Space Engineers

Space Engineers

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Industrial Overhaul - v1.7.3
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Type: Mod
Mod category: Block, Modpack, Production, Other
File Size
Posted
Updated
669.119 MB
Dec 31, 2020 @ 2:11pm
Sep 8 @ 12:05pm
70 Change Notes ( view )

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Industrial Overhaul - v1.7.3

In 1 collection by Clockwork168
Industrial Overhaul Add-On Modules
10 items
Description
Clockwork Industries presents our most ambitious project yet:
the Industrial Overhaul!

Production, industry, and progression in vanilla Space Engineers has always seemed incredibly shallow and uninteresting; once you have a refinery and assembler set up, you're basically done. The Industrial Overhaul expands on this, bringing depth and engineering challenges, and attempting to fix what I consider one of the main flaws with SE's gameplay.


Basic Concepts

The main ideas behind the Overhaul were to add complexity and diversity to SE's refining and assembling, and to provide a better, more natural sense of tech progression based on resources, exploration, and infrastructure.

All new with this mod:

- 8 Ore types
- 12 refined Ingot types
- 26 Components

-19 new Production blocks

- Assorted other blocks of other types, including weapons, power, storage, structural, and logistics.

Changes with this mod:

- Rebalanced component costs for nearly every block: Costs now depend on a combination of related tech level and real-world logic.

- Component production can now be multi-stage: Advanced types of components can require one or more basic components in their production recipes

- Altered Ore distribution: Ores appear on planets, moons, or asteroids, depending on a combination of related tech level and real-world logic.

These are merely an overview; for a more detailed list of changes and features, check out the User Guide linked below.


USER GUIDE
https://steamcommunity.com/sharedfiles/filedetails/?id=2000420650


1.6 Update

New in this update

v1.6 - Going Green

New Blocks/Features

- Large WInd Turbine: Massive blades and a beefed-up gearbox allows a maximum output of 10MW. With higher output, however, comes higher space requirements.

- Full-Spectrum Solar Panels: High-tech panels capable of absorbing electromagnetic energy at any wavelength produce significantly increased power output.

- Solar Concentrator: Uses focused sunlight to produce Steam. Can be connected directly to a Steam network, or placed on a Concentrator Mount to allow angling for optimum output.

- Geothermal system: Place a Geothermal Well Tip far enough underground, and it will collect heat based on its depth. Connect the Well Tip to a Wellhead with Geothermal Pipe, and the Wellhead will convert that heat into Steam. Wells have a minimum depth, and placing wells too close together will reduce their efficiency.

- Aluminum armor blocks: Lighter, but less durable than steel Light Armor.

Changes/Fixes

- Added Sulfur veins to all planets and moons
- Fixed economy contracts not appearing
- Allowed IO components, ores, and ingots to appear as contract items
- Remodelled Heavy and Gravatonic Drills to no longer have side conveyor ports
- Tweaked Wind Turbine and Solar Panel outputs
- Reduced collision shapes of some blocks to conform to new Keen limits

- Added 1 new components: Full-Spectrum Solar Cell


Recommended 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)
Oxygen - Must be ON; placing certain gas-related blocks will cause a crash otherwise


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.

Mods that add any components should still function normally - search the G-menu for the "Mod Compatibility Assembler"
Any modded components that would normally appear in the vanilla Assembler lists should show up there.


Examples of mods that likely WILL NOT work as intended
- Mods that alter vanilla block costs/stats
- 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 normally
- Mods that add blocks/components, 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!


Known Issues/Bugs

- Ore detection: Nothing is special about the ores. SE has a hard time with ore detection at the best of times, and the increased detector ranges that were requested can cause problems with it. I've reduced these ranges for the sake of performance, they may have to be reduced further.

- Intermittent Fuel Refinery crashes, especially on servers. I'm trying to narrow down the cause of this, but it may simply be some instability in how SE handles gases.


Before reporting bugs etc, please refresh your mod files (by unsubscribing and resubscribing), and ensure the bug can be reproduced in a new world with only this mod loaded (unless it's an inter-mod compatibility problem, ofc)

Steam Workshop Update Bug

For a number of weeks, SE mods have been failing to correctly update from the Steam workshop. This leads to any number of issues related to corrupted downloads, incomplete mods, etc.

Klime has created a plugin which corrects this problem, and I highly recommend that you install it. Without the plugin, there is no way to be sure your mods are up to date; as such I cannot act on bug reports from players not using the plugin.


Feedback
Balancing feedback and feature requests are welcome and encouraged, I can only think of so much after all :P
Please submit any feedback or requests to the relevant discussions at the bottom of the page. Keep it constructive.
Popular Discussions View All (101)
250
Aug 29 @ 3:44pm
Bug reports
CzBuCHi
168
Feb 2 @ 2:25pm
Feature Suggestions
Clockwork168
17
19 hours ago
update 1.7 bugs
PepperJack
1,717 Comments
Space Ace 16 hours ago 
@infra-dan-accelerator unit 84725 Any world loaded in Apex won't load on any previous version due to the new stats. That will happen even without mods
When i downgraded to Fieldwork, the mod wont load and my world has a lot of its parts in it,so i cant load my save until this is fixed (a lot of my other mods are not compatiable with Apex Survival)
Space Ace 23 hours ago 
@DEPLETED ARMAMENT If you have too many modded planets, or any mods that add voxels, you can go over the 128 voxel limit. IO has a handful of extra voxels we are looking into removing for 1.7.4 to help things like this, but its only a band-aid on a bigger "space engineers" issue.
Also, remember this isnt our mod. We just upkeep/fix/improve. The real credit goes to clockwork for making this mod in the first place.
AgitatedAlice Sep 19 @ 1:23am 
Space Ace you are being a legend. All I need now is a wolf replacement mod that doesnt break survival because I dont like canine hurt noises or killing canines (which by the way are really shitty for survival IRL, an entire arctic expedition died from eating the livers of their sled dogs, generally carnivore meat is not very healthy or useful to the human digestive system, and killer space chickens would be way more hilarious to fight)
t.gordon68 Sep 18 @ 8:57pm 
@Depleted Armament Which tethers mod? I have "Tethers - Power Poles | REWRITE/MULTIPLAYER RELEASE!!" loaded, and I am not having any problems with algae or kelp crisps. If there is a different or better tether mod, I would be interested in looking at it. And, I agree about Space Ace's mods.
DEPLETED ARMAMENT Sep 18 @ 1:30pm 
@Space Ace Thanks, btw love your guys' mod. I pretty much never play without it. Great job! only one issue I have. Are there ore textures for the custom ores? All I see is default asteroid rock when I find them, could this be a modlist issue on my end?
Space Ace Sep 18 @ 7:47am 
@DEPLETED ARMAMENT. Ah, yeah you're right. I wasn't aware the Kit had that ability. You can blame me for that miss. :( Will be fixed in 1.7.4
DEPLETED ARMAMENT Sep 17 @ 11:24pm 
Tried using this mod and tethers mod to get a base on moon start with the latest survival update and am unable to craft kelp crisps using the survival kit. The option simply isnt there.
t.gordon68 Sep 17 @ 1:52pm 
@Space Ace Yeah, we're running the L&L Fix. Everything is working great. We have crops growing and we're getting meat from wolves. I see lots of harvestable plants when I am away from my station (on Earthlike planet). So, my point is IO is quite viable with the Apex update. I'd like to have platinum more available, but... Overall our current experience with IO and Apex is good. :steamthumbsup:
Space Ace Sep 16 @ 9:40pm 
@t.gordon68 We are unable to update any of the Addon modules, only the core mod. Deep ores uses the outdated planet fauna so it won't be able to spawn food using that mod. Lock & Load is also breaking food, but the IO L&L Fix has FoodFixr built-in and should be fixing it