Maybe not scarce resources. Having cobalt, an important one to even travel, be locked to earth kinda kills it for me. Curious if you still got your server going though. Might reinstall the game to play on it, if it is.
Industrial Overhaul mod, making you need more machines and to find more ore types and make more components just to make other components to build a block, also lockes you to less powerful means of power and weapons till you get the more advanced ores collected and refined. I like games or mods to games that feel like I am going through the prosess of starting at the stone age and progressing to the future age, and this mod kinda does that.
Just started a new survival playthrough myself, I didn't even know about scarce resources but it sounds perfect for me! Am I able to add it to an existing world or will I need to start a new game?
Is there any mor that allows you to print or spawn blueprints with rotor parts? Maybe pay 120% of components and you can spawn your blueprint? Woulb be fine, because there is so many ships that can't be ever build in survival!
Cant play a save without a heavy amount of modular encounter mods. The world is far too empty and boring without them. I really hope in the next update they overhaul space pirates and maybe add some more factions
@@braydonattoe2078 normally the trailer for the update doesn’t show up until around when the update releases (Ex: Warfare 2 trailer was released when Warfare 2 was released to the public)
I modded the Medieval engineers planet (which has a road system all over the place to get around) to rovers only and manually placed the ores all over the planet spaced apart in different regions. The players made really cool trailer/Semi truck combos to haul ore and get around. Gas/recharge stations were made cause some hauls were definitely lengthy. Not having every ore in a 1k radius really changes the game.
Throw on: space just got real (makes lights more important) Quieter tools Water mod (pertam particularly gets a layer of water a thousand off feet bellow the surface so you can drill for fuel lol). And a LOAD more assertive mods( for ground encounters and bases particularly.) And you've got my standard modlist.
I like using a gravel sifter mod. Gives me trace amounts of rarer ores. Useful so I don't have to throw out tons of stone/gravel generated from mining pits.
I actually use a lot of these mods and they're great! I also like to throw in a jetpack nerfing mod (makes the jetpack almost useless on planets, so I have to actually build and use stairs and put more actual thought into how i design things) and if i'm in the mood I also add in some mods to make aircraft a bit trickier so there's more reason to use rovers and other ground vehicles.
funny stuff begins, when you set all cargo settings to realistic! you start using more machins for default work! and you realize that capturing pirats ships more efficient way to collect gold and platinum (ion engine+refinary)! plus you can turn off jetpack
I actually started a jetpack-less run earlier this week and it surprisingly is more fun to play that way. Rovers actually are a necessity for getting around (and taking on assertive bases/ships)
i've used Aww Scrap and Advanced Welding before, though i usually forget i can do the weld plates...lol... as for Improvised Engineering, i will have to try that out.. i can see using all 3 together.. if i can remember the weld plates....
Aside from Reavers And Assertive there are some other nice NPCs to add: Parallax and IMBER are pretty cool with also featuring some ground bases and properly reacting to Reavers Pravda Heavy industries is also very interesting. when I didn't pay attention a Pravcda Cruiser or destroyer wrecked my space station o.o
I've tried the Reavers before, and though it is really cool, it does eventually become almost unplayable in terms of doing literally anything that isn't killing Reavers. We'd destroy their biggest ship, clean up the bits, and either before we were done, or just after, we'd have another one appear ready for another fight. It was just constant. We didn't have time to do repairs anymore, and that was with nanites.
I was actually thinking that making the ores on different planets would solve the issue with planets being pointless. I'm glad there is already a mod which does that.
I knew about GridPickupMod for a while, but it's definitely been superseded by Improvised Engineering. Talk about an all-around upgrade, the biggest one being you can finally pick up large grid blocks unlike GridPickupMod. Definitely subscribing to that one in the workshop!
@@Zer0sLegion The experimental Version is the most reason one with a lot of improvements and the original will be updated in around 2 days max. If you had issues please report them so I can fix the mod.
Getting ready to start a new world right now with a new mod that just showed up on the workshop called Ancient Astronauts. I'm going to pair it with all the mods you just showed off plus a few more to ratchet up that difficulty.
Kinda sad that there is still no mod that separates building and tools in UI. Always hated that I have hotbars filled both with tools, weapons and different blocks, even when there is multiple hotbars. That's the worst part of survival to me in SE, inventory feeling clunky and separated from hotbar (unlike similar sandbox games like Minecraft). Wish there was "Building plan mode", where you create holograms of stuff you want to build with pure hands (aka preplanning), then switch to "Tool" mode with 3-4 slots for tools/weapons and start welding holograms. Another idea wouldn've been simply replacing the grider building cycle, and instead of having a full catalog of blocks, you produce them in fabricators, hold them in inventory, and place them in near complete built state. The welding torch here could get a role of repair tool...
This is the exact mod list I needed. Looks like it's time to start over on the scavenger play through.... again. Now to find a mod that turns the engineer into a Jawa.
i completely forgot about Aww Scrap, Improved Engineering and Advanced Welding Need to add them to my world for a future game that me and a friend are going to be doing......along with as many NPC (both space and ground) mods as i can find
To add another NPC faction recommendation, Orks: The Green Tide. Yes, _those_ Orks. They mostly behave like less aggressive Reavers, only going after you if they spot you, but the difference is that they have the widest variety of weapon options if you play with modded weapons, being able to use EVERYTHING. Not even the mighty Kingsword from Aryx Weapons is off limits.
Yeah. Add tractor beams and speed mod and once in a while youre going 300km/s and getting a kingsword in the back of the ship through both energy and defense shields
There is one that I think compartments all of these and that color icons and the daily needs mod. Now the daily needs mod really impacts the early game the most but as you search around there are all kinds of foods stuff you can make for you and your fellow engineers if your playing with friends
I used coloured icons in this video and I have shown it off before. I was actually look at another needs mod called "Eat. Drink. Sleep. Repeat!" which seems pretty cool but I didn't think it fitted with the rest of the video.
@@Zer0sLegion I noticed the color icons that one is awesome. I have seen that mod but I haven't used it yet. The sleep mod is an interesting mechanic for SE though. This one by itself when you don't want to feel like you are breaking the immersion by using admin controls.
There's a mod, I forget the name, that makes the jetpack use more fuel and be less effective in an atmosphere, which is a good mod to make building a rover or a scout ship more necessary as without it, I find you can do all scouting and bases to base transport on a jet pack with just a few fairly cheap hydrogen bottles
Improved engineering is now actually called improvised engineering I do believe, Advanced welding and improvised engineering are for sure on my mandatory mod list
This combination of mods seems interesting. I would however suggest AwwScrap I Found Your Crap as well because it changes AwwScrap enough where you still get some materials instead of 100% scrap, and that also increases the better grinder you have. Adds a bit of realism because a worse grinder may accidentally scrap some parts, but a great grinder won’t accidentally scrap as much. Either way, I will definitely play with this mod list (and some others) after GridAI comes out (kinda burnt out at the moment)
It's so funny. I thought, what would be a good name that has "Engineering" as the second word. And was like, you pick stuff up and carry it around, it's a bit "Improvised". But now everyone says "Improved" because the brain just likes to skip "is"🤣
just a note regarding Reavers. players should be well warned that Reavers are highly prone to kamikaze into your grids and if crippled or boarded, will go into a Death Tumble that on it's own will demolish the Voxels around your base. which can cause undesired performance hits on less optimized machines. with MES and it's extensions mods like Abandoned Settlements, Surface Occupation, Air Traffic and others will add more fun things to do and search for. turning Economy ON in the advanced Settings menu allows for selling of materials, components or even whole Ships at trade stations.
Thanks for the quality videos. I have 3.5k hours in the game, mostly on servers such as Draconis, SI and Skunkworks but they have *too* many mods, and really just not a fan of Weapons Core. etc That said, I'm working with a few other people and ex admins of some of the big servers to create a lightly modded "vanilla+" experience, and I watch your videos for ideas on mod integrations, or how to make suggestions for stability reasons.
Few mods we use in our groups saves are the paint gun mod. Several scripts and at least some kind of encounters mods. We also at one point had a mod that introduced rare tech you could ONLY get from raiding, exploration or trading and the type of rare tech was dependant on the type of encounter. That mod is dead now sadly but we are always on the lookout for a new one.
As much time as I've got in this game(6000 hours) I've tried just about everything to spice it up. For me what made for the most interesting game play was limiting myself to mining stone only no ore at the start and everything else came from salvaging npc wrecks and bases. I used the advanced welding mod and aww scrap mods. I used space got real and the invasion of wolves mod with the zombie wolf replacement mod to add some terror to the dark nights. Also ran enough aggressive npc mods to litter the planet and make pcu limit fanatics have a heart attack (1 million plus).
If you detach them, the become hacked automatically. There's also another mod that I forgot to show that makes disabled grids unowned so you can easily claim the blocks.
I get my extra challenge from nerfing the jetpack, disabling third person, using realistic inventory sizes, etc. I don't really fancy a game where I'm getting shot at.
2:43 I don't know man in 100% efficiency in return defy the laws of thermodynamics since you could create an infinite energy machine by subscribing to your channel
i say this time and time again on different mod videos. keen needs to just add these to the base game. pay the people for their work and just add it to the game, hopefully with the SE2 in the works that the updated engine can handle larger battles and be more optimized. as well have many of the great ideas from the mod community in the base game.
I don't think a lot of mods should be base game, very few are high enough quaility to be added to the base game and most of the ones that have been have already been added.
Needs to be a video on how to take pn the PVE content, tried a range of small fighters to try and shoot down the ships with no luck, any recommendations?
@@Zer0sLegion Understandable, It's a bit unfathomable that it's not base game. Also, the mods on the list are great, my biggest critique of space engineers is that you essentially need cobalt to win, after cobalt you can create anything, mods like tiered thrusters combined with scarce resources helps lessen this problem but it's still present. I'd like to see a mod or an update where research is a part of the progression. Imagine having to travel to different planets, defeating enemies and gathering some sort of points to unlock stuff. For example to unlock a warp drive you need to attack a base to unlock coordinates, a smaller ship for a transceiver then a massive flagship for the drive. That'd be a hell of a lot more fun than welding an assembler
most likely keen would bastardize these if they added them, just look at build planner, specially compared to the old Easy Inventory mod from a few years ago.. not only was Easy inventory better functioning and easier to use... but when keen made their own version called build planner, they never got it 100% working.... and build planner still doesn't work all the time
Here I am, watching a video to find cool new mods to use in my survival playthroughs and then it turns out I ALREADY USE EVERY MOD IN THIS VIDEO ALREADY DAMMIT WHERES MY NEW MODS OMG
Well this- this is actually a great list. I really like you Zer0, I just don't always agree with your opinions. This on the other hand, I love. It really brings out the feeling of being a lost and lonely engineer in this familiar solar system.
I keep looking at these videos of the "BEST MODS FOR SPACE ENGINEERS" and keep getting sad because with me being a Xbox Player, the mods that I have available to me without the use of a dedicated server are just cosmetic and upgraded versions of different blocks
They were way to aggressive and difficult when I tried that back in the day. They would attack your right at the beginning of the game before you could defend yourself.
Corrupt are working and still super aggressive especially if you get the one hacker drone get within antenna range of you and begin hacking and controlling you stuff. There are also noc mods even more aggressive than that if you want
@@MrBlackdragon1230 the formic we're a lot of fun. And the mod that gave the NPC 's Access to what ever weapons/things the players had. Like the nanobots on a rever ships
@@shade8211 Yes the Formic Invasion mod was one of them i was calling worse. They have ships of all heavy armor and the base destroyer has shields, BAR's and worst of all(till the mod stopped working), the Atlas Super Laser that could drill through voxels to destroy your base. I got much terror and ptsd from that mod. Wish it was still properly working.
Great video! Here are some mods I recommend: Nanobot build and repair system, MES, defense shields, eat drink sleep, plant and cook, aerodynamic physics, ship loot
4 out of these mods i am using on the 4th season of my server and i think Improvised Engineering might be a good addition. In multiplayer these can be cracked really fast, is the only problem i can find with these, for singleplayer these mods are really interesting.
The Experimental version of my mod works well in Multiplayer and will I will update the original version in around 2 days to that. Multiplayer should works find and has even some nice things like 2 engineers lifting one heavy gird. And if it doesn't work then please write a report