Space Engineers

Space Engineers

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Mod type load order
Many say SE is a game that does not concern load order as Bethesda's are dependant on it, but I am doubtful.

I'm running ~3gb of mod content, they all download just fine, NO SSD because I'm poor and ♥♥♥♥ like that. I'm trying to load the the whole list to Creative Easy Start 1, and even after an hour of "Loading, please wait..." the scenario still does not launch.

So is there really a rule of thumb to the load order or not, what am I doing wrong?
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Showing 1-15 of 24 comments
Wygos Oct 13, 2018 @ 7:34am 
Dead mods?
Mark F. Smith Oct 13, 2018 @ 7:41am 
Hard to tell, the date may say be outdated but reading comments on some of these mods heavily imply they'd still be functional.

And even then, some really old mods with broken textures that are definetly not being worked on, load individually just fine, adding to the confusion.
Last edited by Mark F. Smith; Oct 13, 2018 @ 7:52am
Scooby Doo Oct 13, 2018 @ 8:30am 
Originally posted by Mark F. Smith:
Hard to tell, the date may say be outdated but reading comments on some of these mods heavily imply they'd still be functional.

And even then, some really old mods with broken textures that are definetly not being worked on, load individually just fine, adding to the confusion.

I have found that some mods such as ones that change Ore content in the game do need to go first so load order is a thing but depends. I believe that when you load a game each mod is checked with Steam to verify it is updated and all that crap. Could try launching with Steam in Offline mode to test my therory. Also If my therory is correct then your internet and RAM/Drive come into play. Not to mention you will have slower loads anyhow with the old HDD.

I would try taking anything that is not just a block such as AI and put them first. See if that helps. 3GB of mods is a heck of a lot of mods though when most block mods are very small.
Mark F. Smith Oct 13, 2018 @ 10:15am 
Don't get it, I keep dropping mods, but the game just wont load.

BPs and scripts don't load in immediately, so how much mods am I even allowed to have? ♥♥♥♥♥♥♥ Azimuth and extra ramps? Cause that's how it feels like, no mods allowed.
Dan2D3D  [developer] Oct 13, 2018 @ 10:25am 
I always create a new Empty world to test ONE Mod at a time.

It is ^^ the only way to know more about the Mods I'm using!


Also :

Never mess with your save >> Create a copy with the "Save as" feature and do your testing in this world (the copy) = this way you don't mess with the original save till you find the broken or conflicting Mods.
Mark F. Smith Oct 13, 2018 @ 10:28am 
Reduced the count to a bit over 2gb, waited an hour Again to load, gave up.

And the vast majority of these mods are absolutely necessary. Vanilla gyros and thrusters are way, waaaaaayyyy too weak. Vanilla processing units are too weak as well.
Last edited by Mark F. Smith; Oct 13, 2018 @ 10:29am
Dan2D3D  [developer] Oct 13, 2018 @ 10:31am 
You wiil get my Fav quote: "with great amount of Mods comes great responsibility" :caster_wink:

The only thing you can do is to test ONE at a time in a new world.

Well sometimes I go to the Workshop page to read the description and comments = usually it gives me good clues.
Last edited by Dan2D3D; Oct 13, 2018 @ 10:32am
Mark F. Smith Oct 13, 2018 @ 10:34am 
You are not wrong, but as I already mentioned, IMO it's hard to tell sometimes cause the the comments and the description updates imply heavily the mod XYZ would be functional, despite its outdated data panel on the right.

And some of the old mods do technically work and load just fine despite they have broken textures, and some of those are from late 2015. So which is it.

I do know though it's the blocks I need to keep dropping, Prints and Scripts don't cause this ♥♥♥♥.
Last edited by Mark F. Smith; Oct 13, 2018 @ 10:35am
Dan2D3D  [developer] Oct 13, 2018 @ 10:38am 
The joys of playing with too much Mods, hehe ;)

Yea, some Authors just don't play anymore so they did not updated their items :steamsad:


Tho we have to eanble "Scripts" now so they can work properly.
Last edited by Dan2D3D; Oct 13, 2018 @ 10:38am
Mark F. Smith Oct 13, 2018 @ 10:41am 
The thing is, these modded blocks are simply so much more better. KEEN should really make stuff like ISM weapons, Spinal Weapons and the custom cockpits vanilla. And that's just the tip of the iceberg.

None of the old good stuff works anymore, and I'm willing to bet cause of that cancer called Physically Based Rendering. Way too much of a hassle to even try make those textures.

Oh, and the "Skyblade" package. When I first found that in the old classic build, I have never been able look back.
Last edited by Mark F. Smith; Oct 13, 2018 @ 10:45am
Dan2D3D  [developer] Oct 13, 2018 @ 10:44am 
Yes but you are a bit late for that!

Tho the Devs have asked the community to share more ideas before the end of the making.

On the new Portal for all to Vote on your idea and if it becomes the most wanted = the Devs may add it in a future game update.

And add ONLY ONE suggestion per threads for the Vote system to work properly.

Here > https://support.keenswh.com/
Last edited by Dan2D3D; Oct 13, 2018 @ 10:44am
Mark F. Smith Oct 13, 2018 @ 10:49am 
One suggestion is nowhere near enough to cover what should be implemented or done. But this is getting too off topic for the title as much as I enjoy a good conversation.

So there absolutely is no defined load order? I am NOT using any material modifications, and the only ones can think of that'd need to be loaded first is the Enhanced Exploration Mod and the concrete slab tool, but then again, Im not sure does those need to be loaded first or not.
Dan2D3D  [developer] Oct 13, 2018 @ 10:52am 
I already shared the only thing you can do = Test ONE Mod at a time in a new world to know more on how it goes.
Dan2D3D  [developer] Oct 13, 2018 @ 11:07am 
Oh! You could have a look at the game log file = may help to see if there is a "Loading order"
Dan2D3D  [developer] Oct 13, 2018 @ 11:08am 
Here :

Type in your explorer: %appdata%\SpaceEngineers
Go to the SpaceEngineers folder
C: users / your username / appdata / roaming / spaceengineers

>> then OPEN the ''SpaceEngineers.log'' file with Windows Note Pad

edit

correction >> not delete but OPEN
Last edited by Dan2D3D; Oct 13, 2018 @ 11:13am
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Date Posted: Oct 13, 2018 @ 7:29am
Posts: 24