Space Engineers
Cargo Ships Reborn!
145 σχόλια
Famine 7 Απρ 2021, 22:23 
does look like a while since you posted but some of the ship links are not valid links :(
EnderUnknown 1 Οκτ 2018, 18:52 
@Detoxifier Thanks!
Detoxifier  [Δημιουργός] 1 Οκτ 2018, 17:42 
@EnderUnknown One of the problems with cargo ships is that the spawn rates are entirely up to the person writing the mod, and that literally every modder has to increase the rates in order to keep pace. Its a sort of inflation that does not lend itself well to balance. AlfieUK in the comments below discussed a rebalance mod that he was creating to address the issue when playing with multiple mods, you might check it out.
EnderUnknown 1 Οκτ 2018, 16:40 
I have noticed that ships such as the ANVIL spawn quite frequently, and I am working on my own cargo ship mod and I was wondering if it is a good idea to up the spawn rate on larger ships? I have never gotten some of them to spawn without a spawn rate enhancing mod... Any suggestions would be appreciated!
Time_of_Day 21 Σεπ 2018, 10:52 
Is this mod compatible with EEM?
Blackadder 24 Αυγ 2018, 11:10 
I really like the mod looking forward for even more ships ! I also build 2 ships maybe you want to incloude them :)
COMMANDER Striker 19 Αυγ 2018, 13:10 
DOSE THIS MOD STILL WORK?
Detoxifier  [Δημιουργός] 24 Απρ 2018, 17:21 
@Lars, it is still in the mod. Wolves may have removed it from the workshop but that won't affect the mod.
Beard 24 Απρ 2018, 9:27 
WolvesAmongUs:
Varrigant Transport
Mavrec: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688337422

does not exist
AlfieUK 15 Μαρ 2018, 0:04 
Thank you for the very fast response. Agreed re:balancing/spawners, seeing how much content modders have been able to create within the limited systems available I can barely imagine what would have been possible with a more robust, global spawn system. Thanks again.
Detoxifier  [Δημιουργός] 14 Μαρ 2018, 10:25 
@AlfieUK, go right ahead. When I created CSR I hated that I had to up the spawn rates so much on some of the ships, and had to balance it against existing mods. The devs really should have created a better solution, and include more global event spawners that could be utilized. So yea, I would absolutely support what you are doing-despite not really playing the game anymore.
AlfieUK 14 Μαρ 2018, 9:50 
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 / RespawnShips if relevant) file, but I wanted to check that you have no objections to me releasing such a 'patch' mod?

Thank you for your great mod!
Valkyrie Shepard 23 Φεβ 2018, 1:04 
Absolutely Love this mod <3
my personal prefference is attatching the Tower to the front of the FlatRock Mining Hauler and moving the reactor to an overhauled tower section. any ideas on what the exact color pallete these ships use though? my 'patch'work is showing from the multitude of asteroid hits
Whitehawk 7 Αυγ 2017, 20:30 
Suggested to me by a freind, looks awesome
Dark_453 11 Ιουλ 2017, 21:30 
any chance of gettings up to date and working. seems to crash my game each time a CS spawns.
also has some problems on DS but not been able to track that down.
Legion 10 Ιουν 2017, 22:26 
do you have a blueprint?
Detoxifier  [Δημιουργός] 10 Ιουν 2017, 19:26 
@haydenspieler, yes we have an airtight glass corridor connecting the two sides. Glad you like the design!
Legion 10 Ιουν 2017, 16:56 
is this the mod with the super sweet commercial freighter i think it is but im not sure do you have a picture with a better look at the freighter, does it have an airtight glass corridor connecting the 2 sides?
PrimalSpectre  [Δημιουργός] 20 Μαϊ 2017, 6:06 
@elilorden. That's not a bad Idea... So which sounds cooler, 100,000,000 points of shields or 5 nanite control facilities autorepairing, or antihacking devices that reset blocks to pirate ownership? ... or all three MWAHAHAHAHAHAH

OR we could not be douche-nozzels that demand you have to play with the mods we like.

In fairness to you I do understand your point, my being a raging asshole not withstanding. There's no way to prepare one of these ships for the combination of mods that people like, and no way to keep up with the rate @ which new mods are created. There's also the issue of mods breaking during an update that might break our mod. We'd then be dependent on that mod author fixing their mod, and if they don't we'd have to re-design again. It's really just not worth it for something that's meant to add a fun little challenge to the game
Freznel 20 Μαϊ 2017, 4:27 
A different version with some mod integration would be nice. Any playership with modded weapons has a significant advantage over these ships.
magamace 18 Μαϊ 2017, 0:30 
So yea, this is a thing now. Given some of the ship designes I figure some of you might get a kick out of this one. Beward of Lord Clang, He is coming for us all.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=917569366

I shutter to to think about a ship spawning these buggers as drones. I mean the way it moves is just so creepy.
Zzo 7 Μαϊ 2017, 0:13 
@Detoxifier that would be interesting
VALT13L 23 Μαρ 2017, 5:33 
Is it entirely possible to make a different version of a mod like this with more DERELICTS/damaged/unpowered ships or stations? as awesome as the mod is some of the ships are... painful to take over by oneself so is it possible to get a sort of scaled down singleplayer version of this mod with less functioning ships and more stationary/moving derelicts?

i love taking ships apart, but when youre in singleplayer like me its just not worth the dying.
Lmecha 22 Μαρ 2017, 15:26 
i well test that mod like a mad man with a overdrive pc~
Detoxifier  [Δημιουργός] 22 Μαρ 2017, 15:20 
@Lmecha Last year I was in the process of developing a sister-mod for Cargo Ships Reborn I was basically calling my War Project. It featured massive ships with all sorts of tricks and devestating scripts. It included an increase in maximum speed to 1000 m/s and ships capable of firing multiple kinetic shells in excess of 800 m/s, some capable of tearing through more than 40 layers of armor. The idea was to create an insanely hard mode that was seperate from Cargo ships reborn where you were just assaulted by super powerful pirates, and could hunt down massive carrier ships or War Stations. I have stalled on development, but if enough people show interest I could resume.
Lmecha 22 Μαρ 2017, 15:15 
something that make it nearly unable to get on or grind off. like a battle ship with firepower and tricks, could be called heavens fire
Detoxifier  [Δημιουργός] 22 Μαρ 2017, 15:14 
@Lmecha You need something harder than those?
Lmecha 22 Μαρ 2017, 15:13 
can there be a new ship that is the hardest to board?
Detoxifier  [Δημιουργός] 22 Μαρ 2017, 15:10 
@Lmecha There is a gradient of difficulty. Smaller ships are easier to capture, bigger ships are more difficult, with many small steps in between to that higher difficulty. The Heavy Private Sails and Business shipments can be captured in a spacesuit with a grinder, but by the time you are trying to capture The Mavrec, Endless Ascension, Anvil Light Destroyer or the Planetary Hauler you should have some serious armor and firepower.
Lmecha 22 Μαρ 2017, 15:02 
it is like its on hard mode on getting ships~
Detoxifier  [Δημιουργός] 7 Μαρ 2017, 19:59 
@Mister Naga...not quite, but you are close. Not my ship, so thats it for the hints.
Vlad, Doing Snek Things 7 Μαρ 2017, 19:46 
@Detoxifier , I actually had a fidget with it in creative mode, since that does not seem to trigger the explosives.... 140 warheads on a 1 minute timer is insane! I'm going to assume the method you're talking about is to take out the 2 programming blocks at the rear cockpit which is above the... what I assuem is... the loading ramp?
Detoxifier  [Δημιουργός] 7 Μαρ 2017, 10:43 
@Mister Naga, The Hauler does not spin the moment you get near it, but it starts a series of timers that will do so soon after. There is at least one location to access the ship that will not result in detection. Using this method it is indead possible to take the ship without triggering either the evasion or self destruct sequence. Or...you could use my preferred method of capture, find said location and bombard it with missiles to disable the traps.
agrimes 7 Μαρ 2017, 7:22 
Interesting problem, I'd suggest trying to make a small grid grinder drone and attacking through the thin plate on the roof of the bridge. Let us know if you find a working strategy to disable the self destruct, (most in the thrust pods but also around the aft end of the neck)
Vlad, Doing Snek Things 6 Μαρ 2017, 22:41 
Just wondering, what IS the trick to capturing the Planetary Mining Hauler?
If I step foot on it, it starts to go full-thrust spinning.
Getting close to it does the same.
If I latch a ship on, it starts to spin too.

And after it starts to spin, soon after it explodes. It's impossible to get to the warheads if it just spins the moment you're near it
Gladiator 9 Ιαν 2017, 19:09 
I ran this on my DS all weekend, on game version 169.003 Dev Branch. The mod works, the ship designs are all very interesting and fun. However, the sim speed takes missile to the dick, degrading anywhere from 20% to 40%. The more players connected, the worse it seemed to get, which does not happen without the mod. I have no idea internally why; I'm not familiar with the game engine and API changes, or if it could be improved or that's just how it is. In the end we had to remove it due to the sim speed loss.
Detoxifier  [Δημιουργός] 7 Ιαν 2017, 14:47 
@Dreadblood, there should not be any issues with the mod.
xDreadbloodx 7 Ιαν 2017, 10:25 
does this mod still work with the current version
magamace 24 Οκτ 2016, 17:08 
Ah I see. I am kinda scared now. I don't want to think whats going to be attached to those blocks in the future. Theres a lot of them.
Detoxifier  [Δημιουργός] 23 Οκτ 2016, 9:12 
@Magamace, The are variants where those merge blocks are used, but they are not currently in the mod. Thanks for letting me know about the interior turrets.
Detoxifier  [Δημιουργός] 23 Οκτ 2016, 9:10 
@Andy, That did not translate well, so I do not know what you were asking.
magamace 22 Οκτ 2016, 14:02 
Nope, that beast of a ship Eternal Ascension. I mean what the heck, I though the mining mawler was armed, that thing was pretty much the same. A couple thing seamed off about it. There were merge blocks along the outside of it with connectors but nothing linked up to them. Not sure if they're just for decoration or what. Also the internal turrets weren't working. They refused to target me nor were the antenna working. The outside turrets werre definatly working.
[GER] Twitch AndyBlackknight 22 Οκτ 2016, 2:27 
chris, Can you make a mod where players were deleting the 3 weeks not on the server?
(google translate)
Detoxifier  [Δημιουργός] 21 Οκτ 2016, 17:37 
@Andy-Blackknight, thank you, and no, I am not able to speak German.
[GER] Twitch AndyBlackknight 21 Οκτ 2016, 17:04 
very good mod. chris you speak german?
Detoxifier  [Δημιουργός] 21 Οκτ 2016, 15:44 
Would that have been the Reaper (Anvil)?
magamace 21 Οκτ 2016, 0:11 
Wow I've been gone for a while. I finally get back in, take a guess which of the new ships decided to spawn while I was working on a new ship. Well new for me.
Detoxifier  [Δημιουργός] 15 Οκτ 2016, 17:39 
@Andy, You need to have cargo ships on.
[GER] Twitch AndyBlackknight 15 Οκτ 2016, 17:18 
Cargoships on or off? So that the new ships spawn
Detoxifier  [Δημιουργός] 15 Οκτ 2016, 15:26 
@Andy, Which settings are you referring too?