Space Engineers

Space Engineers

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Planet Spawn Ships (Vanilla)
   
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Type: Mod
Mod category: Respawn Ship
File Size
Posted
Updated
668.558 KB
22 Nov, 2015 @ 11:33am
1 Dec, 2015 @ 7:03pm
6 Change Notes ( view )

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Planet Spawn Ships (Vanilla)

Description
Here are a series of 3 Spawn Ships that are Atmospheric capable.
They have a mix of Atmospheric thrusters and Ion thrusters so that they can take off and fly around the planet and break orbit. These are Corvette Class ships which are one man crewed.

NOTE: These do replace the default spawn ships, so no more crappy ships, just these beauties.
All ships have a Medbay, Cryo Chamber, Oxygen tank and generator.
All ships have 1 Gatling turret and 1 interior turret for anti pirate and anti Sabroid/Cyberhound defense.
All Ships have a Large reactor.

Ship 1.
Jump Ship (Red)
Has 2 Jump Drives, 1 Un-upgraded Refinery and 1 Un-upgraded Assembler so its like the normal respawn ship in the aspects of refining and production and storage. This ship was designed to be an upgrade over the normal spawn ship by having Jump Drives and now also atmo capable. Also this is the only ship of the 3 that is pressurized since it was designed for space travel.

Ship 2.
Refinery Ship (Yellow)
Has 2 Fully upgraded Refineries, one is full speed (eff) the other is full amount (pro). Also has 1 Assember that has 1 upgrade on it. This was the 2nd variation I did on the starting spawn ship by making it more of a refining ship. While the Jump Ship has one of the biggest upgrades to any spawn ship on it, this one went a different way by not only doubling the number of refineries, but also upgrading them both as well. A great ship to start with when starting out with a friend who grabs its sister, the Production Ship.

Ship 3.
Production Ship (Blue)
Has 5 Assemblers, 3 Fully Upgraded and 2 Half Upgraded. Has one Refinery that is half upgraded (speed). The 3rd variation of the starting spawn ship. This one addresses one of the biggest issues I always ran into with the starter ship, and that was having the one assembler. This takes it to the next level and solves the issue of not enough production. Great ship when paired with its sister, the Refinery Ship.

Planet Spawn Frigates
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=571103631
Planet Spawn Ship
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=594803681
Planet Spawn Ship (No JD)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=598161350
13 Comments
SirLANsalot  [author] 2 Mar, 2017 @ 11:29am 
just retested the mods, other then no longer removing all of the other spawn ships (the landers came after this mod was made) everything works just fine. Ships are still planet worthy and air tight for space. As the point of this mod was to give a people a spawn ship able to LEAVE the planet and jump out if they did not want to start on earth.
Joergitech 2 Mar, 2017 @ 4:04am 
sorry have ctd with this sniff
SirLANsalot  [author] 24 Feb, 2016 @ 4:12pm 
wow 500 subs....amazing, thanks all!
Flynn 6 Dec, 2015 @ 1:33pm 
Using these great ships on my server! check it out!
IP: 216.231.138.147:27025
SirLANsalot  [author] 1 Dec, 2015 @ 7:03pm 
knew i forgot something!!
respawn rate changed to 40 min (default)
Drayst 1 Dec, 2015 @ 6:16am 
Hey, thanks a lot for the changes. I have a last request / suggestion: increase the respawn timer. On a rented server it is easy to influence the respawntime with the SpawnShipTimeMultiplier-tag in the cfg file, but it is not possible to adjust the respawntime of single ships / mods.
So I suggest you set the timer to 1200 as the ships are bigger and better equipped. 90 seconds is just way out of the line.
SirLANsalot  [author] 25 Nov, 2015 @ 8:08pm 
Updated (check notes)
Drayst 25 Nov, 2015 @ 7:34am 
<-Rinolt, changed my profile name
The default landing ship is ugly and kind of useless, so nearly everyone is taking it apart. But with this ships I kind of feel a resistance to grind them down ;-) So some components (less than in the default landing ship) would be really good. At least to build a station block and a merge block (starter ships disappear on dedicated server).
Hovering 3 days is really a lot. I would give them at most 10 to 20 Uranium Ingots. This is survival after all.
If you don't want to adjust your ships, that's OK. I would like to do it myself for my dedicated server, if that is fine with you?

PS: I always copy my post , delete it and paste to make a change.
SirLANsalot  [author] 23 Nov, 2015 @ 7:48pm 
@rinolt, damn not being able to edit comments!!!! lol
The reason behind the uranium is all 3 ships eat it like candy when hovering in atmo. Ya it can last 200+ days if its landed on the surface with thrusters off (already grouped) and the GG off. Otherwise it will last about 7 days with thrusters off but GG on, and about 3 days with everything running while hovering.
Remember the large atmo thrusters are very power hungry, not to mention running anything else at the same time. So I made sure to give enough uranium so its not of imminent concern, but will become one in a few days of running the ship. The jump ship is the biggest user of uranium since it costs a lot to charge each drive (it can charge both at once at least but at big cost in sticks). So in order to keep uniformity I just left each one with the amount, even if it is a little overkill for the Blue ship.

Oh and yes LOTS OF AMMO since we all know gatts eat a lot of ammo, even just one.
SirLANsalot  [author] 23 Nov, 2015 @ 7:31pm 
@rinolt, sure no prob, figured most people would canablised a part of the ship to start building there own base ect. I know I already do that to the starter ship :)