Space Engineers

Space Engineers

Space Engineers [Enhanced] - Progression (Standard)
63 Comments
Ady172 2 Aug @ 4:46am 
Hi Deathfater. We use a rental dedicated server, no Torch but let me delete the mod and install it again. May this will help. Thx a lot for your feedback.
Deathfather  [author] 26 Jul @ 4:00am 
It happens when you change the name of a mod. The mod.info file needs to be deleted, and remade by torch.
Deathfather  [author] 25 Jul @ 8:06pm 
Ady, if you are using torch wipe your mod folder and your mod ID folder inside torch installation folder. There was also an issue with Steam not allowing people to download mod recently. I can use mod offline with no errors.
Ady172 24 Jul @ 2:29am 
Is anyone else currently experiencing problems with the mod? Our server won't start because of it.
Deathfather  [author] 17 Jul @ 6:49pm 
Senubius, awesome! thats the ticket there. Can easily reference anything in the mod and get them to talk. Good job bud. I will happily check out your mod. :)
Senubius 21 Jun @ 3:57am 
Hi Deathfather,

first of all: thanks a lot for your amazing work on Space Engineers [Enhanced] – Progression. Your mod has added a whole new depth to progression and exploration in the game – fantastic job!

I just wanted to let you know that I’ve created a complementary mod that expands the behavior of the Unidentified Signals (Drop Pods) by introducing multiple tiered variants (T0–T3). The higher the tier, the rarer and more advanced the prefabs become — using your ProtoTech blocks accordingly.

Importantly:
👉 Your original files are untouched – my mod works purely by referencing and extending content via new prefabs and spawn group definitions.

Here’s the link to the mod if you’d like to take a look or link it for others who enjoy your system:
🔗 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3504942924

Thanks again for your outstanding mod!
Deathfather  [author] 6 Jun @ 4:28am 
Iron ore is there.
TheBardicNick 7 Apr @ 11:20am 
Does Iron Ore not generate with this pack? I've scoured 3 planets and yet to find a single vein lol
TardisITguy 23 Jan @ 6:39pm 
Is there a command I can type in to reset my progression to zero? I seem to always have everything available when I load into a new world with this?
Et Cetera 25 Dec, 2024 @ 6:19pm 
The quantum Industrial refinery doesn't line up properly with the industrial assembler. normally you can walk from the second floor onto the assembler. Also the inventory access on the 3rd floor is not functional on the quantum refinery.
Deathfather  [author] 7 Jun, 2024 @ 7:10am 
Hi Zen I do not believe so. They use their own form of progression. This is more of an expansion for the vanilla game and similar in a way you need the better assemblers to make the better blocks.
Zentin01d 19 May, 2024 @ 5:58am 
Is this all compatible with AQD research and research system framework? not sure about any clues ont it tho....
Deathfather  [author] 3 Mar, 2024 @ 12:27pm 
With this update your block names on ALL your grids will reset to a weird string. It is a simple fix. Look at grid and do !fixship if you are using torch and that plugin. It will fix them all. You can also just cut and repaste them. That will also work.
Deathfather  [author] 2 Mar, 2024 @ 7:01pm 
Mod is localized now as best as I could do it. Clang help us all.
Deathfather  [author] 4 Dec, 2023 @ 6:22pm 
Any mod that adds new blocks can add them to my progression system, and use my components. Without using any parts of my mod. If anyone would like to know how to do this, message me in discord or on steam.
Deathfather  [author] 2 Sep, 2023 @ 12:29pm 
Well the ores I added are very rare. Like Uranium. You also want to make sure procedural asteroids are turned on, its OFF by default and can only be turned on in the actual save config. This is different than the procedural percentage.
Kahned 2 Sep, 2023 @ 3:12am 
So, Dorium Ore cannot be refined anywhere, all other ores can be refined in upgraded refinery (Tier 1).
Tier 1 custom components can be created at "mod compatibility assembler", tier 2 and 3 components can be created in upgraded tiered version of assemblers.
Sadly I was not able to find any of those ores on asteroids with Better Stone mod, will try later disable it and search some more.
Wish to be smart enough to make some kind of compatibility mod sometime xd
Kahned 2 Sep, 2023 @ 2:10am 
Yea it adds a lot of refineries, some new ores, new ways to refine that ore. It add also "Mod compatibility Assembler" that let you create anything you can't create in others assemblers.
All of new ores your mod add are in asteroids so this should work fine I guess, but IO changes all recipes for stuff so it probably wouldn't be comfortable to play with both mods.
I'll do some testing anyway, I love new components, more ore, and your mod looks almost perfect for me :D
Deathfather  [author] 1 Sep, 2023 @ 8:00pm 
I can see industrial overhaul conflicting with my mod possibly only if it adds refineries to the game.
Deathfather  [author] 1 Sep, 2023 @ 7:58pm 
I do not know. I have never used that mod. This mod makes the game about 5x larger in terms of blocks and progression. Is there some sort of compatibility issue? What is the issue?
Kahned 1 Sep, 2023 @ 12:45pm 
Hey there, I guess there is no compatibility with Ares at War or Industrial Overhaul? :D
RedRobin 19 Aug, 2023 @ 10:25am 
Ah. Thanks! And I Will definitely use my prostate!
Deathfather  [author] 19 Aug, 2023 @ 7:55am 
Prostrate yourself before Clang to find the knowledge needed!
Deathfather  [author] 19 Aug, 2023 @ 7:54am 
RedRobin. You just build it like a normal block lol. It is a placeholder item, so that my mod wont interfere with other progression mods that use the vanilla progression tree code.
RedRobin 18 Aug, 2023 @ 1:17am 
@Deathfather, please I already know that 1 steel plate is needed to craft Knowledge of Clang but HOW do we craft it? :) Thanks
Deathfather  [author] 20 Jul, 2023 @ 1:40pm 
Hi there! I am sorry I did not respond sooner. I am very busy in US summer. I would like to localize the pack someday, but right now it is a huge undertaking. I will do it as soon as the mod is 100% finished. :)
孤独求败 18 Apr, 2023 @ 9:38am 
Hello, I like your module very much. Does it support the expansion of Chinese language pack?
Deathfather  [author] 22 Mar, 2023 @ 7:40am 
1 steel plate is required to make it. It is a filler object for the progression tree. :)
Leafgreen 21 Mar, 2023 @ 12:01pm 
hello, im a bit confused, how do i craft knowledge of clang or whatever it is to progress along the tree, kinda stumped on how i progress?
Deathfather  [author] 14 Mar, 2023 @ 9:40am 
Thanks! :)
SantoBrain 14 Mar, 2023 @ 9:35am 
Ty for answer =) This so good mod :selike:
Deathfather  [author] 12 Mar, 2023 @ 8:20pm 
Yes
SantoBrain 12 Mar, 2023 @ 3:17pm 
All the ore in this mod will automatically spawn itself in the vanilla world?
Deathfather  [author] 11 Mar, 2023 @ 6:26am 
Xurm. I did all that to have progression spread out. The idea of this mod-pack is to provide an mmo like experience. ;) Also small quantum containers I have considered, but the weight would be a real issue. I may still make them though! Quantum is there to solve inventory calls from inventory scripts being a problem in large bases. Quantum refineries and assemblers for the same reason. I love the input! But I will not be changing the cost of the basic refinery. So you seen the Clang watermark? That is intended! I will look into the conveyor T not being there. I think it is because it was added, after I made the mod initially! So it is probably missing. :) Final note, if you notice. The basic refinery is 1.5x lower cost than full size refinery. Minus large steel tube and metal grid. I did everything I could to eff over veteran players like myself, from being able to spam build them early!
Xurm 10 Mar, 2023 @ 6:55pm 
3) The 800 plates needed for the basic refinery is waaay to much, i literaly was turning me thumbs while my sur-kit was making those plates. I sugest downgread to the 100 plates again, or make him quantum? It really broke the gameplay abit...
4) clangnium ore on a asteroid has a watermark on it reading "clangnium ore" :)
5) enhanced clang essence needs less platnium, more uranium, atm again, twisting me thumbs while he makes 3essence/hr... with a quantum ref yes yes:)
Xurm 10 Mar, 2023 @ 6:55pm 
@Deathfather: nice mod! I do like it when somebody put effort in something they like, and with this you can tell.
That said, there are some minor flaws in it, i hope you don't mind i share them with you...
1) the conveyor sbc is broken, the "T" junction or the armored conyer are not in my scroll list... i think you messed up the .sbc somewhere, it's a pain to have a whole bar dedicated to all those conveyors :(
2) why no small quantum containers? a normal large container is already 400kL, i would give my kingdom for a 8x medium container, or any small grid, so my minervehicle can keep up the quantum refiney :)... would be a challenge also to keep that mass afloat/on wheels
Deathfather  [author] 10 Mar, 2023 @ 8:58am 
I can possibly make a mod to disable it for you when I get time, but as of right now I can not add that to this mod.
🅵🅴🅳=unprincipled 10 Mar, 2023 @ 2:11am 
Could you add a flag/xml config for disabling jump drive
Deathfather  [author] 7 Mar, 2023 @ 7:44am 
I am working on a spreadsheet that I am not sure will be done for awhile.
Deathfather  [author] 7 Mar, 2023 @ 7:29am 
The tiered blocks are 1.5x better in every way than previous tier.
BlueBronco1 7 Mar, 2023 @ 6:26am 
Hiya, so whats the point of the tiered components? Do they make the blocks stronger? Or function better?
Deathfather  [author] 7 Mar, 2023 @ 5:58am 
Added in the discussions above a link to a pre-made world with planets place.
Deathfather  [author] 7 Mar, 2023 @ 4:18am 
That was the idea. But in order to stay compatible with upcoming vanilla changes and other mods that use vanilla progression. It has to be this way. With how difficult it is in 1x settings to progress anyways. You will soon forget about that first stage of progression ;)
Unbuttered Assault Toaster 7 Mar, 2023 @ 2:18am 
The Word of Clang is a nice touch. Maybe implement them for tech tree progression?
Deathfather  [author] 6 Mar, 2023 @ 2:33pm 
Good idea though! Maybe I will make a save for it, that way you guys can just download the world if you would like to. :)
Deathfather  [author] 6 Mar, 2023 @ 2:33pm 
The moons I spawn 30km from the planets like in vanilla.
Deathfather  [author] 6 Mar, 2023 @ 2:32pm 
Hey there. I have the planets just included in the mod for wherever you want to spawn them. The way I personally do it on my server. Is 5000km from Alien, I spawn them in a row. 5000km apart. So Clangia is 15000km from Alien planet. Energia is 10000km. Urania is 5000km. You can do the same with Pertam as a reference point. :)
Oratory 6 Mar, 2023 @ 8:15am 
Another question, do you have a save with the world set up? or the cords where the planets should be?, because i assume its designed to be a specific way.
Oratory 6 Mar, 2023 @ 7:46am 
Thanks for the quick answer, will set up a server to try it out with friends as soon as possible then!
Deathfather  [author] 6 Mar, 2023 @ 7:16am 
Any small changes that need to be made, I will address day of update.