Space Engineers

Space Engineers

Escape From Mars Wico 2024
65 Comments
HazarDGLow 30 Sep @ 1:11pm 
We started at 4 (coop) in this scenario, but the initial blocks (opened after the basic assembler) are available only to the host, the rest of the players do not have the opportunity to build it. Please fix.
BooseOG 22 Sep @ 1:45am 
Wicorel <3
Wicorel  [author] 21 Sep @ 9:19pm 
I see you having the problem. I have not tested EFM myself for quite a while. I'll take a look and see what's happening.
tomman1230 18 Sep @ 9:43am 
Wicorel, as of Sept. 18, 2025 it seems Miki's Scrap is not working... I was streaming on Twitch if you wish to see what is happening.... https://www.twitch.tv/blindgamingguy (it was episode 4)
BooseOG 9 Sep @ 3:56pm 
Cheers Easy Yes thats what I get! Thanks for the Info! Hopefully this gets some more love :)
EZgreen01 9 Sep @ 6:49am 
BosseOG, you should be using this one for the most updated version. When you load into the scenario it should say below the center of the screen about "build 47". Which is the one I am using and has the new AI conveys and the other updates. I hope this help BosseOG :se:
BooseOG 7 Sep @ 11:03am 
Thanks EZ, which verison should i be using aswell?
Vas 6 Sep @ 10:36am 
Rawr, hope to see some interesting stuff with this when its finished, or updated. Can't wait to play some more.
EZgreen01 25 Aug @ 6:12am 
The video's are older version of this. You now work with batteries and solar panels.
BooseOG 25 Aug @ 4:25am 
Should the small reactor be unlocked at the beginning, all the YT vids I watched they crafted a small reactor - not unlocked
SamTDS 24 Aug @ 6:22pm 
Just made my way to Miki scrap and the crane is spinning like crazy
Wicorel  [author] 7 Jun @ 8:24am 
Sure. You can post a link here or DM me.
OldIronGuard 17 May @ 9:42am 
Hey Wicorel, are you also interested in building blueprints? I've overhauled a fair few of them so far. :-)
Wicorel  [author] 10 May @ 4:56pm 
Check the logs. It should have information about the crash.. Unless it is something within SE itself.
black_dragon1230 24 Apr @ 9:40pm 
Just starting this new updated version. Ran into a issue, but its one that might not effect very many people that play this version of the scenario. I added the AiEnabled mod to add a humanoid enemy and also helpers. With the mod added the world loads but after about 5 seconds it crashes to desktop no error message. Im not sure what's going on. Nothing else I added does this.
dansondelta47 21 Mar @ 8:58pm 
Thank you for continuing the work on this.
Wicorel  [author] 9 Mar @ 7:47pm 
all of the bases and HQ should have defense blocks.

Did you not find them? Where they not working?
Romulous 7 Mar @ 6:49pm 
I think it was because I moved away from the area.

Also, I have finished the scenario. It was still easy. I did increase the heat and difficulty after my second session. Perhaps you need to add the AI Defence blocks to all the buildings ?
Wicorel  [author] 1 Mar @ 12:16pm 
Do you have a save file for me?
Romulous 26 Feb @ 10:46pm 
When I went to the Secret Weapons Research Facility , a drone was dispatched but it fell to the ground shortly after.
Romulous 25 Feb @ 7:33am 
So far so good. I like the changes. I too thought those air bases were poorly defended. I still got in though :) . Next stop, the illegal weapon lab.
Wicorel  [author] 20 Feb @ 4:36pm 
As you've noticed, I'm not paying a ton of attention here.

Unfortunately, I've gotten very little feedback. I DO appreciate your feedback.

The progression stuff has gotten really wonky after all the changes that Keen has made and it needs lots of research to find out what's going on in these cases.
TheGreenWheel 13 Feb @ 3:30pm 
I left a comment here on the 5th of December regarding issues with inconsistent blocks oj progression blocks and basic blocks. Any chance you can help with this?
Wicorel  [author] 1 Feb @ 10:20am 
This is a world; not a mod.
Lells 29 Jan @ 11:53am 
Is this the only part needed for the mod? I don't see any pre-requisites or dependencies, but when I put this on my dedicated server on a fresh install, and connect I am told the mod was not able to load due to errors. I can provide more detailed info if necessary.
TheGreenWheel 5 Dec, 2024 @ 1:47pm 
Hi there, I spoke to you a few weeks ago about blocks missing from the EFM game such as the battery from normal progression.

You suggested I move to this version of the mod; I have since tried the game locally and hosted on a server remote and with a friend hosting on their machine and I am still getting the same issues.

Sometimes when I remake the game as a fresh install for the first time, we both have access to all starting blocks but after reconnecting or restarting the server one or both of us will have missing blocks.

I’ve tried both version of these mods under every condition suggested, please look into this bug

if you want help testing please message me - we can do a screen share to trouble shoot the issue. as the mod is now its unplayable for me and my friend
EZgreen01 2 Dec, 2024 @ 5:50pm 
The main big one with showing off the atmospheric thrusters, if you are standing at the door it's on the left, near the windows
Wicorel  [author] 2 Dec, 2024 @ 5:32pm 
Which building at flight research?
EZgreen01 30 Nov, 2024 @ 8:30am 
Wicorel, I love the update you have done. The new block look great in this. But as I was doing a spectator look around the world, The Flight Research is damaged, can you have a look of why it seems to have damage?
Wicorel  [author] 29 Nov, 2024 @ 2:27pm 
Yes. please. Let me know if you find any problems.
LeeSpork 27 Nov, 2024 @ 8:03pm 
Should I use this version of the scenario for my first playthrough?
Wicorel  [author] 22 Nov, 2024 @ 9:46pm 
Well, this version is NOT (yet) extended. It's just a re-do of the original with major changes (listed above) to more match the current abilities of vanilla SE.

For example, when the scenario was created there was just batteries, reactors and solar panels. Wind and Hydrogen engines where not in the game.

Also, there are many more vanilla blocks and DLC blocks that have been used in places in the world.

This world should automatically use the correct version of the mod.
Ariyalia_Wiccan_VT 20 Nov, 2024 @ 3:53pm 
@Wicorel do you need progression enabled to play Escape from Mars or can i turn it off? also if so how do you get reactor technologies unlocked?
Typhoon Tech 13 Nov, 2024 @ 11:57am 
hey @Wicorel, which mod version should we be using at the moment? I guess I am a little confused if they both work as intended or if one is broken… thanks!
Senri 10 Nov, 2024 @ 12:04am 
I really love this but sofar only been playing the previous version. Before I try the Extended version i wanted to ask if there is gonna be a update now with the latest released DLC ?
Kittamaru 29 Jul, 2024 @ 8:56pm 
OK, just realized that log was old; loaded up a new playthrough, and it made a new log; I now have efm.logs in two folders in the AppData\Roaming\SpaceEngineers\Storage\ location - one under 1874524778.sbm_EscapeFromMars (the one created today with the new playthrough) and the one the previous message was in under 1301917772.sbm_EscapeFromMars.

The new one shows version 47, and seems to be running better. Not sure how I managed that...
Wicorel  [author] 23 Jul, 2024 @ 2:15pm 
V42? Are you using this world?

It should be using the EFM friends test version of the MOD which is currently V47.
Kittamaru 21 Jul, 2024 @ 2:26pm 
Odd... it was doing the same even from the very beginning of the game, before any Convoys were sent.

I've completed the scenario (just made it to the satellite yesterday); oddly enough, it threw an error when I did, and when I checked the EFM log, all it had in it was:

[12:39:04] Initialising Escape From Mars build 42
[12:39:04] Game Language=English
[12:39:04] SE Version=1.204.18
[12:39:04] Economy items enabled
[12:39:04] Warefare1 items enabled
[12:39:04] Warefare2 items enabled
[12:39:04] Current Mission Length: 00:00:00
[12:39:04] Original world was loaded by Version:42
[12:39:04] Loaded world was saved by Version:0

Going to check later if it does it when running without the Plugin Launcher and any Plugins enabled
Wicorel  [author] 19 Jul, 2024 @ 10:43am 
Thread CPU usage is high in both, really.

How far along are you in the game? How long have you been playing?

How many convoys are active?

/efm convoy

will tell you the answer
Kittamaru 17 Jul, 2024 @ 8:37am 
Dunno if it helps at all, but this is what I see when it happens:

https://imgur.com/a/HjLvVBh

vs what it looks like when running smoothly:
https://imgur.com/a/SPlSjYa
Kittamaru 17 Jul, 2024 @ 8:34am 
Single player, running a fairly strong rig (Ryzen 7 5800x, 32gb ram, RTX 3070)

It seems to be less severe and frequent after a full reinstall, but its still somewhat noticeable. It almost feels like, and this is probably a bad comparison to make, how Fallout 4 feels when Papyrus starts to chug.
Wicorel  [author] 16 Jul, 2024 @ 3:59pm 
@steam: Why did it take this long to pop up in my notifications?

Do you have a beefy platform or closer to recommended?

Was this multiplayer?
Kittamaru 12 Jul, 2024 @ 9:54am 
Hey Wicorel! Just wanted to ask if anyone else has seen this... but every so often around 30-45 seconds) I'm experiencing a momentary drop in sim speed from a solid 1.00 to around .6/.7 - it's just a half second or so bog down, but it's consistent. I've gone so far as fully reinstalling SE just to make certain I'm not being daft with it, no kludged files, etc.

Wouldn't be a big deal if it wasn't so blasted frequent heh... anything I can provide that might be useful, or any idea what it might be? Something triggering to check for spawns or the like?
Vas 25 Jun, 2024 @ 5:10pm 
Oh that reminds me, what turns off the AI for a grid?

I tried shooting out the antenna so they couldn't call reinforcements, but they kept doing so.
I tried taking out the AI blocks and remote control if I could find it, that didn't seem to help either.
I went for the batteries and disabled the entire powergrid of the station, and that finally worked.

I think there should be a few different triggering type events. Take out the antenna, reinforcements can't be called in regularly (with antenna, new ones come as soon as old one is disabled).

With no antenna, reinforcements come to check out the area saying the base has lost contact or something. If they leave after finding nothing, the antenna is repaired/replaced or a comms ship spawns in and lands on the station to act as its new antenna. Convoys that reach 500 meters of the station can also serve as a temporary antenna.

If the base has antennas and its guns are taken out, an attack force comes in, multiple heavily armed ships.
Vas 25 Jun, 2024 @ 5:01pm 
I take it you're replacing reactors with batteries? If need be, you could probably create an uncraftable battery that has 50x the storage capacity in it starting them all out at max, unless you plan to just use scripting to make AI grids have unlimited power maxing out their batteries every x ticks or so. Just some thoughts to add in.

I did forget to share my stream playthrough though, might do a new one at some point and just record it instead so I can clip out the bits I think are important to show.
Wicorel  [author] 25 Jun, 2024 @ 4:56pm 
There are probably some I've missed, but the intent is that they are removed. I'll make another pass to find them.

I know the other spot is the bomb tunnel to secret research
Wicorel  [author] 25 Jun, 2024 @ 4:55pm 
To use on dedicated servers, check the option to pause when no players are connected.
Shepland 25 Jun, 2024 @ 1:47pm 
I'm still able to salvage uranium and reactors is that intended as you state that there is no uranium and no reactors.
I found a small reactor in the pit next to the Flight research station behind the text panel I guess this was overlooked I'll keep looking for them and post any findings here
BENBOBBY 17 Jun, 2024 @ 8:07am 
Thanks for your work on this, sounds good! Does this newer version work on dedicated servers?
Vas 16 Jun, 2024 @ 3:16am 
I streamed today, but a lot of cursing in it due to one shot mechanics and stuff pissing me off. :P Its uploaded for 7 days on Twitch though should you wanna skip around and stuff. I'll get a link in a bit and point out time stamps.

I had a thought though. I think you should disable reinforcements if a base's antenna is taken out, after all, it can't actually call for help with no antenna.

You might also consider bases slowly repairing themselves once the player exits their detection range. Not sure how you'd go about doing that though. I also found a few things I could do to exploit the AI a little bit while in a base during the stream. Not sure how you'd solve that either.