Space Engineers

Space Engineers

[Dx11]DeadTech Logistix 2
181 Comments
xtc 10 Mar, 2023 @ 2:13am 
This was an awesome mod loved having actual cargo bay and it seems to work mostly for me until recent update. Thank you for the work you did and any you do in future :)
Hotaro 8 May, 2022 @ 7:09pm 
@Sphizaan , what is the name of your mod?
steinmy.js 24 Mar, 2022 @ 4:15pm 
was working in single player textures havent been updated in a long while
reaper_60 14 Mar, 2022 @ 8:42pm 
does this still work
steinmy.js 4 Oct, 2021 @ 5:55pm 
@Sphizaan would love to see it
steinmy.js 24 May, 2021 @ 10:03am 
This mod still works just hasn't been updated
Goliath 14 May, 2021 @ 10:48pm 
Its a shame this mod fell off, IT was such an aesthetically pleasing reason for me to set up my base with moving crates around in mind. Hope it gets fixed some day.
ronidude 14 Feb, 2021 @ 11:20am 
no update
NoMercy 14 Feb, 2021 @ 7:07am 
Mod broken.

When u update mod ?
Marinecoco 18 Oct, 2020 @ 11:11am 
Is this mod broken now?
VS-lockon 5 Jul, 2020 @ 8:00am 
we going get i fix please
Witch ~ 22 Apr, 2020 @ 8:04am 
;/ it never got updated..
VS-lockon 13 Sep, 2019 @ 6:08am 
DeadTech come back
el.ron.mcbong 26 Jul, 2019 @ 2:13pm 
Can you make a german language Please?
Blade Viridian 15 Jul, 2019 @ 10:42am 
these look good with the new graphics
Great Gruff 14 Oct, 2018 @ 8:04am 
@Babbayega these are all new blocks. I think they look great just the access highlight on the top of some is off
Babbayega 7 Oct, 2018 @ 9:13am 
are these new blocks, or changes to stock block appearances?
TheJournier 12 Nov, 2017 @ 7:08am 
MOD_ERROR: [Dx11]DeadTech Logistix 2, in file: AppData/Roaming/SpaceEngineers/Mods/539471716.sbm/Data/Components.sbc
Resource not found, setting to error model. Resource path: AppData/Roaming/SpaceEngineers/Mods/539471716.sbm/Models/deadtech_LogistixPack_Crate_Single_1x8_x1_Centre.mwm
DEFINITION_ERROR: , in file: Steam\steamapps\common\SpaceEngineers\Content\Data\Prefabs\Container_MK-7.sbc
Following blueprints could not be post-processed: MyObjectBuilder_BlueprintDefinition/Credits,

get these errors with this mod.
SioxerNikita 3 Mar, 2016 @ 11:36am 
Or you can make it into a small ship connector + 3 cargo containers slightly smaller than a large block. Then make a large ship connector that is more flush with the floor. Now just connect the 4 small ship blocks via the connector to the large ship block.
Cmdr. DoomForge™ 3 Mar, 2016 @ 11:32am 
Ah, and that means then realistically with the way the game is set up the nearest I could get to that idea is to just have "appear" like a stack of storage lockers, without the seperation of space. Oh well.
SioxerNikita 3 Mar, 2016 @ 11:28am 
If 1 block can do what you want in vanilla SE, then modded SE can do the same. You could have a container that has two containers by using the refinery or assembler base code (but it would also add it to refinery then).
Cmdr. DoomForge™ 3 Mar, 2016 @ 11:26am 
bummer...although what I described is technically 1 function, but segmented to do the exact same thing instead of pooling it all into 1 cargo spot in the block.
SioxerNikita 3 Mar, 2016 @ 11:20am 
Nope, 1 block, 1 function
Cmdr. DoomForge™ 3 Mar, 2016 @ 8:45am 
I have a question regarding cargo containers in general. Is it possible to actually have a single block (in large grid) with mulitiple highlighting access points on one side and each of those highlighted areas lead to a segmented cargo space within the block? I don't mean one large storage space in it but rather a bunch of smaller ones about the equivelant size of a rectangle or square shaped locker.

Essentially a block textured to look like a bunch of storage lockers with a highlight access where the doors are and each of those highlights open their own small cargo space within the same block. I saw a great idea for one in a deviant art image of an armory and was curious if this is possible in SE.
SioxerNikita 6 Feb, 2016 @ 7:45am 
'ey Mister DeadWeight.
I am developing a mod where you can explore for blocks and I would like to add one of your pallets as one of the possible things you can find.

It will require me to rip that part of the mod and add it to mine, obviously with your permission you will get full credits and if you want co-authorship of the mood.

I hope to hear from you soon.
Solastar 19 Jan, 2016 @ 12:32pm 
How exactly does this work? I would love to beable to have physical cargo that I have to transfer manually between my various pplanetary mining sites and the refinery base. Are these able to be filled by conveyor and then disconnected for transport? Would I have to fill them manually? Do they require a connector to be built on them to take advantage of the conveyor system? Basically what I am asking is are these just retextured cargo containers or do they have additional functionality.
-A- Jan Gaarni 29 Nov, 2015 @ 2:13pm 
Forgot to mention, the Storage Pallet (Base and Stacked) works, but it has it's other accesspoint on the top, which makes it unpractical to reach without stairs or jetpack.
-A- Jan Gaarni 29 Nov, 2015 @ 2:05pm 
Ok, Ive tried various things now, and I can't get this to work properly.

I've tried stadking crates on conveyors, tubes, hell, even directly onto a small cargo container (vanilla), and while I can access the container itself alright, it's still not connected to the rest of my bases cargo system.

I'd love to not have to run over to my cargo hold everytime I need something out on the landing pad, and I'd love if that connection point would look like one of your containers. :)

What am I doing wrong?
[℘] Sarven 25 Nov, 2015 @ 2:53pm 
ok tell me when the stufff is fixed :)
Bricklemore  [author] 21 Nov, 2015 @ 2:40am 
he is talking about storage sections on the right of the menu.
cordomontagne 21 Nov, 2015 @ 1:42am 
@dakroth: you could put other blocks you need in groups, maybe? that helps with having to scroll through everything in search of something specific. maybe. what sort of situation do you tend to have?
Bricklemore  [author] 21 Nov, 2015 @ 12:40am 
@Dakroth: okay. I should be able to do that easy enough.
Dakroth 20 Nov, 2015 @ 8:54pm 
@DeadWeight Oh, I'm just making a planetary station in one of my games and since I am inherently handicapped in the area of three-dimensional creativity, I'm always at a lack of things to break up the interiors of my bricks. These crates are great for that in a lot of areas of the base though. There's just that issue of the massive addition of empty containers that I'd have to deal with. Not a huuuuge deal, of course, but I always do like to try and cut down on the clutter. haha
Bricklemore  [author] 20 Nov, 2015 @ 5:22pm 
@Dakroth: do you might if I ask what youre making?
Dakroth 20 Nov, 2015 @ 3:58pm 
@werepuppy I can do that, yes, but that only applies to the terminal. When I'm looking at the inventory tab, I still see every single cargo box. I can hide empty ones, but that only helps if I don't need to use a new one. lol
Bricklemore  [author] 20 Nov, 2015 @ 12:23am 
It's my little "DeadLiner". It's not built the best I feel but I have it on the workshop
Ozwell 19 Nov, 2015 @ 5:48pm 
What is the ship in the screenshot?
cordomontagne 19 Nov, 2015 @ 5:27am 
dakroth, couldn't you set them to be invisible in a terminal or something? i don't quite remember exactly how it's done...
Dakroth 18 Nov, 2015 @ 8:35pm 
Nevermind, I figured it out. I have a request, though. I'd like to use these as purely aesthetic blocks in addition to utilizing the cargo capabilities. Could you make a second set of these that do not have the storage capacity? Ideally, it would just be this exact set minus storage, that way I could have a room full of these boxes without also having an storage container list with all of them, too. haha (Love the crates, hate the extra clutter in my storage category though, you know? D:)
Dakroth 18 Nov, 2015 @ 7:05pm 
When you say conveyor compatible, does that mean any face, or are there specific faces?
Free XP, Hopping Fast 13 Nov, 2015 @ 2:57pm 
>DeadTech Crate Core

This will be fun if it does what I think it does.
cordomontagne 13 Nov, 2015 @ 4:10am 
i wonder if these can be picked up and carried. i'm halfway certain that i remember that being possible in mediengies.
Nyxeus337 9 Nov, 2015 @ 2:22pm 
for some reason i have no block texture for them
Bricklemore  [author] 7 Nov, 2015 @ 5:17pm 
Okay, I will add them to the fix list and work on them today.
Videonauth 7 Nov, 2015 @ 5:04pm 
No, it just makes me nervous :) there are aswell alot warnings about obsolete connection points.
Bricklemore  [author] 7 Nov, 2015 @ 2:47pm 
Incomplete component information. Does it cause your game to crash completely?
Videonauth 7 Nov, 2015 @ 1:43pm 
Getting an error when loading my game.

2015-11-07 21:45:56.096 - Thread: 1 -> MOD_ERROR: [Dx11]DeadTech Logistix 2
2015-11-07 21:45:56.096 - Thread: 1 -> in file: C:/Users/Michael/AppData/Roaming/SpaceEngineers/Mods/539471716.sbm/Data/Components.sbc
2015-11-07 21:45:56.096 - Thread: 1 -> Resource not found, setting to null or error model: Models\deadtech_LogistixPack_Crate_Single_1x8_x1_Centre.mwm
Bricklemore  [author] 7 Nov, 2015 @ 2:54am 
I've had this idea in my arsenal for a while actually xD

And will do.
SioxerNikita 7 Nov, 2015 @ 2:33am 
Also I will look forward to the Connector version :)
(If you by any chance are capable of making a version where I can plop a space ball or two on it for mass, without it looking dumb, I would be eternally grateful, and grant you ∞pts)
SioxerNikita 7 Nov, 2015 @ 2:28am 
@DeadWeight4U I was suggesting this right when all the furniture stuff (including yours) was initially released :)

I will graciously accept the points :)