Space Engineers

Space Engineers

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EHI D-120-S Worker Bee Light Excavation Craft
   
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Type: Blueprint
File Size
Posted
Updated
2.872 MB
22 Oct, 2018 @ 7:46am
13 Oct, 2022 @ 4:14pm
44 Change Notes ( view )
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EHI D-120-S Worker Bee Light Excavation Craft

In 1 collection by Canofjuice
Epitome Heavy Industries Catalogue
16 items
Description
NO MODS | DLC | SCRIPTS | NO SUBGRIDS | SURVIVAL READY



The D-120 (Space) "Worker Bee" Light Excavation Craft.
HUD ID: (D-120-S LEXC)





From the legendary D-100 series of light excavation and tunneling vehicles comes the D-120-S Worker Bee. Built to be rugged, compact, and efficient, the Worker Bee brings a wide range of features to the table for an excavator in its weight class. These include a projector to assist with repairs, robust battery capacity, a backup camera, full area work lighting, and remote pilotability. Additionally its lightweight, open frame allows for ease of access to maintain systems, while remaining compact enough to fit precisely within the tunneling radius of the drill heads.





Statistics:
Role: Light Space Mining Craft.
Crew: 1
Mass: 46,067 (Dry)
Blocks: 474
PCU: 4,633





  • Survival Ready.
  • Stone ejection system.
  • Frame is built to be protective, but with room to expand and potentially modify.
  • Rear-facing camera allows the pilot to reverse easily out of tunnels.
  • Equipped with dorsal and ventral connectors.
  • Equipped with a projector to help facilitate repairs.
  • Now supports automated mining with PAM script!


Scripts
[PAM] Path Auto Miner | Automated Mining, Grinding and Transportation | by Keks
Telemetry Plus


Author's Note:
This craft is NOT equipped with landing gear. Simply, this is because there was no good place to attach them without being constantly broken off inside tunnels.
21 Comments
Bodyboarder2528 13 Sep, 2021 @ 7:58pm 
more the newer uploads of yours i cant comment on
Bodyboarder2528 13 Sep, 2021 @ 7:57pm 
ok this is odd i cant comment or subscribe to some of the workshop stuff you have so i am stuck putting it here. i cant see the mk 1 engineer module and also the 1000 for the command module.
Canofjuice  [author] 19 Jul, 2020 @ 6:16am 
*shrug* when I went into the local bp it was 2.8mb. I re-made it and re-uploaded, showing as 2.8mb on my end now for this item. Lemme know if it persists or if you see it anywhere else. Steam does weird stuff sometimes.
Canofjuice  [author] 19 Jul, 2020 @ 6:07am 
That's a good question... Might be a recursion issue with the projector. I'll check.
instynktualizacja 18 Jul, 2020 @ 10:10pm 
why is it 89mbs??> >
Canofjuice  [author] 1 Apr, 2020 @ 10:19am 
Updated with current PAM and compatibility with controller ships. Current channel is set to #default.
DeadMechGaming 16 Aug, 2019 @ 9:36am 
No problem :D
Hope to see more of your work soon. Loving the modular cargo ship too. Thinking about using it after the economy update drops to set up an automatic supply route from a mining area to a trade station. Just sit back and let the credits roll in :P
Canofjuice  [author] 16 Aug, 2019 @ 9:30am 
Awesome, thank you for the QA. I'll push that today and start rolling changes out to everything else. The work must continue!
DeadMechGaming 16 Aug, 2019 @ 12:46am 
Just got a chance to start testing it. Loving the upgrades. There's a couple things that you missed though when you were tagging (the lights for example).

Anything that is on the hotbar needs its own individual tag. Otherwise any other ship that is connected to a grid that this is connected also to will follow the same actions that you use for this ship. Basically, if you have more then one D-120-S's on a Diomedes, then all of them will currently turn their lights on an off when you use the lights on the hotbar (Same with the Diomedes as it turns out, it uses some of the same group names). Same with non-grouped items that are on the hotbar (like the connectors).

Also, I noticed your PAM is out of date. That one is a simple fix, just need to re-add PAM into the program block from your subscribed script library.

Hope this helps you out. Keep up the amazing work.
DeadMechGaming 14 Aug, 2019 @ 11:32am 
I don't think you can make them unique per ship without uploading a blueprint of each named/numbered ship. I figure as long as you have the main models tagged, people can add their own nomenclatures (the number after the model name, so the 01 i did after LEXC for my example) after the fact.

Thanks for the update though :D, can't wait to check it out.