Space Engineers

Space Engineers

[EWE] Beta - Eden's Wrath Engineering - Beta/Test Version
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Update: 25 Jan, 2021 @ 7:26am

* Changed - Shield Emitter (ShieldComponent) data to allow for compatibility with Darkstar's Defense Shields mod
* Added new DLC armor blocks (via Zacrron)
* Changed - Sensors Blueprint from x1/x10/x100 to x10/x100/x1000 and reduced time to build (overall x30 to build speed)
* Changed - Earth's Ore maps were out of sync with the OreMappings in Generator Defs

Update: 22 Jan, 2021 @ 5:26am

* Fixed upload to NOT include my .git folder, reducing its size considerably...

Update: 21 Jan, 2021 @ 11:07am

* Fixed a number of longstanding bugs
* Added new ore maps for all planets
* Added 3 new ores (Bauxite, Dolomite, Olivine) for added realism in elemental abundance and quantities of native metal ore

Update: 19 Jan, 2021 @ 5:11pm

Getting some unknown loading errors - reverting to last known good until I can find more info

Update: 19 Jan, 2021 @ 4:57pm

Update: 19 Jan, 2021 @ 2:28pm

* All planets now have new custom ore maps, and all ores from the Wiki/Generator Files should be found on their respective planet
* Added a clustering algorithm to make some deposits have multiple ores
* Added three new ores (Bauxite, Dolomite, Olivine) to address some elemental abundance issues, though they're using temporary icons/textures

Update: 7 Jan, 2021 @ 10:15am

Major Ore Distribution Update:
* Create new custom ore maps for EWE vanilla planets
* Make sure that all ores that can spawn on a given planet actually have ore spawns
* Instead of a simple pattern of clustered ores, create randomly scattered deposits
* Create deposits of varying size, to encourage exploration (as small deposits are exhausted) and infrastructure investment (to full exploit large deposits)
* Replicate real-world elemental abundance as closely as possible without making gameplay too difficult/tedious

Currently the EarthLike planet is the only one with a new ore map, but once some basic end-user testing is complete, I'll update the others.

Update: 5 Dec, 2020 @ 10:20am

Fixed Electrum blueprint progression
Fixed Mulch Blueprint icon
Added Cerium ingot
Renamed CubeBlocks_Assemblers.sbc to fix typo
Fixed NeutronCollider Block Critical Component to allow functionality
Fixed MetalGrid, LargeCopperPipe, and LargeTube recipes to x1/x10/x10…
Fixed Increase ChemReactor/MassAssemblers to 20kL, MassChemReactor to…
Fixed add FilterX10 to MassBasicMechanical blueprint class
Fixed - Changed Capacitor to Supercapacitor PowerCell, added icon
Fixed - add x100 to FiringPinX100 Blueprint Display Name
Fixed - commented out Warheadx100 recipes to prevent assembly invento…
Fixed - commented out Rocket/Missile/Torpedo X100 and Missile/Torpedo…
Fixed - updated Supercapacitor PowerCell blueprint icon
Fixed - added Gunpowder component, blueprints
Fixed - added Gunpowder, HighExplosive blueprints to Ammo blueprint c…
Fixed - Explosives/Gunpowder icons, blueprints, blueprint classes
Fixed - added Screen Areas and Dimensions to fix LCD flicker bug
Fixed - radioactive ores produce fuel rods instead of uranium ingots
Fixed - hydrogen tanks now refill bottles

Update: 1 Sep, 2020 @ 10:54am

Recent Changes (from the Base Mod circa May 2020):
* Complete rework of Ingots, Ores, and Components to include more realistic mass, volume, and integrity values
* Rebalancing of blueprints based on new mass/volume values
* Added new production icons for component groups
* Changed capacity values on some production blocks to allow blueprints to processed (these values may not be changed on blocks that exist, but should change if the block is disassembled and rebuilt)
* Fixed the LCD screen error glitch causing LCD screens to flicker
* Fixed multiple minor glitches and typos
* Cleaned up a few legacy snippets of code causing error messages