Space Engineers

Space Engineers

Modular Stations: The final? module compilation
49 Comments
Stavinair Caeruleum 31 May, 2022 @ 7:19pm 
Glorious
Ekuah  [author] 19 Apr, 2022 @ 9:54am 
@Daoshi
Try Modular Stations: Small Docking Ring Mk2.
Daoshi 19 Apr, 2022 @ 9:21am 
Really wish the docking stations actually had docks haha. Its hard to tell if ships are suppose to connect on the inside of the ring or outside. If they connect on the inside of the ring theirs no conveyors that I can see running there?

Talking about the extra-large docking station I just cant seem to find it through this collection.

Also, excellent builds. Hoping I can get a full base together soon :D
♚ Dr Slick ♚ 20 Jun, 2020 @ 11:31pm 
Very late to the party here 😅. Just started playing space engineers and love it. And absolutely love these blueprints. Great job to the team who made them! I seem to have no clue what’s going on in the heavily modified cargo mk2 modules. Maybe the community can shed some light here? Accidentally built the mk2 with a projector and nanites. So I’m trying to make it work. But not too sure how it all works. I’m a newbie when it comes to space engineers
Shaey-Sama 7 Mar, 2019 @ 1:00pm 
@Ekuah allright yeah sorry dident see when these were made, but that is totally fine just wanted to know if i were doing something wrong or not, but its all good thanks
Ekuah  [author] 7 Mar, 2019 @ 12:36pm 
@_Shaey_
Well these Modules were LAST updated 20. January 2015.
Air have been introduced to Space Engineers on 19. March 2015
Now I'm in no way related to Nostradamus or a clairvoyant, fortuneteller, scryer or augur.
So how should have known how to make something airtight two month before airtightness was introduced?
I would have to completely redesign and rebuild all modules. Sorry, but that is little bit too much work for fun.
I did start a new line of airtight modules.
But since KeenSWH broke SE shortly after starting it, that new project died, sadly.
Shaey-Sama 7 Mar, 2019 @ 9:31am 
are your modules airtight? cause i cant seem to get air into them, and when i installed a mod ti track down the problem it pointed to a place outside the station? soooo am i doing something wrong?
Kire Vien 18 Sep, 2018 @ 7:54am 
i really like your modular designs thanks man
Ekuah  [author] 30 Nov, 2016 @ 2:51am 
@Divine
Volgraza made a nice Video how to do it.
see here:
https://www.youtube.com/watch?v=JU9ct8bMThQ
Holly 29 Nov, 2016 @ 9:31pm 
How do you attatch them?
Ekuah  [author] 12 May, 2015 @ 12:14pm 
@Doomgiver3
Not sure if I should. Got enough negative response for the last pack.
Exia Lennelluc 12 May, 2015 @ 10:43am 
will you be updating the station parts for oxygen
dukered79 16 Mar, 2015 @ 9:52pm 
I've really liked the look of this mod for some time and I have finally gotten to a point in a survival server to start building them, although they look very cool they are extremely hard to build because of the ramps and many other things inside them, if you ever decide to add on to this mod it would be very cool to see some simplified stations with the new ramps the devs added so they're easier to build in a survival sense with the majority of parts being plates.
Napalm 2 Feb, 2015 @ 10:23am 
Thanks Ekuah!!!!
Ekuah  [author] 2 Feb, 2015 @ 10:16am 
Ok Part 01,02,03 and 09 and all included blueprints are now updated.
Napalm 2 Feb, 2015 @ 8:32am 
@Ekuah
Thanks for the very quick reply, apologies for not seeing the comments on this problem before.
The first module I was going to use was the Empty Module and the Port End with short Connector.

I also came across the endless loading bug but managed to get around it by spawning an asteroid.
Ekuah  [author] 2 Feb, 2015 @ 8:26am 
@Napalm (FS-UK)
Yes and no.
As I had said in other threads, the pivot points of many module are Way off.
This is because they were first build on a huge common frame with a single pivot point.
The modules have inherited this pivot point after they were separated.
I'm gradually fixing the modules one by one, by placing the pivot point into the top left module port. But the sheer number of modules and the latest eternal load bug doesn't make the work any easier.
So you have two choices:
A) wait until I have fixed all of them (which can take time)
B) tell me which ones you need first (which will be then prioritized)
Napalm 2 Feb, 2015 @ 8:15am 
I have tried to use the seperate blueprints in survival mode with a projector but the holographic image is showing up over 100 blocks behind. Is there a way around this?
Hinkrieger[GER] 28 Jan, 2015 @ 9:07am 
Oh thanks mate that will help! xD
Ekuah  [author] 28 Jan, 2015 @ 8:52am 
@Plutarch [GER]
Maybe you should watch this video . Volgraza had made a quite good guide how to attach the modules to each other.
Hinkrieger[GER] 28 Jan, 2015 @ 7:52am 
May someone can help me about don´t know how to connect the Parts together???
Ekuah  [author] 26 Jan, 2015 @ 4:51pm 
@chaotic:
Ok, you have used some of the old modules. But I have fixed some of them.
You have to replace the large reactor module in the center with the updated version.
Also you have exchange the xtra large docking ring module with it's Mk2 successor.
This should fix your conveyor problems.
chaotic 25 Jan, 2015 @ 6:35pm 
@Ekuah

oh, it's no trouble, i'm just trying to help in the refining process. i love these stations. great styling and function. you guys did a really great job!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=381602224
Ekuah  [author] 25 Jan, 2015 @ 2:32am 
@chaotic
Sorry, but I have been busy with a troublesome Internet connection.
And even yet steam doesn't let me access my blueprints.
Could you please publish a world with the the modules that are troubling you.
It's kind of hard to rebuild the station through your description. So it's most likely I wouldn't encounter the same problems. I will have a look at it, if you would paste the link to the workshop world here.
Nioreux 24 Jan, 2015 @ 11:05am 
add merge blocks
chaotic 24 Jan, 2015 @ 1:12am 
i've been making some stations (love the mod, by the way), and i've noticed some issues you may want to address: namely not all of the rooms/hallways/stairs/etc are compatible inventory-wise.

i did a tall reactor hub with the long glass hallways leading to the different "pods," one of which was a rather large cargo pod with 3 layers (stairs connecting them). i couldn't access the inventory from a pod on the opposite side of the station. might want to look into it.
Ekuah  [author] 22 Jan, 2015 @ 4:21am 
Actually, I think, it is more the number of light sources and the number of moveable objects.
But that is just a guess.
Vigilance 22 Jan, 2015 @ 4:04am 
It's an absolute shame how horrible these are for performance. They're just so good looking, so well made, but they make my game run like trash, even with a top-of-the-line rig. Damn the engine, right? ;)

I do wish, however, the designs weren't so glass heavy. I'd wager a guess that the glass is a large impact on the performance, since reflections and all are not very pleasant to process.
Shadowslyph 20 Jan, 2015 @ 5:51pm 
A suggestion: to improve framerate, deactivate power to finished modules.
On some of my builds the game will go from chugging, to just a little bit slow when I cut power.
Raven 19 Jan, 2015 @ 8:00pm 
I an greatly impressed with this modular station system. I have started using it more in my games and love the flexability as well as the detail and even the complexitty of what you have acomplished. Please continue to add to and even offer more mods. The work shown here is exellent.
jarhead 19 Jan, 2015 @ 7:11pm 
comments only let you put 1000 characters max
jarhead 19 Jan, 2015 @ 7:10pm 
oh yea almost forgot the grav would be limited to the passenger platforms and the airlock/waiting area just behind the platforms. (reason for the larger opening is so that i can swap the door you use with the big gate mod I use.) yes i switch alot of internals for mods to fit my dedi server.
jarhead 19 Jan, 2015 @ 7:08pm 
this would be a new module to allow more options for the station docking system and would allow us to "bypass" the area inside the "launcher tubes" completely to keep the station and ship grav pointing in the same direction instead of turning on the side as soon as we go from one to the other
jarhead 19 Jan, 2015 @ 7:04pm 
comment part 2:
If the dock tube is as long as 2 launchers then it can have a set of quad doors at each end set up the same way the "launcher aiming system" is but minus the sensors. (this will allow a more realistic docking area as it could be pressurized.) there could even be a sensor/timer system in place to allow 3 sets of lights to work as well (1st set of lights is white with 2 green lights by each passenger platform for "safe to be outside ship", 2nd set of lights is yellow and flashing "caution depressurizing" or "doors moving", 3rd set is red inside the passenger area but green red flashing near big doors for "ready to luanch/ dock") then we attach the "luanch tubes" to each end to help speed up or slow down the ships as they come and go.
jarhead 19 Jan, 2015 @ 7:04pm 
It would work but would have to be a tube same size as the entire launcher to allow me to make a passenger dock and have a second launcher set up to help slow a ship as it comes in to dock. This will allow me to build an entire fleet of ships that will just fit into the "dock tube" and allow the grav to be station normal at the passenger area. (my idea is pretty specific and i have an image in my head but not the know how or patenice to build it) it would have a 2block high x 3 block wide opening for the passengers with the platform sticking out 1 block. the cargo system would be a connector set 3 blocks before the passenger area and the same distance after and have the same setup on both sides of the "dock tube".
Ekuah  [author] 19 Jan, 2015 @ 6:27pm 
@jarhead
I could do that. But that would be quite a task.
How about a custom adapter to fit the accelerator sideways? Would be that ok?
jarhead 19 Jan, 2015 @ 6:23pm 
What about making an acceleration ring that is piched 90 degrees so it can luanch ships level with the station instead of down.
Kittie_LeBeau 17 Jan, 2015 @ 12:31pm 
good job fellas. I guess now, with the IFF being introduce to the sensors, you might be able to get rid of some of the control panels causing problems.
[VA] TheVarious 16 Jan, 2015 @ 1:39pm 
Thats really good my mates and I wanted to build a large base for a long time and now the problems fly away in the endless space of the universe :D They look really awesome even without having tested them (sry for bad english)
Ekuah  [author] 16 Jan, 2015 @ 8:28am 
All of the modules are completely MOD FREE.
zakhm123 16 Jan, 2015 @ 8:21am 
Do the blue prints use mods?
Ekuah  [author] 14 Jan, 2015 @ 4:01am 
Ok I have started blueprinting them. But with separating them, blueprinting them, screen-shotting them renaming them and describing them, this can be a quite time consuming work.
So please be patient until I have released all of them.
LookAtMyHorse 13 Jan, 2015 @ 1:12pm 
when blueprints pack will come? and will it?
Ekuah  [author] 11 Jan, 2015 @ 11:26pm 
@WHS_hitman
I'm sorry, but I'm not sure what you are mean with that.
If you turn the solar panel into a ship or using the module from one of the separate packs, you can rotate them in every direction you want.
If I have misunderstood you, please elaborate request further.
WHS_Hitman 11 Jan, 2015 @ 2:44pm 
@Ekuah will you be releasing starboard side solar arrays?
WHS_Hitman 10 Jan, 2015 @ 3:54pm 
this is awesome.. i love this. thank you for all your work.
Vonafets1 27 Dec, 2014 @ 6:53pm 
Just saw the 13 partsand wanted to thank youfor all the work you guys put into this. These moduals are very well done and at the top for me. AWESOME
Ekuah  [author] 27 Dec, 2014 @ 10:19am 
I'm working on dividing this world into smaller sections.
So far I have 13 Parts. But I had to attend some RL business first.
Vonafets1 27 Dec, 2014 @ 6:26am 
Will there be seperate blueprints released? The world is to large for my pc. This is really well done, thanks for your hard work that went into this.