Space Engineers

Space Engineers

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Satisfactory S - Scenerio
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Type: World
Mod category: Experimental
File Size
Posted
Updated
9.421 MB
Feb 24 @ 1:06am
Mar 5 @ 3:11pm
11 Change Notes ( view )

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Satisfactory S - Scenerio

In 1 collection by KevMeUp
A Satisfactory Playthrough
34 items
Description
A Satisfactory Scenario in Space Engineers.

You start on the Alien Planet with The Hub, Mk1 Mining Unit and the Space Elevator built (Yes, it really works). You can harvest Biomass, wire your builds, setup long conveyor belts (Pipelines), Make a Tractor or Drone, make a Power Plant, Factories, and earn rewards for sending things into the Awesome Sink.

Once you get your factories up and running you can start on Project Assembly (Space Station and Ship) and explore the Solar System or Unidentified Signals.

This playthrough is best with blueprints since you may be repeating things and you have build and repair. You can use the ones in the collection or make your own. I also recommend the Multigrid Projector Plugin as it makes it super easy to align them with keyboard (like a block).

Full Collection and mod list here:
https://steamcommunity.com/workshop/filedetails/?id=3432520255

Rules:
No Solar Panels or Wind Turbines
Go for those Satisfactory vibes. Blueprints are a great start. Try not to fly too early.

Game Settings:
Production Modules are "Nerfed" to be like Satisfactory (No yield, speed requires more power and power underclocks)
Peaceful. No planet encounters. No Space Encounters.
Unknown signals enabled for Power Shards. Unidentified Signals enabled.
No weather.
Normal rates except welding is turned up.
**No asteroids.**
Platinum comes from Proficient Grinders in the Awesome Sink.
Uranium comes from Elite Grinders in the Awesome Sink.

Tips:
Datapads in hub should have plenty of getting started info.

Print out a Tactor or other rover early on. That way you can weld up buildings that are further away.
https://steamcommunity.com/sharedfiles/filedetails/?id=3435468676

Then Power of some sort like this coal plant:
https://steamcommunity.com/sharedfiles/filedetails/?id=3435348485

And if you want to go easy mode for production this blueprint is great. Just replace reactor with conveyors.
https://steamcommunity.com/sharedfiles/filedetails/?id=3275634544

Customization:

The only thing I'm currently overriding is production modules, so this shouldn't conflict with other mods. It should even by fine with industrial overhaul, though I have not tested.

Be careful adding MES mods, as they may attack the space elevator or other mining grids.
Space Encounters are broken (and not on roadmap).
Economy, Planet encounters and Cargo ships should all be pretty safe to add. I just left them off for emersion.

You can add teleports as well with TeleportGateway mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3289703136
Or Magnesium Reactors for another power source:
https://steamcommunity.com/sharedfiles/filedetails/?id=3440421901


-------------- Contact ------------
YouTube:
https://www.youtube.com/@SEWithKev

If you want to connect or talk about future videos or blueprints join the discord:
https://discord.gg/mxZdmvbpkb
11 Comments
KevMeUp  [author] Apr 28 @ 2:10pm 
Updated the mod for Fieldwork. Just made sure new unknown signals were not spawning instead of custom one.
KevMeUp  [author] Apr 4 @ 10:03am 
@Mojo Those are both in one of my test worlds, good stuff :) That constructor prototype is great.
Mojo Apr 4 @ 8:44am 
Nice work!

I attempted to make just a couple of things Satisfactory related a while back, but gave up lol.

https://steamcommunity.com/sharedfiles/filedetails/?id=2889433466

https://steamcommunity.com/sharedfiles/filedetails/?id=2891194680
KevMeUp  [author] Mar 5 @ 3:15pm 
Added 2 QOL mods, AQD Concrete (takes a dlc to use, but its nice to have a gravel use) and Long Range Interior Lights (even if you don't stick with them they are great for seeing while you setup factory)

Also, new Truck BP up here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3438748180
yahgamer Mar 4 @ 11:58am 
we got satisfactory in space engineers before GTA6
KevMeUp  [author] Mar 3 @ 12:49pm 
@pryde64 Enjoy! It should be pretty chill, the auto miners are the biggest difference, and that lets you use ice (or stone) for renewable power instead of wind/solar. Feel free to stop by the discord too if you have any questions.
pryde64 Mar 2 @ 11:10pm 
yep going to download and give it a go never played satisfactory the game so this be interesting
KevMeUp  [author] Mar 2 @ 12:06pm 
@Rastlore30 Thats great! Thank you. It's really been a blast playing and making this.
Rastlore30 Mar 2 @ 3:21am 
well, this brings a smile to my face since I bounce between the two games very often. A crossover sounds very promising.. definitely going to check this out and thank you for sharing it.
KevMeUp  [author] Mar 1 @ 7:30pm 
Updated Scenario to include new fully functional Space Elevator. Updated lore and guides to include a new phase of working on Project Assembly.

You'll need to restart scenario to have access to space elevator :( sorry. It was massive and took setting up all the connections manually so I couldn't just give ya a BP to add.