Space Engineers

Space Engineers

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Automated Shipyards
 
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
76.750 MB
May 14, 2016 @ 5:28pm
Aug 1 @ 12:51pm
96 Change Notes ( view )

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Automated Shipyards

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Description
Through groundbreaking Laser Mass Transmission technology, these shipyards can build and deconstruct ships without you ever having to lift a finger!
You can lay the framework for your ship, hit a button, and watch as our patented LMT emitters go to work constructing your ship for you. Or dispose of those cargo ships you captured by dragging them into your shipyard and letting it tear them to bits!

Description
Put simply, these shipyards will build and deconstruct ships with minimal effort on your part. This leaves you free for actual engineering activities.

Of course, converting large amounts of matter into laser radiation requires a substantial amount of energy, and requires exponentially more power the further it has to be moved. You may want to expand your reactor room to accomodate the extra demand.

Operation
Quick rules for shipyard construction:
  • Must have 8 Shipyard Corner blocks arranged in a rectangular prism
  • All corners must be on the same conveyor system
  • Must be on a large grid
  • One shipyard per grid
Power use in MW can be calculated as: 120 + diagonalLength^1.4 * beamCount * multiplier, where diagonalLength is the distance between opposing corners. This is maximum theoretical use, average will be about half.

Due to quantum effects not yet fully understood, the LMT technology doesn't work efficiently while in motion. The larger, more efficient shipyard blocks only work while anchored to voxels. However, the smaller mobile shipyard blocks will work while underway, but use twice as much power, and have half the component efficiency.

The LMT emitters have a limited field of view, your ship must be fully inside the shipyard before processing can begin. To aid in positioning, it will draw a holographic box around your ship once it enters the yard. The box will turn green when your ship is in proper position. Projections will have a light blue box that darkens once it's fully inside the yard.

Be aware that LMT technology is not 100% efficient, and at distances longer than 10m, some of the transferred matter will be lost as radiated energy. It is highly advised to stay away from the lasers during operation.

Once you have your ship in the yard, you can use the controls in the terminal, or the LCD menu system to control it. Build an LCD anywhere on the grid, put "shipyard" in the name, and build a button panel somewhere nearby.

There's a few options you can set in the terminal of the shipyard blocks.
Gude Boxes will toggle the holographic guide boxes on or off.
Advanced Locking is only available on mobile shipyards. This will lock any target grids inside the shipyard while it is processing, this is helpful to keep your fighters repaired while the carrier is taking evasive maneuvers. Be careful, as the amount of power used is proportional to the amount of mass being kept stationary, and the velocitiesthat are needed to be countered.
Fill Inventory affects projections. When this option is enabled, the shipyard will pull cargo from its own grid to fill the containers on the target ship. This means if you're printing fighters from projectors, their reactors will be fueled up, and their weapons fully loaded and ready to go. Your inventory will contain everything that was in it when the blueprint was made, assuming you have the available materials.
Build Pattern also affects projections. This option picks the various patterns the shipyard will use to place blocks in the blueprint. This is mostly a cosmetic option, it doesn't affect functionality much, if any.

Lasers are color coded with their function.
Color
Function
Red
Grinding
Blue
Welding
Purple
Welding--missing components

Source Code
Source is available on github.[github.com]
You are free to play with the code, but you CANNOT reupload this mod to the workshop without explicit permission.

Donate
If you like this mod, please consider donating :)

https://www.paypal.me/rexxar
https://www.patreon.com/rexxar
Popular Discussions View All (13)
129
Oct 8 @ 7:04am
Bug reports
rexxar
17
Oct 7 @ 9:58am
Shipyard Oxygen Requirement
rexxar
22
Apr 3 @ 6:56am
Shipyard designs!
rexxar
< >
571 Comments
Popster99 Oct 8 @ 3:34pm 
no problem
Combat_Wombat Oct 8 @ 12:54pm 
Got it working. Thanks!
Popster99 Oct 8 @ 8:08am 
remove any connectors attached to the base with the ship yard
then break and replace a corner
Combat_Wombat Oct 8 @ 6:33am 
@superhappyalien I mined a significant portion of it and it still doesn't work. Thoughts?
superhappyalien Oct 5 @ 1:05pm 
@Combat_Wombat Try damageing the Astdriod if you have not alread. sometimes
i find this shipyard dose not work on Undamaged voxels.
Combat_Wombat Oct 5 @ 12:52pm 
I have the "Must be anchored to voxels error" and 2 corners are connected directly into the voxel. Anyone have a solution to this? Or did Keen break the mod.
Popster99 Oct 1 @ 7:12am 
do you have connectors attatched to it?
patrick2160 Oct 1 @ 6:19am 
Hmm, can anyone help me?? I've built a shipyard on a planet's surface in order to build a ship and I keep getting a "Shipyard must be anchored to Voxels" error. Which is odd because the bottom 4 corners and the conveyors linking them are all embedded into an ice lake....
Red_Devil Sep 13 @ 3:18pm 
after auto making a ship, it turned into a station and wont move at all even after from detatching it from the shipyard grid
Flubbred Sep 9 @ 1:02pm 
But can it saw a boat in half.