Space Engineers

Space Engineers

(9/19/15) LSF CargoShip Mod (v1.45)
RelicSage  [developer] 20 Dec, 2014 @ 4:58pm
Trapped Ships!!! Coming your way!
So I've been working on my projects to improve this mod and keep it as vanilla as possible (No mods) and one of those projects happens to be traps!

Now I have alot of traps in the works some are simple yet others are creative and complex. I just need some more ideas for traps.

Here's what I have so far:

Sensor activated Grav Drive - To escape your grasp!
Sensor activated Self Destruct system - Surprise you forgot to bring a bomb tech didn't you?
Sensor activated Gyro spin - I feel sick
Sensor activated Grinder, piston trap - Wait? quiet! Whats that sound? ugh i have a splitting head ache.

Please submit your ideas!
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Showing 1-5 of 5 comments
fabricator77 20 Dec, 2014 @ 6:31pm 
I've had the idea of having a loose block inside a sealed chamber, with a sensor at the front. Stopping the ship causes the block to fly forward and trigger the sensor.
Or just swap the block for a Warhead with the safety off.
RelicSage  [developer] 20 Dec, 2014 @ 6:33pm 
That would be awesome fabricator77, I wonder how I would include it as a spawn...
RelicSage  [developer] 20 Dec, 2014 @ 6:34pm 
Oh wait...I could use connectors and then have a sensor undock and then fire the front thrusters and WAM!
fabricator77 20 Dec, 2014 @ 6:54pm 
you can put multiple grids in one blueprint, would require manual editing of the file to add the loose warhead/block.
Jakesnake5 29 Dec, 2014 @ 10:48am 
Remember how the Military Transport had, originally, 5 booby traps on it? Mostly it was engins blowingup mines when you hit the ID.

I've reworked those back in, using sensors to trigger a countdown on them. And considering all the heavy armor and interior turrents (and the batteries) you'll have to play Beat the Clock to get all of them disabled :)
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Showing 1-5 of 5 comments
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