Space Engineers

Space Engineers

Space Engineers [Enhanced] - Progression (Standard)
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Update: Sep 6, 2023 @ 12:29pm

- Fixed small grid survival kit not making proper components etc.

Update: Sep 6, 2023 @ 6:30am

Complete overhaul of progression:

- Progression is a lot more fluid now, more integrated with the vanilla game. This allows me to add more blocks, more easily in the future!

- With the new system in place, all tiers still benefit from 1.5x functionality. All blocks still get the integrity bonus of 1.5x more integrity per tier, just like before.

- All cost is the same per block in vanilla materials as it was before, but instead of costing 1.5x more components, the components themselves are 1.5x more.

- Redid most of mod entirely to update blockvariant groups, and block grouping.

- Removed Essence Of Clang from block cost, left it in the game to be deconstructed. I removed this because it was un-balanced, small grid taking 1 essence, and large grid taking 1 essence made small grid very expensive. Now things will be a lot smoother. Allowing for more access to fully tiered ships, whereas before it was borderline impossible. I found I was focusing on simply mining and making refineries, and not building.

- Tons of other changes on the backend.

Update: Sep 2, 2023 @ 12:27pm

- Updated small grid survival kits to show the proper stuff.

Update: Sep 1, 2023 @ 7:57pm

- Fixed survival kit not producing ingots and some of the progression tree. Lots of work ahead, but mod is fully usable.

- Added some code for the new blocks, will be tiering new thrusters and solar panels soon.

Update: Sep 1, 2023 @ 8:55am

- Major changes from Beta branch added for cost of Clang Essence. Making lower tiers more accessible.

- Small patch to assemblers for now while I work on the rest of the mod.

- Added Tiered powerkits and medkits that I was working on before the update.

- Removed medkits and powerkits from the drop pods, added Trivium ore for now! :)

Some stuff is still broken, I am working on it in the free time that I have.

Update: Aug 19, 2023 @ 7:53am

- Adjusted some costs slightly.

- Fixed weapons not appearing properly in the progression tree.

- Updated to Beta branch changes.

Update: Aug 7, 2023 @ 6:10pm

- Added Quantum Hydrogen Tanks for every tier.

- Added Quantum Oxygen Generators for every tier.

- Added Quantum thrusters for all sizes and tiers of thrusters, except Dark Energy. Those will come at a later date.

- Added Quantum Gyroscopes for every tier.

- Added Quantum Jump Drives for every tier.

- Re-adjusted the base wind turbine speed to match the vanilla settings, and scaled that buff up every tier. For Quantum as well.

- Re-adjusted the cost of the base tiered tanks to 1 Essence per tank, way down from previous cost. To make them more attainable.

- Re-adjusted the cost of the o2 generator per tier.

- Changed the subtype id of all UraniumPlate, DarkEnergyPlate, ClangiumPlate, UraniumPlateArm, DarkEnergyPlateArm, and ClangiumPlateArm; to DeUrPlate, DeDePlate, DeClPlate, DeUrPlateArm, DeDePlateArm, and DeClArm. No worries though, I kept the other blueprint in the game so you can decon any remaining old plates for the time being.

- Fixed some typos and other misc values.

- Integrated this branch of the mod with my weaponcore mod going forward.

Update: May 4, 2023 @ 4:13pm

- Fixed quantum refineries not refining at their proper rates.

Update: Apr 6, 2023 @ 2:04pm

- Removed nerf to hydrogen and oxygen bottles. It was old code from an old version.

Update: Apr 6, 2023 @ 1:59pm

- Overhauled block grouping in G menu.

- Added ship weapons and tools to the vanilla menu. Since it just works better that way.

- Added variant groups for all the new types of refineries to make it easier to select them.

- Other back-end code cleanup.

- Fixed Quantum refinery pulling the wrong model.