Space Engineers

Space Engineers

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[EEM] Exploration Enhancement Mod
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Type: Mod
File Size
Posted
Updated
369.806 MB
Oct 8, 2015 @ 5:27am
Dec 27, 2021 @ 5:12am
65 Change Notes ( view )

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[EEM] Exploration Enhancement Mod

In 1 collection by LeonserGT
Contributions to EEM
179 items
Description
A huge expansion for your survival gameplay experience, gameplay overhaul bringing you space simulator experience. Over 200 new ships, stations, wreckages and more!

Huge thanks to all workshop authors, contributed in this mod - your creations is what making it unique!

Join our discord server: https://discord.gg/NEsk3vtgpx

What's new in this mod?


You're able to trade using new item "credits" as currency. For now it's just physical item in your inventory, without mass or volume.
Trading outposts and trader ships passing by are neutral unless you attack or grind them - any damage or missing blocks will cause triggering an alarm and calling for police.
Trading is made with in-game script by Mahtrok and his Project Exodus. Two types of trade ports: retail (personal use by hands) and commercial (with ship). Every trade terminal has collector to throw your goods or currency and connector to get offers, it also has menu screen and button terminal - use menu to choose item to buy and select its package: x1, x10 or x100. When you sell your goods or throw credits in collector it will appear as user's credit in the bottom of menu: you can watch how much money do you have during trading session. Bought items will be thrown out of trading port connector into your ship or near you. Click "cancel" to extract your money from user's credit via connector.
Follow trade route waypoints near one station to find trading another trade station!


You attacked trading station or civilian? Be ready to explain your actions to police (SEPD). Or better run, because they shoot first, then ask questions. Depending on distress signal level you can meet different police forces from police drones to Police Chief himself piloting G-201 "Devastator". Damaged police ships can and will call for reinforcements.


Shooting down cops? Tresspassing military objects or top secret research stations? Beware of military forces (UCMF). They always fly in wings or operative groups, including frigates and destroyers. Almost all military ships will call for reinforcements if damaged, so better run if you see these guys. No joking.


More random encounters, more different types of encounters! Trading stations, police outposts, debris or wreckages, ambushes or minefields, stations with an interesting story inside, military installations, neutral refuelling stations, deep space exploration vessels and long-range recon cruisers. It is almost impossible to find them all for a sole player!


A lot of new cargoships and all of them will react if you attack them - calling for police and fleeing or engaging and fighting. Capturing cargoship now is more challenging, but also well rewarded. Huge variety of sizes - from small scout space bikes to huge Dromedary Trader and Atlant High-Security Transport.


More pirates! Now they're not just drones, but fighters, corvettes and frigates with pilots in flight seats. They also got some stealthy grinder drones and ships, mostly in ambushes - don't let them get too close! Most of pirate ships can call for help with certain chance.


WARNING! You must create your own faction with "accept peace" to make faction relations to you work as intended!

[CIVL] Civilian - friendly
[SEPD] Police - neutral
[UCMF] Military Forces - neutral
[ISTG] Independent Traders - friendly

Player made NPC factions:
[MMEC] 'Medveds' Military Elite Corporation - hostile
[AMPH] Amphion Corporation - neutral
[KUSS] KUS Shipyards - neutral
[HS] Hyperion Systems - neutral
[MA-I] Mahriane Industries - friendly
[EXMC] Extraterrestrial Mining Corporation - friendly

Factions has stations, cargoships and their own security squads.


Respawnships were updated to match new vision from survival update. They all equipped with survival kits and minimalistic layout otherwise.

Planetary drop pods replaced with simple rover, so you can drive around and find your spot to settle.

All content is based on workshop items marked with "Exploration" tag, all of them are modless.

Why? Because content quality is so much higher, when create with love and passion by many authors. Because one person is not able to fill entire mod with high-quality blueprints alone. Because, YOU, dear contributors, made a hell of a job and creations that good MUST find its meaning in game :)

Thanks again to all of authors, whose creations were used in this mod!
All authors with links can be found in a collection:
LIST OF USED ASSETS IN EEM

CREDITS:
Thraxus - programming: entire core functionality and currently most of EEM functionality is supported by him;
Mahtrok - in-game scripting: whole trading routine, author of Mahriane and EXMC factions;
Skleroz - in-game scripting: advanced AI script, other minor scripts;
Maxyall - artist & writer: commercial LCDs designer, author of all logs, stories and mini-scenarios;
Cheetah - programming: AI, advanced security, faction relations;
Digi - programming: cleaner script, programming support;
Nukeguard - 3d artist: models for piloted cockpits, credits item;
SPECIAL THANKS:
EvanBaxter - assets, loads of moral support;
Alysius - torpedo homing PB script for NPC;
The Witch - custom asteroids;
AssHunter - Sci-Fi LCD textures;

KNOWN ISSUES:
- faction relations will not work to player if he is not in custom faction - create a faction and click "accept peace"!

EEM nicely synergizes with two other mods from me: Vanilla Weapon Rebalance and X3 Soundtrack Mod

Do you wish to support mod?
[www.patreon.com]

Thinking about reupload?
No, you can't reupload EEM. No you can't change EEM. You're free to work with us on EEM if you'd like, but that's about it. Contact Thraxus about your concerns, if you have any.
Popular Discussions View All (138)
450
Dec 7, 2021 @ 4:31pm
PINNED: FEEDBACK & FAQ
LeonserGT
1
Jan 20 @ 10:23pm
All Factions are Always Hostile towards players?
2muchgamez
30
Dec 18, 2021 @ 1:27pm
PINNED: Questions? Comments? General Feedback?
Thraxus
< >
7,465 Comments
Mister Rupert Jan 21 @ 7:25am 
Yes, that was me. Okay. Thanks I'll have to uninstall weaponcore as I would really like to try this mod :)
Thraxus  [author] Jan 21 @ 7:05am 
I assume you're the same person for Discord - just in case you're not though:

Weapon core disables vanilla weapons. Even with the vanilla weapon replacement mod, fixed vanilla weapons don't work (the drones don't know how to fire them). so for the most part, no, not compatible if you want the full experience.
Mister Rupert Jan 21 @ 6:22am 
Hi, this mod works for me but I just tried it out and attacked a civilian ship. They called the police and they arrived, but they just flew about and didn't attack. I also have the Weaponcore mod, could it be that this is effecting their ability to attack?
Vegas Jan 20 @ 9:08pm 
I absolutely love this mod and use in all my playthroughs. I have created a custom game with a water world, and I have an amphibian respawn ship I want to use. It spawns fine without EEM installed, but EEM always overrides the spawnship with their own. How can I set it up to use mine with EEM?
martingolding96 Jan 20 @ 5:55am 
They are scripted to forgive the player.
420Vinz Jan 20 @ 5:15am 
I wonder i pissed off the police and military factions quite badly and still tho every 10min they just forgive me
Thraxus  [author] Jan 18 @ 8:19pm 
Yeah man, I've put a bandaid on trade a few times, but no reason it should still be running at this point, lol. I do plan on redoing it one day, but the SE EConomy system is almost impossible to work with, so I may need to get creative with what is already there.

Prefab wise, all can really use a touch up if nothing else. Most are 5+ years old. Some of the new blocks would look pretty awesome on the ships. And the guns... such an upgrade. I almost feel bad for keeping any of the old ones on the ships at all. Sadly though, I am horrible at prefab work, so still need to "hire" someone to help out in that area.
LoneGunman Jan 18 @ 7:54pm 
lol That trade system is like an old car that somehow is still on the road. Sometimes needs a whack with a wrench but otherwise, hasn't blown up yet.

Probably a few things to update with the prefabs, no? Not sure how old all of them are but I figure there are some new blocks that might apply...plus a few that probably are borderline (thrusters that damage and connectors maybe)?
Thraxus  [author] Jan 18 @ 3:06pm 
There won't be any issues with EEM and the update, other than the extreme need to redo a lot of our prefabs with the new weapons. Done behavior and AI has been tested and is functional, as is factions and trade (somehow, haha).