Space Engineers

Space Engineers

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ProtoHacks+
   
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Type: Mod
Mod category: Block
Tags: NoScripts
File Size
Posted
Updated
6.978 MB
1 Jun @ 3:32am
1 Jun @ 11:36am
3 Change Notes ( view )

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ProtoHacks+

Description
🔧 Summary
This mod does two main things:

1 Adds a set of unique blocks that require Prototech components to build.
2 Increases the chance and quantity of Prototech components dropped from vanilla spawns.

🧱 New Blocks

📡 Quantum Entanglement Antenna (Large & Small Grid)
A modified laser antenna powered by a small Prototech Core. Like the laser antenna, it provides directional communication—without requiring line of sight.

Inspired by the theory of quantum entanglement: a phenomenon where two particles become intrinsically linked, allowing instant state transfer across vast distances.

💧 Ice Refinery (Large Grid)
A supercharged Prototech O2/H2 generator that consumes 1,000 kg of ice/sec and produces gas at the rate of 40 standard O2/H2 generators. Power consumption is heavy at 20 MW.

Unlike standard generators, this beast is meant for large-scale hydrogen/oxygen production. Be cautious: like all O2/H2 generators, it runs at full power even if only small amounts of gas are needed. With 20 MW draw, forgetting to turn it off will burn through your power supply quickly.

🛡️ Phalanx Defense System (2x Large Grid Variants: Vanilla & Contact DLC Models)
A rapid-fire turret using interior turret ammunition, with 4000 RPM, faster tracking and improved precision. It excludes soft targets (like players), focusing on intercepting high-speed threats like missiles.

This is your practical missile defense solution—accurate, conveyor-fed, and a great use for the hundreds of old NATO magazines you capture that cannot be repurposed. It does not replace interior turrets for personnel defense, but fills the role of a functional CIWS.

⚡ Coil-Accelerated Sabot Artillery (Large Grid)
An artillery turret fitted with small railgun coils, firing high-velocity sabot rounds. It trades traditional explosive payloads for precision, durability, and penetration, giving railgun-like performance without the fragility of subgrid setups.

The small sabot fits cleanly inside the artillery barrel, leaving room for the electromagnetic coils that propel it—a hybrid of artillery robustness and railgun speed.

Note: Since it uses the small railgun sabot and coils, its range is 1.4 km. This isn’t a conversion of large railguns into a turret, but rather a conversion of small grid railguns into a large grid turret

📖 Lore
A tinkerer named Sturge briefly worked for Revco. During his stay, he disassembled broken Prototech hardware and began combining the parts with standard blocks.

When asked why, he simply said: “Just an old habit of mine.”
Before leaving, he donated the designs to Revco—creating an unexpected line of hybrid technologies.

🎁 Loot Adjustments
Prototech parts are now more accessible in survival:

Drop chance increased from ~25% to 40–60%, depending on the part.
Quantities doubled or more, again depending on the item.

🎯 Why This Mod Exists
In vanilla survival, by the time you’re raiding Factorum ships and bases, you’ve likely already built a capital ship, equipped jump drives, and secured resource supply lines. Captured Prototech blocks become trophies—interesting, but rarely integrated into your builds.

The most engaging part of gameplay, for me, is early- to mid-game: scavenging planetary instalation, capturing pirate ships, and adapting on the fly. That’s when I wanted Prototech parts—but they were too rare to do much with.

This mod, i hope, brings more of that content into the midgame.


🛠️ Design Notes

📡Entanglement Antenna: Originally from a standalone mod; now rebalanced with Prototech components requirement for progression.

💧 Ice Refinery: Again it is based on one of my mod, the Hydrogen Fusion Reactors+. rebalanced with the protoech components requirement for progression. Since the factorum already had a fusion block i did not need to bring the fusion reactors blocks from that mod

🛡️Phalanx Turret: Created as countermeasure against guided missiles from Vanilla+; this is what i came up with instead of the countermeasures from standard turrets.

⚡ Coil-Accelerated Artillery: I love building custom turrets using small railguns, but they’re fragile and take too long to repair between fights. They also don’t play well with the Real Solar System mod, which often causes subgrids to vanish when transitioning between regions. This turret solves both issues—no subgrids, better durability, and still delivers that satisfying railgun feel.

🔄 MES Compatibility
Will the loot table work with MES? Yes and no.
If MES spawns a vanilla cargo ship, it will use the vanilla loot tables, and Prototech components can appear as expected.
However, most modded ships spawned by MES—such as Reavers, Assertive Cargo, etc.—come with pre-filled inventories created by the mod authors. These inventories don’t reference the vanilla loot tables, so they won’t include Prototech components unless added manually.

There are a few other quirks to keep in mind:

Some newer vanilla cargo ships no longer include a Remote Control block, which MES requires for AI navigation. As a result, these ships may spawn and just sit idle. (I’ve heard MES is working on a fix.)

MES tends to flood the world with its own spawns, leaving little to no room for the vanilla spawning system. This can make it hard to encounter vanilla cargo ships at all.

🛠 Workaround
The best way I’ve found to address this is by editing the MES XML files in your save game:
-Reduce or limit MES spawns significantly
-Block MES from using vanilla cargo ship groups
-Designate one or more regions as MES-free zones—such as the starting area, or places the player will explore for vanilla content

This approach gives the vanilla spawn system more room to breathe and allows the Prototech loot system to shine.
I am working on a playthrough that will use both vanilla and MES spawn and will link it here once it is ready for reference


🧪 Future Plans
I'd like to add support for Prototech loot in MES spawns someday—but I’m focusing on refining the vanilla integration first. Once that’s solid, I’ll revisit MES compatibility.


🧪 Final Note
These blocks have been briefly tested in a controlled environment, but not yet in a full survival playthrough. Some values may be tweaked later if they turn out to be overpowered or don’t behave as expected.

The same goes for loot balance—I may adjust drop rates or quantities if I find that Prototech components are too rare or too common during actual gameplay.
4 Comments
REV4666  [author] 10 Jul @ 5:45pm 
@nickforgie
I’ve tried WeaponCore before and just never really liked it. The weapons feel way too long-range and overpowered to me, plus there are already many of different variants available. Honestly, I think some of them have much better countermeasures too.

You could use the mod for the extra loot in vanilla spawns, the Ice Refinery, and the Entanglement Antenna, but at that point, using weapons with over 3km range against vanilla NPC feels like overkill.

If you’re just after the Entanglement Antenna, there’s a separate mod for it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3484994791

So yeah, I probably won’t be making a WeaponCore version of this.
nickforgie 7 Jul @ 7:16am 
may i ask about a variant for weaponcore>
REV4666  [author] 7 Jul @ 3:15am 
@RagnarDanneskjold I have no skill in 3D modelling (i tried a couple of time but got frustrated instead of having fun) nor do I have funds to buy models, so I do not have any plan of the sort
RagnarDanneskjold 7 Jul @ 1:53am 
Do you plan to have custom models for these blocks some day?