Space Engineers

Space Engineers

Not enough ratings
[DX11] [VisSE] Multi-in-1 Upgrade Modules
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Production
File Size
Posted
Updated
5.738 MB
26 Aug, 2015 @ 9:50pm
4 Sep, 2015 @ 11:43pm
2 Change Notes ( view )

Subscribe to download
[DX11] [VisSE] Multi-in-1 Upgrade Modules

Description
Hello Engineers !

These Rock !

Included in this mod

- Double Sided Upgrade Module
- Aidylheid & VisSE Singleblock 6 way upgrade module
- All 3 of keens vanilla models so you can choose your favourite look

There’s only 1 of each type since each upgrades all 3 stats at once

They are cost balanced and each provides stock vanilla amounts of upgrade for each constructed module, the single block 6 way provides half so 2 will provide same amount as 1 1x1x2 block.

Enjoy !

Update 05/09/2015 - Added Production Control Component made in the assembler. Only a few are needed and existing modules will simply inherit them. This is for additional balancing of the advanced function of 3-in-1

Donate to Help me make awesome mods ![www.paypal.com]
11 Comments
Valyn 27 Jan, 2018 @ 8:45pm 
Darn. oh well It was an idea I was hoping was possible. Thanks for the quick answer, i will be using this mod for my later games advancements
Visentinel  [author] 27 Jan, 2018 @ 12:36pm 
unless the block is complete the game will not allow it to apply any effect. sorry buddy.
Valyn 26 Jan, 2018 @ 10:37pm 
**For example:**
Normal 3 build stage to get it working, as a Power efficiency module (Normal components + 1/3 the PCC required), Then a 4th stage to add on Productivity (normal components + 1/3 the PCC required), Finally a 5th stage to add Effectiveness (normal components + 1/3 the PCC)
Valyn 26 Jan, 2018 @ 10:36pm 
Hello Visentinel. So i had an idea but I do not know how to make a mod for SE.

Is it possible to have a upgrade module with additional build stages for each tech add on and splitting the PCC requirements needed across the different stages?
I think this would be very cool to have and it would let players build up the modules over time. Also the reason I listed the upgrades as Power, Productivity, Effectiveness was because it make sense to make on object use power better before making it faster and then you can make it more effective at processing and producing things last. Not to mentions that the assembler cannot benefit from the Effectiveness Module.
There is also the added benefit that if something attacks the module it will also degrade slower and slowly loose function vs suddenly not working.
Snøfler 23 Jun, 2016 @ 5:35am 
They are a little overpowered though.
I can get 10x speed (500% productivity and 200% effectiveness) while using half the ore and having no increase in power?
Maybe make them need one Production Control Component for each stat making it need 3 instead of 1.
Visentinel  [author] 24 Mar, 2016 @ 7:56pm 
so when i set these to be 3x the cost to build but provide all 3 at once your saying its still not balanced ?

i think where i may have miscalculated is upon stacking several theres a compounded effect that scales faster than the cost of each upgrade module.

am i on the right track ? and if so... what could i do ? the issue we would face is building just one would be to costly the benefit then is only in stacking and thats unfair on blocks that only have room for 1 module and we can never truly balance as different assemblers in mods have more or less ports.
KZDarkheart 23 Mar, 2016 @ 8:38pm 
I am refering to the the 3 in 1(all sided), 3 in 1(double sided) do not have equivlint cost or effect, when you plug them in. the same goes for several of your other upgrade modual mods dispite suposedly being blanced against vanilla even accounting for cost difrence there is a clear winner in both cost and effect. if you in stall all the mods and compair them side by side in creative it quickly becomes aperent that some of them cost next to nothing and have huge affects compaired to the others.
Visentinel  [author] 23 Mar, 2016 @ 5:33pm 
I have taken a look and things to seem to be fine, the upgrade values are certainly vanilla values however is the one causing the problems the double sided or the 1x1x1 6 way ?
KZDarkheart 23 Mar, 2016 @ 9:19am 
These 3 mods are Highly Unblanced, for both vanilla and to each other, I did a few stacking test and holy crap they dont have equal powerups or cost ratios. I dont know what happened, maybe Keen did something. Please make them equal, or at least close....
Visentinel  [author] 24 Dec, 2015 @ 4:20pm 
the workaround is to use all 6 sides or use some and cover the others so u cant see them xD