Space Engineers

Space Engineers

Space Engineers [Enhanced] - Progression (Standard)
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Update: 3 Mar, 2024 @ 5:46am

- Fixed the mod showing wrong languages hopefully.

Update: 2 Mar, 2024 @ 7:00pm

- Localized the mod in all 25 languages SE supports using an advanced ai translation developer tool. All blocks, all descriptions, all ores, blueprints, and so on. I did my best. I put files on github if you want to help. It was a HUGE undertaking that took me 150+ hours still even with Ai.

- Changed subtype of DarkMatter to Dark Matter. This irked me forever.

- Added to tab to the assembler to convert the old DarkMatter, to the new Dark Matter.

- Removed all the old models of Refineries, assemblers, solar panels, and wind turbines that had my custom skin. They were too far advanced for this games engine I guess. Caused massive fps dips, and issues with servers.

- Fixed Hand of clang blueprint not showing up in assemblers T0-T3 QT0-T3.

- Removed the new modules from the stores. Might never re-add. It was cool, but a pain in the ass to maintain.

- Other changes I forgot about, stuff I deleted without realizing it, bugs, and possibly missing blocks!

Update: 24 Dec, 2023 @ 1:24pm

- Added Quantum Reactors for Uranium, Dark Energy, and Clangium reactors.

- Added Quantum Dark Energy Tanks, Thrusters, and generators.

- Added Quantum Hydrogen Engines and Dark Energy Engines.

- Added Small Large Jump drives, Tiered, and Quantum tiered. 9 of these equal roughly 1 large jump drive. They are 2x1x1, and can fit in tighter spaces easier.

- Added Tiered Parachutes!

- Updated mod for the Christmas event. Drop pods have gifts in them, and drop some rare, time sensitive items!

- Fixed a lot of typos and missing icons for Quantum items.

- Added Tier 0-3 Quantum Refineries (Yield) modules to ship traders!

- Added Tier 0-3 Quantum Assemblers (Speed) modules to ship traders!

- Added Tier 0-3 Jump Drives modules to ship traders!

- When you purchase these modules, they spawn like a ship would spawn inside the safezone. They can be connected to, some of them from multiple spots.

- A lot of other stuff I forgot about and will list later.

Update: 18 Oct, 2023 @ 6:24pm

- Fixed economy and problems with pricing via spending 3 days revamping it. It was a nightmare but its done.

- Fixed some issues with block variants not having new Q. tag icon. Also moved that icon to lower left, instead of upper left.

- Minor adjustments to recipes etc.

- Added ammo to the stores.

Update: 23 Sep, 2023 @ 8:47pm

- Fixed issue with Reactors not showing up in progression.

- Fixed issue with ammo blueprint for missiles not showing up properly.

- Adjusted and re-balanced o2 generators to scale up from vanilla values.

- Re-balanced dark energy generators and dark energy gas.

- Dark Energy is no longer 22x more energy dense than hydrogen, it is 1.5x more dense.

- Dark Energy Generators are 1.5x better PER tier, starting at T0, than O2 Gens.

- Dark Energy thrusters are more efficient by 1.5x more PER tier, starting at T0.

Example: Elite Hydrogen thruster has efficiency of 3.38. Elite De thruster has efficiency of 5.07.

Update: 22 Sep, 2023 @ 9:28am

- Actually tiered out the size of ore veins on all the custom planets and moons. Clangia & Camrina ore veins are 3.38x larger than any vanilla planets, with it scaling down 1.5x per tier for the other custom planets and moons.

- Fixed an issue with reactors not showing up in progression tree.

Update: 8 Sep, 2023 @ 12:00pm

- Added tiered versions of all the new solar panels.

- Added tiered Quantum versions of all the new solar panels.

- Added tiered versions of the new wind turbine.

- Added tiered Quantum version of the new wind turbine.

- Added tiered versions of all the new thrusters.

- Added tiered Quantum versions of all the new thrusters.

- Added tiered Quantum versions of the warfare 2 batteries finally.

- Cleaned up block variant groups and progression tree for a lot of blocks.

- Added a new icon to differentiate quantum, from normal in the progression tree for every quantum block.

- Adjusted some values on the vanilla solar panels and vanilla quantum solar panels that were in-correct.

- Adjusted wind turbines to all have the base wind speed of 80, like they were supposed to have. They were over performing with the lower wind speed requirement.

Update: 6 Sep, 2023 @ 7:05pm

- Found a few items I forgot to remove the essence from. They are now fixed.

Update: 6 Sep, 2023 @ 12:29pm

- Fixed small grid survival kit not making proper components etc.

Update: 6 Sep, 2023 @ 6:30am

Complete overhaul of progression:

- Progression is a lot more fluid now, more integrated with the vanilla game. This allows me to add more blocks, more easily in the future!

- With the new system in place, all tiers still benefit from 1.5x functionality. All blocks still get the integrity bonus of 1.5x more integrity per tier, just like before.

- All cost is the same per block in vanilla materials as it was before, but instead of costing 1.5x more components, the components themselves are 1.5x more.

- Redid most of mod entirely to update blockvariant groups, and block grouping.

- Removed Essence Of Clang from block cost, left it in the game to be deconstructed. I removed this because it was un-balanced, small grid taking 1 essence, and large grid taking 1 essence made small grid very expensive. Now things will be a lot smoother. Allowing for more access to fully tiered ships, whereas before it was borderline impossible. I found I was focusing on simply mining and making refineries, and not building.

- Tons of other changes on the backend.