Space Engineers

Space Engineers

Industrial Overhaul - Water Mod Compatibility
36 Comments
AgitatedAlice 28 Jun @ 3:34am 
hmm water mod itself also seems broken as hell, yeah this is probably out of the window
✞ Star∞ 29 Mar @ 4:20am 
hahah lkmfao iamgine a thruster giving u 3x the thrust of a conventional atmo thruster
Snuggl 12 Dec, 2024 @ 11:23am 
I tested it: They work fine in vacuum.
Snuggl 12 Dec, 2024 @ 11:16am 
The propellers are totally OP. Not only do they have over 3 times the thrust per wattage compared to the vanilla atmospheric thrusters, they're even cheaper to build.

The atmospheric thrusters in Industrial Overhaul need titanium plates. These here only need steel plates, so you can even build them earlier and never need the normal ones, ever.

They also work in atmosphere, despite Water Mod enabled. My game even says that they work in vacuum (untested): full thrust in atmosphere and vacuum
TheRealKnight 10 Aug, 2024 @ 5:18pm 
I cant find the Floatation Tanks or Cells
Mad Alchemist 27 Jun, 2024 @ 1:23pm 
Propellers are terribly bugged, I have 2 propellers placed perfectly symmetrically but they still produce torque so much that my gyro barely can counter it.
Alias 11 Mar, 2024 @ 4:32am 
This compatibility mod needs an update? Is it better to not use it?
Cak 18 May, 2023 @ 7:37pm 
Love the update to rebalance this mod. I don't know if it is supposed to be addressed by this mod or not but the Atmo thrust still work underwater for some reason.
97cweb 14 May, 2023 @ 12:17pm 
Still an issue with this mod. Atmo Thruster thrust gets disabled repeatedly, but still consumes power. Block does not turn off, thrust just dies. Glad it was updated though
shaunus82 13 Apr, 2023 @ 11:23am 
Mod has broken after Automatons Update.
PepperJack 28 Feb, 2023 @ 2:07am 
I made a fix HERE so people don't need to change the file themselves. It also doubles the power.
PepperJack 25 Jan, 2023 @ 3:11pm 
I am also having the propeller issue on DS and single-player.
Kittamaru 9 Nov, 2022 @ 12:50pm 
OK, figured out why - quick temp fix for this - go to \Steam\steamapps\workshop\content\244850\2472488194\Data\Scripts\API

Open BoatThrust.cs and find the line

if (!WaterAPI.IsUnderwater(Propeller.WorldMatrix.Translation))
{
Propeller.ThrustMultiplier = 0.0f;


Change it to 1.0f

Save and re-load your world, and your propellers will work.

It looks like something changed, and this mod is no longer correctly detecting the propellers as being underwater, so it's nerfing their thrust.
Kittamaru 9 Nov, 2022 @ 12:38pm 
For some reason, the propellers are locked to a max of 600 Newtons. I believe it was supposed to be closer to 600 kiloNewtons.
JACK THE RIPPER 28 Oct, 2022 @ 6:43pm 
the propellers are buggy garbage
[WoDi] Tolph 24 Oct, 2022 @ 11:02am 
For me the propellers only have 3kn of thrust. I tried removing all mods apart form IO and Watermod and this compatibility, but it didn't fix the problem. Is there a known fix?
DlriumTrgger 17 Aug, 2022 @ 10:51am 
anyway we can get a rebalance or a new artificial mass block variant? ive seen some bp's use the AM block for ballast but you need to get tantalum from roids or the moon before you can sail with a stable ship.

also, the flotation cells are still in the game, is this intended?
skatt 3 Aug, 2022 @ 11:39am 
hello, is something wrong, the engines may not work or take a very long time to accelerate?
Kato1jr | TTV 6 May, 2022 @ 9:40pm 
@brad120v3 They are no longer in the game read the description
brad120v3 6 May, 2022 @ 1:26pm 
i don't have any of the flotation tanks just propellers
SPLP | JJ 6 May, 2022 @ 5:14am 
I don´t have the Flotationtanks etc. ingame. I have the Propellers and Bouyancy Tubes but when i´m in the Blocks menu and type "flo" it doesn´t find anything
Urist 24 Apr, 2022 @ 1:08am 
There seems to be some issues with the underwater detection: even deep underwater, the propellers sometimes generate zero thrust. Also, a propeller with 27 times the volume should provide more than 2 times the thrust.
CurmuGenX 23 Apr, 2022 @ 1:32pm 
Water mod just updated to 3.0 and any grids I had using flotation tanks are now submarines lol.
wildersturm 29 Jan, 2022 @ 8:53am 
a none Industrial overhaul version for the flotation tanks would be greatly appreciated
Vegas 21 Jan, 2022 @ 10:39pm 
How do I make buoyancy foam?
Clockwork168  [author] 31 Dec, 2021 @ 11:02am 
Unfortunately with the way the water mod calculates wheel buoyancy they always will float on their own. What I've tried to do here is reduce their buoyancy so that vehicles using them shouldn't float unless they're really light
Ayeladdy 17 Dec, 2021 @ 4:41pm 
For me, the flotation tanks were added, but the metal wheels still float on water.
Clockwork168  [author] 17 Nov, 2021 @ 8:21pm 
Finally managed to trick SE into letting me do these the way I wanted to.

Flotation blocks are now tank-types instead of wheels, kept filled with a script.
Buoyancy components have been reduced to sensible masses, flotation block buoyancy values are once again as described, and buoyancy values have been added to block descriptions
dan_siegel30 6 Nov, 2021 @ 4:53pm 
Well, trying to do some ad hoc math with Viper's numbers below along with your block stats. Is it such that your above Flotation Block stats describe a small Flotation Tank will displace 2900kg of water, hence keep 2900kg buoyant at 1g?
dan_siegel30 6 Nov, 2021 @ 4:40pm 
@Clockwork, could you give more specifics for these blocks? How many Newtons of force do they apply when underwater, or how much mass at 1g will they keep buoyant? As you said, you had to do some workarounds, that's fine. But I'd like to know more details, as I can't engineer anything at all without that info...else, its just trial and error which is tedious AF.
Oldru_Vallière 25 Aug, 2021 @ 4:36pm 
might sound weird but, is there any chance that there could be a non Industrial Overhaul version?

I ask because these look really nice when used for making ships vs having to have gas tanks all over the place in order to balance a vessel.
Viper 14 Aug, 2021 @ 9:00pm 
Changes to the water mod by Jakaria have made these flotation devices less effective, though they still function. After my own testing, I altered /wbuoyancy setting to 3.1 (from default 1.0) to compensate (I made it so 1 Flotation Cell now approximately equalizes with 25 heavy armor blocks in a 1.0g environment).

Clockwork, I'm not sure what, if anything, to do about this, because your flotation devices here are already ridiculously heavy. Might need a new approach if you intend for it to function reasonably at /wbuoyancy 1.0. *shrug*
Viper 14 Aug, 2021 @ 5:35pm 
I'm not sure why but boats that I created which floated fine with these blocks last patch have stopped floating.
Clockwork168  [author] 20 May, 2021 @ 3:33pm 
yes, unfortunately the weight is a side effect of how I've mated this with the water mod. The flotation blocks are actually wheels, and with the water mod, wheels have a buoyancy effect applied proportional to their mass
Thorwald87 16 May, 2021 @ 1:34am 
is it intentional that the buoyncy tube and foam are that heavy?
each buoyancy tube is made out of 1 steel plate 20kg and 1 large steel tube 25kg so 45kg of base material but weights 125kg.
same for the foam it is made out of 1 plastic 10kg but weights 200kg which makes vehicles incredibly heavy quite fast

here some number of the finished blocks weight

large grid
light armor: 500kg
IO heavy armor: 2500
flotation tank: 2790kg
flotation cell: 4290kg

small grid
light armor: 20kg
IO heavy armor: 150kg
flotation tank: 380kg
flotation cell: 530kg
supers_5 15 May, 2021 @ 7:28pm 
Last update caused my ship to sink to the bottom. Since displacement doesn't count, I needed the OP of the bouyancy to compensate to make a realistic looking, functional cargo ship.