Space Engineers

Space Engineers

Planet Spawn Ships (Vanilla)
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 :)
TheCurmudgeon 23 Nov, 2015 @ 4:13pm 
Really amazing ships they are even more cool ingame the pictures don't do them justice.
Drayst 23 Nov, 2015 @ 12:23pm 
Yeah, it is a cool variation, but you should add a note that this ships replace all default starter ships. And could you add some starting components? Not as many as the default lander has, as this ships are bigger.
You could use the components to balance the ships a bit more, like giving the Jump ship the least and the other two a bit more.
There is to much uranium and ammunition too.
KnightShift 22 Nov, 2015 @ 11:38pm 
I like these ships. I'm testing them out on my server; 162.248.88.78:27016