Space Engineers

Space Engineers

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Production Overhaul User Guide
By Clockwork168
More detailed description and user guide for my Production Overhaul mod.

- Get the mod here -
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Overview
This mod attempts to rework the resources, production chains, and progression of vanilla Space Engineers by adding new ores, ingots, and components to be produced, as well as specialized production machinery. It also adds a number of of other blocks, mostly "basic" or "advanced" versions of vanilla blocks, aimed toward providing a sense of tech progression.

This guide provides a detailed description of the changes and additions made, as well as explaining the new resources, production chains, and progression.
Resources
New with this mod are 9 brand-new ores and 11 related ingots.

Ore
Processed In
Produces
Oil Sand
Bitumen Extractor
Crude Oil
Crude Oil
Oil Cracker
Fuel Oil, Carbon, Sulfur, Polymer
Polymer
Synthetics Factory
Plastic
Copper
Survival Kit, Smelter, Refinery
Copper Ingot
Lithium
Chemical Refinery
Lithium Paste
Bauxite
Refinery
Aluminum
Titanium
Refinery
Titanium Ingot
Tantalum
Refinery
Tantalum Ingot
Niter (Replaces Magnesium)
Chemical Refinery
Potassium Nitrate
Coal
Chemical Refinery
Carbon
Sulfur Ore
Chemical Refinery
Sulfur

Vanilla Ores are unchanged, with the exception of Magnesium being replaced by Niter, which serves a similar purpose.

Resource Locations

Space Ore generation:
All Ores except for Niter and Oil Sand can be found in asteroids. Niter and Oil are planet-only resources, since they are organic compounds that require decayed organic matter in order to form in any significant quantity.

Planet Ore Generation:

Earth:
- Iron (11%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Oil Sand (11%)
- Copper (11%)
- Lithium (5%)
- Bauxite (5%)
- Titanium (5%)
- Niter (5%)
- Coal (22%)

Alien:
- Iron (11%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Oil Sand (11%)
- Copper (11%)
- Lithium (5%)
- Bauxite (5%)
- Titanium (5%)
- Niter (5%)
- Coal (22%)

Mars:
- Iron (16%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Copper (11%)
- Lithium (5%)
- Bauxite (11%)
- Titanium (11%)
- Coal (22%)
- Sulfur (surface rocks only)

Moon:
- Iron (11%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Platinum (5%)
- Uranium (5%)
- Copper (11%)
- Lithium (5%)
- Bauxite (5%)
- Titanium (5%)
- Tantalum (5%)
- Coal (22%)
- Sulfur (surface rocks only)

Europa:
- Iron (11%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Platinum (5%)
- Uranium (5%)
- Copper (11%)
- Lithium (5%)
- Bauxite (5%)
- Titanium (5%)
- Tantalum (5%)
- Coal (22%)
- Sulfur (surface rocks only)

Titan:
- Iron (11%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Platinum (5%)
- Uranium (5%)
- Copper (11%)
- Lithium (5%)
- Bauxite (5%)
- Titanium (5%)
- Tantalum (5%)
- Coal (22%)
- Sulfur (surface rocks only)

Triton:
- Iron (5%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Platinum (5%)
- Uranium (5%)
- Copper (11%)
- Lithium (11%)
- Bauxite (5%)
- Titanium (5%)
- Tantalum (5%)
- Coal (22%)

Pertam:
- Iron (5%)
- Nickel (5%)
- Silicon (5%)
- Silver (5%)
- Gold (5%)
- Cobalt (5%)
- Oil Sand (22%)
- Copper (5%)
- Lithium (5%)
- Bauxite (5%)
- Titanium (5%)
- Niter (5%)
- Coal (22%)

(All composition percentages are approximate, based on ore vein counts)


Ore generation has been adjusted for all vanilla planets, and ores will now appear in much larger but more widely spread veins, with each vein containing only a single type of ore. These changes have been made in an attempt to promote fixed mining bases and machines, and to introduce long-distance transport as an engineering challenge.

To counterbalance this during the early game, stone now provides a moderate amount of basic ores (Iron, Nickel, Silicon, and Copper), with higher-tier refineries providing higher returns.

To compensate for increased distances and early-game reliance on hydrogen engines, habitable planets have also had a water table added, with a thin layer of ice appearing under all grassy terrain.


Ore Refining

Different ores now require different machinery to refine.

The Smelter refines:
- Stone (medium yield)
- Scrap Metal
- Iron
- Copper
- Silicon
- Nickel
- Cobalt

The Refinery refines:
- Stone (high yield)
- Silver
- Gold
- Platinum
- Bauxite
- Titanium
- Tantalum
- Uranium

The Chemical plant refines:
- Niter
- Lithium
- Sulfur
- Coal

Ore Purification

Ores can also be crushed and purified once the requisite technology has been unlocked. Crushed and Purified ores provide a 50% and 100% boost over standard refining yields, respectively.
(Note: as Coal is already nearly pure, it cannot be crushed or purified)

Special/Crafted Ores and Ingots

Some Ore and Ingot types require special machinery or multiple steps to refine or produce from other materials.

Oil Sand - Refined into Crude Oil in the Bitumen Extractor

Crude Oil - Refined in the Oil Cracker

Gunpowder - Produced in the Munitions Factory

Plastic/Rubber - Produced in the Synthetics Factory from Polymers. Can also be made synthetically, if Oil is in short supply.
Components
20 all-new components have also been added, and many vanilla component recipes have been changed to use the new resources.

New Components

Component
Cost
Produced In
Copper Wire
1 Copper
Survival Kit,
Assembling Bench,
Wire Drawer
Gold Wire
0.6 Gold
Wire Drawer
Synthetic Fabric
2 Plastic
Auto-Loom
Rubber
2 Polymer
OR
3 Silicon,
1 Ice,
2 Carbon
Chemical Plant
Plastic
1.5 Polymer
OR
3 Carbon,
2 Ice,
2 Sulfur
Chemical Plant
Advanced Computer
3 Gold Wire,
2 Silicon,
2 Plastic
Microelectronics Factory
Quantum Computer
0.1 Tantalum,
0.2 Platinum,
6 Gold Wire,
3 Advanced Computer,
3 Aluminum Plate
Microelectronics Factory
Concrete
5 Gravel
Cement Kiln
Asphalt
3 Gravel,
1 Oil Sand
Synthetics Factory
Titanium Plate
4 Titanium
Plate Stamp
Armored Plate
1.5 Steel Plate,
1.5 Titanium Plate
Plate Stamp
Electromagnet
2 Iron,
3 Copper Wire
Assembling Bench,
Fabricator
Lightbulb
1.5 Glass,
1.5 Copper Wire
Assembling Bench,
Fabricator
Acid Power Cell
6 Steel PLate,
5 Copper,
3 Copper Wire,
5 Sulfur,
4 Ice
Assembling Bench,
Assembler
Alkaline Power Cell
3 Steel PLate,
3 Copper,
3 Iron
3 Copper Wire,
4 Ice
Assembling Bench,
Assembler
Ceramic
5 Silicon,
5 Carbon
Ceramics Furnace
Heating Element
2 Iron,
2 Copper
Assembling Bench,
Fabricator
Laser Emitter
6 Glass,
3 Lightbulb,
5 Silicon,
2 Silver,
1 Lithium,
3 Aluminum
Advanced Assembler
Armor Glass
3 Aluminum,
1 Potassium Nitrate
Ceramics Furnace
Thermocouple
2 Silicon,
3 Copper Wire,
1 Plastic,
2 Aluminum
Ceramics Furnace

Vanilla Component Changes

Component
Cost
Produced In
Construction Components
5 Iron
Survival Kit,
Assembling Bench,
Fabricator
Girder
3 Iron
Extruder
Metal Grid
3 Iron,
3 Nickel,
3 Cobalt
Fabricator
Aluminum Plate
(Replaces Interior Plate)
2 Aluminum
Plate Stamp
Steel Plate
3 Iron
Survival Kit,
Assembling Bench,
Plate Stamp
Small Steel Tube
3 Iron
Assembling Bench,
Extruder
Large Steel Tube
6 Iron
Assembling Bench,
Extruder
Motor
3 Electromagnet,
3 Large Steel Tube,
3 Copper Wire
Assembling Bench,
Assembler
Display
1 Iron,
5 Silicon,
4 Plastic,
1 Nickel
Microelectronics Factory
Glass
2 Silicon
Ceramics Furnace
Computer
3 Copper Wire,
1 Silicon
Assembling Bench,
Fabricator,
Microelectronics Factory
Reactor Component
10 Iron,
15 Concrete,
5 Carbon
5 Silver,
10 Plastic
Advanced Assembler
Thruster Component
6 Electromagnet,
10 Cobalt,
3 Gold Wire,
0.5 Platinum
Nanoassembler
Gravity Generator Component
10 Tantalum,
60 Gold Wire,
50 Cobalt,
40 Silver,
30 Electromagnet
Nanoassembler
Medical Component
30 Iron,
20 Nickel,
20 Silver
Assembler
Radio-Comm Component
6 Small Steel Tube,
12 Copper Wire
Assembling Bench,
Assembler
Sensor Cluster
(Detector Component)
3 Glass,
3 Basic Computer,
5 Copper,
5 Silicon,
5 Nickel
Microelectronics Factory
Canvas
15 Synthetic Fabric
Auto-Loom
Explosives
1 Iron,
4 Gunpowder
Munitions Factory
Solar Cell
3 Glass,
3 Steel Plate,
6 Silicon
Assembler
Power Cell
10 Lithium,
3 Copper,
3 Carbon,
4 Aluminum
Advanced Assembler
Superconductor
6 Rubber,
15 Gold Wire
Wire Drawer
Blocks and Tiers
Essentially every block in the vanilla game has had its component costs adjusted, with changes made to both bring the components used closer in line with what makes sense in the real world, and to separate the blocks into 5 loose "tiers" based around their approximate technological levels.

A number of new blocks have also been added, to provide lower- or higher-tech alternatives for certain vanilla blocks.

New Blocks:

- Concrete Armor, in standard 1x1 and 2x1 shapes
- Basic 3x3 Wheels for early-game vehicles
- One-Way Conveyor tubes in all standard sizes
- Light and Heavy Gravel Turrets to provide low-tier defensive options, and a Gravel Compressor to make ammo for them
- Heavy, Light, and Point-Defense Laser Turrets, as powerful high-tier weapons
- Metal Detectors, early-game ore detection
- Advanced Drills, high-tier drills with a wider radius
- Acid Batteries, mid-tier power storage, lower performance than lithium-cell Batteries
- Rocket Thrusters, more powerful space-going thrusters running on oil-derived Rocket Fuel
- Gasoline Engines, mid-tier fueled power generation running on oil-derived Gasoline
- Various sizes of Tanks for Gasoline and Rocket Fuel

A full list of vanilla block cost changes is obviously impractical, but higher-tier blocks will generally require more expensive and complex components, which require more advanced machines to produce.

Tiers

I - Basic
II - Automation
III - Industrial
IV - Atomic
V - Space
Resources
Iron
Copper
Silicon
Nickel
Cobalt
Bauxite(Aluminum)
Titanium
Silver
Gold
Oil Sand(Crude Oil)
Fuel Oil(Gasoline
Rocket Fuel)
Carbon
Plastic
Sulfur
Lithium
Niter(Potassium Nitrate)
Uranium
Platinum
Tantalum
Components
Steel Plate,
Construction Component,
Copper Wire,
Small Steel Tube,
Large Steel Tube,
Basic Computer,
Electromagnet,
Heating Element
Metal Grid,
Aluminum Plate,
Girder,
Glass,
Concrete,
Motor,
Lightbulb,
Radio-Comm Component
Display,
Acid Power Cell,
Medical Component,
Rubber,
Ceramic,
Solar Cell,
Advanced Computer,
Sensor Cluster,
Gold Wire,
Superconductor,
Synthetic Fabric,
Parachute,
Titanium Plate,
Armored Plate
Reactor Component,
Lithium Power Cell,
Laser Emitter
Quantum Computer,
Thruster Component,
Gravity Generator Component
Production Blocks
Survival Kit,
Smelter,
Assembling Bench
Fabricator,
Wire Drawer,
Plate Stamp,
Extruder,
Ceramics Furnace,
Cement Kiln,
Incinerator
Refinery,
Assembler,
Bitumen Extractor,
Oil Cracker,
Chemical Plant,
Microelectronics Factory,
Auto-Loom,
Munitions Factory
Advanced Assembler
Nanoassembler
Power Requirements
Power supply and demand is a significant part of how the Industrial Overhaul rebalances production gameplay and adds progression.
Gone are the days of running an endgame production setup on a dozen wind turbines.
Industrial equipment is power-hungry! You must now build significant infrastructure to support large-scale production, and more efficient and powerful ways of generating electricity will be some of your tech goals.

Power usage for all industrial machines is as follows:

- Survival Kit: 100 kW
- Assembling Bench: 100 kW

- Gravel Compressor: 500 kW

- O2/H2 Generator: 1 MW
- Fabricator: 1 MW
- Munitions Factory: 1 MW

- Assembler: 1.5 MW
- Auto Loom: 1.5 MW
- Bitumen Extractor: 1.5 MW
- Extruder: 1.5 MW
- Plate Stamp: 1.5 MW
- Wire Drawer: 1.5 MW

- Fuel Refinery: 2 MW
- Microelectronics Factory: 2 MW
- Smelter: 2 MW

- Rock Crusher: 2.5 MW

- Refinery: 3 MW
- Cement Kiln: 3 MW

- Ceramics Furnace: 3.5 MW
- Chemical Refinery: 3.5 MW

- Advanced Assembler: 4 MW

- Incinerator: 5 MW
- Ore Purifier: 5 MW
- Synthetics Factory: 5 MW

- Nano-Assembler: 7.5 MW

- Oil Cracker: 8 MW
Power Generation
Power generation has received a significant rework as of v1.3. Lower-tier sources are unchanged, but how mid to high-tier sources work is more complex.

Batteries

- Large Alkaline Battery: 6MW output / 1 MWh storage
- Small Alkaline Battery: 100kW / 20 kWh
(Note: Alkaline batteries cannot be recharged. Once depleted, they must be fully removed and rebuilt.)

- Large Acid Battery: 6MW output/ 1.5 MWh storage
- Medium Acid Battery: 2 Mw, / 500 kWh
- Small Acid Battery: 100 kW / 50 kWh

- Large Lithium Battery: 12 MW output/ 3 MWh storage
- Medium Lithium Battery: 4 MW / 1 MWh
- Small Lithium Battery: 200 kW / 100 kWh

Fueled Generators

- Large Gasoline Engine: 15 MW
- Small Gasoline Engine: 1.5 MW

- Large Hydrogen Engine: 5 MW
- Small Hydrogen Engine: 500 kW

Renewable Energy

- Wind Turbine: 500 kW (nominal maximum)

- Large Solar Panel: 1 MW (nominal maximum)
- Small Solar Panel: 500 kW (nominal maximum)

Nuclear Power

- Large Compact Reactor: 150 MW
- Large RTG: 250 kW
- Small Compact Reactor: 10 MW
- Small RTG: 10 kW

Steam Power

- Steam Turbine: 50 MW (nominal maximum)
Steam consumed: 50/sec
(Note: Steam Turbines cannot generate power without a separate source of Steam.)

- Coal Boiler: 100 MW (effective)
Steam produced: 100/sec

- Nuclear Reactor: 500 MW (effective)
Steam produced: 500/sec

- Fast-Neutron Reactor: 300 MW (effective)
Steam produced: 300/sec
(Note: Steam sources do not generate power on their own; they must be connected to one or more Steam Turbines.)
World Settings
The mod has been designed and balanced around the following 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)

Using these settings will give you the intended experience with the fewest issues.
All other settings are up to your own preferences and will not significantly affect gameplay in terms of the mod.
Getting Started & Progression
This mod does not follow a defined, rigid tech tree as in the vanilla game and should be used with vanilla progression off. However, it does aim to provide a feel of tech progression, controlled by resources and infrastructure. As the player explores their starting planet, they will find veins of common ores, which will allow them to build the required machinery to exploit the more uncommon ores, and in turn gain access to more advanced and powerful technology options. The rarest and most valuable resources are found only in space and on airless moons, while certain organic compounds can only be obtained from habitable planets.

Starting Out

The player should start on a habitable planet (either Earth, Pertam or the Alien planet). Mars is technically possible, but I would consider it "hard mode", as a Mars start will necessitate moving to one of the other three in order to reach an Industrial tech level, using only basic hydrogen power and thrusters.

Space or moon starts are not currently viable with this mod, and probably never will be.

Once you land, as in the vanilla game, your survival kit is your lifeline. However, you will not need its production capabilities for long, as by mining stone and extracting trace minerals from it, you will soon be able to build an Assembling Bench. The assembling bench allows you to construct an array of basic to mid-level components, although it does so slowly and must be fed by hand. Using the Assembling Bench, you can construct components to build a Smelter and a basic power source.


Tier 2 - Automation

With the Smelter up and running, you can extract trace minerals from stone more efficiently, but more importantly, you can now also directly refine ores. At this point, you may also wish to build a Fabricator, Wire Drawer, Extruder, Plate Stamp, and Ceramics Furnace. With these machines, production of all basic components can be a hands-off process, and producing a component in its dedicated machine is much faster than in the Assembling Bench.

With basic production capacity secured, finding ore deposits is now your biggest priority. Your available technology is limited, and a simple vehicle equipped with a metal detector will be invaluable at this stage.


Tier 3 - Industry

Once you have located deposits of Oil Sand, Lithium, Niter, and various uncommon metals, you'll need specialized refining equipment to make use of them. A Refinery will allow you to process Gold, Silver, Titanium, and Bauxite, while the Chemical Plant deals with Lithium and Niter. Oil products are more complex; the Oil Sand must first be separated in a Bitumen Extractor, then run through an Oil Cracker to turn it into useful products, some of which must be further processed.

With these new resources, you will be able to construct Assemblers, Auto-Looms, Munitions Factories, and Microelectronics Factories for automated production of more advanced components, granting access to new technology. At this stage, you can now build most standard blocks.


Tier 4 - Atomic

By building an Advanced Assembler, you gain the ability to produce components for lithium-cell batteries, lasers, and nuclear reactors. With a source of Uranium, your power needs can be met by clean, 100% efficient fission reactors, and stored in high-capacity lithium batteries.


Tier 5 - Space

Once you have made your first small step for an engineer and located an orbital source of Platinum and Tantalum, you open the door to advanced new computing, propulsion, and field-manipulation technology. With a Nano-Assembler, you are now able to build efficient ion thrusters, artificial gravity generators, and even faster-than-light drives.
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.

Examples of mods that WILL NOT work
  • Mods that alter vanilla blocks
  • 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
  • Mods that add blocks, 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!
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273 Comments
MacroEido Jun 7 @ 3:19pm 
@Steem Locomotive the smelt, like other production gear, has had its energy consumption changed, it now requires 2Mw of power, as opposed to 330Kw of its equivalent the Basic Refinery.
custard~SPARTA~ Jun 4 @ 10:35am 
I am having a problem with a conveyor sorter with a blacklist of all crushed ore not getting a Refinery to pull purified ore to it, any fix known?
General_Nekko May 25 @ 4:05pm 
What is an Assembly Bench?
I don't see one in my world
[16th JSOC] Poncho Longshanks May 24 @ 10:49pm 
does it have enough power?
Steem Locomotive May 24 @ 2:07pm 
The smelter isn't refining anything, it's made to smelt stone and scrap is it not?
custard~SPARTA~ May 22 @ 1:56pm 
Thank you
[16th JSOC] Poncho Longshanks May 22 @ 12:55pm 
fairly certain there is still quite a bit of Ice on Mars. Its just not everywhere in small amounts like on the earthlikes
custard~SPARTA~ May 22 @ 12:48pm 
I take it there is no 'grassy terrain' and therefore ice on Mars?
Lavanor May 21 @ 10:00pm 
Caliber - polymer is made in oil cracker. Just put in oil and make sure you have enough power sources ( i think c.a. 8MW is needed ).
caliber May 20 @ 10:15am 
alr thanks mate also last question where do you actually make polymer im 98% sure i have what i need i just cant find where i make the polymer