I've tried more than once to convince Keen that having some contrast in their UI would be an overwhelmingly positive change. They said it's "not within the scope of the game." Blew my mind.
Thank you so much for this Splitsie. I have about 250 hours now in Space Engineers and some of the vanilla features these mods fix have been driving me crazy. It's actually pretty difficult to find an updated video on mod recommendations. If you ever get around to it, an intermediate/experienced version of mod recommendations would also be awesome to watch. Have a great day!
I'm thinking the next thing like this might be scripts I'd want to see added to the xbox version/integrated into the PB and then onto something about NPC mods :)
@@Splitsie Ah yes, that would be cool. More PvE and NPC elements breathe a ton of life into the game after you've built everything in vanilla. Will be looking forward to that. Also just thanks for the awesome tutorials really got me of to a gold start in SE.
@@SA80TAGE considering your wearing a helmet and based on the fact this is somewhat in the future, noise canceling directional microphone on the outside with a comset built into the helmet is kind of a given, you wouldnt really hear much of the jackhammer. We already use them around Aircraft and it makes speaking to others next to a full running engine reasonable.
I just removed "automatic ore pickup" from my mod list. While it's truly helpful when drilling by hand not having it kind of pushes me to actually build a mining ship instead of relying on hand drilling for what feels like years (in space engineers)
@@mischa7823yeah ore pooling at the bottom or floating off into space is part of the fun. Makes you do stuff like gravity mening or digging in a certain way so the ore falls into a nice place/doesn't float off.
That is a good point and well worth highlighting - I'm thinking of doing some other videos like this on NPC mods so I'll do my best to remember to highlight it then :)
Love your work splitsie your one of the best space engineers content creator imo your videos definitely have changed the way I play the game you always make it look so damn fun keep it up dude
I feel lucky that I just got into space engineers when all of this history and work is behind it. I've been having a ton of fun in vanilla but some of these will definitely help me. I like that they don't change the vanilla functions for the most part because I feel anything too drastic would take the magic out of the new experience.
I got this game a few weeks ago and have been playing Vanilla. Wanted to try out some mods but was overwhelmed with the options on Steam, haha. This video definitely helped me decide some starting mods, haha. Thank you!
Build Hints also pairs VERY well with Build Info. Extremely useful when wanting to place blocks in specific orientations that may not be so obvious, like projectors.
Just started watching and 2 mins in I'm learning a lot about vanilla, LOL! Shift+K menu!? UI Opacity!? Maybe you should make a video about these obscure shortcuts and tricks? For example: 1.) I saw in a loading screen you can copy colors to your palette, but I never saw it again so I can't remember how, and its not in the controls binding menu anywhere. (Edit: You covered it! Shift+P Thanks!) 2.) In a loading screen there was something about placing blocks while in a cockpit with Ctrl+G but I never got it to work. 3.) 9:09 How did you get rid of the obtrusive blue UI over the camera view? Does the mod do that as well? (Edit: Clear camera screen mod of course!) (Edit: I really should have finished the video before commenting, LOL but I got excited.)
I remember joining a server and finding out almost nobody knows about shift+k... Most players just sit in a seat and control thru menu. As a general gamer rule. Always spend 5 minutes glancing over the u.i. settings when you start any new game
@@captain61games49 Heh sorry, I got excited. I tend to jump to comments so I don't forget what I'm going to say. Made the edits on the original comment.
@@hogfry I usually use the control bindings menus, but there is a lot of stuff that isn't shown there. If only there was a list somewhere of all these shortcuts.
As someone who is very much a novice when it comes to mods, this video is so helpful! I wish I had known about the bullet trails mod awhile back when I was messing with cinematic scenes and stuff. Also you use cameras for timelapses? That's genius! I've learned so much!
I use cameras for scripted scenes and machinima too. Much easier to change the effective 'lens length' with one than changing your game fov or trying to use ansel :)
When I first started playing Space Engineers a few months ago (and by a few months, I mean almost a year), I searched for tutorials and your intro to survival was the first to show up. While I never did get comfortable with your drop pod miner, I used most of your other concepts and guides to eventually get myself into space and all the way to Mars. I definitely plan on using a few of these mods, as well as trying out some of your build concepts from your Survival...Unlikely Co-Op series and your Survival...Impossible series.
This video is a lifesaver. Thank you for this! The buildvision and buildinfo mods would save me hours of guesswork and flying to a farther control panel just to make my hinges and pistons work properly.
Sometimes for lights and other things I would suggest “block interactions” which adds being able to access certain blocks light, projectors lights, parachutes, spotlights, etc. it allows you to press your interact key on these blocks, I find it best to use when coloring certain lights.
Hello, I'm Steve and I'm an SE modaholic. I knew all about these mods and think they're great. I'd also recommend for slightly less new players Isy's collection of block scrips, specifically Solar Alighment, Inventory and Ship Refuel. They are used in every game I play of SE.
Yeah, I don't feel like easy inventory is required any more since build planner does a pretty good job of replacing it, but build vision stands on its own for how ridiculously helpful it is :)
Build Planner is the base games implementation of Easy Inventory. I left Easy Inventory on the workshop because some people prefer it, but I wouldn't say its recommended for new players as they should learn how to use the planner.
If only Keen would add a hotkey to clear the Build Planner queue. And fix the bugs with the Build Planner that makes it sometimes not get components that are present, and prevents you from withdrawing components from connected grids through connectors (or if the latter is a deliberate feature and not a bug, make shift-MMB so it doesn't add components to assembler queues on connected grids only accessible through connectors, so they're consistent.)
G'day Splitsie, love the channel - I've just gotten up to date on all your SE series, and this one popped up on my notifications - I've only mucked around in creative a bit, but I'm planning to start a survival playthrough shortly, so the timing couldn't be better for this video, thanks a bunch!
Thanks! I also run 'Cargo Fill Level LCDs' (by Zkillerproxy and Frosty) and 'Realistic holographic sight on vanilla rifles' (by Digi) in my games. Both are great for what they are.
I always try to aim things at new players while hoping to have a few bits in there for those with some experience, after all I'm still learning new stuff with almost 4000 hours played :)
i'm not a new player to SE, however I do feel I hopped so firmly into the modded game when I started that I missed out on some of these. I just cleared my mod subscriptions and steam and will begin again. Thank you!
My dad started playing space engineers recently, first mods I got him to download were clear camera and stackable wind turbine. Since he likes building drones and having power it makes a world of difference
I know for sure that some of my favourite mods are: Daily Needs, Weather Effects mod, and then all the cool weapon mods created with some help from WeaponCore (WeaponCore = mod).
I can't agree more than what is said/shown here in this video. Build vision and Buildinfo mods have saved me from getting even more gray hairs for example. Nice video as always 😀🚀
A favorite of mine is 'no armored edge' mod . It's a visual mod only but after you've seen that beautiful ship you've just built all cleaned up and those unexplained angle iron trip hazards between each color removed you'll never want to play without this one again. I believe it helps with frame rates on lower end machines as a bonus
I've been trying to find a good airtight finder mod and forgot it was in BuildInfo mod. Glad I watched this video at 4am for like the third time, somehow it's still teaching me new things :D
Splitsie, I found a very useful feature for you in the BuildInfo mod. When you point at a block with a grinder, it shows in yellow "Grid will split if removed!" when that's the case. :-p
Awesome info. I just got to the point in escape unlikely where you find out where your ships are. Some Dus ex rockina moment there. Steve's such a good guy.
I just started playing Space Engineers and I'm watching your Getting Started series at the same time. Excellent explanations and inspiration and have saved me from a lot of confusion. This video is also perfect info for a noob like me!
Thank you for this I am just starting SE and find the game fun and just want a few mods to work with to start, like these you mentioned. I also enjoy your series of game play I even binge watched Surviving Mars series. So much fun with you and Capac.
There’s also a mod I really like which is eyes just got clear by dr novikov which gets rid of the glowing yellow selection thing which I’ve never played without. I do also like the modular encounters spawner collection even though it does change the game dramatically. I played about 100 hours until it got boring and now I have 1800 and really helped make the game interesting. There’s also a mod that reduces refinery and assembler noise similar to your sneaky sounds, be quiet by 4oh3. Clear camera screen should be vanilla. Why that ridiculous overlay is a thing beats me. Something that’s probably personally preference but is nice is the edge be gone by whiplash which does what it says. It looks so much better
Eyes just got clear is one of the alternatives to the Screen Gunk Be Gone mod I mentioned here, which you use of them would be down to personal preference as they both achieve pretty much the same thing :) I left MES off this list as I don't feel the combat mods are great for new players as it creates too much pressure for them to learn the engineering. Although that probably doesn't extend to Lucas's air traffic as it's not quite as agressive as my mods :P
Splitsie wasn’t aware eyes just got clear does that. I’ve always had both installed. You have a point with MES, it’s after you get accustomed to vanilla mechanics then try it.
100% agree that the paint gun is a must have. It makes building, engineer and tinkering about in survival so much more immersive. Especially if you are playing something like one of the scenarios where you'll be doing a lot of salvaging and repairing pretty existing vehicles. To the point Ive got saves where I do basically nothing except capture npc ships. Fix them up. Respray them in various styles and put them out on the lot to be resold... Except it's single player so no one is buying. Lol.
I was just thinking about asking for a video like this, thanks! Honestly Keen should just buy Build Vision assets and put that in the base game. It’s so helpful. As far as other mods go, I’d love to see a follow up video for your PvE mods.
i like Automated Inventory Sorting but it didnt sort bottles but they came out with Automated Inventory Sorting - Bottle Fix check it out u can set certain amount of stuff to certain inventories so when u lock inventories it automatically pulls what u need if u have it
I tend to use scripts for inventory sorting, like Isy's inventory manager and I'm thinking of doing a separate video looking at scripts that I'd like to see made available to xbox users :)
I know u do n it is probably a lot easier for some but it gives u a lot more control over ur items whether u use it or not is ur call but thought it should be thrown out there bc it is a cool mod
Mods I use and make life a lot easier for me are. Small ship mega mod pack, Ore detector+ (it's old but not broken on range like the 2020 version), Cargo container with fill level bar, MA stackable wind turbine, Rotary airlock, Conveyor air vent - full size block (and slope!) . These have some block mods which I didn't see you post any but also add a few things that I think should of been added by the devs
I try not to use to many mods but I agree as someone that uses CCTV in my Job; it's not 1969, we've been to the moon and can read a license plate from an orbiting satellite perfectly clear in the year 2020 so for realism alone; Clear Camera is on the top of my list immediately followed by Clean Windows. It makes no sense to build a brand new cockpit only to hop in to dirty windows. For emersion sake if I can't clean them then don't make them dirty. Maybe someone will come up with a Glass Cleaner Mod. Something much like the paint gun. You know it takes some type of ore like gravel, you aim and pull the trigger. Oh wait, that's already in the game; It's called a rifle. It'll spays it's contents all over the glass messing up your view even worse and then before you know it, it's like the glass isn't there at all...
I'm not sure if this feature is vanilla or a mod but it was working perfectly fine until now. The description (text under the block preview and name) is gone and now compacted to just the block preview, name, PCU, and components required. See 6:09 at the right middle of the screen. If someone could help me out by telling me how to restore the block description that would be great! Thank you in advance for any insight!
Good shit. :) I’m definitely adding the bullet trails mod, didn’t think about something like that. A suggestion for edit Splitsie. Consider doing like a half wipe when comparing two screens side by side. It was a little difficult to pick out the specific differences of screen funk be gone for example, so seeing both screens (or half of each anyway) would make it a little more obvious. I haven’t used a modern editing software so I’m not sure how hard or not it is to do such a thing, but just a consideration
Yeah, I probably should have done that or at least chosen a scene where the chromatic aberrhation was worse but I couldn't think of what would cause that to be more obvious at the time :/
I have used mamy of these mods fot hours but literally jusy foubd out the cameras can rotate and you can snipe-paint blocks with the spray gun. Mindblown.
I think that the Bullet Trail mod should be in vanilla and is for more than cinematic effect. It makes it possible to see where you're being shot from which has made fighting fun for me again.
Here's another one: Light Block Improvements - easy control panel access. Yet another creation by the illustrious and ever present Digi. Makes light configuration a breeze, if you're not wanting to use Build Vision. The nice thing about it is that doesn't modify the blocks to the point that they get removed if you move the build to a world without it; they just get replaced with vanilla light blocks in that case.
Purely for ease of looking at and working with, I would add Eikster's Disable LCD/Text Panel Highlights to the list (or some other alternative that cleans up the text panel screens). I couldn't use panels without this mod anymore.
That's a good option especially if you're someone who sets up their LCDs carefully with various pieces of useful info like power/inventory etc as you're more likely to be interacting with them
My main issue with this "game" are that the devs do not fix/improve obvious issues and bugs, that mods manages to do. Probably are just for the devs to request from the mod owner to use the improvement, some game codes or cash or whatever as a reward/payment.
Often implementing a change in the engine requires a rewrite of the code, so the developers will not be saving much time at all importing a mod. And you cannot say that they do not implement popular mods into the base game, especially to me.
Very good advice at the beginning Splitsie. I make it a point to play vanilla when I first get a game. Space Engineers is good in vanilla but it does benefit greatly from mods. I just recently started using Build Vision 2 and love it. Most of the mods you listed are a must in my saves. Now one mod I use that is not on your list is Space Just Got Real Less Dark by patoo. I love what it does for the skybox and gives more purpose for lights. I have heard it doesn't play nicely with Screen Gunk Be Gone though. I haven't tried combining them myself though.
Screen Gunk Be Gone does some of the stuff that Space Just got Real and Eyes Just Got Clear do, so you should choose one of them not multiple. If you want a similar real dark expereince with Screen Gunk Be Gone you can change the skybox to something like the deepspace 4k one which makes night time very dark again :)
The first mod I ever installed for survival is actually just a script - MMaster's Automatic LCDs 2. It's a fantastic script that allows the screens and LCDs on your ships and base to display USEFUL information! The author has a huge document on steam describing how to use it and what are all the things you can show on your screens and cockpit. It's invaluable to any utility vehicle and spaceship tbh.
@@Splitsie Haha, yeah, I am pretty sure step 1 of playing SE is turning on experimental mode :P It'd be a good idea, but depending on the script it might need a full video. Also depends on how much detail you want to put into it. Not a bad idea though, I'd watch and use one if you can show it off well enough! the Battery Status one is also great.
I'm sure there are many like these and I may not be naming the original creators (sorry, there are a lot of copies sometimes). This is the minimum I would normally start with, I usually add more fancy mods as I progress through my play through as a sort of "tech level". 1. Automatic Ore pickup - Phoenix : Self explanatory, it may be controversial but in the early game I'd rather dump a whole bunch of stone away from whatever I'm digging than have to pick up all the little bits. Also logic says if you have to pick up all the rocks, you should have to place all the components to build something not have it "materialise" from the welder! 2. Ore - Boss : Increased ore detector range.... Again controversial but after spending many, many real life hours in my first play through searching asteroids for those rare materials I can't live without it now. The vanilla is just too small and maybe needs a very high power consumption "boost mode" or something?! Keep it up Splitsie…. And Capac!
probably the best thing about these tutorials is seeing all the new players in the comments. welcome to the community lads and lasses, enjoy your stay and try not to let the murder robots get you ;)
P.s I use the base paint tool, make it beautiful, painstakingly, and then accidently press shift or ctrl with it, right before completion. My blood pressure goes up with Self Hate. DIGI IS THE DOOD
The pan, man, idk why its not vanilla. There are cameras like that, that swivel in all kinds of ways, in most any business in the civilized world. *wakes up in future* "What button rotates the camera?" Says time traveled past man. "This one over here!" Responds the spacedude.*turns a switch on an industrial type Rotor/Head combo* I giggle about that randomly. Next time I'll stick to one comment. I'm starting to look like a madman. So ill say this, I have a dedicated I haven't used for awhile. If you got any ideas for a server, or to use it for a series, I'd be willing to give you the account information, or at least find a way to allow you to access the hostsite.
Control Mod(not a noob friendly one unless they learn timer blocks early) , but In Flight Buttons, Auto Air-Locks, Proper Hydrogen Balance, and maybe Blueprints to Assembler? This is a problem. I have issues with getting less than 60 mods in my server when I play. I love building contraptions and setting up the timers so that I can control them without the hotbars. Never forget the guddest mod. Survival Less Likely. Just don't be a madman like Splitsie and combine it with Daily Needs.
Auto airlocks is an interesting thought - that would probably help avoid some hair pulling when designing those systems as would blueprints to assembler potentially but I"ve not used it to see how reliable it is in more complex setups (like having more than one assembler as it seems with build planner things can go wrong there)
I kind of expected a speed mod in the list. Tons have been made but I usually go with Midspace's Large Ship Speed 250 mod. Any faster (my system) would invite accidents.
I have been playing your Survival Maybe world and have a question. Recently while watching a video, you mentioned a layout or some build layout guide that your viewers can download from (discord? ). What is that and where could I see it? l Really enjoy watching your work.
I have a clear camera mod that I made. It's very simple and literally just a line of code. Would never break because Keen won't mess with that code going forward.
I started out loving mods, because beta game had a lot of issues & limitations... but as Keen broke every mod with every minor update over the years, I learned to live without any mods for a long time. The new DLCs have pretty much added almost everything I used to add through mods, with the added benefit of now having full & permanent vanilla support, for the price of a cheeseburger each, so I call them well worth it. I have recently swung back to embracing a narrow selection of vanilla-compatible mods. A couple of weeks ago, I started a new world to play with this... but I made it a rule/goal to restrict the list to only mods that changed minor visual details, and avoid those that added any new blocks or items that Keen would inevitably break. If any of these mods stop working, the offender can be removed without breaking any grids or altering the game too significantly... so they're more like "visual patches" than mods -- they can be safely added or removed from any saved game at any time. Here's my list of recommendations, and what they do: "_SD_Texture-Advertisement" -- this simply puts a better-looking advertisement on the drink machine "AQD - No Armor Edges" -- one of many mods that hide the extra polygons at the edges of armor blocks (this one is just my preference, and newer) "Better Engine Sounds V1" -- makes the hydrogen engines sound more like modern engines, and less like a dying diesel clunker from the 1950s "Easy Control Button Access" -- simply moves the Control button for remote controls and turrets to the top of their interface menu "Easy NPC Takeovers" -- alters the method of capturing NPC grids to a hunt for the vital control seats & remotes, rather than trying to find & hack every single block that uses computer components "High Projectile Speed Weapons" -- raises bullet velocity to be much more realistic, and alters rockets to accelerate realistically in flight, but keeps everything else vanilla "HUD modified" by LORIC -- I fell in love with this little HUD redesign ever since I first tried it recently, and recommend you give it a try too "KK91 - Animated Antennas" -- brings some life to the dull antennas, with a new animation & some new emissive status lights (there are 2 mod versions, for adding new blocks or replacing the vanilla blocks; I prefer the replacement version, so my builds remain fully vanilla-compatible as blueprints) "Perpetually Perturbed Pirates" -- in vanilla, it's possible to become friendly with the pirates by attacking other factions: this ensures they remain hostile "Realistic holographic sight on vanilla rifles" -- this changes the color & appearance of Keen's awful reflex sight, making it look & work like a real-world reflex sight "Relative Top Speed" -- this alters top speed in a way unlike other speed mods, making a grid's mass/thrust ratio affect what top speed it can actually achieve; players can reach 150 m/s, some light but powerful grids can boost above 110 m/s, while heavy freighters will struggle to a top speed below the game's max "Remove all automatic jetpack activation" -- a must-have for fixing that old bug with reaching the top of ladders on rovers... dramatically improving realism "remove spotlight cone [2018]" -- a realism mod, especially if playing in space (helps game performance too) "Screen Gunk Be Gone!" -- mentioned in your video (yeah, I love it too) "Thruster Smoke Mod" -- makes hydrogen rockets look more like rockets, especially in atmospheres, leaving a trail of smoke behind the flame "Turret Lead Indicator" -- adds a small aiming point to the view from any turret, to help when manually operating it
You didn't put a link to "Screen Gunk Be Gone" in your description. That is the only one from your list that I'm not subscribed to. I do have "Eyes Just Got Clear" by Dr. Novikov but I'm always up to check out other mods.
Thanks for letting me know I'd missed it, I've updated the description with the link :) It's much the same as Eyes just got clear, I haven't done a side by side of the two to see if I have a preference but maybe I should at some point
One mod I may suggest that’s vanilla safe is economic hydrogen mod for thrusters and engines for new players, it’ll just make it alittle easier for you and you’ll make less ice trips haha, once your ready for more challenges you can remove it
is this on console? it seems more and more people in the steam discussions talk about blocks not locking to place, perhaps it is a new bug, I haven't had it happen to me yet, i'm on PC, don't know if that makes a difference or not.
It's certainly handy, though I think Build Vision 2 does a much better job of selecting the lights to edit them than the original did which makes it a little less necessary (though not completely obsolete)
Do you get the double cursor if you are running only one of the two mods in the edit screen? Kinda looked like the screen mapping of one is offset to the other.
Easy Inventory, AQD - Planetary Respawn Rovers, Hollow Planet Clean-Up, HUD Compass, and Space Animals - [NPC] Doe, Buck, Cow, Sheep, Hound, Cat, Horse, Eagle (Space Engineers Mod) ______________________ Easy Inventory: allows for a lot of the vanilla functions but adds incredibly useful tedium solvers. ______________________ ADQ - Planetary Respawn Rovers: Very simply gives you the moon rover on planet spawns and just makes exploring and especially multiplayer much more enjoyable from the start. In my opinion, this is one of the best simple mods for survival and it's enriched my entire experience. ______________________ Hollow Planet Clean-Up: Purely to help with performance, no impact on vanilla play otherwise. ______________________ HUD Compass: For players like yourself, with a major lack of direction sense it's a very gentle HUD option to aid you when you forget to build an antenna, beacon, or place a GPS marker. Not intensely useful for everyone, but it makes multiplayer a little more fun and can give then split second panic of forgetting where you started when you ran off a break. ______________________ Space Animals: So this one's purely just an aesthetic thing. It makes the earth-like planet feel real and a little bit more alive. It's not just a green wasteland devoid of anything but ship-eating (by the components they drop) wolves. It adds a little bit more background life to the game and just makes the world feel more alive. Overall it's also a great immersion tool. Not for everyone, but I think it's enjoyable. I'd definitely recommend it to new players though. ______________________ ______________________ This is my list of mods I'd add to what you've already mentioned. Also, maybe that mod you use in Survival Impossible which gives alerts much sooner than particularly necessary, or else if there's a version that affects only hydrogen. The alert sounding a couple seconds before what's probably imminent death is something I despise. Thanks for the work you do mate, love these.
Build Vision is very handy, but it can cause you to get stuck in a "local maximum", where you don't go to the one-off effort of naming your blocks and using the vanilla console when that would actually work better. For example, I've noticed numerous occasions in Splitsie's videos and livestreams where he's gone around configuring a bunch of the same block type with the same change one by one using Build Vision, where he could have selected them all in the console and made the config change just once... sometimes even when those are the only instance of that block type on the grid, so it would have been easy to select them in the console, even with default names!
That's a fair assessment, if you think about the base in Survival Maybe, that's going to be where a lot of the habit comes from. I'd built so much there without naming properly that using the vanilla console was basically pointless (this was before you could name blocks with Build Vision) and that's pushed me away from even contemplating its use when maybe I should have.
@@Splitsie That makes sense. I've certainly been in the situation where I've built a lot of a grid without thinking about naming, and it does become very daunting (we're all familiar with the pain of renaming wheels on multi-wheel vehicles in vanilla). Now that you can rename blocks with Build Vision it does make it more feasible to recover though - such a nice feature. Also Lucas' mod "Easy Block Renaming" allows you to do things like stick a common prefix in front of a bunch of selected blocks at once, for giving everything on a ship distinct names for example.
Hi, could you please make, or point me to a video already made, that demonstrates which mods (& how to get/add them) stack up together the best for adding content/goals to the game? I've been a space engineer since just before planets, with my interest waning and waxing through the years. I finally hung it up two years ago when I realized Keen wanted it to be a lifeless sandbox and would never fix wolves or add any other content. However, it seems like Meridius and maybe others have been building content-like-mods. Now that they have matured, could you give us a rundown on how to use/combine them to make the game interesting?
I've done a tutorial video on how to get started with the Modular Encounters Spawner ruclips.net/video/vMl61f3DJEU/видео.html which should start you off with some extra things to fight against. I'm planning on doing more videos about that soon - just trying to update my mods for MES first :)
@@Splitsie Thanks! There is a lot of new content out there now and I think I need help sorting it out to make the game fun. Meridius just released an AI mod that looks like it could change a lot of things. For a while there were some posts about a semi-AI space engineer avatar that could run and jump. It seems like we're on the verge of something great, but haven't quite put the pieces together yet. I had always hoped that someone would take MES and combine it with AI in order to create a world where there is a raging battle between AI megaships that autospawn in, both in space and in planet atmosphere.. I think it would be immersive like a star wars movie and it would give the space engineer a lot of options for how to play: scrapper, join up, pirate, etc.
Hello Splitsie, Seems Build Vision 2.5 has RichHudMaster built in. No longer should TextHUDAPI be needed for Build Vision 2.5 to work. Double check me as I am like more like Capac when it comes to things.
The only ones I dont use are the Paint Gun (not much of an artistic guy) and the Sneaky Sounds (loud noise help me to pay attention to whats going on). For the clear camera I use Whiplash mods... with targetting and all that fancy stuff he added to his camera mods.
I found a tracer mod that turns weapons fire emerald green, I there a mod you could point me in the direction whereby I can change weapons fire to multiple selectable colours?.... I love the fact that even though these are not blasters but at least give the visual effects of one or its even like they're using a different compound or gas as a propellant for the rifle and turrets etc.
I 100% totally agree with all of those recommendations. :) However have you taken a look at the A Quantum of Depth collection of mod packs? The two basic ones from the collection that cover all of what you have short of the bullet tracers I think are the QoL(id=1804604586) pack and the Vanilla Extension(id=1944116766) The nice thing is because the list of mods on the right are all dependencies of this one, you don't technically need to subscribe to those to have them loaded when selecting, even tho there are a few I sub to anyway because I like to track the changes to those specifically. The nice upside is that these packs are easy to find in the hundreds long list of mods I have and can get selected easily as defaults to any of my games.
bullet trails is a must when in this game gatling turret shoot prediction is deadly accurate. Think of it as a buff for player instead cheating battle sniping from ~800m range. (If you want to have sniping weapon, make AI has the ability to do that too. One sided battle is not fun for me. But corruption is too much, I would decrease spawning frequency from that mod). Also it make game look cool, that the most important.
Just a quick question, does the painter mod also allow me to paint blocks behind lights? Or is there another way to do this easily? I was building a landing platform recently with lights on the floor, wanted to give the floor another colour but needed to grind all the lights away because I could not paint the block because the lights were in the way...
The mouse cursor issue should be fixed now as both mods should be running the same code that determine the mouse position.
Oh sweet! Thanks Draygo :)
10:05 Respect for having it actually move back like it would in real life instead of just clipping back into position.
HUD Compass and Colorful Icons are two others I love to use.
I've tried more than once to convince Keen that having some contrast in their UI would be an overwhelmingly positive change. They said it's "not within the scope of the game." Blew my mind.
Absolutely. And you should turn on the clock with HUD Compass (Splitsie! :)
I agree! I always use both.
I've gotten so used to colorful icons it would be so strange to play with out it, its so much better
Thank you so much for this Splitsie. I have about 250 hours now in Space Engineers and some of the vanilla features these mods fix have been driving me crazy. It's actually pretty difficult to find an updated video on mod recommendations. If you ever get around to it, an intermediate/experienced version of mod recommendations would also be awesome to watch. Have a great day!
I'm thinking the next thing like this might be scripts I'd want to see added to the xbox version/integrated into the PB and then onto something about NPC mods :)
@@Splitsie Ah yes, that would be cool. More PvE and NPC elements breathe a ton of life into the game after you've built everything in vanilla. Will be looking forward to that. Also just thanks for the awesome tutorials really got me of to a gold start in SE.
Great endorsement of some fantastic mods and their creators. THIS is why the SE community kicks ass.
Instructions unclear, downloaded digi's entire portfolio.
when I play with my friends, and they try to talk to me, I'm like "I can't hear you, I'm drilling"
lol Yep, I know that feeling :)
I mean that's pretty realistic though. A jackhammer drill would be unbelievably loud irl.
WHAT?
I just rememebered. When tge drilk sound sfarts annoyig me I usually put my helme on.
Since I use realistic sound.
@@SA80TAGE considering your wearing a helmet and based on the fact this is somewhat in the future, noise canceling directional microphone on the outside with a comset built into the helmet is kind of a given, you wouldnt really hear much of the jackhammer. We already use them around Aircraft and it makes speaking to others next to a full running engine reasonable.
I would add "automatic ore pickup" and "smarter suits" to the list.
I just removed "automatic ore pickup" from my mod list. While it's truly helpful when drilling by hand not having it kind of pushes me to actually build a mining ship instead of relying on hand drilling for what feels like years (in space engineers)
@@mischa7823yeah ore pooling at the bottom or floating off into space is part of the fun. Makes you do stuff like gravity mening or digging in a certain way so the ore falls into a nice place/doesn't float off.
on xbox if you hold x while you're drilling you pick up ore while doing so
One good thing to note is that you can add these mods after you start a world which means no starting from scratch.
That is a good point and well worth highlighting - I'm thinking of doing some other videos like this on NPC mods so I'll do my best to remember to highlight it then :)
But some mods like Scarce Resources have to be added on creation of the map...
Love your work splitsie your one of the best space engineers content creator imo your videos definitely have changed the way I play the game you always make it look so damn fun keep it up dude
Thanks :)
I feel lucky that I just got into space engineers when all of this history and work is behind it. I've been having a ton of fun in vanilla but some of these will definitely help me. I like that they don't change the vanilla functions for the most part because I feel anything too drastic would take the magic out of the new experience.
Got almost 1000 hours in SE, and I still love to watch your tutorial videos
Same. I have nearly 1200 hrs, and I still learn new things thanks to Splitsie. :D
I got this game a few weeks ago and have been playing Vanilla. Wanted to try out some mods but was overwhelmed with the options on Steam, haha. This video definitely helped me decide some starting mods, haha. Thank you!
Build Hints also pairs VERY well with Build Info.
Extremely useful when wanting to place blocks in specific orientations that may not be so obvious, like projectors.
funny how all those mods are extremely simple to add to vanilla but in all those years we rarely see an update that fix those type of things
Just started watching and 2 mins in I'm learning a lot about vanilla, LOL! Shift+K menu!? UI Opacity!? Maybe you should make a video about these obscure shortcuts and tricks?
For example:
1.) I saw in a loading screen you can copy colors to your palette, but I never saw it again so I can't remember how, and its not in the controls binding menu anywhere. (Edit: You covered it! Shift+P Thanks!)
2.) In a loading screen there was something about placing blocks while in a cockpit with Ctrl+G but I never got it to work.
3.) 9:09 How did you get rid of the obtrusive blue UI over the camera view? Does the mod do that as well? (Edit: Clear camera screen mod of course!)
(Edit: I really should have finished the video before commenting, LOL but I got excited.)
Just be patient he tells you
I remember joining a server and finding out almost nobody knows about shift+k...
Most players just sit in a seat and control thru menu.
As a general gamer rule. Always spend 5 minutes glancing over the u.i. settings when you start any new game
@@captain61games49 Heh sorry, I got excited. I tend to jump to comments so I don't forget what I'm going to say. Made the edits on the original comment.
@@hogfry I usually use the control bindings menus, but there is a lot of stuff that isn't shown there. If only there was a list somewhere of all these shortcuts.
pretty sure he has an older video on keybinds / shortcuts and QoL changes
As someone who is very much a novice when it comes to mods, this video is so helpful! I wish I had known about the bullet trails mod awhile back when I was messing with cinematic scenes and stuff. Also you use cameras for timelapses? That's genius! I've learned so much!
I use cameras for scripted scenes and machinima too. Much easier to change the effective 'lens length' with one than changing your game fov or trying to use ansel :)
Just got space engineers so this is perfect for when I start using mods
Have the fun
Right place, right time 😉
Gotta love some good timing - was hoping it'd be right for someone at least :)
Awesome showcase
When I first started playing Space Engineers a few months ago (and by a few months, I mean almost a year), I searched for tutorials and your intro to survival was the first to show up.
While I never did get comfortable with your drop pod miner, I used most of your other concepts and guides to eventually get myself into space and all the way to Mars.
I definitely plan on using a few of these mods, as well as trying out some of your build concepts from your Survival...Unlikely Co-Op series and your Survival...Impossible series.
This video is a lifesaver. Thank you for this! The buildvision and buildinfo mods would save me hours of guesswork and flying to a farther control panel just to make my hinges and pistons work properly.
Definitely, they're such amazingly helpful mods :)
Sometimes for lights and other things I would suggest “block interactions” which adds being able to access certain blocks light, projectors lights, parachutes, spotlights, etc. it allows you to press your interact key on these blocks, I find it best to use when coloring certain lights.
Hello, I'm Steve and I'm an SE modaholic. I knew all about these mods and think they're great. I'd also recommend for slightly less new players Isy's collection of block scrips, specifically Solar Alighment, Inventory and Ship Refuel. They are used in every game I play of SE.
100% agree with you :)
Couldn't live without Easy Inventory and Build Vision, they're both so damn good
Now Easy Inventory become useless. Vanilla have more options now.
Yeah, I don't feel like easy inventory is required any more since build planner does a pretty good job of replacing it, but build vision stands on its own for how ridiculously helpful it is :)
@@Splitsie Oh I didn't know that! Thanks!
Build Planner is the base games implementation of Easy Inventory. I left Easy Inventory on the workshop because some people prefer it, but I wouldn't say its recommended for new players as they should learn how to use the planner.
If only Keen would add a hotkey to clear the Build Planner queue. And fix the bugs with the Build Planner that makes it sometimes not get components that are present, and prevents you from withdrawing components from connected grids through connectors (or if the latter is a deliberate feature and not a bug, make shift-MMB so it doesn't add components to assembler queues on connected grids only accessible through connectors, so they're consistent.)
After nearly 5K hours in SE I still pick up useful tips from your videos Splitsie. Keep up the great work please!
G'day Splitsie, love the channel - I've just gotten up to date on all your SE series, and this one popped up on my notifications - I've only mucked around in creative a bit, but I'm planning to start a survival playthrough shortly, so the timing couldn't be better for this video, thanks a bunch!
This is extremely helpful - Sneaky Sounds in particular is remarkably useful!
Thanks, I'm always glad that Remaarn to could help me make that little idea actually work :)
Thank you so much for this video Splitsie!! These mods have completely elevated my space engineers experience. I could never go back to vanilla!!
Brilliant! I asked you recently about this on twitter but this is a super hand place to put it all. Nice one mate.
Thanks, yeah I figured putting my thoughts into video would be better than just a
Thanks! I also run 'Cargo Fill Level LCDs' (by Zkillerproxy and Frosty) and 'Realistic holographic sight on vanilla rifles' (by Digi) in my games. Both are great for what they are.
Completely agree, glad I use both of them in Survival Unlikely :)
that's wild that I was just looking up mods for the game yesterday. thanks, Splitsie!
Nothing quite like good timing :)
I know this was intended for new players, but I had no idea these existed. Thank you.
I always try to aim things at new players while hoping to have a few bits in there for those with some experience, after all I'm still learning new stuff with almost 4000 hours played :)
i'm not a new player to SE, however I do feel I hopped so firmly into the modded game when I started that I missed out on some of these. I just cleared my mod subscriptions and steam and will begin again. Thank you!
You're very welcome :)
My dad started playing space engineers recently, first mods I got him to download were clear camera and stackable wind turbine.
Since he likes building drones and having power it makes a world of difference
Love the stackable turbines!
I know for sure that some of my favourite mods are:
Daily Needs,
Weather Effects mod,
and then all the cool weapon mods created with some help from WeaponCore (WeaponCore = mod).
I can't agree more than what is said/shown here in this video. Build vision and Buildinfo mods have saved me from getting even more gray hairs for example. Nice video as always 😀🚀
A favorite of mine is 'no armored edge' mod . It's a visual mod only but after you've seen that beautiful ship you've just built all cleaned up and those unexplained angle iron trip hazards between each color removed
you'll never want to play without this one again. I believe it helps with frame rates on lower end machines as a bonus
I've been trying to find a good airtight finder mod and forgot it was in BuildInfo mod. Glad I watched this video at 4am for like the third time, somehow it's still teaching me new things :D
Thanks for the tips Splitsie, its great to watch your vids especially your tutorials.
You're very welcome :)
Nice collection. I strongly recommend also Automatic Ore Pickup.
Automatic Ore Pickup (NoHud) is my favorite variant.
That's probably a nice one for the early game that really doesn't do anything but make a chore less onerous :)
Splitsie, I found a very useful feature for you in the BuildInfo mod. When you point at a block with a grinder, it shows in yellow "Grid will split if removed!" when that's the case. :-p
Huh, that's quite cool, far too many hidden features in Build Info :)
Awesome info. I just got to the point in escape unlikely where you find out where your ships are. Some Dus ex rockina moment there. Steve's such a good guy.
I just started playing Space Engineers and I'm watching your Getting Started series at the same time. Excellent explanations and inspiration and have saved me from a lot of confusion. This video is also perfect info for a noob like me!
I'm very pleased they've helped :)
Nice!!
Thanks for sharing this with us! This gives us some good arguments to use those mods... I'll share it with my friends... ;)
You're very welcome :)
Thank you for this I am just starting SE and find the game fun and just want a few mods to work with to start, like these you mentioned. I also enjoy your series of game play I even binge watched Surviving Mars series. So much fun with you and Capac.
Thanks for this collection! You are the best)
There’s also a mod I really like which is eyes just got clear by dr novikov which gets rid of the glowing yellow selection thing which I’ve never played without. I do also like the modular encounters spawner collection even though it does change the game dramatically. I played about 100 hours until it got boring and now I have 1800 and really helped make the game interesting. There’s also a mod that reduces refinery and assembler noise similar to your sneaky sounds, be quiet by 4oh3. Clear camera screen should be vanilla. Why that ridiculous overlay is a thing beats me. Something that’s probably personally preference but is nice is the edge be gone by whiplash which does what it says. It looks so much better
Eyes just got clear is one of the alternatives to the Screen Gunk Be Gone mod I mentioned here, which you use of them would be down to personal preference as they both achieve pretty much the same thing :)
I left MES off this list as I don't feel the combat mods are great for new players as it creates too much pressure for them to learn the engineering. Although that probably doesn't extend to Lucas's air traffic as it's not quite as agressive as my mods :P
Splitsie wasn’t aware eyes just got clear does that. I’ve always had both installed. You have a point with MES, it’s after you get accustomed to vanilla mechanics then try it.
100% agree that the paint gun is a must have. It makes building, engineer and tinkering about in survival so much more immersive. Especially if you are playing something like one of the scenarios where you'll be doing a lot of salvaging and repairing pretty existing vehicles.
To the point Ive got saves where I do basically nothing except capture npc ships. Fix them up. Respray them in various styles and put them out on the lot to be resold... Except it's single player so no one is buying. Lol.
Here's a tip to tell if its vanilla breaking and not a mod.
1 does it involve wheels?
2 then its vanilla.
:p
Naah it's the plane parts mod, duh.
lol it's always the plane parts mod :D
you misspelled Multi-player.
I was just thinking about asking for a video like this, thanks! Honestly Keen should just buy Build Vision assets and put that in the base game. It’s so helpful.
As far as other mods go, I’d love to see a follow up video for your PvE mods.
Hopefully I'll get the time to do one on PVE mods soon :)
Ore detector+ and top speed increase mods were my two biggest QoL mods
I quite like those mods as I think that the respective vanilla limits are a bit low, but I wouldn't exactly call them QoL mods. :-p
You sounded a little sick during this video, hope you're okay and safe! Thanks for this :)
i like Automated Inventory Sorting but it didnt sort bottles but they came out with Automated Inventory Sorting - Bottle Fix check it out u can set certain amount of stuff to certain inventories so when u lock inventories it automatically pulls what u need if u have it
I tend to use scripts for inventory sorting, like Isy's inventory manager and I'm thinking of doing a separate video looking at scripts that I'd like to see made available to xbox users :)
I know u do n it is probably a lot easier for some but it gives u a lot more control over ur items whether u use it or not is ur call but thought it should be thrown out there bc it is a cool mod
Mods I use and make life a lot easier for me are.
Small ship mega mod pack,
Ore detector+ (it's old but not broken on range like the 2020 version),
Cargo container with fill level bar,
MA stackable wind turbine,
Rotary airlock,
Conveyor air vent - full size block (and slope!) .
These have some block mods which I didn't see you post any but also add a few things that I think should of been added by the devs
Thank you splitsie! I just got a computer that I can run SE on, and I needed to know what mods would help with the building aspect of the game.
You're very welcome :)
I try not to use to many mods but I agree as someone that uses CCTV in my Job; it's not 1969, we've been to the moon and can read a license plate from an orbiting satellite perfectly clear in the year 2020 so for realism alone; Clear Camera is on the top of my list immediately followed by Clean Windows. It makes no sense to build a brand new cockpit only to hop in to dirty windows. For emersion sake if I can't clean them then don't make them dirty. Maybe someone will come up with a Glass Cleaner Mod. Something much like the paint gun. You know it takes some type of ore like gravel, you aim and pull the trigger. Oh wait, that's already in the game; It's called a rifle. It'll spays it's contents all over the glass messing up your view even worse and then before you know it, it's like the glass isn't there at all...
lol :D
I have 1000 hours in this game and you have just changed my life!
Glad you found something useful in it :)
I'm still learning stuff all the time as I close in on 5000 hours, which I see as a very good thing
I'm not sure if this feature is vanilla or a mod but it was working perfectly fine until now. The description (text under the block preview and name) is gone and now compacted to just the block preview, name, PCU, and components required. See 6:09 at the right middle of the screen.
If someone could help me out by telling me how to restore the block description that would be great! Thank you in advance for any insight!
Good shit. :) I’m definitely adding the bullet trails mod, didn’t think about something like that.
A suggestion for edit Splitsie. Consider doing like a half wipe when comparing two screens side by side. It was a little difficult to pick out the specific differences of screen funk be gone for example, so seeing both screens (or half of each anyway) would make it a little more obvious. I haven’t used a modern editing software so I’m not sure how hard or not it is to do such a thing, but just a consideration
Yeah, I probably should have done that or at least chosen a scene where the chromatic aberrhation was worse but I couldn't think of what would cause that to be more obvious at the time :/
I have used mamy of these mods fot hours but literally jusy foubd out the cameras can rotate and you can snipe-paint blocks with the spray gun. Mindblown.
Glad I could share something new as I only learned about the right click mode with the paint gun recently too :)
Very helpfull as usual. :thunbs up: :)
I think that the Bullet Trail mod should be in vanilla and is for more than cinematic effect. It makes it possible to see where you're being shot from which has made fighting fun for me again.
Here's another one: Light Block Improvements - easy control panel access. Yet another creation by the illustrious and ever present Digi. Makes light configuration a breeze, if you're not wanting to use Build Vision. The nice thing about it is that doesn't modify the blocks to the point that they get removed if you move the build to a world without it; they just get replaced with vanilla light blocks in that case.
That's another good option as there are times when it can be difficult to get build vision to target the block you want :)
Thank's for all this mods Splitsie
You're welcome - don't forget to thank the modders on the workshop too :)
@@Splitsie Will do ;) Keep posting those amazing videos ! Keep well and safe.
Thanks for the Tips! just started the game and have about 200 hours into it lol. I love this game!
Purely for ease of looking at and working with, I would add Eikster's Disable LCD/Text Panel Highlights to the list (or some other alternative that cleans up the text panel screens).
I couldn't use panels without this mod anymore.
That's a good option especially if you're someone who sets up their LCDs carefully with various pieces of useful info like power/inventory etc as you're more likely to be interacting with them
Ammo Management Controls or the simpler Ammo Info are great. The AMC is the first mod i got when i started.
Especially if you play with weapon mods :)
@@Splitsie i have too many. Your assertive mods keep ripping me apart (mostly because I'm new to having enemies in SE).
My main issue with this "game" are that the devs do not fix/improve obvious issues and bugs, that mods manages to do. Probably are just for the devs to request from the mod owner to use the improvement, some game codes or cash or whatever as a reward/payment.
Often implementing a change in the engine requires a rewrite of the code, so the developers will not be saving much time at all importing a mod. And you cannot say that they do not implement popular mods into the base game, especially to me.
Very good advice at the beginning Splitsie. I make it a point to play vanilla when I first get a game. Space Engineers is good in vanilla but it does benefit greatly from mods. I just recently started using Build Vision 2 and love it. Most of the mods you listed are a must in my saves. Now one mod I use that is not on your list is Space Just Got Real Less Dark by patoo. I love what it does for the skybox and gives more purpose for lights. I have heard it doesn't play nicely with Screen Gunk Be Gone though. I haven't tried combining them myself though.
The Gamers Refuge it seems fine to me. Haven’t really noticed anything bad with them.
Screen Gunk Be Gone does some of the stuff that Space Just got Real and Eyes Just Got Clear do, so you should choose one of them not multiple. If you want a similar real dark expereince with Screen Gunk Be Gone you can change the skybox to something like the deepspace 4k one which makes night time very dark again :)
The first mod I ever installed for survival is actually just a script - MMaster's Automatic LCDs 2. It's a fantastic script that allows the screens and LCDs on your ships and base to display USEFUL information! The author has a huge document on steam describing how to use it and what are all the things you can show on your screens and cockpit. It's invaluable to any utility vehicle and spaceship tbh.
Auto LCDs is a great script, I'm thinking of doing a separate video on scripts as to me scripts are still kind of vanilla (at least on PC) :)
@@Splitsie Haha, yeah, I am pretty sure step 1 of playing SE is turning on experimental mode :P It'd be a good idea, but depending on the script it might need a full video. Also depends on how much detail you want to put into it. Not a bad idea though, I'd watch and use one if you can show it off well enough! the Battery Status one is also great.
I'm sure there are many like these and I may not be naming the original creators (sorry, there are a lot of copies sometimes). This is the minimum I would normally start with, I usually add more fancy mods as I progress through my play through as a sort of "tech level".
1. Automatic Ore pickup - Phoenix : Self explanatory, it may be controversial but in the early game I'd rather dump a whole bunch of stone away from whatever I'm digging than have to pick up all the little bits. Also logic says if you have to pick up all the rocks, you should have to place all the components to build something not have it "materialise" from the welder!
2. Ore - Boss : Increased ore detector range.... Again controversial but after spending many, many real life hours in my first play through searching asteroids for those rare materials I can't live without it now. The vanilla is just too small and maybe needs a very high power consumption "boost mode" or something?!
Keep it up Splitsie…. And Capac!
probably the best thing about these tutorials is seeing all the new players in the comments.
welcome to the community lads and lasses, enjoy your stay and try not to let the murder robots get you ;)
That is a great sentiment, however I will continue working with Lucas to enhance the murder bots so they can and will get you ;)
@@Splitsie that a challenge captain?
*big bertha chambering another shell*
i implore you to - as they say - bring it on ;)
Here's to Splitsie, he's true blue!
He be looking out for new engineers, just like you! (coulda called ya'll pisspots)
P.s I use the base paint tool, make it beautiful, painstakingly, and then accidently press shift or ctrl with it, right before completion. My blood pressure goes up with Self Hate. DIGI IS THE DOOD
The pan, man, idk why its not vanilla. There are cameras like that, that swivel in all kinds of ways, in most any business in the civilized world. *wakes up in future* "What button rotates the camera?" Says time traveled past man.
"This one over here!" Responds the spacedude.*turns a switch on an industrial type Rotor/Head combo*
I giggle about that randomly.
Next time I'll stick to one comment. I'm starting to look like a madman.
So ill say this,
I have a dedicated I haven't used for awhile.
If you got any ideas for a server, or to use it for a series, I'd be willing to give you the account information, or at least find a way to allow you to access the hostsite.
Control Mod(not a noob friendly one unless they learn timer blocks early) , but In Flight Buttons, Auto Air-Locks, Proper Hydrogen Balance, and maybe Blueprints to Assembler? This is a problem. I have issues with getting less than 60 mods in my server when I play. I love building contraptions and setting up the timers so that I can control them without the hotbars.
Never forget the guddest mod. Survival Less Likely. Just don't be a madman like Splitsie and combine it with Daily Needs.
Auto airlocks is an interesting thought - that would probably help avoid some hair pulling when designing those systems as would blueprints to assembler potentially but I"ve not used it to see how reliable it is in more complex setups (like having more than one assembler as it seems with build planner things can go wrong there)
I kind of expected a speed mod in the list. Tons have been made but I usually go with Midspace's Large Ship Speed 250 mod. Any faster (my system) would invite accidents.
I have been playing your Survival Maybe world and have a question. Recently while watching a video, you mentioned a layout or some build layout guide that your viewers can download from (discord? ). What is that and where could I see it? l Really enjoy watching your work.
I have a clear camera mod that I made. It's very simple and literally just a line of code. Would never break because Keen won't mess with that code going forward.
I started out loving mods, because beta game had a lot of issues & limitations... but as Keen broke every mod with every minor update over the years, I learned to live without any mods for a long time. The new DLCs have pretty much added almost everything I used to add through mods, with the added benefit of now having full & permanent vanilla support, for the price of a cheeseburger each, so I call them well worth it.
I have recently swung back to embracing a narrow selection of vanilla-compatible mods. A couple of weeks ago, I started a new world to play with this... but I made it a rule/goal to restrict the list to only mods that changed minor visual details, and avoid those that added any new blocks or items that Keen would inevitably break. If any of these mods stop working, the offender can be removed without breaking any grids or altering the game too significantly... so they're more like "visual patches" than mods -- they can be safely added or removed from any saved game at any time. Here's my list of recommendations, and what they do:
"_SD_Texture-Advertisement" -- this simply puts a better-looking advertisement on the drink machine
"AQD - No Armor Edges" -- one of many mods that hide the extra polygons at the edges of armor blocks (this one is just my preference, and newer)
"Better Engine Sounds V1" -- makes the hydrogen engines sound more like modern engines, and less like a dying diesel clunker from the 1950s
"Easy Control Button Access" -- simply moves the Control button for remote controls and turrets to the top of their interface menu
"Easy NPC Takeovers" -- alters the method of capturing NPC grids to a hunt for the vital control seats & remotes, rather than trying to find & hack every single block that uses computer components
"High Projectile Speed Weapons" -- raises bullet velocity to be much more realistic, and alters rockets to accelerate realistically in flight, but keeps everything else vanilla
"HUD modified" by LORIC -- I fell in love with this little HUD redesign ever since I first tried it recently, and recommend you give it a try too
"KK91 - Animated Antennas" -- brings some life to the dull antennas, with a new animation & some new emissive status lights (there are 2 mod versions, for adding new blocks or replacing the vanilla blocks; I prefer the replacement version, so my builds remain fully vanilla-compatible as blueprints)
"Perpetually Perturbed Pirates" -- in vanilla, it's possible to become friendly with the pirates by attacking other factions: this ensures they remain hostile
"Realistic holographic sight on vanilla rifles" -- this changes the color & appearance of Keen's awful reflex sight, making it look & work like a real-world reflex sight
"Relative Top Speed" -- this alters top speed in a way unlike other speed mods, making a grid's mass/thrust ratio affect what top speed it can actually achieve; players can reach 150 m/s, some light but powerful grids can boost above 110 m/s, while heavy freighters will struggle to a top speed below the game's max
"Remove all automatic jetpack activation" -- a must-have for fixing that old bug with reaching the top of ladders on rovers... dramatically improving realism
"remove spotlight cone [2018]" -- a realism mod, especially if playing in space (helps game performance too)
"Screen Gunk Be Gone!" -- mentioned in your video (yeah, I love it too)
"Thruster Smoke Mod" -- makes hydrogen rockets look more like rockets, especially in atmospheres, leaving a trail of smoke behind the flame
"Turret Lead Indicator" -- adds a small aiming point to the view from any turret, to help when manually operating it
You didn't put a link to "Screen Gunk Be Gone" in your description. That is the only one from your list that I'm not subscribed to. I do have "Eyes Just Got Clear" by Dr. Novikov but I'm always up to check out other mods.
Thanks for letting me know I'd missed it, I've updated the description with the link :)
It's much the same as Eyes just got clear, I haven't done a side by side of the two to see if I have a preference but maybe I should at some point
One mod I may suggest that’s vanilla safe is economic hydrogen mod for thrusters and engines for new players, it’ll just make it alittle easier for you and you’ll make less ice trips haha, once your ready for more challenges you can remove it
Great list of Mods! I use the same list as I consider them things that need to be added to vanilla
It would certainly be amazing to see something like Build Vision and the paint gun implemented :)
Splitsie thank you so much, this really helped ( I took notes ) I'm going try these out but 1 problem I have is locking blocks together
is this on console? it seems more and more people in the steam discussions talk about blocks not locking to place, perhaps it is a new bug, I haven't had it happen to me yet, i'm on PC, don't know if that makes a difference or not.
Do you know if there's a way to make the tracers green for the rifle, and to make it every 3 rounds be a tracer?
I honestly don’t know what I would do without the Light Block Improvements mod
It's certainly handy, though I think Build Vision 2 does a much better job of selecting the lights to edit them than the original did which makes it a little less necessary (though not completely obsolete)
Do you get the double cursor if you are running only one of the two mods in the edit screen? Kinda looked like the screen mapping of one is offset to the other.
Easy Inventory, AQD - Planetary Respawn Rovers, Hollow Planet Clean-Up, HUD Compass, and Space Animals - [NPC] Doe, Buck, Cow, Sheep, Hound, Cat, Horse, Eagle (Space Engineers Mod)
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Easy Inventory: allows for a lot of the vanilla functions but adds incredibly useful tedium solvers.
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ADQ - Planetary Respawn Rovers: Very simply gives you the moon rover on planet spawns and just makes exploring and especially multiplayer much more enjoyable from the start. In my opinion, this is one of the best simple mods for survival and it's enriched my entire experience.
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Hollow Planet Clean-Up: Purely to help with performance, no impact on vanilla play otherwise.
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HUD Compass: For players like yourself, with a major lack of direction sense it's a very gentle HUD option to aid you when you forget to build an antenna, beacon, or place a GPS marker. Not intensely useful for everyone, but it makes multiplayer a little more fun and can give then split second panic of forgetting where you started when you ran off a break.
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Space Animals: So this one's purely just an aesthetic thing. It makes the earth-like planet feel real and a little bit more alive. It's not just a green wasteland devoid of anything but ship-eating (by the components they drop) wolves. It adds a little bit more background life to the game and just makes the world feel more alive. Overall it's also a great immersion tool. Not for everyone, but I think it's enjoyable. I'd definitely recommend it to new players though.
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This is my list of mods I'd add to what you've already mentioned. Also, maybe that mod you use in Survival Impossible which gives alerts much sooner than particularly necessary, or else if there's a version that affects only hydrogen. The alert sounding a couple seconds before what's probably imminent death is something I despise. Thanks for the work you do mate, love these.
Build Vision is very handy, but it can cause you to get stuck in a "local maximum", where you don't go to the one-off effort of naming your blocks and using the vanilla console when that would actually work better. For example, I've noticed numerous occasions in Splitsie's videos and livestreams where he's gone around configuring a bunch of the same block type with the same change one by one using Build Vision, where he could have selected them all in the console and made the config change just once... sometimes even when those are the only instance of that block type on the grid, so it would have been easy to select them in the console, even with default names!
That's a fair assessment, if you think about the base in Survival Maybe, that's going to be where a lot of the habit comes from. I'd built so much there without naming properly that using the vanilla console was basically pointless (this was before you could name blocks with Build Vision) and that's pushed me away from even contemplating its use when maybe I should have.
@@Splitsie That makes sense. I've certainly been in the situation where I've built a lot of a grid without thinking about naming, and it does become very daunting (we're all familiar with the pain of renaming wheels on multi-wheel vehicles in vanilla).
Now that you can rename blocks with Build Vision it does make it more feasible to recover though - such a nice feature.
Also Lucas' mod "Easy Block Renaming" allows you to do things like stick a common prefix in front of a bunch of selected blocks at once, for giving everything on a ship distinct names for example.
Oh look, theres a save/favorite feature in youtube. Sounds like this vid is a fav one hehe
Hi, could you please make, or point me to a video already made, that demonstrates which mods (& how to get/add them) stack up together the best for adding content/goals to the game?
I've been a space engineer since just before planets, with my interest waning and waxing through the years. I finally hung it up two years ago when I realized Keen wanted it to be a lifeless sandbox and would never fix wolves or add any other content. However, it seems like Meridius and maybe others have been building content-like-mods. Now that they have matured, could you give us a rundown on how to use/combine them to make the game interesting?
I've done a tutorial video on how to get started with the Modular Encounters Spawner ruclips.net/video/vMl61f3DJEU/видео.html which should start you off with some extra things to fight against. I'm planning on doing more videos about that soon - just trying to update my mods for MES first :)
@@Splitsie Thanks! There is a lot of new content out there now and I think I need help sorting it out to make the game fun.
Meridius just released an AI mod that looks like it could change a lot of things. For a while there were some posts about a semi-AI space engineer avatar that could run and jump. It seems like we're on the verge of something great, but haven't quite put the pieces together yet.
I had always hoped that someone would take MES and combine it with AI in order to create a world where there is a raging battle between AI megaships that autospawn in, both in space and in planet atmosphere.. I think it would be immersive like a star wars movie and it would give the space engineer a lot of options for how to play: scrapper, join up, pirate, etc.
Hello Splitsie,
Seems Build Vision 2.5 has RichHudMaster built in. No longer should TextHUDAPI be needed for Build Vision 2.5 to work. Double check me as I am like more like Capac when it comes to things.
It's still a dependency I believe, which means space engineers automatically adds it if you put build vision on in your save :)
What mod is the changed oxygen/hydrogen etc UI that you use in your videos?
In my opinion you don't need something to remove post processing graphic effects (like gunk be gone) since it's a vanilla option by now.
The only ones I dont use are the Paint Gun (not much of an artistic guy) and the Sneaky Sounds (loud noise help me to pay attention to whats going on). For the clear camera I use Whiplash mods... with targetting and all that fancy stuff he added to his camera mods.
Little CAPAC helpfull as always.
So unlike his larger self ;)
I found a tracer mod that turns weapons fire emerald green, I there a mod you could point me in the direction whereby I can change weapons fire to multiple selectable colours?.... I love the fact that even though these are not blasters but at least give the visual effects of one or its even like they're using a different compound or gas as a propellant for the rifle and turrets etc.
Reminds me of the Fury movie. Many of the tracer rounds where either red or green etc. It made it amazing to watch.
I've never seen one that allows selection in game and I suspect it's because you'd have to use different ammunition for different colours :(
fantastic as always Splits
Thanks severd :)
I 100% totally agree with all of those recommendations. :) However have you taken a look at the A Quantum of Depth collection of mod packs? The two basic ones from the collection that cover all of what you have short of the bullet tracers I think are the QoL(id=1804604586) pack and the Vanilla Extension(id=1944116766) The nice thing is because the list of mods on the right are all dependencies of this one, you don't technically need to subscribe to those to have them loaded when selecting, even tho there are a few I sub to anyway because I like to track the changes to those specifically. The nice upside is that these packs are easy to find in the hundreds long list of mods I have and can get selected easily as defaults to any of my games.
bullet trails is a must when in this game gatling turret shoot prediction is deadly accurate. Think of it as a buff for player instead cheating battle sniping from ~800m range. (If you want to have sniping weapon, make AI has the ability to do that too. One sided battle is not fun for me. But corruption is too much, I would decrease spawning frequency from that mod).
Also it make game look cool, that the most important.
Can't argue there - looking cool is definitely important :)
Just a quick question, does the painter mod also allow me to paint blocks behind lights? Or is there another way to do this easily? I was building a landing platform recently with lights on the floor, wanted to give the floor another colour but needed to grind all the lights away because I could not paint the block because the lights were in the way...
The paint gun shoudl reach behind most lights :)
Thanks for making this video
The lights mod can't remember the name but it doesn't break the vanilla experience but adds WAY better lighting.
You should make a video on mods that should be vanilla... like... conveyor hinges, wings(aerodynamics), small grid doors, etc.