Space Engineers

Space Engineers

Industrial Overhaul - v1.7.3
Is this mod still being developed?
I really like this mod but the last time the mod maker posted on this was more than a year ago as far as I can tell.
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Showing 1-3 of 3 comments
pi3orionis Apr 10, 2023 @ 3:38pm 
I'm in the process of using it to set up a private server with some friends and I can say that it's current through the Warfare 2 DLC. There are some compatibility mods that might be desirable, I think they're listed off of the description for the mod.

I was actually curious about whether Clockwork is continuing development and maintenance. I've decided to go all in with customizing for the mods I intend to use to make them fit in with IO. I was going to offer Clockwork to share my work, since I'm going to be obsessive and revise some trivial decorative vanilla and DLC blocks, and may get a jump on adapting Automaton when it releases.

Honestly though, it's a pretty complete mod in its current state. It has a full tech tier system that incorporates and expands, with some renaming, the vanilla blocks.

Anyway, I strongly recommend this mod. For what it's worth.
PepperJack Apr 14, 2023 @ 6:34am 
I also have the same idea if you want to check my mods out Here I also made a full padpack with my changes Modpack
Rümmler Apr 17, 2023 @ 3:31am 
Originally posted by pi3orionis:
Honestly though, it's a pretty complete mod in its current state. It has a full tech tier system that incorporates and expands, with some renaming, the vanilla blocks.

Anyway, I strongly recommend this mod. For what it's worth.

I agree with that statement. The only thing really missing imho is a way of tiering up production blocks without slapping more onto your grid. A PCU saving solution with an increase in component costs and energy consumption. Basically like with the ship tools.
The ore refining process is a bit slow as well. For me IO would be complete with a way of tiering that up, sticking to the overall concept of escalating energy and component costs. This would also give a proper reason to really go up on the energy production as well. Right now, a fully turbine stacked reactor is putting out so much energy you have nowhere to dump that (not speaking about a fusion reactor which is even crazier), unless you are using other mods which are adding high consumers, like the shield generator from Defense Shields.

Speaking a bit from experience: The real energyhunger starts when you synthesize Polymers out of sulfur and carbon (if you are not visiting planets for oil), which is a real hassle. Before that, I could run on 2-3 producing blocks max per type, but polymers are such a pain that I ended up building a dozen of the producers to get plastic. And even then 1 turbine with 50MW is already providing a very decent energy supply.

Other than that, the mod is well established and has seen alot of compatibility mods from others to allow a "lore friendly" implementation of other new blocks and the "Mod Compatibility Assembler" fixes the rest.
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