Space Engineers

Space Engineers

Dromedary Trade Ship
116 Comments
The Moss 1 Jan, 2020 @ 12:13am 
im having a problem pasting this ship into the game, it does no show up in the blueprint list, any ideas?
SOBEK 29 Aug, 2019 @ 9:07am 
Mayby its time for Update this mod for Economy update of SE
Brennan 2 Sep, 2017 @ 3:09am 
just wondering but could you fix the secury off button in the cockpit because it dosent work for me ...
Captain-Keyes 10 Jul, 2017 @ 12:30pm 
sorry to be a dick but this really isn't "mod-free". you don't need the mod supplied but it does promt you to download the LCD pack with this blueprint
concentrate0il 21 Aug, 2016 @ 4:14pm 
For some reason when i spawned it in it is unable to power on because its over powered and missing alot of watts
Your Pal Deebs 22 Jul, 2016 @ 12:29pm 
One of the most beautiful trade-places in EEM
T0BiEH 20 Jul, 2016 @ 10:37am 
Could you say me, how do i controll the drones? Everytime is unlock the Connector, i can't controll the drone anymore
Prof.Maniak5 3 Jun, 2016 @ 12:11pm 
this is not mod free:steamsad:
Shinotama 22 Jan, 2016 @ 8:00am 
Thanks buddy, I'll have to try this later on our next station, our current story mission station has only steps and an area for jet packing up and around.
LeonserGT  [author] 21 Jan, 2016 @ 5:09pm 
Gravity generators, both has upward gravity - one has 0.5G (down) and another 0.7G (up), ship's gravity is 0.6G;
0.6 - 0.5 = 0.1G for soft descend
0.6 - 0.6 = -0.1G for soft ascend
Shinotama 21 Jan, 2016 @ 3:41pm 
Awesome, how did you do the lifts?
Crux Terminatus 5 Jan, 2016 @ 2:25pm 
Absolutely beautiful looking.
zakhm123 31 Dec, 2015 @ 2:59pm 
Is this what the salvadore ship used to look like?
Stilgar 23 Dec, 2015 @ 9:23pm 
Is this by chance loosely based on the Dromedary from Freelancer? It too is a trading ship, has the same colors, and is vaguely similar in shape. I can see how it might transform into something like this to become more Space Engineers-worthy.
agsandrew 31 Oct, 2015 @ 9:52am 
does anyone else think this looks like the Taiidan assault frigate?
LeonserGT  [author] 29 Oct, 2015 @ 3:19am 
Kepler J 29 Oct, 2015 @ 3:18am 
Looks quite a bit like Shrike from X3 TC
Reverend Revenant 25 Oct, 2015 @ 8:53pm 
Looks quite a bit like Aragath's Salvador
JStq 24 Oct, 2015 @ 1:48pm 
@[MGE]LeonserGT I think I'll go report that right now actually :P
JStq 24 Oct, 2015 @ 1:48pm 
And final progress, to the point where I think it actually works.. If I drop stuff into the collector to the far right (closest to deposit main) it seems to work as intended. My bug searching skills are a bit shitty, I always dropped stuff in the middle collector.
LeonserGT  [author] 24 Oct, 2015 @ 1:43pm 
Oh, lol, you really need to make a bugreport to Keens about that :D
JStq 24 Oct, 2015 @ 1:28pm 
Oh! Progress! If I remove it, it doesn't work, but if I just fill it up with random stuff (back in survival now btw) I get my thruster components!
JStq 24 Oct, 2015 @ 1:21pm 
@[MGE]LeonserGT Yeah, it might just be the latest patch that broke some things.. I notice odd storage behaviour across the board. Like, you can store anything in oxygen and hydrogen tanks. Because reasons.

Anyway, have a screenshot of the little turret who could... store things.
http://images.akamai.steamusercontent.com/ugc/576818217915204777/E2E8D91EF139B55E2E731BB47B18334C3893F0AF/

That's not the entire story though.. Even with it removed, components now go straight into a storage, without stopping in the "Deposit Main" container. If I place things in that manually, it works flawlessly.

It might just be that the patch broke something intrinsic about inventory sorting.
LeonserGT  [author] 24 Oct, 2015 @ 1:08pm 
@SweFur, ugh, I guess soon script just will be updated and these problems are gone. But strange what before publishing, everything worked perfect, but not same thing happened to me too.
About turret - that's can't be, only ammo could be placed in turret O_o
JStq 24 Oct, 2015 @ 12:50pm 
More testing while having stolen the ship, basically. All the stuff I drop in (uranium or components) now seems to all go into Gatling turret 8.
JStq 24 Oct, 2015 @ 12:42pm 
This ship seems amazing, but I must be doing something wrong.. I've parked my ship with a connector underneath the dromedary trader's connector. My connector is set to drop out stuff. I go to the trade menu and select "Buy" and then "Thruster components". I let the connector drop out 10 kg of uranium. I then go to the "Throw out goods on/off" and click it. Nothing happens, and my uranium is gone.

By cheating and resetting all ownerships, I can see that the uranium goes straight from the collector into the ships reactor. Any clues if I'm doing something wrong?

The wierdest thing is that I got it to work, once. And I have no clue if I did anything different, I don't think I did.
Mojo 11 Oct, 2015 @ 10:05am 
I put together a Community Spotlight LCD Pack Featuring your ship!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=533579903
LeonserGT  [author] 6 Oct, 2015 @ 12:02pm 
Blueprint can't include mods with it, you can add this mod separately in your world. If not - well, black screens, nothing critical.
Krutchen 5 Oct, 2015 @ 7:28am 
HELL YEAH SPACE POLICE
LeonserGT  [author] 5 Oct, 2015 @ 7:26am 
Btw, using radar functionality will let them fight with another NPC factions, such as (Woop woop!) Space police and attack trading ships too :D
Krutchen 5 Oct, 2015 @ 7:22am 
Yeah, without a doubt. I really think they're going to add in more faction controls & vanilla radar functionality in a few patches though, since we just got Pirates and whatnot. I really don't think that pirates are going to use a faction locked command forever, ie IMyRemoteControl.GetNearestPlayer(). Having them search for radar contacts would be better imo, you could potentially slip past them too and really play under the radar if you needed to.
LeonserGT  [author] 5 Oct, 2015 @ 7:16am 
Well, of course recently added IMDC will not stay as pirates. I mean, it's obviously that there'll be more NPC factions and I guess it will be possible to make NPC trading factions :)
I think main problem for now - is BlueG's radar mod requirement
Krutchen 5 Oct, 2015 @ 7:06am 
I mean, I suppose that could be possible, but for it to only fly to Trading Corp A's stations, that would either need to be a player faction, or KSWH would need to expand on the NPC faction functionality a little bit, and hopefully add in some interactability to the programming blocks.
LeonserGT  [author] 5 Oct, 2015 @ 7:03am 
And can it create somehow "universal docking route" with multiple GPS points, when it detects station? It cpuld be implemented as trade ship, belonging to "Trading Corp A" which detects only owner station (owned by "trading corp A"), and each station will have universal docking port, so when detected - it will create a preset of GPS points (made with pre-defined offset from center of station) to dock there for some time, imitating trading or transport deals :)
Anyway, that's very cool :D
Krutchen 5 Oct, 2015 @ 6:59am 
Yeah, or until it despawns
LeonserGT  [author] 5 Oct, 2015 @ 6:58am 
So, as I understood, it fly somewhere until it detects a station and then it change it's course to it?
And after some time, it leaving station and start flying in nowhere again, until it'll find new station?
Krutchen 5 Oct, 2015 @ 6:49am 
https://www.youtube.com/watch?v=3TF_WVlklhw
Hopefully kswh will give us vanilla radar functionality soon, so that I don't have to use a radar mod for this to work, but yeah. I'll be refining this a bit more and playing around with it, and then I'll probably see how well the Dromedary likes a modified version of the script I wrote up.
Krutchen 5 Oct, 2015 @ 4:06am 
LeonserGT, I have done the thing.
Derp & Junk 3 Oct, 2015 @ 6:31pm 
Nifty, as for what it looks like I have found it, Star Wars ship called Enforcer One, has that diagonal angularity, was literally just working out how to create that ship or similar.
TriNova 1 Oct, 2015 @ 4:09pm 
Looks almost like someone crossed a Teladi ship from the X series with a Taidaan ship from Homeworld 1.
LeonserGT  [author] 1 Oct, 2015 @ 2:26pm 
Why not? If I uploaded item in workshop, that's mean anyone can use it in any purposes.
I was Forced to play 1 Oct, 2015 @ 1:51pm 
Hey leonser im going to be using this ship in a survival is that cool with you?
Dracula420 30 Sep, 2015 @ 1:44pm 
this is by far the most constructive use of various rarely seen parts i have ever seen. it was hard to believe no mods were used until i saw for myself. the ship is absolutley stunning. i spent almost 2 hours gleefully wandering this ship with a welder in hand to see what parts you used to achieve these effects. totaly worth subscribing and would give it a hundred more thumbs if i could.
Major_P0tat0 29 Sep, 2015 @ 10:53pm 
in the trade termainal it will not do anything when i press the buttons how does it work
Durin 29 Sep, 2015 @ 6:42pm 
Devs need to add this to the base game. Great mod bro!
A Feather! 29 Sep, 2015 @ 5:59pm 
I came here expecting a Freelancer ship. I was only slightly disappointed.
Haywood 29 Sep, 2015 @ 3:35pm 
That hail of bullets following you was intense as hell.
MiningChief117 29 Sep, 2015 @ 3:20pm 
i smell a bit of halo at the front of the ship *sniff*
Strigon 29 Sep, 2015 @ 2:25pm 
Figured it was a blueprint wierd it isnt showing up
LeonserGT  [author] 29 Sep, 2015 @ 2:03pm 
This is a blueprint, which you need paste/build by yourself. It will be included in my mod as rare cargoship.