Space Engineers

Space Engineers

492 ratings
Vintage Conveyor Expansion [ModPack] (Broken)
Type: Mod
Mod category: Block, Production, Modpack
File Size
3.814 MB
Sep 1, 2014 @ 10:35pm
Dec 7, 2015 @ 5:58pm
29 Change Notes ( view )

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Vintage Conveyor Expansion [ModPack] (Broken)

Brought to you by: KillerCorp

Here at Killercorp, we strive to supply all the engineers out there with everything they will possibly need for their creations and for their Production and transfer systems. the Conveyor Expansion [ModPack] contains all that our Conveyor Expansion Series has to offer. want to use our conveyors but don't want everything that's included? we have several Smaller packs that are available with the same blocks that exist in this one. here are some links;

(DX11) Conveyor Expansion: Basic

(DX11) Conveyor Expansion: C & C

(DX11) Conveyor Expansion: Armored Conveyors


Current Function - Conveyor

Planned Function - Conveyor, Lights

Developer - Killer96

Available On - Large ship/Station, Small Ship

Survival Ready - Yes

Recolorable -Yes


This Pack Contains;

6-Point Conveyor tube (Large/Small)
5-Point Conveyor tube (Large/Small)
X Conveyor tube (Large/Small)
T Conveyor tube (Large/Small)
Edge Conveyor tube (Large/Small)
Corner Conveyor tube (Large/Small)
Conveyor Endcap (Large)
Conveyor Convertor (Small)
Mounted conveyor tube
Non-Mergeable Conveyor tubes (all three sizes)
Advanced Conveyor frame (small)
x1 offset Conveyor
x2 offset Conveyor
Access Hatch(Large)

2x1 Connector (Large)
1x1 Connector (Small)
Mega Connector (Large)
Armored Connectors:
1x1 Connector (Large/Small)
3x3 Connector(small)

Adv Collector
Adv Collector med
Adv Collector Sml


Mod Reviews featuring this mod (newest first)

HavocLP Gaming: Space Engineers ~ Mod Spotlight ~ Conveyor Expansion ModPack
Mod Build Version: V2.08

Scott Cooke: Space Engineers Shorty: Scott's Mod Spotlight
Mod Build Version: V2.07

BlackMaze: Space Engineers - Weekly Mod Review # 12 - Azimuth Cockpit, Fighter Wings & More!
Mod Build Version: V2.07

YourAvgGamer: Space Engineers: Mod Spotlight(1) - Conveyor Expansion!
Mod Build Version: V1.2.8

OldBull78: Conveyor Expansion - Space Engineers Modvorstellung # 004 (Germen)
Mod Build Version: V1.2.8

Mekwell: Space Engineers Mod Showcase - Episode Five - Planetarium And industrial Things!
Mod Build Version: V1.2.8


so for those who keep asking. the reason my conveyors don't have lights is because with what us modders are given. i can not add them. let me explain, in the code i type in a block "type id".(this tells the game what type of block it is) for the conveyor blocks there exists 2 ids(one for the conveyor tubes and one for the conveyor block) "ConveyorConnector" and "conveyor". i originally used the "ConveyorConnector" id but i quickly found out that with this id only two ports will be active so if i had me 6 point conveyor block only two links would work.but the light were working. Why? because that id only allows 2 "Dummies" too work at once.(identifies terminals,conveyors, connector locations on a model) so i moved to the "Conveyor" id. this allowed all my blocks to function probably but since the devs dont have lights on the conveyor block it is not programed into the system to support lights under that id. this is why most of my blocks don't have lights.

- These Models may not be modified or duplicated for the purpose of republishing, with or without modification, onto any website, including but not limited to "Steam, Keen Software House Forums, or" without the permission of the author, Killer96. -
Popular Discussions View All (2)
Mar 5, 2018 @ 9:06am
Bug Reports
Officer SkidMark
Mar 21, 2018 @ 7:10am
Officer SkidMark
< >
Kham Apr 26 @ 6:57pm 
@Officer SkidMark not sure if you still check these threads, tried a friend invite but you haven't accepted that yet either. My mod is now pretty much ready to go, would just like to hear back from you before I publish it so I don't have to change subtypeIDs on people later. :P
Kham Apr 23 @ 12:07pm 
@Officer SkidMark I'm currently working on a rebuild of the connectors and collectors from your pack. I've built new models for all of them so far except the mega connector to make them feel like they fit in more with the new vanilla style. Just wanted to check if you'd have any objections to me publishing them with the same subtypeIDs when they're done? Using those would allow people to switch over to the new mod without having to rebuild blocks, but obviously if you have any objections then I'll go with unique subtypeIDs for them.
war-angel Nov 15, 2018 @ 6:01am 
well im not sure you aware of this but
Blender on steam
Officer SkidMark  [author] Nov 14, 2018 @ 7:07pm 
@war-angel ill look into what i can. unfortunetly i dont have all the programs to work on everything anymore.
war-angel Nov 14, 2018 @ 4:44pm 
Killer96 you know as well as i do that mod you link don't have connectors
Officer SkidMark  [author] Nov 14, 2018 @ 3:03pm 
For those of you looking for a version that matches the new models of SE check this guy's mod out almost safe to say iam am passing on the King of conveyors torch to this guy for doing what i have not.
Mike Loeven Aug 25, 2018 @ 4:52pm 
Not sure what is up with this mod its become quite unstable most notable with the connectors emissive indicators not working and difficulties with the mega connector not locking properly. In general the last update to this mod was 2015 and it really needs if not a overhaul than at least a review to make sure the code is up to spec
war-angel May 27, 2018 @ 2:35pm 
ThiF.47 Apr 1, 2018 @ 5:36am 
pls update models they are really out of style now
Marcus 🔰 Jan 15, 2018 @ 9:29am 
Hi, is it possible to update the mod with the new textures?