Space Engineers

Space Engineers

CAT - Hard Mode Difficulty Mod v1.7
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Update: 31 Aug, 2021 @ 1:05pm

v1.7
Added compatibility for mods that extract organics from stone.
Now you have to reprocess gravel to filter out trace amount of organic partials.
There is currently a bug preventing the texture showing on the 'organics' item when placed in the world.
See core for details.

v1.6 (see core)

v 1.5

Ingot speed (ingots per second) has been increased to closer match vanilla ore processing.
The ore 'yields' are untouched and still lower than vanilla.
So ores are still more ‘bulky’ - you just get the ingots out of the refinery a bit faster than you did before, but still not at 100%, more like 80%. But it depends on what ore, some are less, some are more.
They just refine a little faster now as it was a little on the slow side especially for cobalt that is considerably faster now. Sorry about that one =D lol a slight miss calculation.
I hope that this is reasonable change that relives a little frustration. This can give you a little more power output to play with as well due to less refining time.

Will be watching closely for feedback with regards to this change and the others so please let me know what you think. =)

Lightning no longer hits players at all. BUT Splash damage still applies and can kill the player.

Some weathers have had lightning hits to grids toned down a little.

AwwScrap compatibility changes have been made.
This mod was unaffected but now it works in the ‘correct’ way.
Unfortunately we lost the reduced yields from scrap processing a while ago due to the change on how AwwScrap handles recipes.

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v 1.4

The TOOM 1.2 update has been applied.
A trace amount of gold was added to the Moon near the Earthlike.
This only appears in new games or if you respawn the moon (placing a new moon meaning your probably delete the old one.)
This is just enough gold to create a jump drive for those that don’t want to take on the 3hours space flight fighting AI and such. See TOOM for hints.


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v 1.3

Moved some cobalt 'surface' spawns a little closer to the surface on most planets to increase detection chance when passing it.
Due to the multi-channel ore patch mechanics, it was a little too easy to walk right past an ore spot for this resource given how important it is. By moving some of the channels of the ore patch up a few meters there is more chance of the ore patch being detected when you walk past it.
The deeper ores veins below have not been changed.
This should only effect new games and newly pasted planets.

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> Updated thumbnail image at last =D

>> Updates to the mod core files now listed below for convenience. <<

v1.1 – the battery update.

> Rebalanced silicone amount from Stone C055 (Triton stone) when processed in survival kit to be just a little bit less of a grind at the start.

> Slight rebalance to ore yields from refinery.

> Reduced MAX battery charge speed a little.
Large large grid to 6.111MW from 12MW
Large small grid to 1.955MW from 4MW
Small small grid to 0.121MW from 0.2MW

> Reduced the charging efficacy of small grid batteries.
Large small grid batteries now have a 40% loss instead of 25%.
Small small grid batteries now have a 30% loss instead of 25%.

Small small batteries are slightly better than the larger ones to compensating for their added weight, giving you a reason to use them when weight/space is not an issue.

All these battery changes are to encourage players to try different 'fuels' (hydrogen) to power there small grids and it also makes uranium all the more desirable later on. Not to forget also making small batteries useful! =)

I nerfed the recharging of batteries rather than the power output/storage directly to maintain compatibility with NPC ship mods and current in game ships.

> Minor cleaning of code

> Added change log.


Let me know in the comments section how you feel about these changes.

Changes should not negatively affect any existing games. :)

Update: 13 Aug, 2021 @ 7:25pm

Update: 13 Aug, 2021 @ 9:25am

Update: 13 Aug, 2021 @ 3:54am