Space Engineers

Space Engineers

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Industrial Overhaul - v1.7.2
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Type: Mod
Mod category: Block, Modpack, Production, Other
File Size
Posted
Updated
668.472 MB
31 Dec, 2020 @ 2:11pm
21 Jun @ 7:23am
69 Change Notes ( view )

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Industrial Overhaul - v1.7.2

In 1 collection by Clockwork168
Industrial Overhaul Add-On Modules
10 items
Description
Clockwork Industries presents our most ambitious project yet:
the Industrial Overhaul!

Production, industry, and progression in vanilla Space Engineers has always seemed incredibly shallow and uninteresting; once you have a refinery and assembler set up, you're basically done. The Industrial Overhaul expands on this, bringing depth and engineering challenges, and attempting to fix what I consider one of the main flaws with SE's gameplay.


Basic Concepts

The main ideas behind the Overhaul were to add complexity and diversity to SE's refining and assembling, and to provide a better, more natural sense of tech progression based on resources, exploration, and infrastructure.

All new with this mod:

- 8 Ore types
- 12 refined Ingot types
- 26 Components

-19 new Production blocks

- Assorted other blocks of other types, including weapons, power, storage, structural, and logistics.

Changes with this mod:

- Rebalanced component costs for nearly every block: Costs now depend on a combination of related tech level and real-world logic.

- Component production can now be multi-stage: Advanced types of components can require one or more basic components in their production recipes

- Altered Ore distribution: Ores appear on planets, moons, or asteroids, depending on a combination of related tech level and real-world logic.

These are merely an overview; for a more detailed list of changes and features, check out the User Guide linked below.


USER GUIDE
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2000420650


1.6 Update

New in this update

v1.6 - Going Green

New Blocks/Features

- Large WInd Turbine: Massive blades and a beefed-up gearbox allows a maximum output of 10MW. With higher output, however, comes higher space requirements.

- Full-Spectrum Solar Panels: High-tech panels capable of absorbing electromagnetic energy at any wavelength produce significantly increased power output.

- Solar Concentrator: Uses focused sunlight to produce Steam. Can be connected directly to a Steam network, or placed on a Concentrator Mount to allow angling for optimum output.

- Geothermal system: Place a Geothermal Well Tip far enough underground, and it will collect heat based on its depth. Connect the Well Tip to a Wellhead with Geothermal Pipe, and the Wellhead will convert that heat into Steam. Wells have a minimum depth, and placing wells too close together will reduce their efficiency.

- Aluminum armor blocks: Lighter, but less durable than steel Light Armor.

Changes/Fixes

- Added Sulfur veins to all planets and moons
- Fixed economy contracts not appearing
- Allowed IO components, ores, and ingots to appear as contract items
- Remodelled Heavy and Gravatonic Drills to no longer have side conveyor ports
- Tweaked Wind Turbine and Solar Panel outputs
- Reduced collision shapes of some blocks to conform to new Keen limits

- Added 1 new components: Full-Spectrum Solar Cell


Recommended World Settings
Assembler Efficiency - 1x/Realistic (Other settings will consume "partial" components in recipes)
Refinery Speed - 1x (Personal preference, no ill effects with other settings)
Inventory Size - 1x (Again, personal preference)
Progression - Off (This is required, vanilla progression will break your ability to progress with this mod)
Oxygen - Must be ON; placing certain gas-related blocks will cause a crash otherwise


Mod Compatibility
By nature, this mod changes many aspects of the vanilla game, and as such compatibility with other mods is not guaranteed. For best results, ensure this mod is loaded as high as possible in the modlist order.

Mods that add any components should still function normally - search the G-menu for the "Mod Compatibility Assembler"
Any modded components that would normally appear in the vanilla Assembler lists should show up there.


Examples of mods that likely WILL NOT work as intended
- Mods that alter vanilla block costs/stats
- Mods that alter vanilla components
- Mods that alter ore generation

The actual effect of these and similar mods will depend on load order, but either they or this mod or both will NOT work as intended.

Examples of mods that MAY work normally
- Mods that add blocks/components, the simpler the better
- Mods that add NPCs
- Environment modifications (speed mods etc)

Mods like these should function, but may unbalance the progression by giving the player materials/abilities they would not otherwise have access to.

Use additional mods at your own discretion!


Known Issues/Bugs

- Ore detection: Nothing is special about the ores. SE has a hard time with ore detection at the best of times, and the increased detector ranges that were requested can cause problems with it. I've reduced these ranges for the sake of performance, they may have to be reduced further.

- Intermittent Fuel Refinery crashes, especially on servers. I'm trying to narrow down the cause of this, but it may simply be some instability in how SE handles gases.


Before reporting bugs etc, please refresh your mod files (by unsubscribing and resubscribing), and ensure the bug can be reproduced in a new world with only this mod loaded (unless it's an inter-mod compatibility problem, ofc)

Steam Workshop Update Bug

For a number of weeks, SE mods have been failing to correctly update from the Steam workshop. This leads to any number of issues related to corrupted downloads, incomplete mods, etc.

Klime has created a plugin which corrects this problem, and I highly recommend that you install it. Without the plugin, there is no way to be sure your mods are up to date; as such I cannot act on bug reports from players not using the plugin.


Feedback
Balancing feedback and feature requests are welcome and encouraged, I can only think of so much after all :P
Please submit any feedback or requests to the relevant discussions at the bottom of the page. Keep it constructive.
Popular Discussions View All (100)
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update 1.7 bugs
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1,691 Comments
AgitatedAlice 8 Jul @ 7:36am 
I would wish there were 1x1 metal wheels so it would be easier to build trains that fit on beam based rails
ATF_Coldblooded Carebear || 24 Jun @ 2:16pm 
Oh yeah it been a while since I touch that world so I’m a tad out of touch
ATF_Coldblooded Carebear || 24 Jun @ 2:15pm 
Ok i have to ask (sorry it has been ask before but 1688 ish comments is a lot to go throught )
Here my question and it's about the Nuclear reprocessor, it take the sulfur and potatium nitrate from cargo and??? while leaving the nuclear waste untouch. the machine sound like working but nuclear fuel remain same amount and no change from waste... so anyone can give me a hand??
Pofmuis 24 Jun @ 9:20am 
Oleg
Does the Assembling bench work without power ?
Oleg 24 Jun @ 4:31am 
Pofmuis
Assembling Bench (sg) -> Alkaline Battery
Garrowind 24 Jun @ 12:18am 
soooo.... my oil patch disappeared? No change to my mod list, went back to mine some more oil sand with a proper rig and its just gone. my initial bore tunnel is still there but its just stone now. the ore patch is gone
Pofmuis 23 Jun @ 8:59am 
Tried a moon start and ran into a problem. unable to craft girders from survival kit means no solar panels which means no power to start base with
KURNTECH 12 Jun @ 8:43am 
admin an we chat i need to colab with you to make a project of my own
Oleg 11 Jun @ 9:59am 
Confuoco 4 Jun @ 5:27am 
@Oleg what you mean?