Space Engineers

Space Engineers

Fusion Systems [Modular Assemblies]
34 Comments
King_Bee01 9 Feb @ 11:30am 
this remines me of minecraft mods very well done I'll keep using it
The Guilty Pillow 5 Feb @ 7:45pm 
I can, but Itll cost your PC dearly. we encountered this bug when I hooked up to our oversized base. I managed to fix it by deleting all the reactors and replacing them. Though, now its acting as if its not getting enough Hydrogen despite being hooked up to 26 large tanks at 100%
Aristeas  [author] 5 Feb @ 7:42pm 
Can you send me a blueprint that is able to replicate that behavior?
The Guilty Pillow 5 Feb @ 7:14pm 
We're having an issue where the reactors are confirmed linked up with the debug command, but they are reporting -900000000000000000000GW of power.
Zuleahbh 30 Jan @ 5:09am 
I love this mod... I use it for main propulsion on large ships now. Are there plans for smaller large grid thrusters more the size of regular ion thrusters?

It would also be cool if we could stick an emitter on the end of a fusion system to make modular fixed particle accelerator cannons or something.
Aristeas  [author] 26 Jan @ 8:08pm 
You should only need one port, if the port's internal tank is empty then you're not feeding it enough hydrogen.
gamers2000 26 Jan @ 7:33pm 
Probably insufficient hydrogen - is there any way to check how much hydrogen is required? Also, what affects it?

I have about 10 O2/H2 generators running and 2 ports. Do I need multiple ports?
Aristeas  [author] 24 Jan @ 10:53am 
Insufficient hydrogen and/or insufficient power (when using thrusters) would cause that.
gamers2000 24 Jan @ 8:31am 
Any idea what would cause rapid cycling between 10w and the actual output?
Aristeas  [author] 6 Jan @ 3:30pm 
I can't seem to replicate the issue, would you mind tossing me a world download?
Aristeas  [author] 6 Jan @ 3:25pm 
That's odd, will take a look
Drew 6 Jan @ 12:12pm 
Doesn't matter how many loops I have or how big they are, I can't get the reactors to generate over 1kW. Even on the demo blueprint, they just stay at ~990W constantly, regardless of power draw or reactor settings, and the whole thing loses power when I take away the batteries. IDK what's wrong but it doesn't seem like they're working correctly.
Fogrender 6 Jan @ 8:20am 
they need connection like old?
Aristeas  [author] 4 Jan @ 8:13pm 
yep, a new set of radiators was recently added!
Fogrender 4 Jan @ 6:39pm 
new radiators?
16BitPotato 30 Dec, 2024 @ 5:03am 
Man, this is exactly the sort of modded content this game has been missing: Scalable, complex systems that make you feel like a mad scientist. Excited to see where this goes!
yafeshan 27 Dec, 2024 @ 10:28am 
I like this mod but it is very difficult to guess which pipe is damaged when there is a problem
Nirahiel 18 Dec, 2024 @ 8:01am 
The demo blueprint doesn't seem to work ... I'm not even sure that stuff is happening.. Would be nice if all the important blocks (feeder, reactor and so on) had a menu to show the fusion rate and stuff .. also storing "fusion rate" ? How can you store a "rate" ? The rate is just how fast fusion happens isn't it ? I don't understand this mod at all :o
Aristeas  [author] 17 Dec, 2024 @ 9:55am 
Oh, good catch with the block categories - the latest update should fix that.
Shinoshi 16 Dec, 2024 @ 8:51pm 
Also would love to see people make variants of components for this mod..
Shinoshi 16 Dec, 2024 @ 8:48pm 
Love this concept. what you have made works well. that being said, there is no explanation of the new GUI elements, and several blocks are not in your g menu category.
Aristeas  [author] 8 Dec, 2024 @ 2:34pm 
Check out the demo blueprint, Bastian - everything's labelled on there.
BASTIAN 8 Dec, 2024 @ 2:17pm 
i don't know what i am looking at on those pictures can you add some labels to undertand
hackercat 1 Dec, 2024 @ 3:44pm 
thanks. upon removing the batteries on the blueprint, it ceased to function, so i guess the problem's on my end.
Aristeas  [author] 30 Nov, 2024 @ 6:29pm 
hackercat 30 Nov, 2024 @ 2:21pm 
i feel like this needs some kind of guide. i set up a simple test station with a simple accelerator loop feeding into a fusion pipe connecting to a hydrogen (even though i'm in creative) and a reactor, which has a fusion pipe with heatsinks with radiators on them attached. at a 28-long loop (23 straight, 4 corner, 1 feeder), this still doesn't seem to be generating any power. modular assemblies is installed.
baronvonpicklez 20 Nov, 2024 @ 7:20am 
this looks exciting
Raven 18 Nov, 2024 @ 5:20am 
would certainly love a showcase to show the parts off
Aristeas  [author] 17 Nov, 2024 @ 2:03pm 
There is currently no config file, but if enough people would like one then I can add it.
andrew.wimmer0 17 Nov, 2024 @ 4:32am 
Is there a config file? I love the concept of this mod but would like to boost the output through config modifiers if possible.
humanoid.mp4 15 Nov, 2024 @ 12:21am 
now make it retractable
50 COW 13 Nov, 2024 @ 5:40pm 
Time to make a modular assemblies mod, amazing work!
Aristeas  [author] 13 Nov, 2024 @ 3:00pm 
non weaponcore version when....
personzz 13 Nov, 2024 @ 2:58pm 
LET'S FUCKING GO!