Space Engineers

Space Engineers

16ByteBalance
37 Comments
Lady Athena 20 Jun, 2015 @ 5:05pm 
I want to acces the weapons and armor but cant. why?
Darelius  [author] 27 May, 2015 @ 1:47pm 
Uups, i forgot to add the synthesizer and Blast Furnace Components in the blueprint_classes file, now added
Copy 21 May, 2015 @ 11:22am 
we removed the Iron and Uranium Textures. We are currently looking for someone who can build models for new blocks.
Purrfect-Blinky 19 May, 2015 @ 11:26am 
Why the Iron!?!??! I thought my SE was corrupted but found out it was this mod giving me issues :P Love your balance ideas, but please upload the Iron in a seperate pack. Thanks!
Lions Hollow 19 May, 2015 @ 10:34am 
Will you please do an optional pack where you can change the texture back to default for iron
Copy 16 May, 2015 @ 1:14pm 
elKabong31000 we will implement modules for thruster and gyroscopes as well as reactors dont worry youll just have to patch up some blocks and you are good to go
elKabong31000 16 May, 2015 @ 11:37am 
yeeeaaaahhhh :( i spent 2 weeks getting my really heavy ship to work how i want, i was proud of my ship and its 9.3m/s/s acceleration at 200 million kg with no grav drive. i was all set to start testing and THE VERY NEXT DAY the efficiency went to 8x instead of 100x. now my ship moves at0.1m/s/s. wasted 2 weeks AWWSSSSOOOOMMMME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Darelius  [author] 16 May, 2015 @ 11:29am 
Status Report:
- All Armor as Titanium Armor (3 x harder then Heavy Armor) and Aluminium Armor (3 x less weight as light Armor) successfully integrated
- 3 new Materials (Titanium, Aluminum and Tungsten successfully implemented with refining etc.
- Currently working on the weapons
Copy 15 May, 2015 @ 10:29pm 
It is evident that the modules are far more difficult to mod than we thought. It will take some time until we can update the mod with all modules for all types of MK blocks.

we will integrate 2 new materials called Aluminium and Titanium and Armor blocks based on them with less weight and more durability. the new Materials will be more rare than other and more difficult to process.

Soon we will rebalance the Combat mod and integrate it to the base mod.
Slomius 14 May, 2015 @ 12:04pm 
Yup :)
ScorpionSting 14 May, 2015 @ 11:12am 
100 assemblers and refineris. I think you become mining maniac :)
Slomius 14 May, 2015 @ 8:03am 
You've really changed everything. Now I have to rebuild my entire factories. That will cost enormous amounts of time. I'm going crazy, when I think how much I have to rebuild. These are respectively connected to the 100 assembler and refineries. Where the constructors, were set up, everything is now empty.
Despite everything, a good mod and I will keep him, but it was a shock when I first loaded my world today. Aside from the incipient madness that stirred within me.
I am sending you, although I will continue to use the mod, a small GRRRRRRRR
Despite everything, a good job of you ....
Darelius  [author] 14 May, 2015 @ 6:03am 
*Update*
Version: 1.06:
- re-added Blast (Arc)( Furnace
- Added "Synthesizer" to refine Gravel to other ingots (like Assembler)
Any further suggestions? ;)
ScorpionSting 14 May, 2015 @ 3:52am 
Good job! Like your mod.
Darelius  [author] 14 May, 2015 @ 3:44am 
Its fixed, sorry.
ScorpionSting 13 May, 2015 @ 8:24pm 
DS. CTD when access the grid with Detector Components in inventory. I think its а bug with assember component tab. There Detector Components blueprint have icon of modded one. Can you check it?
Darelius  [author] 12 May, 2015 @ 3:48pm 
[h1] Update: [/h1]
Version: 1.04
- Changed Refinery and Assembler to new Module System
- Added MK2-4 Modules
- Reworked the "MK"-Effiency to x2, x4, x8 instead of x3, x10, x100
- changed Iron and Uraniun Ore Texture for more realistic texture!
- removes Arc Furnace MK-Levels
- changed Cost and amount of Infused Uranium Cells
- changed MK Component Sytem to a give some mor overview
- removed "constructor", MK-Components are available in all Assemblers!
- removed "Large Assemblers"
Darelius  [author] 10 May, 2015 @ 2:59am 
In Work:
- removing "constructor" and including the MK2 Materials to "normal" Assemblers
- General changing of T2, T3 and T4 to x2, x5 and x10
- Adding Modules with +25%, +50% and +100% (Refinery total speed up to x50 at MK4)
- cost will "reduce" to *1.5, *4, *7.5 (before *2, *8, *75)

@BlackFish
On PvP-Servers there are always "bad" Players but on the "rebalancing" planned the cost will change a bit, i think
VoidFish 8 May, 2015 @ 9:36am 
dude, seriously fix infused uranium...that shit is waaaaaay too expensive. 2.5 bloody uranium per? I recommend cutting it down to 1.5, your machines become targets now for griefers because they know how much infused uranium costs to build. Its really annoying.
michael 28 Apr, 2015 @ 2:18pm 
No problem thanks for fixing the issue
Darelius  [author] 28 Apr, 2015 @ 2:03pm 
Thanks for noticed it ;)
I fixed the problem and upload the files in this moment, should be there in some minutes.
Sorry, i "forgot" the LOD - Long Distance models and the solar panels, too...
michael 27 Apr, 2015 @ 8:33pm 
pretty awesome mod however large solar panels MK2 MK3 MK4 all turn into pink blocks when you move away from them.
Other than that the mod gives a decent amount of progression in terms of upgrading ships and stations.
Copy 5 Apr, 2015 @ 11:56pm 
you have to use the block called constructor to build them.
hellnoguru 5 Apr, 2015 @ 8:16pm 
how to get mk2, mk3. mk4 components?
Copy 4 Apr, 2015 @ 3:03pm 
we are looking for ways of further improvement

Any ideas?
Kam Solastor 14 Mar, 2015 @ 9:52am 
Cool
Darelius  [author] 14 Mar, 2015 @ 9:47am 
This Armor ramps are included in the "basic" game now and in this mod with "Light" and "Heavy" MK2 Version, BUT:

Its in the 16Byte-COMBAT-Mod [url] as in the mod description and changelog ;)
Darelius  [author] 13 Mar, 2015 @ 5:46pm 
The "new" Armor (rounded and the 2x1x1 armor were included twi days after they come out ;).
In the moment no additional Armor is planned. As far as i know, the ArmorMod of UncleSte is nothing als than the new armor ramps from the basic game. additional "sam" armor block wont make sense, adding the same "ramps" twic or did i got the "false" mod of UncleSte? (link would be halpful in that case):dwarfbeer:
Kam Solastor 13 Mar, 2015 @ 4:02pm 
With the upcoming armor, are you also going to include the new armor types, rounded, extended? Also, would you consider making something akin to Untle Ste's armor ramps, but tougher?
Darelius  [author] 13 Mar, 2015 @ 3:16pm 
Thanks ;)
I ope, i removed all "Bugs" ;)
Hagakure 13 Mar, 2015 @ 11:33am 
this is the kind of skill tree the game needs! You need to build machine one to be able to build machine 2 wich alows you to get the cooler and better stuff and so on and so forth. Loving it!
Copy 22 Feb, 2015 @ 1:59am 
upcomming:

we are planning to release an update to the mod. It will contain 2 versions of each armor type which will be:

less weight same armor strength
normal weight stronger armor

Medium Thrusters with MK1 - Mk4

further suggestions are appreciated
Kam Solastor 12 Feb, 2015 @ 11:24am 
@s.ksandr - I have a quick question - I'm not sure even what the mechanics of this would be, but would it be possible to make a mod that allows all components to travel through small cargo/conveyor blocks? I wasn't sure who to ask about this, and your mod changes some of the gameplay dynamics, so I thought I might ask xD
s.ksandr 11 Feb, 2015 @ 1:15pm 
Sorry, found)) thanks for a cool mod
s.ksandr 11 Feb, 2015 @ 1:01pm 
how to get mk2, mk3. mk4 components? they are not in the assembler
Copy 9 Feb, 2015 @ 2:12am 
hey if you find any bug or you think anything is missing just let us know!

We would like to know if you want MK versions of Armorblocks with less weight or more durability

also if you use this mod for any server a message with an adress would be awesome we are currently looking for a place to stay.