Space Engineers

Space Engineers

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buy tech/research [mod request]
I was screening most of the research tree related mods to find an option that would allow a miners and scrapers to start out with no technology, but gain it through selling the grids or ressources at a trade station and use those credits then to reveal and research bit by bit new blocks(inlcuding modded once). Whereby better tech, more powerful tech could be balanced by making it more expensiv and the player can decide if he goes for a low cost first or safe up for a bigger once that but also then would enable him to get more done faster.

I saw the grind to learn 2 mod, but that seems too easy and too quick and the gratification gotten from that game loop too fleeting. Others that then research time and by adding some sort of computer speeding that up which seemed to arbitrary and bulky. I don't want to go down the whole list, just know those types of research tree seem not befitting the overall SE playstyle in my opinion. So have i missed a mod where you could just buy technology or is a modder willing to add this to their mod? I would imagine any mod tweaking trade outposts might be candidates.
Last edited by kinngrimm; 1 May, 2024 @ 4:45am
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Showing 1-7 of 7 comments
ShadedMJ 3 1 May, 2024 @ 6:20am 
Already done. Start in the Star System custom map, admin mode destroy the lander, tear apart unknown signals for components. Jetpack to pirates and take over their stuff.

"start with no technology" means no refineries or assemblers, so you can't do anything with ore or make components.
Last edited by ShadedMJ; 1 May, 2024 @ 6:20am
kinngrimm 1 1 May, 2024 @ 6:58am 
Originally posted by ShadedMJ:
Already done. Start in the Star System custom map, admin mode destroy the lander, tear apart unknown signals for components. Jetpack to pirates and take over their stuff.

"start with no technology" means no refineries or assemblers, so you can't do anything with ore or make components.
how will you get the technologies in your research tree?
Rox 4 1 May, 2024 @ 8:07am 
What you're looking for would be virtually a complete rewrite of the existing 'progression' system, which is likely to be possible but would be a lot of work for somebody with sufficient interest to do it all...
kinngrimm 1 1 May, 2024 @ 8:16am 
No need for a complete rewrite i would expect, as there are parts already as mods available of which some are designated as copyleft.´The one thing i would want to see come out of this request, is a modded method to buy vanilla and modded blueprints from the research tree that would have been hidden/disabled/blocked from use temporarily till the fee is paid.
Last edited by kinngrimm; 1 May, 2024 @ 8:18am
Originally posted by Rox:
What you're looking for would be virtually a complete rewrite of the existing 'progression' system, which is likely to be possible but would be a lot of work for somebody with sufficient interest to do it all...

I mean, there already is a research rewrite that would make a lot easier to do.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2307650528
Just need someone to come up with a MES mod that spawns a bunch of various factions that you can sell stuff to, then buy the research supplies from.
Last edited by A Fat, Angry Serval; 1 May, 2024 @ 6:54pm
kinngrimm 1 2 May, 2024 @ 9:58am 
Originally posted by A Fat, Angry Serval:
...
Exactly, a lot of ground work has been already done. Not just in that mod with dependencies to "Research System Framework" and "Block Restrictions".
There is also
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3207654953
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2749313462
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1227335743
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1977807376
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2260878270
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2929487237
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2749313462
All of which are fine examples on how different modders tried to tackle this.
None of which though made the system easy AND intuitive.

My suggestion therefor does not need additional blocks or unheared new UIs.
- hide all techs, maybe make it individual configurable which to leave in via a config file entry
- use trade stations for an option to buy the otherwise hidden(by that unhidden) technologies from the tech tree
- use credits to do so and make again an option via config available to adjust the pricing, by that having long term goals and balancing and a very individual progression

Having that, allows for game loops as
a scraper who is capturing grids from Assert/MES/.../Scrapyard mods and selling those at the trade station
or maybe with Aww scrap, collecting that scrap and selling that for credits
trade station which is in some mods already integrated
or as a miner selling ressources, getting credits and therefor then be able to buy progression from the trade station
or as a trader/miner selling ressources to multiplayer factions, getting credits ...

As no objects are added like components or blocks, i would guess that such should then therefor be easily removable.
The compatibility depends on who would have changed trade station menues like maybe
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=531659576
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2966429095
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=504209260
which would might need therefor seperate compatibility patches and some colaboration
Last edited by kinngrimm; 2 May, 2024 @ 10:02am
Ben2space 2 5 May, 2024 @ 1:41pm 
I've been looking into this also. The issue I've run into when trying the progression method is that if you do not have the block unlocked, then you cannot repair them either. If you are doing a scrapyard style play where you need to hack and reuse blocks, then you are stuck. I believe this is why Splitsie went down the g-menu lock path. The alternative is the "un-craftable" component, but that requires changing the cubeblock definitions of everything you want locked. This has issues if you (or others if you make your mod public) want to use other mods along side this mod that would change the same file.

If you look at Splitsie's mod, he is actually using a script for the g-menu changes. Aww Scrap also uses a script to change what you get when grinding. It might be possible to add the un-craftable component with a script also, but I don't know the first thing about writing one.

Another path I've been looking into is buying "ships" that would include the block you want. This would be like buying a ship from the economy station in vanilla. You would need to create prefabs, and figure out how to get the vendors where you want them. You don't want to be at the mercy of RNG to decide if you get one near you in a game with vanilla economy. If you are creating a scenario type game then you could turn economy off and place vendors where you want, but if you want it to work with a random start then what? You'd likely need MES or similar mod to spawn them in.

I think I've gotten off tangent, but basically are you sure you want progression? If you don't want to be able to repair it until you learn it, and you want to buy the blueprint once and make as many blocks as you want forever, then a progression method should work for you. Try the AQD - Research, or Block Progression - Schematic Hunter. Or use the Research System Framework mod (basis for both those mods) and create your own.
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