Space Engineers

Space Engineers

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Space Engineers 2125
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Type: Mod
File Size
Posted
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438.354 MB
29 Aug, 2021 @ 7:35pm
21 Mar @ 8:00pm
52 Change Notes ( view )

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Space Engineers 2125

In 2 collections by captainbladej52
Phantom Elite Division - Modded designs
11 items
Phantom Elite Division - 2125 era
22 items
Description
Lore: The year is 2125. Humanity has been traveling the stars for a time now and has setup colonies on various planets throughout the galaxy. Humanity has made first contact with several alien races in this time. Inevitably where there is growth, there is generally growing pains. While most are able to live in harmony, there are those who can’t. In the 2082 pirate raids ramped up dramatically across the galaxy as these pirate syndicate factions sought resources they hoped would win them control of our section of the galaxy. This came to a head in 2084 when pirates attacked an allied race colony. Although the colonists were forced to evacuate the planet, a fleet of human warships held back the pirates long enough for the civilians to escape. Losing 30% of their fleet, the humans fought on. In late spring of 2084 humanity declared war against the pirate factions. Humanity managed to win some early key engagements showing the allied races the syndicate factions weren’t invincible. In spring of 2085 the allied races joined the fight. This first war would last from 2084 until 2097. An arms race would occur during this time that largely closed the gap between the pirates and allied races, but didn't completely close it.

In 2119 the old pirate syndicates long thought to have collapsed would appear on the galactic scene again. Minor skirmishes would commence with the Space Force and the odd engagement with the Jx Squadron. This would come to a head in 2120 with the attack on an outlying colony defended by the Space Force that would take the life of Yeland Hawk’s eldest child. Seeing no choice the Jx Squadron commanded by Captain Blade came out of retirement to meet this threat. Old friend Darius Shendar would soon join him as they jointly created the Boxer Squadron with the financial backing of Shendar Industries. Wishing to get justice for his son’s death Yeland Hawk placed his financial backing behind the new Phantom Elite Division banner all of the squadrons flew under. They had gone from a band of security mercs to a galactic power to be reconned with. With friends new and old joining the fight, along with new technological discoveries, a new power had arisen once again to meet the threat of pirate syndicates head on.

Notes: This mod was created after I hit some roadblocks in my building goals for Space Engineers that could only be overcome with massive redesigns or mods allowing me to build how I wanted. Since I already created several mods of my own, I went for broke and made a full on era mod combining some of my old mods along with adding new stuff. Combines my DuraMax Armor, Galdax Thrusters, Oparose Welders, Gravity Plating and other bits. Some blocks have their own models and some are recycled Keen models.

-Galdax Thrusters: The thrusters provide 1.5 to 1.85 times thrust of hydrogen at 1.3 to 1.6 times drain of ion. The disruption planets cause to electrical thrusters hasn’t been 100% overcome, but has been dramatically improved since 2077. Previous version of the mod is unaffected. The original 5 models from my skin pack are present, as well as 6th model using the default Keen Ion model for those who like the original keen variant over the 5 skins.

-DuraMax Armor: Heavy variant provides 11 times the protection of heavy armor at slightly increased weight. Light provides 7 times protection of light at slightly reduced weight. Medium provides 7 times protection of heavy.

-Oparose Welders: For the first time, the small grid variant can be connected to either a small conveyor port or a large one as it posses both connection types. Total range of this welder should be just a hair over 2 and a half blocks. Oparose Gigus Weldus for shipyards included.

-Oparose Drills and Grinders: Provides increased ranges similar to Oparose Welders using polaronic drill bits and blades. small drills and grinders posses both connection types.

-Sensor Array: This block is meant to emulate a ship mounted sensor array similar to those on Trek. Small grid sensor arrays have a range of 4km and the large ship sensors have a range of 30km.

-Ore Detectors: The upgraded ore detectors have a range of 3km for the large grid variants, and 1km for the small grid variant.

-Jump drives: Jump drives have been improved and there now exists a small grid jump drive for people who like to put around in their fighters more than capital ships. Large grid jump drives can now carry a 2m kilo mass up to 5000km before it starts to lose effectiveness. Small grid jump drives can carry a 150k kilo mass up to 4000km before it starts to lose effectiveness.

-Radion Antennas and Beacons: beacons have advanced quite a bit since 2077 as have antennas. Beacons can now broadcast up to 75km. Full Antennas broadcast up to 325km in range. I have introduced an antenna with a slimmer profile that takes up less room, Radion Receiver. Great for scout ships. Meant to also normalize the model sizes between the grids.

-Stackable Gyros: Gyros can be stacked on top of each other unlike the vanilla keen versions. These gyros feature a model allowing people to view the inside of the block. Rings inside the gyro are static and do not move. These gyros provide 4 to 8 times more torque than vanilla based on type.

-Xabrium Reactors and batteries: Xabrium power sources were created after the discovery of Xabrium in the early 2100s. Lead needed for radiation shielding. Xabrium can be used for creating power, and Depleted Xabrium for use in weapons systems. If you are like me it also annoyed you a bit that you had 2 different battery sizes and that the batteries required more input to charge themselves than they could hold. All sources around 2.5 to 2.75 times more efficient than vanilla sources

-Weapons: included is a new small grid rocket launcher, the Five Pack Rocket Launcher. It holds 5 rockets in its magazine and reloads from the small grid. Gatling turrets have Depleted Xabrium Round dealing 33% more damage vs vanilla variants. All ground weapons have 2125 ammo variants dealing 33% more damage vs vanilla. Artillery, Autocannons, and Railguns have ammo variants dealing 15% more damage than vanilla. 2125 era ammo types use more stable propellants and won't detonate unless deliberately fired and can't be ammo racked.

-Gravity Plating and Gravity Core: For folks who don’t want to create a full sized gravity generator just to gain a few extra blocks of coverage and fiddle with gravity fields forever, then Gravity Plating is for you. It allows better control of a gravity field when full generators aren’t practical or desired. If you require a larger gravity field, then consider one of the other generators with extended ranges. Previous issues with the other version of my gravity mod have been corrected.

-Xabrium, Lead, and Duron Ore can be found in Asteroids.

-Lead is refined at vanilla refineries.

-Xabrium and Duron Ore require the Era Refinery to be refined.

-Xabrium converter allows conversion of Xabrium between energized and depleted variants for a cost

-DuraMax Reinforced cockpits: Cockpits reinforced with DuraMax armoring for rigors of combat

-Reinforced Gas tanks allowing them to hold more gas than vanilla. Also includes giga sized tanks and a giga sized cargo container.

-BB turrets: old style battleship turrets with 3km range.

-For those who want custom ores added to their planets see here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3008138946

-NOTE: script used to disable 2125 era tool damage against players.

Acknowledgements: a big thanks to Digi, Kreeg, enenra and others that helped me out when I got stuck. Also thanks to Digi for making the script that disabled tool damage.

Should folks have questions or issues with the mod, please let me know and I will do my best to correct them. Every report helps keep the mod in working order.
Popular Discussions View All (3)
0
22 Jun @ 11:57am
Future SE2 port
captainbladej52
0
20 Mar @ 11:55am
3-20-2025 patch notes
captainbladej52
0
29 Oct, 2024 @ 4:42pm
Post prototech patch notes
captainbladej52
101 Comments
TK_Over50 11 Apr @ 9:26pm 
I've seen it but I'm not ready to go to SE2 yet. Any new advancements in SE1 will be a plus though. I just wish the game was more forgiving of the mods.
captainbladej52  [author] 24 Mar @ 5:36am 
@TK_Over50: Definitely going to be interesting to see what kind of tools we get in slice 1.5. Once I know more about what I'm working with I'll have an idea of when this can make the jump.
TK_Over50 23 Mar @ 6:38pm 
Keep up the GREAT work!! You are about to have your hands full converting this to SE2.
captainbladej52  [author] 21 Mar @ 9:04pm 
@TK_Over50: just a little bit yeah XD
TK_Over50 21 Mar @ 8:44pm 
That could count as an oopsy!!!
captainbladej52  [author] 21 Mar @ 8:03pm 
-block variant issue preventing the Era Refinery, Advanced Era Refinery, and Xabrium Converter from being grouped has been corrected. This should also make the small grid vanilla ore refinery visible as well.
Essentially I fat fingered the block group.

-New DuraMax Encased Button Panels have been introduced in the Center, Left, and Right variants for those who want button panels in more hostile areas.

-New Icons given to the Xabrium Converter and standard Era Refinery to make them easier to distinguish from the basic assembler and survival kit blocks they're based on.
captainbladej52  [author] 20 Mar @ 11:56am 
hey folks, i've posted a discussion for the 3-20-2025 patch notes to make everything easier to keep in one place. today's patch corrects some issues of icons not matching with the duramax armors, along with removing a phantom entry in the files for a duplicate non-functional oparose drill. it also reduces the weight of the original duramax heavy armors. full explanations in discussion above due to significance of the change.
captainbladej52  [author] 25 Feb @ 10:58am 
The exclusivity code I mentioned is baked into base weaponcore itself so it's unlikely you'll find a weaponcore based mod that gets around that. If you do then that's fantastic. Either way if it throws errors related to my mod and can screengrab or video them, I would appreciate it. Doesn't have to be perfect, just have to be able to see what it's saying.
captainbladej52  [author] 25 Feb @ 10:58am 
@TK_Over50: If it's throwing errors related but not showing up in the logs and you don't care to do so, get me some screenshots of the errors and what it's saying. Because if it's doing what this is starting to sound like, it wouldn't be the first time it's happened. Previously it claimed errors but never give a log of the supposed errors. Essentially false flagging other mods. I'm not saying for sure that's what is happening here, but given the "turbulant" history of said mod, I want to eliminate that as a possibility. You can send me any screenshots you get here, or DM them to me on discord @darkbladejk#8429. If you see the mars pyramid, it's me.
TK_Over50 25 Feb @ 8:42am 
I found nothing. I'll see if i can find a mod that will let me use them, and let you know. I had one at one time. This will take some testing.