Space Engineers

Space Engineers

4,325 ratings
[EEM] Exploration Enhancement Mod
Type: Mod
File Size
369.806 MB
Oct 8, 2015 @ 5:27am
Dec 27, 2020 @ 2:26pm
64 Change Notes ( view )

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[EEM] Exploration Enhancement Mod

In 1 collection by LeonserGT
Contributions to EEM
179 items
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:

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:

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;
EvanBaxter - assets, loads of moral support;
Alysius - torpedo homing PB script for NPC;
The Witch - custom asteroids;
AssHunter - Sci-Fi LCD textures;

- 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?

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 (133)
Aug 2 @ 11:36am
Sep 26 @ 6:51am
PINNED: Questions? Comments? General Feedback?
Jun 5 @ 11:35am
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Thraxus  [author] Oct 15 @ 4:14pm 
That's actually a vanilla bug. Build a vehicle with 6 or more wheels and you'll see it there as well. Nothing can be done about it by us mere mortals; KSH has to figure out the issue and fix it.
Xii Oct 15 @ 3:56pm 
The spawn rover has an infuriating tendency to constantly steer left on its own. Like it's actually difficult to drive straight. How to fix?
|PeleQ| Oct 13 @ 8:39am 
Those guys do be legit transforming Space Engineers into No Man's Sky. I'm stunned, great job!
{DPTP} Pickle Riiiick!!!!! Oct 7 @ 12:07am 
Any way to incorporate Daily Needs into this? like alter certain faction's stores to sell food/ water or maybe add a new faction of farmers (where I could build their "farms") and have them spawn in randomly and sell their harvested goods?
Thraxus  [author] Oct 5 @ 8:18pm 
Right? haha
LoneGunman Oct 5 @ 3:22pm 
lol...most of the comments here are "Why isn't anything showing up?!" So that's a new one...
Thraxus  [author] Oct 5 @ 8:25am 
EEM spawns won't appear on a planet. EEM stations spawns are also based on asteroid density and will only spawn in place of an asteroid randomly when they initially spawn. This is assuming you're not using another spawn mod like MES.

Not sure what really to say unless you're on the tiniest of planets surrounded by a billion asteroids - I've never seen EEM spawn a station when I'm on the surface.

If you are using another spawn mod like MES, then... You'd need to speak to them about it.
Lord Byte Oct 5 @ 7:56am 
I like the mod but I'd like a way to limit the amount of stuff spawned... by a lot. I am all alone on a planet, yet I cannot go 5 km without finding a space station around an empty planet? It would be much cooler to stumble upon NPCs once in a while and actually having to go out and look for them... A reason to travel!
Thraxus  [author] Oct 3 @ 1:02pm 
Eventually. We (the EEM team) need an asset designer though before I can go down that route. I barely have time to program, let alone fiddle with prefabs.
Mr. Ranger Oct 3 @ 1:00pm 
is there any plan to extend the mod onto planets and moons?