Space Engineers

Space Engineers

AQD - Vanilla Tech Tree
 This topic has been pinned, so it's probably important
enenra  [developer] 5 Dec, 2020 @ 3:12pm
How does playing feel?
All values used in the Vanilla Tech Tree are still very much work in progress. I've not had the chance to do extensive gameplay testing ingame. As a result, I'm very interested in your impressions and opinions about how gameplay feels like with this mod:
  • Is progression too slow? Too fast?
  • Is the amount of research material to research a technology reasonable?
  • Are there any errors or things that don't seem to make sense?
  • Is losing all schematics on death too punishing?
  • Is having to research early technologies again to get access to them after dying when you've used the schematics to research higher technologies too inconvenient?

Please bear in mind that I have my own opinions about balancing and while I'm very interested in yours, that does not mean I will always implement changes per your feedback. :-)
Last edited by enenra; 5 Dec, 2020 @ 3:23pm
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Showing 1-10 of 10 comments
Ksarper 9 Dec, 2020 @ 1:52am 
Hello! Thank's for your work, it's truly remarkable.

I couldn't decide to download it or not, but then i saw here that you can lose all your schematics on death, wow, it's REALLY too punishing, now i won't download it, unless there is some way to disable it?

I can't say that SE is full survival-ready game, it's kinda, but anyway, all you can do is build and look how things get destroyed, and things like this (loose schematics on death) will become very annoying.

Sorry for bad english, not my native language, and above all i've said, thank you :cozyspaceengineersc:
enenra  [developer] 9 Dec, 2020 @ 3:07am 
@Ksarper
While schematics getting removed on death is there by default, as you will still have your schematic items, you can quickly get them back by just moving them into your inventory. :-)

Additionally, there is a command you can use ingame to turn off the schematics being removed on death. Please see the mod page for that.
Last edited by enenra; 9 Dec, 2020 @ 3:07am
hugecow 16 Dec, 2020 @ 11:56pm 
I'll bite. Awesome mod by the way. Just started a solo playthrough with your ore distribution and research mods - I've found that farming research material is already a significant enough time sink that even after building up I'm left waiting for research a lot. I ended up halving the research time. Everything else feels spot on - especially with the faster research setting.
enenra  [developer] 4 Jan, 2021 @ 11:44pm 
@hugecow

Thanks! That is very valuable feedback. I will continue to collect some more and then likely make some changes in the future. :-)
Pikabyte 16 Jun, 2021 @ 3:00pm 
I just wanted to say that the mod on it's own is fine, but when combined with AQD Ore Distribution, it becomes really rough. AQD Ore Distribution really feels like it wants you to make large grid ore detectors, but with AQD Vanilla Tech Tree, large grid ore detectors are gated behind getting those ores.

Thus you have to do this kinda janky feeling thing where you dig down really far with a small grid ore detector with a small battery on it and just *hope* you'll find the ore, without really knowing for sure if they're there or not.

I guess I'm just assuming you intend on all of the AQD mods working well together. If that's not the intention, then there's probably not an issue.
enenra  [developer] 17 Jun, 2021 @ 9:11am 
@Darth_Pikachu

That's a good point. I did not consider the two mods being used together. In my mind, Research lives a bit on its own as it is very punishing early game - at least until I get around to making planets that are adjusted for it and ore distribution.
DirtyMFC 17 Aug, 2021 @ 3:31pm 
I have really enjoyed this Mod

where can i learn to add modded blocks i often use or the new updated blocks?
Onyx Blackstone 30 Jan, 2022 @ 4:15am 
I second the combination with vanilla ore distribution being rough - the saving grace is using the VSI deposit scanner, since it's not in the research tree you can balance it out with that - you still need to put in work to get a scan going due to all the power and component requirements.

I do agree it's a bit slow regardless (playing with default speeds on everything), I did AFK a bit to catch up on stuff at times.

Do note that combining the mods *without* the deposit scanner is possible - on my first test run I didn't realize that the deposit scanner is unlocked due to that mod having a bug where it doesn't show the block in the correct category, so I thought it got locked behind large grid ore detectors. I was playing on Pertam with the moon buggy starter pod and I did manage to get the ore detector unlocked, it was just very slow and pretty tedious.
OathofDiscovery 8 Jul, 2022 @ 1:17am 
I'm using the whole AQD package and the interaction between this mod and the Ore Distribution is a little rough. Not terrible, but it does leave a slump in the player's growth curve as they're trying to do fairly deep mining without the tech to support it.

I lucked out and found an area on the starter planet with cobalt 100m deep and some magnesium 200m deep about 1km away. I've maxed out the Tier 1 techs and need Tier 2 research materials.
So at present I'm hoping for a magnesium meteor so I can get Large Grid Drills unlocked to help me get at the magnesium at 200m depth.
Renay Edor 10 Dec, 2024 @ 1:08pm 
I'm wondering if, would it be possible to either lower the tier for Atmospheric thrusters, or make them unlocked along with the first tier of hydrogen thrusters. Having hydro first makes sense for a space start, but when used along side Vanilla Ore Distribution, it encourages starting on a planet with an atmosphere (Earthlike, Triton, Pertam). Also it'd be nice to have the newer DLC blocks added in, and maybe somehow make a way to unlock Prototech research with prototech scrap as a research component?
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