I love the moisture vaporizer mod to get ice from atmospheres without needing to mine. I also like Isy's Inventory Manager and Automatic LCDs to get all the info I need i one place.
Build And Repair System and one of the many speed remover mods are very useful. BAR can repair broken blocks in range, grind blocks of a certain color(marking)/that are owned by enemies, build projected blueprints, and collect floating items. Unlimited Speed is great for tiny ships, jetpack hopping, and other things that need to go fast.
My favourite mod is probably ‘projector to assembler’ It adds a button in the projector to automatically queue all the necessary parts for a projection and it’s very reliable and works with multiple assemblers It’s made building large ships so much easier
I have a script that's connected to my Nanobot Build and Repair System that reads what components it needs to repair or build something and queues it up in production. A bit of a long way around the problem, but it works great!
@@Zer0sLegion A bit late, but you're incorrect. While Dummy08's Build and Repair System will print out missing components in block info (build info feature?), it does *not* automatically queue items in assemblers, you do in fact need a separate programmable block script. Just FYI. :)
I love the builders skybox from AQD very useful for building ships in space without having to worry about the sun orientation and light while you trying to build
Love your tutorials/guides, really helped me get the game and get going. Could you do a video more in depth aerodynamic physics from the Aerodynamic Physics Mod?
Yeah but looking at that symbol takes much longer than it just being coloured. If it was coloured, I could tell you what it was immediately, not brain power required.
a mod that i personally see as essentia lis the FSD supercruise mod, its basically a modded jump drive that replicates the supercruise behavior of Elite Dangerous. Rather than teleporting to your destination, it speeds up your ship by a very significant margin.
I've watched Elite gameplay and it occurs to me that there's a whole other kind of movement that frame shift introduces and SE needs, I'll try to explain and yes I like this for SE very much. The speed limit is 100m/s in SE but with frame shift I think it could change units so 10s or 100s of meters and asteroids are no longer counted for impacts, only planets, this way your 100x/s still applies but you've changed the value of x with respect to planetary gravity wells. I'd like to see that for SE because slow-boating at 100m/s gameplay killing.
@@rebaav With the mod asteroids are still counted for impacts but because of the way asteroids are generated in space engineers its not an issue. Asteroids almost never generate in your path.
It should be easy to condense some operations if you change the render settings so everything from the start point of the jump is temporarily saved and then its almost a minigame using sensors and navcomputers to plan a flight path. This would take a load off the pcu if you weren't actually traveling faster until a precise path that cuts out a lot of data is determined. The issue then is just aberrant flights from other players. It would be cool to see some pvp jump drive intercepts
Very nice tips! Never saw the radius of drills and thrusters visualized by build info. Tool switcher is a very satisfying mod to use. It makes the hotbar less messy and it automatically add weapons and other mods like the binocular to the same slot
Great mod choices for a broad player base! For AQD, I personally love the core armor buff. It makes small grid armor less like tissue paper, but stops well short of being indestructible. I'm personally trying to cull my mod list, so I forced myself to avoid the temptation of more greebly armor blocks etc. I ask myself which blocks add significant and unique value to my experience, AND do I use those mod blocks constantly? But that's a personal choice. AQD's conveyors are nice for the 1x5 block that helps make longer connections less tedious and lower PCU cost. My mod list is a bit ridiculous (note that I don't use all the below at the same time!), but my top mods are: SE Plugin Loader - This is such an underrated 3rd party application for Space Engineers! It only has 75 mods adapted for it, but many of them are pretty useful ones (usually alreayd on the workshop; plug-ins are just automatically loaded every time you start SE, saving you the effort of adding these to every new world save). The top ones are: Multigrid Projector and Projector Extra - EVERYONE who wants to project and build a ship with subgrids in survival NEEDS this. I see YT videos and workshop blueprints mention/complain ALL THE TIME that they can't build subgrids. Well, with this, you can. Simple. No more complaints. The Extra mod allows you to add Align command to a cockpit toolbar, which lets you adjust projector images using vanilla block rotation keybinds instead of the dumb terminal sliders. Author Viktor is a freakin' genius for these. Block picker - super helpful in ship design. Better Inventory search Build Info Camera panning Colorful icons Easy block renaming easy Control button access Grid fiilter HUD compass HUD modern and fancy (color) Jump Selector - a real godsend! Large planets - permits spawning planets in up to 2500 KILOMETERS large. MES weapon blacklist - good if you're using some hugely OP weapon mods or weapon core, and don't want the NPC ships to obliterate you No armor edges No forced camera zoom - SUPER helpful esp in tight tunnels. Tradeoff is your camera view will clip under the terrain when you rotate through the voxels. Projections to assembler SE World Gen v.2 - the whole reason why I got the plug-in manager. Great tool for creating new worlds, spawning in planets, managing asteroids, etc. Sneaky sounds - quieter tools text HUD API Tool Switcher - scroll mousewheel to switch between drill, welder, grinder. Sometimes fussy and needs a game reload to get the toolbar action working right the first time. Then it stays functional. Toolbar manager - save and load toolbar templates! Space just got real Head tracker Analog script input and throttle Whip's camera overlay --- For regular workshop mods: GPS Helper - Couple of quality of life chat functions to filter and turn on/off GPS markers. GPS Distance Helper - mostly broken, but the one useful function still working is it automatically generates text in the description of each GPS, with distance from your character's current location. Warning: will overwrite the description text box. Clean Assembler Tab Advanced welding - great mod by Digi. Essentially a zero thickness one-use merge block that acts as superglue. Makes merging grids much less fussy, has neat HUD alignment assistance, AND bonus features to detach or focus grind a specific block! No more accidentally grinding off the wrong block with an elite welder (especially on 5x grinding speed). Fun gameplay interaction with Aww Scrap b/c the two offer carrot-stick incentives to not grind down key, expensive blocks. You want to physically maneuver and re-attach/merge them. Aerodynamic physics, Relative top speed, Realistic thrusters, and KK91 No grid angular damping - a punishingly difficult but rewarding combination that makes ship design and flight MUCH more complex. Also makes shooting down enemy ships immensely satisfying b/c they'll tumble. Realistic Thrusters now disables the effect for NPCs, keeping all the NPC ships compatible since their AI can't handle realistic thruster positioning. I usually bump Relative top speed up to whatever I want, like 1000 m/s. Modular Encounter Systems + Ammo to NPC Weapons + NPC weapon upgrades - everyone should know this one, if they enjoy PVE NPC attacks. The latter two small mods ensure that out of date NPC mods will get random modded weapons or new Warfare 2 weapons and full ammo. Works with WeaponCore for people who use it. Binoculars + Teamspot - The first one gives you, well, binoculars -- with a drift motion like you'd expect from handheld optics. The second mod lets you mark GPS coords wherever you're looking. Good for use as a forward observer and target designation to copy-paste the GPS coords into a PMW cruise missile or other remote control drone's autopilot. Powered Jump Drives - proportionally balanced jump drives with longer range, more weight and power needs. Useful for traveling longer distances. I used SE World Gen 2.0 to randomly create a world w 5 planets, and 3 of them ended up over a light second (300k KILOMETERS) away from me. I didn't want an OP 800k jump drive with cheap power cost, but I also didn't want to be retired by the time I reach those other planets. :P Connectors and Collectors (newly redone by Kham) is a fairly unique complement to the many conveyor mods. Offers some combo connectors/collectors that also have conveyor junctions on the same block. Good for lower profile builds. Upgradeable O2 H2 generator provides a much larger O2 H2 generator with ability to use the vanilla upgrade modules. Plus it adds airtight versions of the upgrade modules. input/output per block size is mixed -- much more for the generator itself, but the upgrades come with diminishing returns. Again, I favor this for reducing PCU usage b/c 1 of these can replace 5 up to 35 vanilla O2 H2 generators. That makes it definitely OP block size wise, but VASTLY reduces PCU usage in a ship. And this capacity comes at the price of up to 70 times the ice consumption. Water mod (especially the 3.0 dev branch currently) + ScriptThrustWaterMod - the smaller mod makes it so that atmo thrusters don't work underwater. :P Grid Pickup Mod - when empty handed, use F to use the physics engine to drag blocks around -- small grid. AQD's upgradeable gyroscopes are similar to MA's O2 H2 generator. Somewhat OP, but helps save on block count and PCUs. Bigger Explosions + Critical Reactor Explosions + Jump Drive Critical Explosions + Kinetic Devastation - this combination makes for occasional spectacular ship deaths when a reactor or drive gets destroyed. KD permits very... cinematic orbital bombardments or crashes.
@@ViktorFerenczi You're awesome! I was just playing this weekend, and I built/repaired 20 large/small adv rotor subgrid clang drives after my ship took significant damage in a PVE boss battle. Didn't even think twice about "Oh noes subgrids" b/c MGP simply works. Rotor thruster vector craft? Yep. PMW turrets? Yep. MGP is helpful b/c custom turrets get destroyed so easily (especially small grid on large grid). With MGP I could even confidently build mech walkers in survival if I wanted -- but they mostly aren't very cost-effective. :D I also use your performance improvement plugin, though it's harder to see that one actually working. :)
Rotary Airlock is probably one of my favorites. I use it on all of my large block builds. Projector to Assembler is also amazing. Tiered Tech Blocks too, the Elite Drill is awesome.
Rotary Airlock is one I just got into and it is one of my new faves. I can't tell you how many hours I've wasted trying in vain to setup a proper timer/programmable block config that like closes one door and then opens the other, but only once the first door is actually closed! It saves me so much time.
Very nice list of mods and a video! The only mods that I would personally add would be Air Traffic or Surface Occupation, something to make worlds feel more alive.
The Nanite Control Facility and Isy's Scripts Would be my top favorites. Though Hydrogen Farm(basically a hydrogen version of oxygen farm) would be a close second.
Too bad Build vision isn't console compatible since it is a script hopefully Keen software house can implement it as a feature because you are right it is very annoying trying to find the right object through normal means only way to fix it is by naming all the blocks you placed.
The H2 fuel time in the Build Info mod ought to be vanilla, it’s very hard for me to calculate my range with my ships when I build them. I’ve only recently started using lots of H2-based builds, where I previously stuck mainly to Atmo and Ion, with only forward boost of H2.
I’d also like to find a mod that doesn’t require you to put thrusters in all directions. I know it’s not physically accurate, but I’d like to build more aesthetically pleasing Star Wars style ships with just thrusters in the rear.
I would say look into the Aerodynamics mod, that is likely the closest to what you are looking for as that really only applies in gravity/atmo, since you can technically build ships in space with only 1 or 2 directions of thrust, so long as you don't mind having to overcome momentum by turning.
One mod I wish would make a comeback is the ISD Pack. It contained my absolute favorite weapons in the game, being the Bulldog and Grendel gatling cannons. The Grendel was so big you had to build around it, like how the real life A-10 Warthog was built around its cannon.
You really think I need to run out of hydrogen to crash a ship? At some point, I started strapping thrusters on what was basically a skateboard with a cockpit because it was more efficient.
how about a script or mod that allow you to reset Hinges and Rotors on one command. laets say you have a gun turret that you have built and can controll as well as AI powerd when not in controll mode. or if u tur the turret to idle it goes back to a fixed posission like Hinge and Rotor to 0 Degrees.. in one easy way. have not find a way around that as i try to build a compact tuckaway turret.
I a bit sad - but not at all surprised - that Bottle Tiers isn't on this list. I'm sad it's not, because while it's not originally my mod, my version is the de facto official version, since the original author has stated they won't maintain it and mine is the only one that exists for current version
I GOT THIS GAME MAYBE 2 YEARS AGO AND MY FRIEND FORCED ME TO DOWN LOAD MODS SO IV JUST ALWAYS EQUIPED THEM NUT NOW I SEE THAT WHAT I THOUGHT WAS BASE GAME IS MODS AND I ALSO JUST DESCOVERED THAT I TYPED THIS IN ALL CAPS
Some of my Must have Mods (Not counting some that you already showcased in the video) are the Paint Gun (Let's you have more control over what you paint), Hostile Takeovers (Changes what you need to hack to take over an NPC ship), Camera Panning (Lets you pan tilt and zoom your camera view), and A Fresh New View HUD (Changes up how the HUD displays info, and pairs very well with Colorful Icons). There are a bunch of others that I always run, but they are mostly adding NPCs and encounters. I have around 246 mods subscribed if I don't count blueprints, scripts, and scenarios so it gets hard to choose my "Must-Haves" lol. Hope these help someone.
I think the only way we on console can enjoy mods is from a dedicated server. I’m not sure about it though. My daughter wanted to grab the series X version, instead of the steam version. I think it’s cause she didn’t want me to buy the game twice, but I’m sure when she see’s all of the mods, she’ll ask if we can play on steam, lol. Man, she can’t makeup her mind on what platform to play on. Ps5,XBX, switch, NDS3, and/or her laptop that I had custom made for 4k gaming. Would’ve been cheaper if I built my own tower, but the sale they had for that i9 4k OLED with Rex 3080 32GB ram n 1TB ssd was a steal from razer, lol. I think they made a mistake on pricing and honored it, because I already paid for it. The laptop was already shipped out and I’m sure someone got fired for the mistake. My Rtx 2070 still does well though. I’m just jealous that she’s got the better laptop atm. When I get back into DCS n such I’ll build my tower and convert my office into a man cave.
Adjustable thruster multiplier omg. Only way I could get function and aesthetic before was with modded thrusters which really varied balance-wise. Thanks for showing!
While I like the speed limit mods, they unfortunately are gamebreaking... Everything is balance around the 100m/s we are limited to due to the update frequency.
VCD Multifloor Elevator HUD Compass Sneaky Sounds - Quieter Tools Aryx-Lynxon Drive Systems Akiad Development - Heavy Ship Tools Easy NPC Takeover Simple Weapon Names I love all of these mods with a passion and they're all a must-have on every game I start
Somebody should make a mod like colorful icons but also with border depending on item type, like brown for ores, silver for ingots, golden for components, blue for tools, red for ammo, etc.
All these RU-vidrs quoting that space engineers is only going because of mods, I’m sorry your wrong, there’s still people playing vanilla and enjoying it, especially now in the last 2 years keen has stepped up. Wait until keen implements their version of water on planets, it be just like when no man sky kicked off after the planet update. Build vision and a good skybox is all you need from mods
Hey, I agree with you, I can't wait for Keen is going to add next (in fact, I'm making a video on it at the moment) but it's been a very long journey, almost 10 years now, and you can't deny it didn't get help along the way.
At 5:45, complete coincidence but that is the first location I based at when I started this game. Absolutely blew my mind! To the left of the screen at the base of the mountain is where I based
I did not know about Adjustable Thruster Multipliers ... Zer0 saved me right here. :D Only mod he didn't show here but what is mandatory for me is the Paint gun by digi. so much easier to repaint complex builds the way you want and some additional survival fun.
I can't even play the game anymore without colorful icons. You wouldn't think such a simple thing could matter so much but after a couple of thousand hours of staring at that depressing grey filter they use for the inventory and toolbar screens a little color is almost like being able to see for the first time.
the 3 mods that I use the most of the nuclear engine ark reactor x20 and the super gyroscope, because I don't like to fill my ships with reactor propulsors etc^^
@@Zer0sLegion It allows you to program LCDs to display information like cargo, battery charge etc etc... Thats mostly what I use it for but theres a giant list of things it can do that I have yet to explore.
Like the video! Should do another that focuses on mods that add new blocks to the game. I personally like build and repair, VCZ elevator and hangar forcefields.
QQL Mods: TextHudAPI HUD Alert API Rich Hud Master BuildInfo Build Colors Build Vision V3 Clean Camera Eyes Just Got Clear (1.186 Drugs Are Bad Mkay Update) Jargon Generator (air flight and standart) GPS Distance Helper HUD Compass Vanilla Turret Range Fix 25X tank capacity (less tanks less lag) Armor Replacer Proximity Entry (great for Enclosed builds) AutoFill bottles noPB -LCD Info Doctor's Vanilla Voxels Skybox Stellar fields Suit Toggles Easy Block Renaming Clean Assembly Tab Smarter Suit Hollow Planet Cleanup Scratch and Edge Be gone Automatic Ore Pickup [VSI] Recolorable Thrusters Firefly Effects Mod AutoCloseDoors Toggle Cross Hair with Key Binding + extras - Now uses F2 key. Sneaky Sounds - Quieter Tools Projections To Assembler Faction Ownership Helper Easy Control Button Access Ammo Management Controls Light Block Improvements - easy control panel access Screen Gunk Be Gone! Game Changing Mods: Advanced Welding - detaching and reattaching blocks! Rebalanced 200mm Missiles or Platinium and Uranium on Planets Easy NPC Takeovers (this one is old and is replaced with Hostile Takeover but I like the original because the new one is not easy to take over ;) ) Speed Mods (depending on what I am doing - Infinite Speed mod or Midspace's speed mods etc. choose your pick) Aerodynamic Physics (deadly reentry) Water Mod Radio Spectrometry No Tree Physics Weapons Core Daily Needs E.D.S.R Modular Encounter System (and associated mods. too many to list) AAWScrap (If you like living those aawcrap moments) Hull's Economical Hydrogen Thrusters (x10 efficiency) Bullet Trail Colorful Icons Mod Blocks: Defense Shields Middle Gate Connector Docking Camera V2 Automatic 5x3 Ramp_IR MA Pocket Gear MA Stackable Wind Turbines Smart Rotor Solar (For low gravity you need to lower torque or it will explode you have been warned) Automatic Ramp_IR RB Gatling Cannon (my goto enemy deletion tool) [MAD] More Conveyors Conveyor Air Vent - full sized block (and slope!) Nanobot Build and Repair System Nanobot Drill and Fill System I like the AQD mods as well but the packs have mods I do not use so I prefer to install one at a time. I am trying to find a way to make a mod pack like AQD so I can install what I want with one click :)
@@Zer0sLegion these just my goto ones. Situational ones are not listed and like black dragon said the list will be too long. I have 108 pages of item on my list on steam
While I already use some of these to some extent I'll probably give some of your tweaks a shot. Didn't know about those :D I've never had a problem distinguishing between ores/ingots using the periodic symbol in the top left but the colors would make it easier/faster to find what you're looking for since it kinda pops out at you. Though I'm not sure how big a difference that would make for me personally since I usually don't interact with ores and ingots manually. I tend to use inventory scripts that handles all that so I don't have to sort out containers or transfer resources myself. :P
I found a mod that I would probably use with the Adjustable Thruster Multipliers mod. It's a simple mod called Gravity Engine. It's basically a mod that adds a thruster that can be completely enclosed, as it doesn't produce a flame that could damage blocks.
The one mod I have on every world even though its sometimes a pain is Daily Needs. If I do a pertam start I add in Moisture Vaporator just so I can play Uncle Lars from Star Wars.
Personally I love to play with dozens of mods, but the ones that I have the most fun with (and find the most important) are Azimuth (which adds lots of weapons like the Bertha cannon and many other blocks such as storage containers), several Ganymede mods (mainly for decoration purposes on futuristic looking builds), the Factions mod (which adds 3 factions all of which are hostile and massively increases the chance of Random encounters), and an economy mod that adds 100+ ships to npc stations that sell them (some ships are custom and some are old versions which have been upgraded with up to date blocks, and also buffs how many credits you can get from missions) Edit: I play on Xbox
Just started using mods after hitting about 700 hrs (mainly to spawn in ships to fight) like seeing mod spotlights. Lot of features in game started as really good mods. Thank you molders for making the game great
Just started playing this game today, I was hooked with just the vanilla game, and I find out there's mods! Gonna gave a great time, video was very usefull! Looking to get into a nice community of all things space engineers!
"without me hovering over it can you tell me what these ores are?" They literally have a two letter identifier I never understood why people have this problem.
Weaponcore with AWE, Northwind, and MWI Homing. Aerodynamic physics primarily for slightly tweaking the world speed limit. Aryx-Lynxon fusion drives. Modular Encounter System with various NPC mods. Those are the bare minimum that I run, and I often run a helluva lot more.
I love building planes in aerodynamic physics, much more satisfying that building normal combat crafts. I love modular encounter systems but my HUD does get absolutely filling with antennas from friendly and neutral ships...
Maybe do a video on in-game scripts that are super useful but not super popular? I put one out named "Ronin's Suspension Manager" that can store unique snapshots of entire suspensions and store them in a menu. I use it a lot for parking, or lowering strength and maximuzing power and friction to climb. It can also trigger a timer block along with a change to the suspension or simply trigger a timer from the menu without changing the suspension. With that you add functionality to the vehicle without occupying any toolbar slots. Okay, self-plug over. But it's easy to use.
A good alternative to that thrust multiplier mod could be the Tiered thrusters. Not like i would use either preferring to build vanilla. Curious to see how this survival world of yours goes
Very nice collection of mods and great video content! I just want to let you know, Zer0's Tweaks, the link to the "full changes"-document is blocked by steam and not accessible, maybe you could take a look?
Can't do without Build Info, also use Build Vision. A really good QOL mod is also Interior & Spot Light Booster [2022] [Warfare 2 Update]. It allows adjustment for all vanilla light's range, on the fly, without adding any new blocks.
Hey, Zer0. I've started using one of your tweak mods on Space Engineers. Specifically Thrusters and Vanilla thrusters so I can get my fat mining ship off planet, mostly fill up on cargo and come back. The problem is the numbers aren't adding up. I had to dump some of my ores because I crashed from being too heavy, but the grid mass was under what I'd calculated as the max mass of the ship for the number of thrusters. Is there something I'm missing? I'm playing by myself, so I have 10x inventory on. Does that effect ship mass in some way? How do I accurately guage the mass of my ship? The number displayed on the hud is way lower than what's in the info tab.
The 10x inventory shouldn't effect anything, the cargo container weights the same regardless of the inventory size setting. It'll weight the same at 100% at both 1x and 10x.
One I always use is "Eyes Just Got Clearer". I can't recall the author atm, but it removes the funky red-blue 3d glasses effect from objects near the edge of the screen. Great list, btw!
I've added almost every single mod in all your mod videos within the tutorial playlist and found that something within QoD is breaking the game... I'm gonna be figuring out which and updating my comment if I find out, but I'm hoping it isn't all of them, as some of them I have some good interest in. Edit: Builder's skybox causes the game to go black when you launch into it.
Hi, loved your video, I came here because I'm looking for a mod that fixes the behaviour of Character Tools. I hate to have to change the tool shortcut just because I've upgraded it Or maybe I'm missing something in vanilla as well, why doesn't it simply grab the highest gear in our inventory? Or let us choose between available tools with the mouse scroll wheel I know it's a little tiny thing but it somehow annoys me so much D:
Light block improvements - easy control panel access This is a must have for anyone placing a lot of lights. It basically gives every light (including some modded ones) an accessible panel to alter it's settings. Never placing down 100 lights and then have to walk to a door for example and guess which light is which.
I get the logic for the colour mod (and I do use it) but I have never needed to hover over the ore/ingot to know what it is as they do tell you what it is (Fe, Au, Ag, etc). I use to mod as a way to break up the monotonous colour palette, not to help me identify the ore/ingot.
Yeah, I had to do a double take at that. I was like "What do you mean 'What are these ores?'? That one is Iron, this one is Gold, this one is Silver, this one is Magnesium...wait...that's not something everyone just knows, is it?"