Space Engineers

Space Engineers

XL Industrial [OLD VERSION]
148 Comments
Kleadron 5 Dec, 2016 @ 9:57pm 
Is it ok if i put this in my Works for DX9 modpack?
Tohron  [author] 12 Dec, 2015 @ 10:02am 
Just finished updating the mod, since switching computers seems to have broken the connection with the old mod, you can find the new version HERE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=574145580

There are still some issues I need to fix with labels on the Pulverizer and XL Cargo Container, but the basics are now working.
stich83guy 7 Dec, 2015 @ 2:14am 
ok ty Tohron and Whisper if ur doing a lets play r u having anyone play with ya
Whisper 7 Dec, 2015 @ 1:15am 
Thanks Tohron!!
Tohron  [author] 5 Dec, 2015 @ 4:34pm 
My computer should be arriving on the 9th, so I should be able to get DX11 textures working within a week of that.
Whisper 4 Dec, 2015 @ 12:10pm 
I would really like to start using this mod in my let's play series. I think it looks amazing and I think the balance is good. Any chance we could get an ETA on when the textures will be fixed? I tried fixing them myself, but I can't get the model viewer/exporter to work on Win10.
stich83guy 28 Nov, 2015 @ 2:45pm 
@Tohron hey man do u know when u might get to making this dx11 ready man i love this mod and all but its not able to work well with dx11
Pokeking 27 Nov, 2015 @ 3:05pm 
Thank you, and -W3E- is just a tag. It's PK for short
Tohron  [author] 27 Nov, 2015 @ 7:52am 
@W3E:
Each welder has a constant amount of "build power" that is distributed between the different blocks in-range of it's welding ability. So if you're welding a large group of blocks, it's ideal to have a bunch of Area Welders working together if you don't want it to take forever.
Pokeking 23 Nov, 2015 @ 10:19pm 
Does the Area Weilder work on multiple blocks, and if so, is it slower on multple blocks than one block? And does it work on blocks that are blocked but within range? Its extra range certainly would make it seem all three of my questions could be a yes.
stich83guy 22 Nov, 2015 @ 10:20pm 
@Aurora like he said when he gets a new power supply he will update it.. he is having a problem with his computer so give him time ok... look befor u leave a message ok like i did... i wanted him to update the mod too but see he left a message for everyone..
Lux 19 Nov, 2015 @ 1:03pm 
Ever since planets came out the texture disapreard on the blocks .Could you try to update the mod if possible
Gumnut 16 Nov, 2015 @ 3:32am 
Life!...............So small......But finally a spark of life..........hope it makes a full recovery!
jaxjace 15 Nov, 2015 @ 7:42pm 
thanks bud, i used it right up untill planets. I love XL industries.
Tohron  [author] 15 Nov, 2015 @ 7:23pm 
I'm getting a new computer, which should be free of the power failure issue I have with my current one while playing Space Engineers. So in another 2-3 weeks I should be able to get around to updating this mod.
Gumnut 15 Nov, 2015 @ 4:08am 
This mod is dead and has been for a while, It was looked at by some wanting to revive it, You might find it else were but this one is no more!
jaxjace 14 Nov, 2015 @ 7:42pm 
Does not work in planets
Demolishun 12 Nov, 2015 @ 12:23am 
Looks like vanilla panels are doing the same thing. Have no idea what the issue is.
Demolishun 10 Nov, 2015 @ 8:07pm 
Installed XL Solar Panel. Says it can output up to 900KW. However it is only putting out a fraction of that. I tried shutting off my reactor, but it did not pick up. What would cause it to not output full?
Slader Harkeness 9 Nov, 2015 @ 5:38pm 
DX11. we need it
LagSpike 31 Oct, 2015 @ 7:27pm 
just wondering why the Area Welder was removed from this mod? or has it been? I cant seem to find it in single player on the 'G' menu at all and the same with our Multiplayer server....
Major_P0tat0 24 Oct, 2015 @ 5:56am 
best production mod ever
Edd 14 Oct, 2015 @ 8:37am 
DX11 version would be nice.
Freznel 19 Sep, 2015 @ 2:24pm 
I seem to get lag when using the XL assembler.
DeadlyAttraction 10 Sep, 2015 @ 6:21pm 
Awesome MOD!!
Gumnut 24 Jul, 2015 @ 7:40am 
joemorin73 & PhantomX need to take over this mod as it is Dead!
Martruby 21 Jul, 2015 @ 11:12pm 
still no module support?
Gumnut 11 Jul, 2015 @ 7:28pm 
Are we doomed to repeat the history of the wright brothers over and over again?
Gumnut 11 Jul, 2015 @ 6:22pm 
Still a Bucket Full Of Nothing!
Thorbane 13 Jun, 2015 @ 8:44pm 
Any chance of us getting upgrade modules for this?
Gumnut 9 Jun, 2015 @ 12:32am 
I'm not Into copying and i think its wrong when people do BUT If what they say about starting from scratch with DX11 would it make it an original? Only the idea of a Extra Large refinery(which dose not exist In DX11) would be copied which I'm certain something can be done about or some sort of agrement made!.......Just saying and could be Totally wrong...and often am!
Gumnut 9 Jun, 2015 @ 12:14am 
I believe the same can be said for Wishes
Gumnut 9 Jun, 2015 @ 12:09am 
Yer....Hope, As my father once said to me "Hope in one bucket and shit in the other and see which one fills up faster......So....For something to happen you have to DO shit and not just hope or at the end of the day you'll have is a bucket full of nothing!"
mos 31 May, 2015 @ 10:50am 
Well, there is hope yet it seems :)
PhantomX 30 May, 2015 @ 10:23am 
OK I was contacted about the mod and he has someone else working on the mod, I dont know on the progress of it so with that I have to stop work on it, sorry.
Pure_Diamond 29 May, 2015 @ 3:27pm 
Any news on DX11?
PhantomX 25 May, 2015 @ 11:03am 
Planning on adding support for the vanilla with (I Hope) 3 XL Mods for them. I've run into a snag, I have the models working on the new modules for it now, just run into a problem with textures (never really been my strong suit. Might take bit longer than expected. I still havent heard anything from Tohron, even sent a friend request no reply. I might something eventally out by the end June at the longest
Are you lost? 22 May, 2015 @ 10:51am 
Good mod :yay: but when comes an update where we can put upgrades?
Or will there be an XL upgrade? :D
PhantomX 19 May, 2015 @ 5:05am 
I may take a stab at updating this mod, I use this mod at lot. if I dont hear or see anything from Tohron within 2 weeks I will release an update for it as I I will believe it to be abandoned. My plan will be to release just the refinery, Cargo Containers, Arc Furnarce, Drill and Assemblers with my update. I will make the stock XL as competive as a half modded vanilla and it will use it's own mods for it to boost it. After I release my Update, Tohron you can contact me and we will exchange models and work if you wish, so please dont issue takedowns it does more harm to the users than the modders. You will retain all credit for the base work will goto to you and the update to me including the new models added (for the modules). Does have any problems with me doing this speak up now. I will reply back this June 2, 2015
SquallTemnov 18 May, 2015 @ 2:36am 
Yep, Module support would be a long awaited update...
Mike Loeven 13 May, 2015 @ 8:50pm 
Seconded Any idea when you are going to add module mount points
Mizrattack 12 May, 2015 @ 7:21am 
I kinda like the desighns on the blocks as they blend in with the vanilla blocks very well.
Allso its realy well balanced too in comparisation to the vanilla industry blocks ;)
Ravenjrake 12 May, 2015 @ 5:13am 
Definately waiting for module support from this mod
FayDruh 10 May, 2015 @ 10:08am 
If you redesign the models to use modules can you also redesign the assembler as it uses multiple times the polys as everything and the design is not very unique, I like what you started with the middle but the rest is just a poly clutter of small assemblers, I always find myself exposing my XL refineries, arc furnaces and pulverizers because they look good together if painted right but then either hiding the XL assembler or installing the Large Assembler mod because its polys are 1/5th the XL one and it doesn't look like a bunch of vanilla assemblers.

Anyways, I love this mod, its one of my core mods I use, I really love how you made so many of the models look great and have a low poly count at the same time, that takes skill. Keep up the good work.
Blood winds 9 May, 2015 @ 9:32pm 
how about upgrade modules?I mean...When to upgrade?
Copper Boltwire 9 May, 2015 @ 9:00am 
Author hasen't gotten around it, sadly...

Also, would it be possible to "delete" the area welder from this pack? To make it more server friendly, as that welder have a HUGE consumption of server resources (causes mega lag)
Greatheart 7 May, 2015 @ 11:10pm 
I've tried modules on these and no changes so far. :(
Exelsiar 7 May, 2015 @ 5:50pm 
Today's patch has released upgrade modules, will this mod impliment compatability with these?
Man With An Accent 2 May, 2015 @ 10:29pm 
Built the Refinery in my single player world, but it did not work. Could not put ores into refinery - greyed out. I reset, disabled the mod, deleted the mode, reinstalled the mod - I even deleted all other mods and just had this one installed - but it made no difference. It doesn't work fr me. Any help would be great.
jaredpatton173 21 Apr, 2015 @ 3:46pm 
@Tohron Excellent mod, the welders are amazing. My friend on our server however is currently having an issue with the XL welders. He has attached some of the XL welders to a NPC mining hauler, and the welders seem to be very finicky when it comes what it welds. It seems to only want to weld things that are 8 blocks away regardless of using a bluepring or placing the blocks yourself. Would you have any troubleshoting recommendations to help solve this? We're not sure if it is an issue with the mod since everything in the ship seems to be in order.

Thanks for your assistance. Jared