Space Engineers

Space Engineers

Industrial Overhaul - v1.7.2
Clockwork168  [developer] Dec 31, 2020 @ 2:22pm
Balancing Feedback
Post balancing and other feedback here. If a general consensus on balance for a given feature seems to exist, I'll look into rebalancing.
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Showing 1-15 of 21 comments
DNBANB Jan 2, 2021 @ 10:01am 
Survival kit occupies a pretty unique position here. It is a tier 1 since you typically spawn in with a pod which includes a kit but if something happens and you lose access to the kit, you have to have a tier 3 industry in place to refine and assemble the medical components to build one. Not suggesting you do anything different, just noting how it can occupy both tiers. In reality, even in vanilla SE, if you lose your survival kit to early you are stuck anyway.
Yinan Jan 5, 2021 @ 1:42pm 
The last few hours have just been be driving around trying to finally find some cobalt deposit, but so far, no luck whatsoever. So currently I am basically stuck in the game. Not because I don't know how to progress, but simply because there is no cobalt to be found anywhere and driving around in my little buggy for hours is not particularly productive...
Stellar_Vixen Jan 5, 2021 @ 6:30pm 
Interior plates are really holding me back having not got aluminum yet after three days. If I may suggest a buff to either the detector range or ore spawns.. Oh and it would be nice to be able to craft better gear sooner. Tier one tools are really slow.
Love the mod so far!
Morphik Jan 6, 2021 @ 6:13pm 
With the mod on it feels like too many ingots are being made from ore. one inventory of stone yielded a lot of ingots.
phogt Jan 9, 2021 @ 5:25am 
Ok so I just started a solo survival world on Mars with a bunch of encounter spawner mods active - going for something that encourages raiding / salvaging due to the lack of many raw materials on Mars. There are a bunch of ore types that seem to be spawning even though afaik they shouldnt on mars:
- Uranium (in boulder form)
- Titanium (underground deposit)
- Niter (in boulder form)

I'm guessing the boulders MIGHT be intentional, as rare low-yield deposits, but I dont think the Ti deposit is. Has anyone else spotted behaviour like this? Could be a bug, or just some conflict with all the other mods I have installed (eg DNSK which also introduces its own ores) :P.

A titanium and Lithium deposit also spawned together, but idk if that was just fluke or another bug since ores arent supposed to spawn together with this mod I believe.

One other thing, I spotted a few Carbon boulders too, are these supposed to exist? The ores refine properly and I can make stuff from the carbon, but I only see carbon referred to in the guide in the context of refining from crude oil so idk.

Anyway great mod! Loving how things start to look like proper industry once you get going... Now the only thing to do is work out how to fit it all onto my rover using only small grid metal wheels, no rubber on mars after all ;)
Last edited by phogt; Jan 9, 2021 @ 5:26am
Clockwork168  [developer] Jan 9, 2021 @ 9:41am 
The Niter boulders are somewhat unintentional, they're there because Niter is a direct swap for Magnesium. I don't actually alter the ore boulders, although I do know how now, so that may or may not change.

DNSK does cause some slightly weird behaviour, the Carbon ore it adds actually matches up with my Carbon ingots. I do have a separate compatibility patch in the works that should let the two mods work together a little more seamlessly
Solundor Jan 9, 2021 @ 10:05am 
The reason why Keen turn power cells into scrap after grinding down a battery is because someone can put a battery on recharge then make a new battery, wait till it's fully discharged then grind it down then rebuild it, repeat until the first battery is fully charged.
I suggest when somebody grind down a lithium battery they will get "Discharged lithium Power Cells" and they have to put it back in the assembler to recharge them
Clockwork168  [developer] Jan 9, 2021 @ 2:10pm 
I'm aware of why they thought that was a good idea, but it's pretty stupid IMO. All it really does is make them more inconvenient to use. The Acid Cells share that behaviour purely as an incentive to use the Lithium Cells once they're available.

If someone wants to exploit like that, that's their choice
code Jan 11, 2021 @ 7:26am 
I'd like to +1 reverting the change to getting lithium cells from grinding. My team took over a Space Pirate salvage base and between the loot and grinding down the base items (including assembler power modules) we had about 400 lithium cells making the need to find lithium (was high on our todo list) almost obsolete given we can build 2-3 large grid batteries and still have enough left over to disassemble them into the paste needed for the laser emitters (I think, we haven't gotten that far yet). Just throwing it out there for consideration. That being said, trying to get enough cells from the unknown signals has been a fun challenge and a reason to continue to go get them even after having enough other resources.
FinalCPU Jan 17, 2021 @ 9:24pm 
Not sure where to put a bug report, but the Assembler does not trigger Progression advancement.
McSkullBandit Jan 18, 2021 @ 10:03am 
Hey, so i was looking at the concrete bricks, and for as far into progression you have to get to unlock them they seem a little underwhelming coming in at i think it was 1800hp? the light armor blocks are a bit higher then that. Just a thought though.
Clockwork168  [developer] Jan 18, 2021 @ 6:02pm 
Progression should not be on with this mod; it's not set up to work with it since it has its own sense of progression built it, and having vanilla progression on breaks it since you won't unlock stuff when you should.

The concrete blocks are kinda supposed to be not great as armor, since they're a relatively low-tier block, made from what would otherwise be a literal waste product. Can buff them up somewhat if the general feeling is that they're too weak, however
Zuramax Feb 1, 2022 @ 9:12am 
Missiles are like cheap mini nukes after v1.5 update.

- Increased Missile damage to 20,000 (from the frankly useless 500 of vanilla)
- Increased Missile explosion radius to 6 (from 4)

I've been doing some testing and with these new missiles after some NPC drone with single missile launcher obliterated my bace, and i must say these new missiles are just too OP.
Yes vanilla missiles was pretty useless leaving only dents to light armor and scratches heavy armor, but 40x damage buff is just too much. Now these missiles almost one shot LG heavy armor. Also just throwing this here too, these overhaul missiles don't require uranium or platinum what vanilla missiles need, making overhaul missiles little cheaper to make.

My thoughts about balancing these is to tone back down missile damage to somewhere more reasonable, 2500-5000 dmg? Explosion radius is fine, missiles are meant to be good splash damage.
Snøfler Feb 11, 2022 @ 4:20am 
I've been super loving this mod lately, many thanks for creating this massive overhaul!
However I feel like gravity generator components are much too heavy. For starters they take about 300kgs of materials to craft but weigh a hefty 800kg.
This results in massive weight differences, for example a tier 1 large grid welder is 700kg but a tier 3 is 5700kg. I dont see how the welder upgrade is ever going to be so much better that I want to give up 5000kg of cargo lift capacity per welder. (this gets worse when you consider tier 2 is somewhere inbetween in performance but only weighs 1600kg)
If the weight of the component was let's say, halved to 400kg down from 800kg, the welder would end up being 3700kg, still very heavy, but not unreasonable for an end game tool.

Also while I am talking about ship welders and grinders, they all seem to have the same range and build/grind speeds.

I dont know if you'd technically consider this to be a feature suggestion but I'm also having serious issues with the electron banks, but not from a gameplay standpoint, my poor GTX1060 just really doesn't like rendering them. Would it be possible to get a lower poly version, some more aggressive LOD, or my favourite solution, have the block be low poly but encased in vanilla tinted glass to obscure the graphics drop?
Osiris Feb 11, 2022 @ 7:50am 
With the added amount of production blocks it makes making a mobile base NEED to be bigger, which i like, but the base thrusters are a little to weak for it without adding 100s of them. Id like to see a tiered thruster. i know theres already like rocket thrusters and what not but i think you could slightly lower thrust of some and add 2 tiers of thrusters that get up to like maybe x3 or x4
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