Space Engineers

Space Engineers

MoarShipsLesser
40 Comments
Sir Spoony 9 Jan, 2016 @ 9:09pm 
Obviously not getting updated..unsub ...hope someone else makes something similar. Of course we can make our own enemies quite easily now. This MOD does not stand out that much anymore.
🆂🆆🅾🆁🅽  [author] 6 Dec, 2015 @ 5:15pm 
the way they spawn has proabably been changed by an update, I havn't updated this in a long time
Taiszer 25 Oct, 2015 @ 1:40pm 
does this mod work with the old multiplayer beta?
MahoneyTerror 6 Apr, 2015 @ 4:44pm 
you just did XD
9thC|Sójka 4 Apr, 2015 @ 1:46am 
Why not let people know before they subscribe about thruster damage?
MattPlaysSimulations 20 Mar, 2015 @ 12:44am 
great mod but the shrike torpedo cruiser. im probs not the only one but i suffer major FPS drops when that thing spawns any chance of trying to make it FPS friendly or removal? great mod love it :)
Jakesnake5 24 Feb, 2015 @ 7:31am 
You might have more subscribers if they were damage friendly.

However, if you integrate them into a 'vanilla' data pack, that includes the current cargoship/explorer ship info, and make some of these ships part of the 'interactive' (aka dead in space) types, that would be more fun to find them.
🆂🆆🅾🆁🅽  [author] 23 Feb, 2015 @ 9:10pm 
It's simple. I don't like thruster damage, therfore I don't play with it, therfore I'm not gonna build my mod include something I don't like, would you?
Mogsetsu 23 Feb, 2015 @ 3:50pm 
The ships not being survival ready (thruster damage proof) is a real bummer. I'll check back to see if this gets fixed before putting it back on my server. Even avoiding the hurricane, knowing it's an issue still with the Rifter turns me off the whole thing. You should consider making a version that you've verified is survival friendly. At the very least, warn people so they don't waste their time. Find authors who build realistic ships? Otherwise this is all awesome.
Jakesnake5 9 Jan, 2015 @ 6:31am 
Oh, I have a way with dealing with it. And I figured out how to and where to sneak up on it to kill the turrets without getting shot. Still, it IS a great example of a Eve users creations. Someone even made one of the Probe Frigate too. :)
🆂🆆🅾🆁🅽  [author] 8 Jan, 2015 @ 5:23pm 
well I havn't played space engineers for a bit so I havnt enountered that bug, although it sounds really weird.
I tried putting small turrets on as many small ships as i could because they are basically free otherwise.
And as for thruster damage I don't play with it on, but because I have collected ships from multiple authors and places, they are designed how the author wanted them and as such some have thruster damage compatibility and some don't.
Short of going through and removing all the ones that aren't compatible or rebuilding them there is no easy fix.
Jakesnake5 7 Jan, 2015 @ 12:29pm 
One last detail. That Rifter.

I know it's from Eve. I still own a few in various systems. But that ship is NOT thruster damage friendly. And those 2 turrets on top are less friendly. :)
Jakesnake5 7 Jan, 2015 @ 12:26pm 
I managed to disable all the remaining functional turrets on the Shrike, found some backup reactors, and powered it up. Going to need alot of repairs it is.

But that "it's not there' bug was strange.

BTW, that bug was fixed for a Med-X Shuttle. I claimed it with Midspace' Admin scripts, and was able to board it. It STILL wasn't there, just the cockpit halo.

I did make it 'real' by flipping all the items in the control pannel either off/on or had the non-computer components 'show on hud' on/off.

This is one strange bug.
Jakesnake5 7 Jan, 2015 @ 12:23pm 
Sorry, wasn't a Shark, but the Shrike Cruiser.

Just witnessed an oddity with it, and the X-10 Saturn.

I had been keeping a spectator view on the Shrike, when I noticed a X-10 spawn in. Amazingly, it was on a collision course with the Shrike.

It was a weird view. Neither ship was shooting when they were close enough, and the X-10 started to pass through the dorsal middle of the ship. Then things went south (at least for the Shrike).

A massive detonation of parts. 10% of the X-10s front was missing, and it was spinning away. The Shrike lost it's reactor, and had a hole in the ventral section, and was slowly rotating, aft over bow.

The X-10 was NOW shooting, which didn't help matters. Before it got out of range of it's turrets, it despawned.

I went out in a Mule I had caped, and stopped the Shrike from spinning/moving, and started collecting the drifting parts. Mostly 5 - 6 gyros.
Jakesnake5 6 Jan, 2015 @ 6:56am 
Have you tried fixing the 'Phantom Ship' issue?

What this is, the new SpawnGroup definitions does something weird with the older mods. The guy from LSG ship mod fixed it there.

What happens, is this:

I found a Med-X Shuttle spawn in. I raced over to cap it, when I realized it wasn't moving. I get there, and can't touch the ship. Just pass right through, and can't grind. Cocpit indicates I could get IN if it wasn't hostile.

I used Midspaces admin commands to 'claim' the ship. STILL couldn't touch it, but I could get in. Maneuvering didn't work, even though it had gyros.

It unlocked when Ii flipped a setting for the items. Cockpit Display on Hud, Off/On on some, and use conveyor or show on hud. This made it real

A Shark had spawned in too, but was sitting still, except the torp doors, which broke free.
🆂🆆🅾🆁🅽  [author] 13 Nov, 2014 @ 11:29pm 
hmm weird I changed all of the sub ID's must have been reverted somehow thanks for the heads up, yes I use the stand alone small ship turrets mod.
Weaver 13 Nov, 2014 @ 7:07pm 
Some of your ships don't match up to the group file and appear to not get loaded, since they cause warning on startup:

[code]
Spawn group initialization: Could not get prefab Evo_Medium
Spawn group initialization: Could not get prefab Evo_Small
Spawn group initialization: Could not get prefab Frontier_small
Spawn group initialization: Could not get prefab Opex_Skiff
Spawn group initialization: Could not get prefab Orb
[/code]

I fixed all of these by chaging the Id->SubtypeId near the top of the prefab file to match the requested prefab name. For thte orb, the prefab file still said 'small ship 1093' or something; the other four just had a capitilization mismatch.

Thanks!
Weaver 13 Nov, 2014 @ 2:55pm 
The Winry is currently causing crashes if you're using one of the small ship turret mods; I get mine from the small ship mega mod pack. That pack's author is currently working on fixing the turrets problem though.
🆂🆆🅾🆁🅽  [author] 17 Sep, 2014 @ 5:29pm 
odd I remember adding ammo to those turrets
Braus 16 Sep, 2014 @ 6:21am 
I've just had the "VSV-1527 Vulture" spawn - It's got no ammo in the turrets!
MasterBetty24 2 Sep, 2014 @ 5:52pm 
ok thanks
🆂🆆🅾🆁🅽  [author] 2 Sep, 2014 @ 3:05pm 
perhaps get a friend to destroy the med bay, not sure, I have had similar problems with the small cockpit, it's not mod related.
MasterBetty24 2 Sep, 2014 @ 2:07pm 
it was parked dude but its possible. do you know of anyway i can save my map
🆂🆆🅾🆁🅽  [author] 2 Sep, 2014 @ 6:56am 
it's not the mod, you probably spawned while it was moving and it glitched
MasterBetty24 2 Sep, 2014 @ 3:50am 
So i spawned in one of the med bays on Med-X Hospital Ship and well my body respawnd but i was dead in front of the med bay with no controls. I did save and exit thinking it would be fixed but no luck. Is there anything i can do or should i wait for a mod update.
Beirut_Papa 29 Aug, 2014 @ 9:11am 
Lol..... I just want the Rifter :)
Blue22111 28 Aug, 2014 @ 3:55pm 
k
🆂🆆🅾🆁🅽  [author] 28 Aug, 2014 @ 3:54pm 
well don't set it below 1000 lol that's bad news, just half it and see how you go, too low raise it back up, but at least you will know it's working
Blue22111 28 Aug, 2014 @ 2:31pm 
I changed the number in global events for cargo ship spawns and nothing happened.
do you know what number I could set it at to make it work?
Blue22111 28 Aug, 2014 @ 1:38pm 
I'll test it and get back to you.
🆂🆆🅾🆁🅽  [author] 27 Aug, 2014 @ 8:43pm 
there's 2 ways, one way increases the spawn rate of an individual ship the other way increases the spawn rate of all ships, for all ships traverse to your space engineers folder and look under data (not the roaming folder where mods are), find a file called global events, you will see where it says cargo ship spawns, change the numbers to what you want. but don't go too low or you will spam ships and come to a grinding halt, I beleive the values are in miliseconds
Blue22111 27 Aug, 2014 @ 6:16pm 
I was asking if you could tell me how you made the ones in your mod spawn more frequently ( because if I know what you did to make the ships in your mod spawn more frequently I can alter my files to make the default ships spawn more.)
Blue22111 27 Aug, 2014 @ 6:14pm 
that I know.
🆂🆆🅾🆁🅽  [author] 27 Aug, 2014 @ 1:44am 
only the ones in this mod, standard npc cargo ships are the same, and it's increased compared to my other mod. well as far as I remember all of my ships include atleast one defense turret, the ships from catchys old mod may have some unarmed ships however.
Also which ships are not surival ready? all have fuel for reactors and ammo for some guns, cargo containers are not populated though, and catchys ships are old I merely converted them to the new format.
Blue22111 26 Aug, 2014 @ 8:00pm 
How did you increse the spawn rate of the cargo ships?
Junso 26 Aug, 2014 @ 6:45pm 
While I agree the authors should be named, he doesn't have to contact them, once you put your stuff on the workshop it's open to free use if I understand it correctly.
ramrar 26 Aug, 2014 @ 2:59pm 
You have to search the names of the Autors of the ships an you have to ask them!

the most from this ships are not surival ready and from an to old version..
Gentleman Heavy 26 Aug, 2014 @ 3:57am 
If it's not too much trubble could you say witch ships are passive (dont have turrets (not including gattling guns)) or agressive. If so, thank you very much!
🆂🆆🅾🆁🅽  [author] 25 Aug, 2014 @ 10:07pm 
If you want to go through and find the individual authors of each ship and let me know I will, but there's too many for me to go through, I'm not taking credit for their work so it's not really a problem, or if they want to contact me and tell me which ship is theirs etc. thats also ok
Mudbone 25 Aug, 2014 @ 8:31pm 
Bit unfair to not actually name the authors of the ships itself, considering their work is the centerpiece of this mod