Space Engineers

Space Engineers

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Player Guide for Space Ace's Extreme Hardcore Survival Modpack
By Space Ace
A simple player guide to help you stay generally on-track of progression in my modpack found here

This guide is intentionally a bit vague, because where's the fun in having all the answers. If you have any specific progression questions, or are stuck, I am active on both Steam and Discord and would love to help you out!
   
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World Setup
Recommended Game Settings:
* is "Important"

Sliders:
Character Inventory: Realistic
*Assembler Efficiency: Realistic (Other options will result in fractions of components)
Refinery Speed: Preference
Welding Speed: Preference
Grinding Speed: Preference
Environment Hostility: Safe
Sound Mode: Realistic
*World Size: Unlimited
View Distance: Based on your PC specs
Respawn Cooldown: Preference (disable if you are picky about your starting location)
*Day Duration: 1-4hr or Preference
Max Objects: 100-500 based on PC specs
Encounter Cap: 1
*Animal Limit: 32
*Block Limits: Off

Checkboxes:
*Auto Healing: Off
Delete Respawn Ship: Off
Spectator: Off
Player Names: Preference (does not affect AI bots)
Reset Ownership: Off
Thruster Damage: On
Perma Death: Off
*Weapons: On
Cargo Ships: On
*Destructible Blocks: On
*Ingame Scripts: On
*Space Suit Respawn: Off
Tools shake: Preference
Adaptive sim: Preference
Voxel Hand: Off
Random Encounters: Preference
Planetary Encounters: On
3rd Person: Preference (If you would prefer an alternative with nerfed character 3rd person only, disable 3rd person and use this mod instead https://sp.zhabite.com/sharedfiles/filedetails/?id=2923698329)
*Oxygen: On
*Air-tightness: On
Convert to station: On
Unsupported Stations: Off
Jetpack: On
Spawn with tools: On
Voxel Destruction: On
Drones: On
Wolves: (Handled by MES)
Spiders: (Handled by MES)
Remote removal: Preference
Subgrid Damage: Off
Friendly Rocket Damage: Off
*Unknown Signals: On
*Respawn Ships: On
*Progression: Off
*Autorespawn: Off
*Supergridding: On
*Economy: On
Bounties: Preference
Weather: On
Aim assist: Preference
Lightning: Disabled by mod
*Scrap Drops: On
*Temp Containers: On

-This pack is to be specifically used on the Star System vanilla preset.

-Load order matters for multiple mods. This is the current working load order.

- You will have to place the water yourself. Don't go crazy with the depth or you'll be building submarines when you go to complete the story. I recommend only adding water to Earth and Alien, with a height of 1.0158 on both. For help adding the water refer to the official guide and navigate to the "Server Settings" section.

- You must disable "AdvLift" in the Aerodynamic Physics mod, or you will only get one faction's ships spawning on planets. To do so, have an admin use Alt + F10, Then go to the top left "Mod Settings" --> Aerodynamic Physics --> Physics --> Advanced Lift. Set this value to "False"


Dedicated Server additional setup

- The mods "Eat Drink Sleep Repeat", "Plant and Cook" and the relevant compatibility mods must all be removed . "Algaetechnology" can also be removed, but if you are using the mod below, I recommend keeping it

- If you like the food items, you can use this version of Plant & Cook to convert the food items to healing items instead (Load order unchanged)

- Your version of EHSM Economy System should be changed to this version of the mod to remove food dependencieb

- The mod load order inside the config files are reversed. (NOT IN THE SERVER SETUP UI, ONLY INSIDE THE "Sandbox_config.sbc" CONFIG FILE) To setup a config file you must input the mods in reverse, or create a singleplayer world and copy the relevant section of your config file. A pre-setup Modlist.txt is available in the Discord, but the file method should not be used when making a new world. Only when updating

Stage 1: Fresh out of the pod
1. If you just started the save, turn off AdvLift and add the water (seen above in setup)

2. If your landing location ends up in water, press backspace and find a new landing location.

3. Gather your bearings and look out for lower areas to locate water as soon as possible.

4. Use the food and drinks in the pod barrel for your first sustenance. Sit in the seat to slowly regain sleep. Later-on, beds will refill sleep far faster. (Tip: The small grid bed is non-DLC and doesn't require Aluminum.)

4 1/2. Trees are quite useful in this pack. Cutting trees yields Logs and Apples. Apples can be farmed & eaten, and logs can either be made into Fire Wood for the Wood Furnace Generator, or made into planks. These planks are unaffected by the scrap mod and float in water. Very ideal for scaffolding and early floating craft.

5. Using the refining from your survival kit, setup an Assembling Bench either on your lander or on a new large grid. If you are using a large grid Bench you will need to setup 1-3 Wind Turbines. Keep in mind the current wind speed and your location's altitude will affect the output of your turbines. When constructing, remember you may want to connect the wind turbine grid to your landing pod. If you are having power troubles, a Wood Furnace Generator may be useful. Don't forget about the one pre-installed on your pod!

6. If you like your landing location, skip to step 9. If not, go to step 7.

7. Using metal wheels, turn your landing pod into a rover and begin surveying the area for a new location. A waterside base is recommended for easy access to unlimited ice for hydrogen. (Tip: A fully submerged and powered collector block will automatically collect ice.) If your survival kit is destroyed now it's game over so be careful.

8. Once you have located a new suitable location, return to step 5.

9. With the Assembling Bench, create the parts for a Smelter. Both small and large grid smelters use a decent amount of power. Connect your lander to the wind turbine grid, and/or stuff your Wood Furnace Generator with Fire Wood, and use your lander's Lithium Battery to even out the power delivery. You can also use Advanced Welding's grinder features & Weld Pads and a rotor to connect your lander's Lithium Battery directly to the large grid if you plan to just scrap your lander. If you don't feel like waiting for the battery to charge, Alkaline Batteries are a cheap option, however they cannot be recharged. Once they're depleted, the block should be completely scrapped

10. Unknown Signal airdrops will have valuable materials and small Acid batteries available, along with seeds and tools. This is the easiest source of early-game Acid power storage and low-to-mid-tier components. Use Advanced Welding's grinder features to remove the battery easier, and press "R" on a block/grid to pick it up.

11. This will be the longest step in this stage. Construct and equip a vehicle with a metal detector and seismic surveyor and begin searching the landscape for ore. Look for light or dark patches in the dirt to locate ores, or simply use the seismograph. All ores are useful at some point, but you must find Titanium and Coal to begin the next stage. Sometimes certain ores will feel difficult to find, but it is purely luck. Don't give up!

12. Construct a Refinery to process the higher tier ores. Yield modules are disabled and instead ores must be purified in the Rock Crusher and then Ore Purifier for 50% and 100% higher yields respectively. These extra refining steps are unnecessary in the early game, and eat up lots of power and room.

13. Construct a Coal Boiler and Steam Turbine. To prevent coal being wasted you will also need a Steam Buffer Tank. If you already found bauxite, you can make an event controller to auto-switch the Coal Boiler when the buffer tank fills & empties. You will need to construct a plate stamp to make the Titanium Plates. (Do not connect your turbine directly to a buffer tank. The script requires at least 1 pipe block between)

Stage 2: Freedom of Power & Power of Freedom
1. With Coal power acquired there is now 50MW of power at your disposal. Build up a stockpile of coal for your boiler and monitor your buffer tank until an event controller is installed to do it for you

2. Industrial Overhaul has numerous machines. Most of them you will need to make before you can assemble the full catalog of components. These machines will take a substantial amount of space, and vertical construction is recommended to keep things compact. Refer to The Official IO Guide for what machines to build for what and when.

3. At this point your freedom of choice begins to open up a bit as you gain access to more components and ores. Don't forget about Trade Stations, as they can be used to purchase ships, tools, foods, and high-tier components you don't have access to yet, like Lithium Power Cells

4. To begin locating the ancient temples you can rarely find datapads from old explorers in the storages of other factions. Trade Stations are a great place to start. Each temple will usually have a location to another temple hidden somewhere inside separate from the artifact.

5. Once you have caught the scent you can follow the trail out to space and other planets. To begin the next stage, gather lake ice and construct a Bio Lab (misspelled "Bio Labor" ingame).

Stage 3: Engineer on the Moon
1. Space in this pack is an unforgiving and harsh place. Oxygen is now a valuable resource and dangerous enemies lurk in the shadows

2. Use your Bio Lab from the end of Stage 2 to make Algae Samples out of Lake Ice. With these samples in an Algae Farm you can generate large amounts of samples over time. These samples can either be put into a composter to create Organic (used for food items) or put back into the Bio Lab to create Photosynthesizing Algae Containers for Algaebased O2 farms. Vanilla O2 farms are still an option, but Algae O2 Farms are far better. Later on you can make Algaebased H2 Farms when you have obtained Alien Lake Ice

3. If you already located Oil Sand you may have been producing fuel(s). Using the separate machines, You can process the OilSand into either Gasoline or Rocket Fuel. The machines for this process are quite large and power-hungry, so be prepared
-Rocket Fuel is a more powerful and more efficient thruster fuel
-Gasoline is an energy-dense fuel used in Gasoline engines to generate large amounts of power.

4. Create your first ship with at minimum one oxygen tank. If you plan on an extended space visit then you will need additional O2 tanks or a gas generator. Remember the generator power requirement is greatly increased so it will cost lots of power to generate O2 from ice in space

5. The moon is the only source of the shiny liquid metal Cesium used in many Ion-based and/or Energy Shield systems. There is also trace amounts of Tantalum and Platinum scattered across the surface. This complete's the catalogue of basic materials, but other more-valuable ores still lie in wait on other planets

Stage 4: Spacefarer
1. To better understand the Mission ahead, refer to the Endgame Expansion guide to understand what each exotic material's location and uses are. You can launch missions to the story temples along-the-way, or collect all the materials and then rush to all the temples at once

2. Asteroids no longer have ores like uranium, platinum, or tantalum. Instead, low and mid-level ores can be found in massive abundance. If you want high-level ores like tantalum, you will have to source it from whichever planets/moons it is found on. Exotics will not be found in space, and each planet will have its own unique exotic tier ore

3. Beware the factions that reside in space. Drones can be seen patrolling around asteroids looking for intruders, and the Mercenaries are always on the hunt for fresh meat. Other threats lurk in space as well...

Stage 5: Endgame
1. You have now probably obtained some of every material in the game. At this point it is a matter of expanding your logistical capabilities and launching further-and-further missions from your home station to complete the main objective

2. There is, unfortunately, nothing particularly interesting that happens when all of the artifacts are collected. Be sure you save the game before collecting the last one, as it will start end-game credits and then send you to the main menu.

3. Once you have found all of the artifacts you have completed the main objective! Further gameplay is all up to you. Build a station on every planet & moon? Establish a space base or three? Maybe take on some Factorum? It's all up to you

Food Drinks & Sleep
Obtaining Organic:

Small bits of organic can be acquired by mining grass. This can be used to make food, or to farm more organic. Use these organic bits in a Bio Lab (misspelled "Bio Labor" ingame) to make algae samples. Use these samples in an Algae Farm to create large amounts of algae over time. Use excess algae in the Composter to break it down into organic material for making foods. (Connecting the Composter to the Algae Farm's conveyor is not recommended, as it will eat up all of your algae)


Food Growing Blocks:

-Apple Farm (Ideal for your first farm)
-Mushroom Farm
-Wheat Farm
-Soya Farm
-Herb grower
-Vegetable Grower


Obtaining Seeds:

-Hunt down Unknown Signal airdrops to find new seeds for your farms


Other food sources:

- Meat drops from animals. This can be cooked in the kitchen
- Chips and other snacks can be purchased from trade stations
- Trees drop apples when cut down


Drinks:

- Drinks are not grown and are simply crafted with water and ice
- Special non-craftable drinks can be found in enemy cargos and Unknown Signals


Sleep:

-Sitting in a chair or couch will slowly refill your sleep. This is not ideal for long-term use
-Laying in a bed will completely refill your sleep in a few seconds
-Sitting in a cockpit does not refill sleep
Power Generation & Storage
Energy Storage:

- LG Alkaline Battery: 6 MW out / 1 MWh capacity
- SG Alkaline Battery: 100 kW out / 20 kWh
Charge Efficiency: N/A cannot be recharged

- LG Acid Battery: 6 MW out / 1.5 MWh capacity
- SG Acid Battery: 2 MW out / 500 kWh
- SG Small Acid Battery: 100 kW out / 50 kWh
Charge Efficiency: 75%

LG Capacitor: 250 MW out / 100 KWh capacity
SG Capacitor: 25 MW out / 10 KWh
Charge Efficiency 100%

- LG Lithium Battery: 12 MW out / 3 MWh capacity
- SG Lithium Battery: 4 MW out / 1 MWh
- SG Small Lithium Battery: 200 kW out / 80 kWh
Charge Efficiency: 95%

LG Electron Matrix: 50 MW out / 250 MWh capacity
SG Electron Matrix: 5 MW out / 25 MWh
Charge Efficiency 100%


Furnace Generators:

- SG Wood Furnace Generator: 125KW
- LG Wood Furnace Generator: 500KW

- SG Coal Furnace Generator: 250KW
- LG Coal Furnace Generator: 1MW


Renewable Energy

- Wind Turbine: ~10-300 kW
- Large Wind Turbine: ~4 MW

- LG Solar Panel: 1 MW
- SG Solar Panel: 500 kW


Fueled Generators:

- LG H2/O2 Generator: H2 produced 16.67L/s @ 2 MW
- SG H2/O2 Generator: H2 produced 3.33L/s @ 500 KW

- LG Hydrogen Engine: 5 MW - H2 used 40L/s
- SG Hydrogen Engine: 500 kW - H2 used 4L/s
(Small grid is a net loss and gas generators should only be used for life support. Large Grid is only a 20KW surplus and is better used as power storage rather than generation)

-Gasoline Refinery Gas produced 80L/s

- LG Gasoline Engine: 15 MW - Gas used 1.5L/s
- SG Gasoline Engine: 1.5 MW - Gas used 0.15L/s


Steam:

- Steam Turbine: 50 MW - Steam used: 50L/s

- Coal Boiler steam produced: 100L/s

- Nuclear Reactor steam produced 500L/s

- Fast-Neutron Reactor steam produced: 300L/s


Nuclear:

- LG Compact Reactor: 150 MW
- SG Compact Reactor: 10 MW

- LG RTG: 1 MW
- SG RTG: 250 KW


Deuterium:

Deuterium Extractor DET produced: 5L/s

Deuterium Ramscoop DET produced: 2.25L/s @ 100m/s

Fusion Reactor: 1 GW - DET used: 20L/s
Weapons
Stage 1

Light Gravel Turret
Range: 800m
A weak turret with extremely low cost of operation. Ammo is crafted in the "Gravel Compressor"

Heavy Gravel Turret
Range: 1200m
A slow firing, medium damage cannon. Ammo is crafted in the "Gravel Compressor"

Light Machine Gun
Range: 1000m
A weaker, faster firing autocannon. Can use low-damage CLG Boxes when necessary

Mortar
Range: 600m
Fires a very slow projectile capable of being lobbed at nearby enemies

CLG Machine Gun
Range: 1000m
A medium fire rate, low damage turret that fires CLG autocannon rounds

Stage 2
Ammo for these weapons is made in the munitions factory

Gatlings
Range: 1000m
Your usual, run-of-the-mill vanilla gatlings

Rockets
Range: 1500mAI-2500m
Your usual, run-of-the-mill vanilla rockets/missiles

Light Turret
Range: 800m
Interior turret form-factor, now with a slower fire rate and higher damage

Autocannons
Range: 1000m
Your usual, run-of-the-mill vanilla autocannons

Shotgun
Range: 800m
Fires many pellets in a cone. High damage at close range

Rifled Shotgun
Range: 800m
Fires many pellets in a cone. Has a rifled barrel for tighter spread

Assault Cannon
Range: 1400m
Your usual, run-of-the-mill vanilla Assault Cannon

Artillery
Range: 2000m
Your usual, run-of-the-mill vanilla Artillery

Standard 155mm Cannons
Range: 2000m
A single barrel weapon capable of dealing medium damage against armored targets

Standard 305mm Cannons
Range: 2000m
A single or dual-barreled weapon capable of dealing heavy damage against armored targets

Heavy Artillery
Range: 3000-5000m
A long-range high-power cannon with lots of drop. Take out your enemies from safely behind cover

after obtaining quartz
Flak
Range: 1500m
Fires an explosive payload that will auto detonate after traveling 1500m

Vulcan Gatling
Range: 1000m
The bigger brother of the gatling gun. A pinnacle of engineering

Hellfire Rockets
Range: 1500mAI-2500m
Hellfire rockets are smaller and do less damage, but can be tightly packed for intense missile barrages


Stage 3

Coilgun
Range: 6000m
Fires a heavy magnetic sabot at extremely high velocities and over long distances


Stage 4
Ammo for these weapons is made in the heavy munitions factory

Ignis Gatling
Range: 2000m
A slow-firing MGL gatling with signature red tracers

Automatic Shotgun
Range: 800m
Fires many pellets in a cone. High fire rate and lots of spread

Lasers
Range: 1500-2500m
Uses Ruby laser tech and energy to blast a continuous beam without ammo management

Burst Flak
Range: 2000m
Fire intense salvos of explosive payloads to carpet the skies

Sniper 155mm Cannon
Range: 4000m
A 155mm Cannon with increased damage and greatly increased range

Burst 155mm Cannon
Range: 2000m
A 155mm Cannon that fires heavy shells in a 3-round burst

Sniper 305mm Cannon
Range: 5000m
A 305mm Cannon with increased damage and greatly increased range

]Burst 305mm Cannon
Range: 3500m
A 305mm Cannon that fires heavy shells in an intense 8-round burst

Supercooled Coilgun
Range: 8000m
Uses better construction materials and fabricating methods to acieve all-sround better performace


Stage 5
(nothing yet for nano-tier. Stay tuned for the energy weapons addon)
Revamped Ore Generation
Ores will be rarer than usual, and are completely random. Large oreless patches of land may be found from time-to-time. Also take note that Lithium is no-longer available on Earth

Planet
Earth
Moon
Mars
Europa
Alien
Titan
Pertam
Triton
Space
Ice
Ocean, Lakes, Rocks
Poles
Poles
The Ground
Ocean, Lakes, Rocks
Lakes, Rocks
None
The Ground
8.3%
Iron
8.7%
8.3%
9.8%
8%
0%
7.4%
6.9%
7.1%
8.3%
Nickel
8.7%
8.3%
9.8%
8%
8.3%
7.4%
0.9g
7.1%
8.3%
Silicon
8.7%
8.3%
9.8%
8%
4.2%
7.4%
6.9%
7.1%
8.3%
Copper
8.7%
8.3%
9.8%
8%
0%
7.4%
6.9%
7.1%
8.3%
Cobalt
8.7%
8.3%
9.8%
8%
8.3%
7.4%
6.9%
7.1%
8.3%
Silver
4.3%
8.3%
9.8%
8%
8.3%
7.4%
6.9%
7.1%
8.3%
Gold
4.3%
8.3%
9.8%
8%
8.3%
7.4%
6.9%
7.1%
8.3%
Sulfur
8.7%
8.3%
9.8%
8%
8.3%
7.4%
6.9%
7.1%
8.3%
Niter
8.7%
0%
9.8%
0%
4.2%
3.7%
6.9%
3.6%
0%
Oil
8.7%
0%
0%
0%
8.3%
0%
10.3%
0%
0%
Titanium
4.3%
8.3%
9.8%
8%
8.3%
7.4%
6.9%
7.1%
8.3%
Coal
8.7%
0%
9.8%
0%
0%
3.7%
6.9%
3.6%
0%
Bauxite
4.3%
8.3%
9.8%
8%
8.3%
7.4%
6.9%
7.1%
8.3%
Lithium
0%
0%
4.9%
4%
8.3%
7.4%
0%
7.1%
8.3%
Platinum
0%
4.2%
0%
4%
4.2%
7.4%
0%
0%
0%
Tantalum
0%
4.2%
0%
8%
0%
0%
0%
7.1%
0%
Uranium
0%
0%
0%
0%
8.3%
0%
3.4%
3.6%
0%
Exotic
Quartz 4.3%
Pollucite 4.2%
Ruby 4.9%
Sapphire 4%
Potash 4.2%
Diamond 3.7%
Topaz 3.4%
Garnet 3.6%
N/A
Atmospheres
Endgame Expansion changes lots of visuals, but more importantly it drastically changes the planetary atmospheres you may have gotten used to

Planet
Vanilla Atmo Height
New Atmo Height
Vanilla Max Atmo Density
New Max Atmo Density
Vanilla O2 Density
New O2 Density
Earth
14400m
14400m
100%
100%
100%
100%
Moon
N/A
N/A
N/A
N/A
N/A
N/A
Mars
14400m
14400m
~80%
~40%
0%
1%
Europa
1140m
N/A
100%
N/A
0%
N/A
Alien
14400m
18000m
120%
150%
10%
20%
Titan
570m
712m
100%
60%
0%
0%
Triton
3771m
6017m
100%
80%
90%
40%
Pertam
1503m
1879m
100%
120%
100%
100%
Other Useful Guides
4 Comments
lugubriousmoron 22 Apr @ 8:02pm 
I'm just coming back here to say how much I love this pack. I suck at it and keep restarting but it's so much fun!
lugubriousmoron 8 Apr @ 9:14pm 
Thanks Space Ace! Keep up the amazing work!
Space Ace  [author] 7 Apr @ 4:48pm 
@lugubriousmoron all of those errors are known and can be ignored. It's mostly for redundant compatibility materials for other mods or fake keen errors that the game likes to make up. Any active known bugs can be found on the Trello page here [trello.com]
lugubriousmoron 7 Apr @ 3:02pm 
I love this modpack but I am gettting a ton of errors when I load in, this is after a clean install on a different drive. They all look like this:

MOD_ERROR: Plant and Cook, in file: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\2570427696\Data\VoxelMaterials_planetary.sbc
Resource not found, setting to null. Resource path: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\2570427696\..\2603627657\Textures\Models\Environment\Grass\TealGrass_08_cm.dds