Space Engineers

Space Engineers

Industrial Overhaul - v1.7.2
Clockwork168  [developer] Dec 31, 2020 @ 2:23pm
Feature Suggestions
If you have an idea for a concept or feature for a future update, post it here, I'd love to hear it.
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Showing 1-15 of 168 comments
Hi, weapencore support would be nice because me and my freands like to play with weapancore
DNBANB Jan 2, 2021 @ 7:09am 
I've been using awwscrap less for the challenge and more for the space it saves during salvaging. It looks like the survival kit has a tab to manually process the scrap but as of tier 2 it doesnt look like the refiners automatically pull the scrap in to refine it. Any thoughts on adding that function?

https://steamcommunity.com/sharedfiles/filedetails/?id=1542310718&searchtext=awwscrap
Clockwork168  [developer] Jan 2, 2021 @ 8:28am 
A Weaponcore conversion will probably never happen, sorry. I don't use it in my games, and I'm not going to make it required in order to use this.

Basic AwwScrap compatibility was simple, so that's added now. I may look into adding scrap types for the new components as well, in future, depending on what that takes on my end.
DNBANB Jan 2, 2021 @ 10:13am 
It may help to develop a flow chart for resources and production. Maybe I'm getting to in depth here but I did something similar for X4 and it helped. If you need some help putting something together let me know. The tables you have work well but as the tiers increase it would be helpful to see how ingot x or component y works within the production chain.
Ace of Chips Jan 2, 2021 @ 6:29pm 
The cherry on top of this would be integration with the Daily Needs Mod - especially considering you're replacing magnesium with niter - whose components would also make fertilizer.

I imagine water purification and emergency rations at the lowest tier; food production, basic hydroponics, and the crop grower at the next; and the advanced hydroponics at the automation tier.

Of course, you'd have to get in contact with the mod authors if they'd allow such integration. They seem particularly sensitive about other people defying their copyrights (thanks Keen) but I think they'd be reasonable about integrating with another mod if you asked first.
Bodyboarder2528 Jan 4, 2021 @ 12:12am 
would you be able to incorporate the shield mod component into this?
personzz Jan 5, 2021 @ 5:58am 
Perhaps an addon mod could be made that adds NPCs (bases and ships) that use the new blocks would be a nice touch.
I'm about 3/4 of a decent builder and would be happy to help with something like that, assuming you want to do it and feel help would be valuable.
If you have no interest, would you be willing to give your blessing to someone else to create such a mod?
Clockwork168  [developer] Jan 5, 2021 @ 7:05pm 
Daily Needs - I like the idea, and I'll mention it to Skallabjorn. Would likely be an separate addon mod if it happens

Shields - I've added the Field Emitter to the list for the Nanoassembler, no cost changes for now. Having an altered recipe for it causes some problems if you're *not* running that shield mod, so I'd want to find a way to make conditional changes to existing recipes

NPCs - Honestly I don't play with NPCs much, so it'd be pretty low priority for me to make a mod like that. Anyone else is of course welcome to do so if they'd like, and link it on the main mod page comments
Bodyboarder2528 Jan 5, 2021 @ 8:06pm 
thanks
Francis Jan 6, 2021 @ 7:33pm 
it would be great to have another assembler type block capable of making modded items and materials
Clockwork168  [developer] Jan 7, 2021 @ 8:39am 
That's already a thing; the "Mod Compatibility Assembler", in the variant group with the survival kit. Should allow any modded component that shows up in the normal list for the vanilla Assembler
BaalEvan Jan 7, 2021 @ 8:14pm 
Hi :D

So... i really want support for AwwScrap, so i made Console App for converting Industrial Overhaul Blueprints into Scrap

TBH i have no idea how to test it, because i know nothing about modding SE, there is problem with Display Names (for example supercounductor in your blueprint is using "DisplayName_Item_Superconductor" so i guess its for some Translation and i'm just adding "Scrap" to this name

1 Scrap is eqaul to all ingots required to craft this component and all Prerequisites

Size/mass/volume etc are from AwwScrap default

https://pastebin.com/cK8EycKm
I can also send you source ;)

Edit: its working :P https://imgur.com/a/QyheHio but changes to AwwScrap are required, required changes are in comment on pastebin
Last edited by BaalEvan; Jan 7, 2021 @ 9:08pm
not422 Jan 8, 2021 @ 2:14pm 
Hi,

looks pretty cool your mod. Just expanding and giving a real feeling about progression.
There is one major thing in SE that bothers me a lot. Using Hydrogen for Engines (because I need more Energy to produce Hydrogen than I can receive from burning it back to water). That just not logical. And that is something that really makes up the game.
On so does your mod. It is about creating a realistic and sciens approved exprience.
Is there a possibility to change the hydrogen engines so it can run on your oil?
That would be super cool and far more realistic.

I'm eager to see what we will get from you in the future. :)
Last edited by not422; Jan 8, 2021 @ 2:18pm
Clockwork168  [developer] Jan 8, 2021 @ 3:17pm 
There are Gasoline-powered engines later in the progression ;)

And yeah, the hydro engines don't make any sense, here or in vanilla. In the end it's a concession to gameplay; they're pretty much required as an intermediate power source. I could potentially have the electrolysis process take more power than you get back, but honestly I think that would harm the gameplay.

They have, however, had their fuel consumption increased significantly over vanilla
Spite Jan 8, 2021 @ 11:14pm 
Hi Clockwork168!

This is a great looking mod, definitely going to be giving it a go in the next survival run.
Currently I'm using Enenra's Vanilla Tech Tree:

https://steamcommunity.com/sharedfiles/filedetails/?id=2307652535

For JTurp's Research System Framework:

https://steamcommunity.com/sharedfiles/filedetails/?id=2307665159

Would you consider doing something similar for your industrial overhaul mod? So that, for example, not only would progression be dependent on finding the resources, but unlocking the schematics for each new tier of refinery/assembler type building.

It does sound like a lot of work though, so I totally understand if its not happening.
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