Space Engineers

Space Engineers

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Q-Tech Utilities 3.7
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Type: Mod
Mod category: Block
Tags: NoScripts
File Size
Posted
Updated
256.309 MB
27 Oct, 2021 @ 6:58am
1 May @ 4:52am
29 Change Notes ( view )

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Q-Tech Utilities 3.7

In 1 collection by Qarannia
Space Engineers Mods
102 items
Description


Welcome to Q-Tech Utilities. This is a collection of all my general, non-themed blocks. The idea is simple; take the vanilla concept and make it bigger / stronger / further. This mod requires ToolCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason!



The description of each block in this mod can be found in the Q-Tech Utilities Guide. Please refer to the guide for information about each block.



This mod contains the following blocks:
  • Antenna
  • Battery
  • Beam Drill
  • Cargo Container
  • Conveyors
  • Drive Unit
  • Emissive Strips
  • Small grid H2 / O2 Generator and Tanks
  • Gravity Generator
  • Gyroscope
  • Hydrogen Engine
  • Jump Drive
  • Lights
  • Reactors
  • Repair System
  • Salvager
  • Sensor
  • Solar Panels
  • Thrusters
  • Vents


  • H2/O2 tanks model by Elizion.
  • Antenna model by Zambur.
  • Drive Unit - CraySCU
  • Pipe conveyor models by Felvelyn.
  • Beam Drill model by Madridista_9248.
  • Repair System model by Neos_Nelia.
  • LCD UI images based on CC images by FreePik.



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods. You can click here to go to my workshop.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
457 Comments
Weeping Angel 3 Jul @ 2:09am 
Thanks for the answer.
It would be too much work to adjuste anything only to be more balanced.
I only want to play. I will still use the mod as it is.
Qarannia  [author] 3 Jul @ 1:47am 
@Weeping Angel It was my intention from the outset. I'm aware that different player groups have different "balance" goals. There is a mod on the Workshop called Mod Adjuster that actually allows you to change the values of the various XML tags in another mod, so you could change the materials required or the inventory space or power requirements if you so wished. Unfortunately, the way the mods are designed there isn't a an easier way for me to open things like that up to change by the player base.
Weeping Angel 2 Jul @ 5:46am 
it is a good mod, but one thing still bother me. It is far to cheap to build. Is there any plans to change it or was this your intention?
OscarGaming 14 Jun @ 9:28am 
All good, no worries.
Qarannia  [author] 8 Jun @ 8:52am 
@OscarGaming Thanks very much for the video. I usually use the inventory screen or a script to show how much is in the inventory so I've never noticed the numbers in the Terminal.

The suggestions you made would certainly be useful but they would need to be made at the ToolCore level rather than in this mod. I'm not certain if / when the TC dev plans on adding more functionality to the framework though.
OscarGaming 7 Jun @ 11:42pm 
As promised, here is the video.

Space Engineers Q Tech Beam Drill
https://youtu.be/G-eVJw65UFc
OscarGaming 7 Jun @ 9:52pm 
@Qarannia Thank you for your response. I came back and tested again the LG version and it worked, the only difference between my first try and today's is that I have updated the SE version to the current one.

So, I apologise for giving the wrong information based on my set up. Your drill beam should be a fundamental part of the begging stage of the game, it is a sucker for power but worth it. At the end I switch to the mod DrillSystem because it is far flexible.

Two things I would do to improve this wonderful drill, an auto cut of when no more ore can be dig out (saving power) also a visual queue such as a progression strip/bar or numeric 0 (current dig)/25m (max range), if the visual would be a pain to implement, then the cut off will do.

I will make a video showcasing how it works.

Thanks.
Qarannia  [author] 5 Jun @ 4:19am 
@VariableVixen Sounds like a plan. Being mobile shouldn't affect it; there's nothing in the config to differentiate between static and mobile grids, but I'll be interested to see what happens. Could be there's a problem with the small grid block only.
VariableVixen 4 Jun @ 1:12pm 
I'm going to try setting up a large grid mobile constructor at some point - basically just thrusters, power, cargo, and a repair unit to move into significant construction projects - so I'll see if being mobile causes any issues. If not, I'll probably slap a repair unit onto my small grid cargo hauler too and see how that works. I broke down my old ship (accidentally slammed it into my base and it blew up lol) but if there are any more issues, I can give you some actual information besides "it stopped working". I'm a developer too, so I know how awful that kind of report is for actually debugging anything.
Qarannia  [author] 4 Jun @ 5:51am 
@VariableVixen Glad to hear you at least have a workaround. This game has more workarounds than stuff that actually works when it comes to the mods.