyor network" and also "Jury Refinery does not support conveyors." - so how do I get the ore into the refinery?
mid endian 19 Sep, 2015 @ 9:14am 
this is good. gives me a reason to design small respawn ships. never did care for a cargo box packed with everything needed for a base, diminishes that survival aspect too much when starting out.