Space Engineers

Space Engineers

(9/19/15) LSF CargoShip Mod (v1.45)
RelicSage  [developer] 1 Oct, 2014 @ 5:21pm
Submit any ideas or have a change you would like to see
Please post any new ideas and/or any changes to the current ships you would like to see. I'm very open to the community and any credits will respectively applied to the poster.
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Showing 1-15 of 23 comments
RelicSage  [developer] 3 Oct, 2014 @ 1:46am 
Hey guys! I just want to give you a little insider information about some future updates! I finally found a wonderful server ( TerribleWorld ) operated by Gringor the Terrible!!! who was running my mod. He provided alot of feedback that I've been starving for. So for those of you whom use this mod for your server please ensure you keep an eye on this Mod. over the weekend I will be performing some updates on the existing vessels. The derelicts are apparently a farming resource and that needs to be rectified, So MORE DAMAGE!!!!!!! Also thanks to Gringor the Terrible!!! I will be submitting a new ship thats absolutely beautiful! The Carrier is missing it's hanger door and the hanger also is a little small, that'll be worked on as well. Some of the larger vessels have the interior turrets off, those will be turned on. And the THB-71G will be redesigned and improved for survival as the creative version is currently installed. Also made some improvements to my Excel Ship generator and the ship names will be personalized for variety. I've also increased frequency (spawn rate) for small ships and lowered the frequency for larger ships (PVP survival must for small ships). The speeds have been balance to compensate server lag. larger ships will spawn at speeds between 5 and 15 m/s while smaller ships will spawn with speeds 10 to 30 m/s. Some of the vessels may include Timed Warheads for random damage. So there's my gameplan over the weekend I hope you all are as excited as I am. Off to bed I go... See you next week when the update hits. Aslo please rate my mod and if you have any suggestions or would like to have a ship added (credit due of course), submit the request on the discussion board!
Teacher Jegal 11 Oct, 2014 @ 4:58am 
I'm thinking not so bad
Phantom 14 Oct, 2014 @ 4:16pm 
I think that you may want to do is remove ownership of the ships. makes them very difficult to get into, and next to useless, other than for parts, once you get them
RelicSage  [developer] 14 Oct, 2014 @ 6:23pm 
The ownership of the spawned ships is determined by the SE game engine and not by the mod unfortunately. However my mod is designed for PVP servers with 2+ players and the idea is capture a ship and hack the systems. Sure you can just capture and grind them down for resources, however that's with any ship that randomly spawns. Playing solo with this mod simply put will just be a free ship here and there.
FurtiveSage 1 Dec, 2014 @ 11:41am 
I am currently using this mod for my server.

I know you stated this was more designed for PVP. However, I would like to tune it for PVE. The large ships are relatively easy to very easy to drain of ammo. For example, I have multiple players hauling in the large cargo ship with the duplicated merge block sections (I will will have to update the name) and just having a feast on the resuources. (It isn't limited to this ship either)

I would like to either learn how to adjust several items or maybe ask if you could put a PVE version of your mod. I would be willing to help you in any way.

1. The larger the ship the more ammo and defenses they contain. I am not sure how dificult this is to accomplish.
2. Larger the ship the rarer the spawn. Small fighter or utility ships spawing more common is fine, particularly if you have meteors constantly and the need to utilize utility ships.

I don't know enough about modding yet, however I would like to make it more of a challenge where it would be a collective effort of several players and ships vs. flying in your suit and grinding blocks down. Any help would be highly appreciated. Thank you!
RelicSage  [developer] 1 Dec, 2014 @ 8:25pm 
Soul you have some great ideas some of which have already been implemeted, such as larger ships spawn less frequently than the smaller ships. In turn the small ships were free resources, so the spawn rate was reverted. however I'll work on a PvE version of this mod which will lower the spawn rate of all ships and also update the Ammo for each ship as well in the PvP and PvE versions. In the PvE version I can remove the smaller ships completely and have them available as respawn ships which then you'll be able to set the Spawn timer ratio. Let me know what you think about it and I'll get started ASAP. Bare with me though I haven't been feeling good at all this week I hope to beat this cold.

Also when it comes to adding additional Ammo it does take sometime as I have to load each ship in a New game (usually using my Blueprint to load them) and then manually add the ammo where needed.
FurtiveSage 3 Dec, 2014 @ 6:10pm 
ReleicSage - Thank you for the response! I apologize for the late response. Your ideas sound great. As you know, in PVE the players must deal with resources and ways to obtain them along with survive against the environment i.e. meteors. Usually that is mining, and salvaging (pirating), npc ships.

Your mod is a great fit, but yet it differs from PvP and I see how your MOD is more suited for that world type. Balancing it for a risk / reward strategy would be perfect for PVE. I noticed at times my world as many as 5 or 6 of your ships spawned. Reducing the timers would be great.

I think your small ships work well, they should be relatively easy to get i.e. small fighters and utility ships. However, you have some fantastic large ships - they should be wildly tough to get along with an equally great reward. Also, in at least my PVE world, one the of the highest valued resources is magnesium due to needing protection from meteor storms and attacking NPC ships. It is getting harder to find as the asteroids are mined. This really adds to our survival strategy. Anything you could to do add more defenses, more ammo, loot (ore, items) and boobie traps (war heads) would be fantastic. I know some of this has been created. I really am not trying to create more work for you though!! I would l really like to see feature added to cargo ships that would give us a flag to make them have unlimited ammo. That would solve the ammo issue and people just straffing at 111m/s around the ships and exhausting the outer turrets. I agree it must be really laborious for you to have to pull in one ship at a time and modify them.

If there is anything I could do to help let me know. I am still learning how modding works and just getting back into learning to code so I may be useless to you anyway. Thanks again for taking the time. Talk with you soon..

By they way, I have taken respawn ships away. I found a mod that only allows you to spawn in a chair and fly. No more using respawn ships as ramming tools for the NPC ships or as resources.
RelicSage  [developer] 4 Dec, 2014 @ 5:19pm 
Yes it is alot of work to do, however my audience for this mod is limited to PvP. Originally this mod was designed for PvE and then I got into creating the smaller ships and poof I knew PvP was my end game. I love PvE more so than PvP for the shear strength in a team trying to survive rather than on your own. One of my favorite quotes is "Space exploration is a force of nature unto itself that no other force in society can rival.- Neil deGrasse Tyson"

I've already started work on the PvE version which will include trapped ships small and large, I am going to balance the inventories a little more and increase the ammo on each of the ships. I have to update my random name generator that I use to mass-configure the ships. I don't use any scripts in these mods for simplicity.

The Modding community is great however I've seen 238 mods enabled on a server and took me 2 hours to download on a 50 mbps download connection. I'm all about getting into the game and surviving, not waiting for a million mods to download including the server and then get into the game come to find out no ones there anymore.

I will definitly keep you updated on my progress, for now I'm creating the mod so it is available on teh workshop and then I can update it pretty easily as well test it for bugs like I did with this mod.
Hatiroth 12 Dec, 2014 @ 4:16pm 
diddnt see this erlier :D
Hatiroth 13 Dec, 2014 @ 1:59pm 
Originally posted by Phantom:
I think that you may want to do is remove ownership of the ships. makes them very difficult to get into, and next to useless, other than for parts, once you get them
not exactly
you have to grind them down then weld back up
fabricator77 20 Dec, 2014 @ 6:35pm 
The "Cargo Transport" is a bit mean as far as getting through the cargo container rooms. I managed to lock a small ship on the front, but it took ages to hack my way through all those doors, the turrets I could deal with, but oh god the doors.
1 set of door per section instead of 2 would help.
RelicSage  [developer] 20 Dec, 2014 @ 6:37pm 
This ship was originally designed with seperating cargo pods. One of the updates messed up the Merge Block system and i had to redesign it. The doors were simple airlocks :D However I can't make it that easy to capture it :D that's a treasure trove of resources! LOL
FurtiveSage 21 Dec, 2014 @ 11:54pm 
High risk, high reward.. That's whats fun! Might be pain and misery, but boy does it feel good when you finally claim it!
FurtiveSage 22 Dec, 2014 @ 7:24am 
Relic - What was causing the crashing from the update? I would be really interested to know. I know they changed beacon range and maybe the size of the universe in anticipation of the procedural update. Thanks!
RelicSage  [developer] 22 Dec, 2014 @ 3:47pm 
The globalevents.sbc file was causing the crash I'm not sure how or why, once I removed the older version and tested the ships spawned just fine. I then cused a newer version and now functions find. Today I'm going to work on the "Ghost Ships" and find out what's going on there :D
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