Space Engineers

Space Engineers

InspiredTechnology
222 Comments
Kyrrigan 18 May, 2023 @ 7:24pm 
What is the "Hygs" stuff and how do you use it? Some of the engines burn if they are close to eachother or another part. Also, getting hygs particles seems to be incredibly slow. Is there a place that they are more abundant?
Typhon Plume 23 Nov, 2021 @ 12:45pm 
What exactly does it inculde?
SnooglesBrother 4 Jul, 2021 @ 9:45pm 
its very late
SnooglesBrother 4 Jul, 2021 @ 9:45pm 
i found that having another mod Inspired Technology sever pack i think it was it changes the crafting
Kreeg  [author] 4 Jul, 2021 @ 3:50pm 
I don't have Tier Keys.
SnooglesBrother 4 Jul, 2021 @ 1:03pm 
how do i get a tier key i have looked all over and i cant find were to make/get them no one says anything about them for some reason if there is another mod i need to get for the key please lemme know if im just dumb tell me were to make/find them (im playing on crashed red ship world)
ATF_Coldblooded Carebear || 13 Apr, 2021 @ 9:22am 
I meant about the midnight tab in the "g menu" where the build progression and all block are locates
The only way to see them is to "search"
Kreeg  [author] 13 Apr, 2021 @ 7:06am 
Midnight Assembler, has the tabs
--
Limited controls on the Slipdrive
ATF_Coldblooded Carebear || 13 Apr, 2021 @ 1:46am 
sorry to bother you once more but i was trying to find the tab for the Midnight serie section of the I.T. since the heavy singularity don't show up in the normal I.T. Tab and no other tab has them??

2) is it normal that the micro slipdrive require 1.3 GW for 2000km jump but the normal version need 500 kw for a 6000km jump? should that be reverse ( unless the normal slipdrive as power effeciency added ???
ATF_Coldblooded Carebear || 12 Oct, 2020 @ 10:45pm 
here a issue that i found by trying the multiple cocpit this mod and the HS weapon has,
Hs Cockpits are having the same issue as you can see from this pic my physical position but reality is that i have sitted inside for a control but i kept seeing my body

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2256411707

can anyone else verified this please
ATF_Coldblooded Carebear || 14 Sep, 2020 @ 7:15pm 
do we have a place for the Specs. and description for everything present in the mod and the same for the inspired weapon mod si we can better utilize them ?
xxkillerlordxx 22 Jun, 2020 @ 4:54pm 
qwestion ken u maike a teturial howe it all works i yust instald it on my server but i dont knowe what 2 coneckt were
Eternal_Dev 13 May, 2020 @ 2:21pm 
Hi Kreeg, thank you so much for everything you do for the space engineers community!

I can't seem to find the midnight batteries for bases. I love them on my small grid builds. Am I just being blind? If they don't exist, any plans to add them once all your work with weapon core is done?

Thanks again for all you do.
Lazy Invincible General 29 Apr, 2020 @ 10:06pm 
it happens mostly when your constructing the 1x9 sized ones and also happens (though to not the same amount) on the 1x4 ones. havn't built the 1x2 sized hangar doors at all so I don't know if they try to murder anyone trying to build them
Lazy Invincible General 29 Apr, 2020 @ 10:02pm 
The hangar doors like to commit random murder for some reason
ANONYME 21 Mar, 2020 @ 6:35am 
@Kaosus good to know because I definitively came back to check how it worked lol
Insantale 10 Nov, 2019 @ 4:28am 
I see that a lot people have issues to run the the singularity reactor because they dont know how to fuel that thing ^^ you need to build the Midnight workshop there is a tab for the fuel and the stuff you need to build it so it can use in Survival
LordBUM 4 Oct, 2019 @ 8:13am 
how do i get the particle engines to work?
Hellfire (Howie) 27 Sep, 2019 @ 1:43am 
Looks like it could be a promising mod, but there isn't much in the description that tells me what's in it or what the things do.
Kreeg  [author] 13 Sep, 2019 @ 10:22pm 
Top of the unit, Opposite to the rotating Spiral

HS Refinery & Assembler, are old units, originally were more effective than Keen systems prior to the Survival revamp.

HSR units are a lot faster, and for the Assembler, can handle an extended blueprint list.
Omniarcher 13 Sep, 2019 @ 12:31pm 
Can I get some info on the HSR refinery Unit, I can't seem to find where to place the upgrade modules.
What are the differences from the HS refinery/assembler and the HSR Refinery/Assembly?
Minzer 20 Jul, 2019 @ 4:21pm 
Okay. thanks for the response
Kreeg  [author] 20 Jul, 2019 @ 12:18pm 
Hygs uses a specialized Gas for the thrusters.
This gas is currently broken however.

For Reactors & Batteries, it just runs like normal.
Minzer 20 Jul, 2019 @ 8:33am 
I have a question: How does your Hygs items work? I can't seem to figure it out
Kreeg  [author] 16 Jul, 2019 @ 4:20pm 
It eventually needs a revamp.
ShadowRaven♿ 16 Jul, 2019 @ 3:50pm 
So what is the point of using the HS cargo container when it holds 512L and the small cargo container holds 31,250L adjusting for space used
VS-lockon 2 Jul, 2019 @ 6:46pm 
okay i looking at the logs better using visual studio code to look at you mod line in crash log it was not because voxels it was because it didn't download properly that is simple fix on my end
Kreeg  [author] 2 Jul, 2019 @ 6:29pm 
Which ones, and what does the crash log say.
VS-lockon 2 Jul, 2019 @ 6:18pm 
@Kreeg im just going # blame you for this when i put your solar panels next to voxels on the moon i crash
Eternal_Dev 20 Jun, 2019 @ 9:20pm 
Found them, Thank you!
Kreeg  [author] 20 Jun, 2019 @ 8:03pm 
This wasn't the one with the super-laser.

--

Slots are on the bar for Refinery
And on one of the large faces for the Assembler

--

From an old choice, I originally made a Pink emissive.
This was not my brightest idea, and it appears the old glass needed an update, making it slight bit more so a bad idea. lol

I will switch it eventually, a lot of large projects at moment.
PRG32807 20 Jun, 2019 @ 7:52pm 
does this still have the superlaser in it?
Eternal_Dev 11 Jun, 2019 @ 4:23am 
Hi Kreeg, thank you for a wonderful mod! I am being very dumb but I don't see how to upgrade the refineries/assemblers. What am I missing?
UnDead Machine 10 Jun, 2019 @ 4:58am 
I hope this mod gets an update soon. The reactor fuel consumption rate needs to be adjusted. The hybrid reactor would be a great alternative to the large Azimuth reactor. I noticed a few pink areas on some of the blocks in this mod pack from broken textures.
Simaster48 10 May, 2019 @ 1:27am 
May I recommend making the Description explain a bit more about what the mod actually is for and does?

I'm trying to get some friends to try it but they are doubtful due to the lack of a description.
Zalfeon 28 Apr, 2019 @ 10:45am 
ya the small ship Midnight Singularity Reactor does not spin plz fix we need more spinny in our life
Eternis 26 Apr, 2019 @ 2:51pm 
cool thank you managed to get it had a conveyor in the wrong spot that was preventing feeding
Kreeg  [author] 26 Apr, 2019 @ 2:20pm 
Midnight Workshop's last tab handles the fuel
Eternis 26 Apr, 2019 @ 1:59pm 
kind of a odd question but how do I make / get the shadow fuel for the small midnight singularity reactor ? it doesn't seem to show up in the workshop tool tab or anywhere else is there a special collector or some such I'm missing ?
Willyroof 22 Apr, 2019 @ 12:26pm 
Sorry, did not mean to seriously suggest you make your components buildable via vanilla assembler, was going for thinking aloud as to what might fix the issue I'm experiencing.

Are assemblers really only supposed to work in co-op mode with adjacent assemblers? For me an assembler would always spread it's workload to any assemblers in cooperative mode on the same grid and conveyor network.

Regardless, I guess I need to try to mess around with this behavior more and see if I can further narrow it down.
Kreeg  [author] 21 Apr, 2019 @ 9:33pm 
Keen's Cooperative Mode is not all that helpful: Not to mention, it's only partially working, and should only effect assemblers that are next to each other should it not.

If I made the components build-able by the vanilla assembler..
Then the assemblers are pointless, removing half their resource cost, and all tab usage \ sorting is gone.. also meaning Any upgrade modules then affect their crafting time.

It also means, any expansion will flood the regular assembler, with none of my abilities to sort, or clean it up.

IE, I intentionally split them off, so I could completely control their production, costs, and similar.
And of course, lets me also lock the technology behind select build costs. (Or Keen's progression)
Rather than any machine, or mass upgrade systems.
Willyroof 21 Apr, 2019 @ 9:10pm 
Hey kreeg, I think I found the cause of my issue with the midnight workshop and amended my discussion thread. Unfortunately, I don't think it's something that can be fixed short of ditching your custom assemblers or maybe making your components buildable by vanilla assemblers too?
drmskr 21 Apr, 2019 @ 8:02pm 
@Kreeg Good luck, hope all that work goes well. Wish I could Model and Mod...

Thanks for all the hard work!
Kreeg  [author] 19 Apr, 2019 @ 8:10pm 
As you've been using my things... why on earth would I think you'd actually make your own model.
So, you never asked to re-upload my mod but did; Which is why I didn't find that notion sane.

Why don't you get on Keen discord's Modding Art, or ARMCO at least.
Rather than flood my mod's comment section, to learn about How making models work.
As it requires several example videos, and exact names.

And this section is for my mod, not for "How to do your own shit, with parts of my files"
Sir Raum 19 Apr, 2019 @ 7:53pm 
I'm making my own mod, my own model, what is so hard to understand? I never asked for your model. Why are you incapable of sharing how you found the names for the dummy nodes or how to place them?
Kreeg  [author] 19 Apr, 2019 @ 7:47pm 
Now hopefully you've finally understood why I have been telling you to alter stats.
As you aren't helping me in the slightest with my workload.

I have stated exactly why you can't adjust it.
I have stated the only solution you can actually do, as you're not me.
That is since, you can't actually open or alter the model.

And I've also now had to now point-blank write out a massive section about Steam's own legal code in regards to the workshop.
Keen also does not own or have any rights to my Assets.
And I've spoken to them directly, as have many; They don't own our assets at all.
Legal code is quite clear: I own my assets, no one else does.

The reason, the refinery isn't superior, inferior or similar, as per stated originally:
Keen overhauled their refinery, assembler, and similar when they released the Survival-kit.
I have been busy repairing mods, and similar, to re-balance a refinery's stats in relative comparison to theirs.

Kreeg  [author] 19 Apr, 2019 @ 7:04pm 
The method; Is literally dependent on you being able to OPEN THE BLOODY MODEL.
which can't be done with an MWM file.

Hence why I haven't bothered, as you physically can't open it.
And I'm not giving you my raw file, for you to modify it.

I have told you exactly this.
I have told you how to alter the stats,
With the stats you can make that 200% apply to a much greater value.
I have not yet redone my systems for this yet.

I have literally thousands of models to work on.

I literally give people tutorial example files.
I don't however give them my own model files, to re-upload my content.

Understand, the reason I am not telling how to make or remove nodes..
Is that you do not have the ability to apply that knowledge as the fucking model is an MWM file for you.
Which can't be opened.

It is my model.
I'm not handing it around.
Your problem is self-induced.
Sir Raum 19 Apr, 2019 @ 6:55pm 
And if you are not even willing to share the method that modders must take to apply an upgrade module slot to an entity, and insist on hanging onto it like some sort of prize, you can relinquish any sort of though of proprietary ownership you have over this mod. It's keen's, I'm going to modify it to fit my needs, and eventually, make it different enough from yours that you can't even say it was yours. I pointed out specific issues with your mod, I asked for assistance in hopes of improving it, and instead of helping, you kept telling me to change the baseline stats. I'm aware. If you ever tried responding like that to a question from other parts of the internet, say, stackoverflow, you would be shunned. If someone has a specific problem that requires a solution, the solution cannot be a roundabout way that does not address the problem provided, and ignores the prompt in general. You are the reason the community is dying and there is less tutorials on modding, a disgrace.
Sir Raum 19 Apr, 2019 @ 6:48pm 
So, 200%x1 is better than 141%x1.25, which is your mod. I am referring to the yield modules, which the vanilla refineries support 4, giving a total bonus of 200%, that applied is a bonus of double yield. Your mod, providing a minuscule 20% baselines bonus of 1.25x, added with the limited half quantity of yield modules, allows a 41% bonus, so while the vanilla refinery can give double yield, yours only gives a 76% bonus, after all stats are said and done. This, is a downgrade. If you cannot understand this, perhaps you should stick to developing the models, and have other, more proficient individuals handle the hardships of your mods, such as addition, subtraction, and multiplication.
Kreeg  [author] 19 Apr, 2019 @ 1:18am 
As I literally made my models.
I learned the trick to handling slots personally as well.

They are model-side nodes, that control what can connect.

200%x2.0 is far better than Vanilla's 200%x1.0
IE change the stats, and it doesn't matter.

I made the model myself, which is how I controlled the slot number.
It's the same thing with conveyor ports.
It's model-level, and only I, have my raw models.

Hence why I told you how to change baseline stats.
As those are what the %'s change.