Space Engineers

Space Engineers

Cargo Ships Reborn!
145 Comments
Famine Apr 7, 2021 @ 10:23pm 
does look like a while since you posted but some of the ship links are not valid links :(
EnderUnknown Oct 1, 2018 @ 6:52pm 
@Detoxifier Thanks!
Detoxifier  [author] Oct 1, 2018 @ 5:42pm 
@EnderUnknown One of the problems with cargo ships is that the spawn rates are entirely up to the person writing the mod, and that literally every modder has to increase the rates in order to keep pace. Its a sort of inflation that does not lend itself well to balance. AlfieUK in the comments below discussed a rebalance mod that he was creating to address the issue when playing with multiple mods, you might check it out.
EnderUnknown Oct 1, 2018 @ 4:40pm 
I have noticed that ships such as the ANVIL spawn quite frequently, and I am working on my own cargo ship mod and I was wondering if it is a good idea to up the spawn rate on larger ships? I have never gotten some of them to spawn without a spawn rate enhancing mod... Any suggestions would be appreciated!
Time_of_Day Sep 21, 2018 @ 10:52am 
Is this mod compatible with EEM?
Blackadder Aug 24, 2018 @ 11:10am 
I really like the mod looking forward for even more ships ! I also build 2 ships maybe you want to incloude them :)
COMMANDER Striker Aug 19, 2018 @ 1:10pm 
DOSE THIS MOD STILL WORK?
Detoxifier  [author] Apr 24, 2018 @ 5:21pm 
@Lars, it is still in the mod. Wolves may have removed it from the workshop but that won't affect the mod.
Beard Apr 24, 2018 @ 9:27am 
WolvesAmongUs:
Varrigant Transport
Mavrec: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=688337422

does not exist
AlfieUK Mar 15, 2018 @ 12:04am 
Thank you for the very fast response. Agreed re:balancing/spawners, seeing how much content modders have been able to create within the limited systems available I can barely imagine what would have been possible with a more robust, global spawn system. Thanks again.
Detoxifier  [author] Mar 14, 2018 @ 10:25am 
@AlfieUK, go right ahead. When I created CSR I hated that I had to up the spawn rates so much on some of the ships, and had to balance it against existing mods. The devs really should have created a better solution, and include more global event spawners that could be utilized. So yea, I would absolutely support what you are doing-despite not really playing the game anymore.
AlfieUK Mar 14, 2018 @ 9:50am 
I recently made a Reddit post (https://redd.it/7zn4fr) about PvE in Space Engineers including your Cargo Ships mod, and I would like to publish a Spawn Chance Rebalance mod that 'patches' the spawn frequencies to align them with the current vanilla ranges. It will not include any of your assets, only a modified SpawnGroups (and GlobalEvents / RespawnShips if relevant) file, but I wanted to check that you have no objections to me releasing such a 'patch' mod?

Thank you for your great mod!
Valkyrie Shepard Feb 23, 2018 @ 1:04am 
Absolutely Love this mod <3
my personal prefference is attatching the Tower to the front of the FlatRock Mining Hauler and moving the reactor to an overhauled tower section. any ideas on what the exact color pallete these ships use though? my 'patch'work is showing from the multitude of asteroid hits
Whitehawk Aug 7, 2017 @ 8:30pm 
Suggested to me by a freind, looks awesome
Dark_453 Jul 11, 2017 @ 9:30pm 
any chance of gettings up to date and working. seems to crash my game each time a CS spawns.
also has some problems on DS but not been able to track that down.
Legion Jun 10, 2017 @ 10:26pm 
do you have a blueprint?
Detoxifier  [author] Jun 10, 2017 @ 7:26pm 
@haydenspieler, yes we have an airtight glass corridor connecting the two sides. Glad you like the design!
Legion Jun 10, 2017 @ 4:56pm 
is this the mod with the super sweet commercial freighter i think it is but im not sure do you have a picture with a better look at the freighter, does it have an airtight glass corridor connecting the 2 sides?
PrimalSpectre  [author] May 20, 2017 @ 6:06am 
@elilorden. That's not a bad Idea... So which sounds cooler, 100,000,000 points of shields or 5 nanite control facilities autorepairing, or antihacking devices that reset blocks to pirate ownership? ... or all three MWAHAHAHAHAHAH

OR we could not be douche-nozzels that demand you have to play with the mods we like.

In fairness to you I do understand your point, my being a raging asshole not withstanding. There's no way to prepare one of these ships for the combination of mods that people like, and no way to keep up with the rate @ which new mods are created. There's also the issue of mods breaking during an update that might break our mod. We'd then be dependent on that mod author fixing their mod, and if they don't we'd have to re-design again. It's really just not worth it for something that's meant to add a fun little challenge to the game
Freznel May 20, 2017 @ 4:27am 
A different version with some mod integration would be nice. Any playership with modded weapons has a significant advantage over these ships.
magamace May 18, 2017 @ 12:30am 
So yea, this is a thing now. Given some of the ship designes I figure some of you might get a kick out of this one. Beward of Lord Clang, He is coming for us all.

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=917569366

I shutter to to think about a ship spawning these buggers as drones. I mean the way it moves is just so creepy.
Zzo May 7, 2017 @ 12:13am 
@Detoxifier that would be interesting
VALT13L Mar 23, 2017 @ 5:33am 
Is it entirely possible to make a different version of a mod like this with more DERELICTS/damaged/unpowered ships or stations? as awesome as the mod is some of the ships are... painful to take over by oneself so is it possible to get a sort of scaled down singleplayer version of this mod with less functioning ships and more stationary/moving derelicts?

i love taking ships apart, but when youre in singleplayer like me its just not worth the dying.
Lmecha Mar 22, 2017 @ 3:26pm 
i well test that mod like a mad man with a overdrive pc~
Detoxifier  [author] Mar 22, 2017 @ 3:20pm 
@Lmecha Last year I was in the process of developing a sister-mod for Cargo Ships Reborn I was basically calling my War Project. It featured massive ships with all sorts of tricks and devestating scripts. It included an increase in maximum speed to 1000 m/s and ships capable of firing multiple kinetic shells in excess of 800 m/s, some capable of tearing through more than 40 layers of armor. The idea was to create an insanely hard mode that was seperate from Cargo ships reborn where you were just assaulted by super powerful pirates, and could hunt down massive carrier ships or War Stations. I have stalled on development, but if enough people show interest I could resume.
Lmecha Mar 22, 2017 @ 3:15pm 
something that make it nearly unable to get on or grind off. like a battle ship with firepower and tricks, could be called heavens fire
Detoxifier  [author] Mar 22, 2017 @ 3:14pm 
@Lmecha You need something harder than those?
Lmecha Mar 22, 2017 @ 3:13pm 
can there be a new ship that is the hardest to board?
Detoxifier  [author] Mar 22, 2017 @ 3:10pm 
@Lmecha There is a gradient of difficulty. Smaller ships are easier to capture, bigger ships are more difficult, with many small steps in between to that higher difficulty. The Heavy Private Sails and Business shipments can be captured in a spacesuit with a grinder, but by the time you are trying to capture The Mavrec, Endless Ascension, Anvil Light Destroyer or the Planetary Hauler you should have some serious armor and firepower.
Lmecha Mar 22, 2017 @ 3:02pm 
it is like its on hard mode on getting ships~
Detoxifier  [author] Mar 7, 2017 @ 7:59pm 
@Mister Naga...not quite, but you are close. Not my ship, so thats it for the hints.
Vlad, Doing Snek Things Mar 7, 2017 @ 7:46pm 
@Detoxifier , I actually had a fidget with it in creative mode, since that does not seem to trigger the explosives.... 140 warheads on a 1 minute timer is insane! I'm going to assume the method you're talking about is to take out the 2 programming blocks at the rear cockpit which is above the... what I assuem is... the loading ramp?
Detoxifier  [author] Mar 7, 2017 @ 10:43am 
@Mister Naga, The Hauler does not spin the moment you get near it, but it starts a series of timers that will do so soon after. There is at least one location to access the ship that will not result in detection. Using this method it is indead possible to take the ship without triggering either the evasion or self destruct sequence. Or...you could use my preferred method of capture, find said location and bombard it with missiles to disable the traps.
agrimes Mar 7, 2017 @ 7:22am 
Interesting problem, I'd suggest trying to make a small grid grinder drone and attacking through the thin plate on the roof of the bridge. Let us know if you find a working strategy to disable the self destruct, (most in the thrust pods but also around the aft end of the neck)
Vlad, Doing Snek Things Mar 6, 2017 @ 10:41pm 
Just wondering, what IS the trick to capturing the Planetary Mining Hauler?
If I step foot on it, it starts to go full-thrust spinning.
Getting close to it does the same.
If I latch a ship on, it starts to spin too.

And after it starts to spin, soon after it explodes. It's impossible to get to the warheads if it just spins the moment you're near it
Gladiator Jan 9, 2017 @ 7:09pm 
I ran this on my DS all weekend, on game version 169.003 Dev Branch. The mod works, the ship designs are all very interesting and fun. However, the sim speed takes missile to the dick, degrading anywhere from 20% to 40%. The more players connected, the worse it seemed to get, which does not happen without the mod. I have no idea internally why; I'm not familiar with the game engine and API changes, or if it could be improved or that's just how it is. In the end we had to remove it due to the sim speed loss.
Detoxifier  [author] Jan 7, 2017 @ 2:47pm 
@Dreadblood, there should not be any issues with the mod.
xDreadbloodx Jan 7, 2017 @ 10:25am 
does this mod still work with the current version
magamace Oct 24, 2016 @ 5:08pm 
Ah I see. I am kinda scared now. I don't want to think whats going to be attached to those blocks in the future. Theres a lot of them.
Detoxifier  [author] Oct 23, 2016 @ 9:12am 
@Magamace, The are variants where those merge blocks are used, but they are not currently in the mod. Thanks for letting me know about the interior turrets.
Detoxifier  [author] Oct 23, 2016 @ 9:10am 
@Andy, That did not translate well, so I do not know what you were asking.
magamace Oct 22, 2016 @ 2:02pm 
Nope, that beast of a ship Eternal Ascension. I mean what the heck, I though the mining mawler was armed, that thing was pretty much the same. A couple thing seamed off about it. There were merge blocks along the outside of it with connectors but nothing linked up to them. Not sure if they're just for decoration or what. Also the internal turrets weren't working. They refused to target me nor were the antenna working. The outside turrets werre definatly working.
[GER] Twitch AndyBlackknight Oct 22, 2016 @ 2:27am 
chris, Can you make a mod where players were deleting the 3 weeks not on the server?
(google translate)
Detoxifier  [author] Oct 21, 2016 @ 5:37pm 
@Andy-Blackknight, thank you, and no, I am not able to speak German.
[GER] Twitch AndyBlackknight Oct 21, 2016 @ 5:04pm 
very good mod. chris you speak german?
Detoxifier  [author] Oct 21, 2016 @ 3:44pm 
Would that have been the Reaper (Anvil)?
magamace Oct 21, 2016 @ 12:11am 
Wow I've been gone for a while. I finally get back in, take a guess which of the new ships decided to spawn while I was working on a new ship. Well new for me.
Detoxifier  [author] Oct 15, 2016 @ 5:39pm 
@Andy, You need to have cargo ships on.
[GER] Twitch AndyBlackknight Oct 15, 2016 @ 5:18pm 
Cargoships on or off? So that the new ships spawn
Detoxifier  [author] Oct 15, 2016 @ 3:26pm 
@Andy, Which settings are you referring too?