Space Engineers

Space Engineers

Hostile Universe
417 条留言
Microwave 9 月 10 日 下午 8:03 
o7
Mad_Max_TEC 2022 年 4 月 9 日 上午 9:26 
Update ?
InsKill 2022 年 2 月 10 日 上午 9:56 
@Vis'Nil Yes, it's been a time ago when updater kill all his mods. Now many NPC mods are dead
Vis'Nil 2022 年 2 月 10 日 上午 6:51 
the link for the update is dead for me
EchoBlue 2020 年 10 月 1 日 下午 2:04 
lol
InsKill 2020 年 8 月 8 日 下午 10:42 
There is updated version of this mod with authorization of original autor:
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1679439578&searchtext=Hostile+Universe
Fred 2020 年 8 月 6 日 上午 8:06 
Guys this mod is 4 years old. I'm not surprised its broken.
Jolt9001 2020 年 7 月 26 日 下午 8:29 
I'm having a problem with this modpack. When I load it up, I get errors across the board talking about missing object references. Did the newest update for the game change something or did I clear my mod cache wrong?
InsKill 2020 年 7 月 5 日 上午 5:04 
@Endy Try this: unsub mod, delete it from mod folder, sub mod.
Endy 2020 年 7 月 5 日 上午 4:27 
2020-07-05 13:25:41.583 - Thread: 1 -> Error: D:/SteamLibrary/steamapps/workshop/content/244850/297580962/437236440991360285_legacy.bin/Data/Prefabs/SpawnShipRespawnShip.sbcB5 failed to serialize.
2020-07-05 13:25:41.585 - Thread: 1 -> System.IO.IOException: Cannot create "D:\SteamLibrary\steamapps\workshop\content\244850\297580962\437236440991360285_legacy.bin" because a file or directory with the same name already exists.

Got this on startup.
Aggelus 2020 年 5 月 26 日 下午 2:07 
Hello Storm I would like to ask your permission to publish a Portuguese version of your Mod, sorry I didn't ask for it before.
Thank you.
shadowsign45 2019 年 6 月 25 日 下午 9:34 
The only thing i would note about this is that it appears to muscle aside any other spawner because if i use it then suddenly the only ships i have in my sky are broadcasting in a foreign language: its not a complaint, just an observation. Works well, but a little possessive at times . . . .
shadowsign45 2019 年 6 月 14 日 下午 10:29 
Hostile Universe- PT_BR translated'' is a great mod because it delivers ships to you regularly and saves you having to mine for resources. I used it early game to add to the challenge but switched to Cylon Combatants later on because i wanted to ignore physics and have someone shoot me 400 metres inside an asteroid but not be able to shoot back . . . . . . .. . .
Pixelblob 2019 年 4 月 15 日 上午 9:12 
im trying to figure out if this mod adds respawn rovers
Ehndras 2019 年 3 月 20 日 下午 5:05 
EEM is amazing, to be fair
R 2019 年 3 月 20 日 上午 5:14 
@Storm such as? What pve mods are better in your opinion? And whats wrong with this mod?
Currently, I am using these pve mods:

EEM
Corruption
Reddit Custom Encounters
Reavers
Hades  [作者] 2019 年 3 月 16 日 上午 5:05 
The more recent pve encounter mods will be better than this. Honestly I use the mod purely for the improved large hydrogen thruster and the single button only.
R 2019 年 3 月 13 日 下午 6:08 
Is it compatible with Modular Encounters Spawner mods, such as Corruption PvE Combat? What about other PVE mods such as Exploration Enhancement Mod etc?

Ehndras 2019 年 3 月 7 日 下午 4:35 
<3 Please update!
Stanley 2018 年 11 月 4 日 下午 9:07 
Hey, Is this still working? Im thinking of adding it in to my server for more encounters
Udrakan 2018 年 9 月 1 日 下午 1:48 
Storm, I do. I make it really hard to capture enemy stations, so capturing ships and repurposing them for combat is the most fun for me.
Nuggets 2018 年 7 月 31 日 上午 2:31 
i was just wondering, because i have this mod active on my server but no ships spawn
Hades  [作者] 2018 年 7 月 31 日 上午 1:57 
I still use it when I get a need for SE. The respawn shuttle is obsolete now, and the NPC ships haven't been updated... but the lights, button, hyperthrusters and the Class-based naming system (for a small amount of ships) still works.

Once the game gets into a more solid shape, I'll probably revisit and update the NPC ship types (though honestly who really does a lot of NPC ship raiding anyway)
Nuggets 2018 年 7 月 24 日 上午 8:28 
Is this mod still up to date and working?
[_The-RBN_] Elton_Setan 2018 年 7 月 21 日 上午 9:42 
The mod looks good!
Shell Felspell 2018 年 6 月 11 日 上午 9:35 
wow that DC040583 guy was a ♥♥♥♥ lol. about to try this mod out, im pretty excited. I myself have 2k hours into the game, but ill be playing with my mate who just got it, how punishing is this mod to new players? will we have time to escape the hostiles if they stumble upon us before we are ready, as we will be taking it rather slow so that I may teach him.
ExCaedibus 2018 年 5 月 23 日 下午 12:22 
I look forward to youd planned features! I think they will make it more fun.
The Nameless 2018 年 3 月 20 日 下午 6:10 
I'm sorry I brought up the whole thing. It's your mod, and I have too many problems with it so I'll go elsewhere to spruce up my space pirates. :)
Hades  [作者] 2018 年 3 月 20 日 下午 5:01 
Perhaps I need to re-write my last response more clearly :)

They are the same as normal thrusters just more thrust and less power requirements. If you don't believe me, take a look at the XML in my mod and compare it to a vanilla thruster.

Uranium takes longer to refine, and has value as a power fuel...which makes missiles more scarce and expensive to make, which is the outcome I wanted.
The Nameless 2018 年 3 月 20 日 下午 4:19 
I believe that you think they do, but I tried them and it was just crazy. I had to shut inertial dampers off and leave them off unless I wanted to completely stop, which was a pain in the butt.

Yes, I get that. What I asked was, why Uranium? Of all the things you could've had them cost more of, uranium makes the least sense of all.
Hades  [作者] 2018 年 3 月 19 日 下午 9:26 
The hyperthrusters work exactly the same as normal thrusters, except they have more thrust power and less energy consumption.

The missiles have increased uranium cost to make them more rarer (since point defense isn't really a thing in SE)... and longer refining time + alternate utility value (as generator fuel) help drive that.

Hope that helps!
The Nameless 2018 年 3 月 19 日 下午 5:58 
Well, can't really use the hyper thrusters. That insta-stop just ruins it for me. Any chance I can convince you to set them so they have exactly the same power whether I'm pushing the button or the 'inertial dampers' are doing it?

What do missiles need uranium for? Did you turn them into nukes? If all you want is to make them more costly, I'd have thought it'd make more sense to just quintuple their cost in magnesium and silicon (since those are for some reason considered to be explosive. Which is a new one on me, but that's the game, not your mod, so I digress.)

Hades  [作者] 2018 年 3 月 17 日 下午 10:11 
Not now. SE isn't very strong on AI sadly.
Ser Artemiel 2018 年 3 月 17 日 下午 1:02 
Is it possible to make ships spawn in hostile universe to come to player antennas?
AlfieUK 2018 年 3 月 15 日 上午 12:09 
Thank you for the quick reply. As SE seems to be in its home stretch towards release (and system stability), it will be exciting to see what more amazing things modders can do without an often-changing platform breaking things. Thanks again.
Hades  [作者] 2018 年 3 月 14 日 下午 5:16 
No issues at all... feel free to pillage and plunder anything you want.... I'm still hoping SE will become a legendary game and its the mods that will help it.
AlfieUK 2018 年 3 月 14 日 上午 9:50 
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 RespawnShips) file, but I wanted to check that you have no objections to me releasing such a 'patch' mod?

Thank you for your great mod!
Gaderic 2018 年 2 月 26 日 下午 4:07 
Thanks for the quick response.
Hades  [作者] 2018 年 2 月 26 日 下午 3:43 
It does work, but I haven't updated this for ages. I still use it because I like seeing "Class 4e" rather than "Large Mining" ship names etc. Also the single button and large hyper thruster still work and are balanced, and missile cost is still higher.

The only caveat is that the number of NPC ships are quite limited now compared to where the vanilla game is (I haven't added the extras in)... but unless you make a habit of raiding NPC ships you probably wouldn't care that much (and let's face it, NPC ship AI is non-existannt).
Gaderic 2018 年 2 月 25 日 上午 7:33 
Just checking if this mod and all the other hostile universe mods still work. Yes or no?
MidnightMasha69 2018 年 2 月 16 日 上午 10:01 
@Storm Pretty dumb question.... but how do i use this mod? spawn or how idk....
Imglidinhere 2018 年 2 月 1 日 下午 8:39 
I'd like to see a version of this mod where the NPCs actively go after the player. There's another NPC mod that does this too already but adding more angry warships makes for a compelling set of reasons to NOT grief other players' work. :P If you're too busy trying to just survive, you don't have time to break other people's stuff. :3
TOS_Orami 2017 年 12 月 27 日 下午 5:09 
Could be a nice mod - sadly the respawn ship has too many resources and mass to allow people to have at the start of the game on my server unless there is some way to turn the respawn ships from this mod off I can't use it sadly.
InsKill 2017 年 11 月 10 日 上午 10:04 
@Storm Does this mod compatible with EEM?
Sabrewulf 2017 年 11 月 2 日 上午 5:00 
Can you substitute unknow signals by drones?
-HoK- Cian 2017 年 8 月 26 日 上午 9:31 
Storm, please update this mod. I'd love to see it packaged with armor enhancements to make combat more practical and longer lasting. I'd also like to see better armored windows for functional rather than decorative bridges.
Hades  [作者] 2017 年 8 月 22 日 下午 9:57 
Out of curiosity, what do you like the most about this mod? I havent updated or improved it forever because of the all the MP instability.... but one day I'll probably return.
Alex Blues! Pesquisando O.V.N.I. 2017 年 8 月 22 日 下午 3:22 
Nice! :)
:voiddice:
Commander Star 2017 年 8 月 22 日 上午 10:36 
Yes it works in 2017.
Udrakan 2017 年 8 月 11 日 上午 6:57 
Does this work in 2017?