Space Engineers

Space Engineers

[VisSE] [2017] Double Sided Upgrade Modules
25 Comments
Visentinel  [author] 21 Apr, 2020 @ 6:10am 
updated - rebalanced
ChozoSR388 9 Dec, 2019 @ 4:05am 
@Danain Fuchs If I remember correctly, Productivity = Speed, Efficiency = Power Efficiency, and Effectiveness = Yield. I could be wrong, or getting one or more mixed.
Fox 20 Mar, 2019 @ 3:14pm 
Okay so I honestly can't figure it out. Which one is just "Speed"? The refineries go too fast and cycle on/off repeatedly with speed upgrades on and I want to remove them but I can't figure out which one just does speed.
Visentinel  [author] 14 Mar, 2019 @ 2:44am 
ahh all good !
Fox 14 Mar, 2019 @ 12:26am 
Ah okay, that makes sense. I forgot they changed the names, man that's been a while. I can totally see why though, it actually makes sense the new way. My bad.
Visentinel  [author] 13 Mar, 2019 @ 9:08pm 
Oh the names are the original names Keen used when they originally released modules. the problem was they where seen to be copying another game so keen now uses different names and i stuck with the original names because i play both games. lol to each their own.
Fox 13 Mar, 2019 @ 6:54pm 
Also the names don't match up with the in-game ones and don't make intuitive sense to me. Productivity - could be interpreted as quantity of ingot produced per ore. Effectiveness - could be interpreted as the effectiveness of a refinery, aka how much ingot produced per ore. Efficiency - could be interpreted as the efficiency of extraction of material (ingots) from ore. Which one is speed? Which one can't assemblers do? None of them sound like speed to me. Power Efficency Module has Efficiency in it, so I guess that one kinda makes sense. I legitimately do not know which one is which, beyond that, without just building and checking.
Fox 13 Mar, 2019 @ 6:23pm 
1- To each their own.

2- That's definitely why I asked. Just loaded the world back up, still red only. Deleted the mod, deleted the file, redownloaded, loaded the same world, same not working. Turns out for some reason the platform I'm building is split into two separate, touching but not interlocked grids. One merge block and some sparks and framerate loss later and they all go green. I dunno WTF man, but she works. Thanks for taking the time to reply!
Visentinel  [author] 13 Mar, 2019 @ 6:34am 
Reply

1 - the white icon thing isnt enough of an issue to me to worry about updating the mod

2 - i just tested and the side lights are working perfectly !? they where red when unpowered then green for connected and yellow for unconnected.
Fox 13 Mar, 2019 @ 4:42am 
So I just installed this, and it looks great, and I love the functionality. The space savings are great, and it seems to work except two things;

1- This mod is now the only mod I use with a solid white icon background, and that seems ugly and abrasive next to all of the other nicely-transparent-backgrounded icons. Might you be convinced to make them transparent instead of white? Also possibly grouping them like Keen has with the Armor blocks, that'd rock too.

2- The side lights stay red after being built and connected properly on both sides. Is my download broken, or is the indication not meant to change upon connection like everything else in the game with red lighting? It makes identifying broken components difficult at a glance, looking down a corridor of "everything's green except those other perfectly working things".
Kham 4 Jul, 2017 @ 5:15pm 
Somehow only just noticed your message. That's a shame, I guess I'll have to go pester somebody else to see if they can remake the newer gyro model to work with boosters. I'm also looking for getting them for small ships now for a project I'm working on. Wish blender didn't give me such a headache haha.
Visentinel  [author] 26 Feb, 2017 @ 6:46am 
I forgot to get back to you kham, the mod was a no go coz the old gyro with upgrade ports has to be there and override the new gyro model, if not the new gyro model won’t get an upgrade as it doesn’t have a port.
Fistagon 25 Feb, 2017 @ 10:27pm 
Shogun will use in new small sized large ship :Adult_Neptune:
Kham 6 Jan, 2017 @ 8:34pm 
That makes sense. I'll keep an eye on your workshop. :)
Visentinel  [author] 6 Jan, 2017 @ 6:26pm 
oh well i wont add them to this pack il just have it on a new mod.
Kham 6 Jan, 2017 @ 8:46am 
Thanks bud, you rock. :spacepony:
Visentinel  [author] 5 Jan, 2017 @ 8:59pm 
yeah sure :)
Kham 5 Jan, 2017 @ 1:15pm 
Is there any chance you could add the gyro boost modules to this pack? We currently use this pack;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=648332129
Just for the Gyro boost modules, but they still use the older models and it's a shame as they also override the new gyroscope models. I would use Riders pack but they are incredibly OP for my tastes.
Kham 4 Jan, 2017 @ 5:25pm 
Awesome, thanks man! :steamhappy:
Visentinel  [author] 4 Jan, 2017 @ 4:22pm 
Yep same ID's :)
Kham 4 Jan, 2017 @ 9:48am 
Do these use the same subtype IDs as your other pack here?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=507060990
Just curious if I can switch over without having to first dismantle our current ones.
Asher 3 Jan, 2017 @ 9:51am 
this was going to be in the game the devs just decided other wise dont know why though anways thx for the upload love the updated model :)
Neitronus 2 Jan, 2017 @ 11:29am 
Oh well, then i'm grabbing them!
Visentinel  [author] 2 Jan, 2017 @ 11:21am 
New Model :)
Neitronus 2 Jan, 2017 @ 5:22am 
But we have that mod already aren't we?