Space Engineers

Space Engineers

(VALO) - Vortex Advanced Logistical Overhaul
34 Comments
TheBluescreenYT 18 Jun @ 10:44pm 
Hey so the vanilla refinery just refuses to work. It won't process anything. Neither will the other refinery. The basic works, but only on certain things. Any idea what could be causing it?
Yrol Akiyama 6 Mar @ 8:48pm 
The naming system is horrible.
When i search for something, i search for _what it is_,
not for "what tier it is in" or any other descriptive naming-addons.

Like [T1] Steel Plates (someotherstuff]...

I have to read ALL the stuff _ust_ to know that is a steel plate.
( because humans cannot selectively read data )

Totally unintuitive and unusable :o/
canoline29 11 Nov, 2024 @ 9:35am 
Very easy Mod ,all possibis ,all to to ,Thank s on this Idea,very,very good!! Iguess that i havre found this Mod!!
Deatheffect 7 Nov, 2024 @ 5:03am 
Compatible with Space Engineers Enhanced Progression?
King DaMuncha 1 Nov, 2024 @ 1:26am 
Does this mod still work?
Y0ur Senpa1 22 Oct, 2024 @ 8:05am 
Compatible with Space Engineers Enhanced Progression?
Damonicus1986 15 Oct, 2024 @ 9:59am 
game crash as soon as i add it to new save
Palpatine  [author] 15 Oct, 2024 @ 12:35am 
Thank you. I just did a big update but I haven't had time to make an update to the description, I buffed reactors by 10x and added in T1-T3 solars and wind gens that are pretty easy to build up to.
Alienicon 14 Oct, 2024 @ 11:24pm 
I feel this mod is far too underrated. Sure, needs some small fixes like power usage, but maybe if there is more interest, it will motivate the maker into spending more time doing it.
Nutlesscats 14 Oct, 2024 @ 7:21pm 
factorio meets space engineers would be awsome
Hyomoto 11 Oct, 2024 @ 6:53pm 
I notice the power draw is *perhaps* not a goof, given the normal assembler pulls 15 MW. I would like to submit that's ... uh. So, a wind power station puts out a max of 400kw, a bit more for a storm. The basic refiner takes 330 kw, which can be generally powered by one or two well placed turbines. It would take 25 wind turbines to not efficiently power a single basic assembler. There's no way that's right. But this also means the regular assembler requires *a nuclear reactor* to power it efficiently.

VALO is ambitious, but scope creep seems to have set in somewhere and I worry there's going to be other random undocumented changes that will just flat-out break the experience. So, for me, I'm tapping out. I like the idea of a more complex material economy and filling out the roles of different blocks, but it's clear this isn't for me.
Palpatine  [author] 11 Oct, 2024 @ 4:36pm 
Yeah! I noticed that last night while writing the guide. I have that an a couple other small goofs I need to fix. Thanks for reporting!
Hyomoto 11 Oct, 2024 @ 4:32pm 
Pretty sure you made a goof. The Basic Assembler is listed as T3 in game and uses 10 MW of power despite otherwise being a basic assembler.
Palpatine  [author] 11 Oct, 2024 @ 3:19am 
Alright the guide is up and the mod is updated. 3000 words to say have fun!:steamthumbsup:
Palpatine  [author] 10 Oct, 2024 @ 6:53am 
I'll look into that thank you!
baph.online 10 Oct, 2024 @ 4:29am 
very cool!! one thing i would suggest as a complete nerd with too much time: a cyclotron would be far more efficient than a linear accelerator for the production of heavy elements, cyclotrons being disc-shaped contraptions that spiral ions into a target. linear accelerators are better at producing subatomic particles and superheavy elements (in supersmall quantities) since they allow very small quantities of material to be accelerated very quickly, whereas with a cyclotron you have a large, persistent target you can shoot a large number of ions into.

aesthetic change more than anything but i feel yall appreciate the funky little details lol
DeMentor 8 Oct, 2024 @ 2:33pm 
Really looking forward to any guide/wiki :steamthumbsup:
DeMentor 8 Oct, 2024 @ 2:32pm 
I agree with Solorvox on the broken names (my Battery had one, as well as H2/O2 Generator) .
I've just started playing, just built a Basic Assembler. It takes 10 MW power, why is that?
Palpatine  [author] 8 Oct, 2024 @ 11:29am 
extraengineer16 - The blocks are like vanilla, but there are bigger and smaller options for important things and also upgraded versions. Its a "tranche" system, not tech, branding ya know.
Palpatine  [author] 8 Oct, 2024 @ 11:28am 
Solorvox - thanks for the feedback! These type of posts help 1000% more then a generic "love it". The early game start is harder then I wanted, the grind is not "fun" rn in that range. Refinery rates are like right at vanilla, we've been discussing increasing this considerably because nobody really likes just having to spam out refineries, I already make you pay a premium in power might as well make them "good". There is no error that occurs on my end and its really hard to track down broken names without checking every single block myself, so if you notice that again and get a chance report back the names I can fix that in like 20 seconds if I know its broken. The guide is in the works, I've been bug chasing for a week and haven't gotten a chance to write it up fully but I will get it finished! Again thanks for the useful feedback!
Palpatine  [author] 8 Oct, 2024 @ 11:28am 
UpBeatHe1st - That is a really strange engineering challenge! This is the first report of this type I have gotten. I am not doing anything in this mod that goes near that code, this is essentially a graduated block mod with animations, there really should not be any interference there. SE is weird though so if it persists we'll have to take a deep dive into it.
UpBeatHe1st 8 Oct, 2024 @ 1:28am 
This may just be my game with the other mods i have installed but all pf my print's event controllers don't work.
Solorvox 7 Oct, 2024 @ 3:36pm 
Have to say not really a fan of this mod. At least in the current state. First, it seems way more grindy then normal. Even set on 10x refinery things take forever. Several blocks have broken names (DisplayName_X_Y_Car_X) etc. that make it super annoying to rename.

Finally, there is very little info on what you need to do to get things done. Things seem rather convoluted... which is fine if you have a wiki or guide. However, I don't seem to see anything like that for this mod. Might be good in future, but in current state not a fan. Sorry.
extraengineer16 7 Oct, 2024 @ 1:04pm 
me love tech
extraengineer16 7 Oct, 2024 @ 1:03pm 
what do the blocks do?
Palpatine  [author] 7 Oct, 2024 @ 3:18am 
Snuggl, sorry can't do, the whole mod relies on upgraded comps, I only added the ones that were needed. The ores to are required for the wholistic approach of the FCM to support this.

Wheezy, it's really going to depend, an average block mod is ok, it might break a block variant group or something, but all the blocks would still be usable. What you really need to avoid is other mods that are altering the vanilla blocks themselves. MES is fine, I have a MES mod in the works right now that will support this and everything works fine there, it takes some custom code to get upgraded blocks on MES spawns but I wana make that public for NPC modders who want to tie into the system.
Wheezy 6 Oct, 2024 @ 2:46pm 
Hey quick question, since this mod is a full overhaul, how does it interact with mods that rely on vanilla blocks such as Modular Encounters and such? Does this function with those or can we expect those mods to cease to function?
Snuggl 6 Oct, 2024 @ 3:16am 
Can you make a version without the extra ores and the accelerator requirement, so we can just build ALL the blocks with normal materials? Really like the blocks you made but i don't want any more resource bloat.
Palpatine  [author] 6 Oct, 2024 @ 12:08am 
Everything T1 works like vanilla.
To get into T2 take a T1 component and upgrade it in a particle accelerator.
You'll need heavy particles, make those in the accelerator from any comp or Ingot type.
There is an upgraded refinery and assembler too. Just look on the assembler and refinery groups and build everything there and you'll be on track.
Sir Connery 5 Oct, 2024 @ 11:18pm 
Can you put some detail here? Are the production lines more complicated or what's up?
Palpatine  [author] 3 Oct, 2024 @ 2:52pm 
Yeah this is def the right mod for you then! I am watching people play through with it for the first time right now on my servers and they are having a great challenge.
kurama 3 Oct, 2024 @ 8:29am 
i always found Space engineers to "simple" what you get a refinery and assembler and thats it your basically end game just need to mine a bunch :D iv always enjoyed mods which change that and make it more involved
Palpatine  [author] 1 Oct, 2024 @ 5:00pm 
haha, I get what you mean bro, hope you have a good time with it!
kurama 1 Oct, 2024 @ 11:22am 
Holy Crap ma dude!!!! this is the content i want to see