Space Engineers

Space Engineers

(DX11) Double Sided Upgrade Modules
55 Comments
Visentinel  [author] May 5, 2024 @ 6:41am 
all of that is not possible via the game engine itself, its all going to be script only.
Virsteinn May 2, 2024 @ 8:08am 
Or perhaps it would be based on a specific "conveyor" system that used likewise specific blocks to convey the boost(s) to one slot, maybe requiring another specific block to retain the intensity of the boost(s) as they are conveyed. Kinda like an in-line pump for fluid piping to maintain pressure?

Those are the two that immediately come to mind, but I suppose I'd have to follow up on your suggestion to see whether they would even pan out. They very well might not, after all.
Virsteinn May 2, 2024 @ 8:08am 
Either that or perhaps a double sided upgrade module that increased its own bonus based on the bonus it was receiving from the module before it.

Something tells me it would have to be made specifically to derive its transmitted bonus directly from the bonuses transmitted to it, and that it would only work with modules that provide a similar bonus. A speed module would receive productivity from one side, and send productivity through the other, but would not be able to receive speed and/or yield and then send those bonuses, whereas a multi-boost module would be able to do that with any combination.
Visentinel  [author] May 2, 2024 @ 6:46am 
if there is, its going to be only possible via some kind of script, join the space engineers discord and ask in the modding channel maybe someone there would be keen to do something like that.
Virsteinn Apr 24, 2024 @ 6:17pm 
I don't suppose there's a way to allow these to chain? Perhaps a module that would simply allow module slot "expansions," for lack of a better word, so that an assembler or refinery that would normally only have eight slots would instead have sixteen?

Granted, at some point, it becomes busted, but I for one would like to make a progressively more expensive superfactory. The factory must grow and all that.
Lmecha Mar 13, 2023 @ 7:21am 
nice~, been waiting for the update~ :steamthumbsup:
Visentinel  [author] Mar 9, 2023 @ 12:37am 
Seems i never updated the mod when i thought i did ? no idea LOL

i published and its now got the new model and block configs.
SioxerNikita Nov 19, 2021 @ 3:42am 
It's made pre-superconductor.
Armigus Nov 18, 2021 @ 6:53pm 
The vanilla yield module requires superconductors, and therefore gold, to make. Yours, because it needs only metal grids, needs some balance.
Visentinel  [author] Oct 27, 2020 @ 3:41am 
woohoo !
Annastasya Oct 26, 2020 @ 1:21pm 
I haven't checked all the blocks but from what I have seen the double-sided is working just fine.
Visentinel  [author] Sep 16, 2020 @ 5:37pm 
damn
kullen Sep 16, 2020 @ 5:30pm 
This stopped working today and was removed from the load
Visentinel  [author] Apr 22, 2019 @ 9:04pm 
use it and you shall find out ;)
Furykuiku'l Apr 22, 2019 @ 4:54pm 
any chance this still works
THE FORCE Dec 1, 2018 @ 7:53pm 
Visentinel  [author] Apr 3, 2018 @ 10:34pm 
If it has upgrade ports then, thats how the game works right. :P
revansdownside Apr 3, 2018 @ 11:53am 
Does this by chance with the "Gravel Sifter" mod? It is pretty much an assembler but refines gravel..
Visentinel  [author] Jan 3, 2017 @ 4:32pm 
Its optional :) but they share the same ID's so if u switch to the new one your existing ones will just look new.
Greystar Jan 3, 2017 @ 1:47pm 
Is this one going to be updated with the new model or do we have to subscribe to the 2017 version?
Neimoh May 12, 2016 @ 8:00pm 
Thank you Visentinel, I now have a tiered Production only version of this completed. I'll give credit to you and the original gyro upgrade moddeler on my page.
Visentinel  [author] May 8, 2016 @ 6:14pm 
you have my blessing to modify and upload to workshop your version :)
Neimoh May 8, 2016 @ 1:11pm 
Visentinel, I'm running a fairly optimized DS and I currently have alot of tired blocks to reduce block counts. I'd like to be able to see if I can or if you can modify these to fall in a tiered status using the same block but multiplying their stats / component costs / weight to be double that of the previous tier to fall in line as an option along with the production tiers I'm running. Would this be ok with you?
Visentinel  [author] Feb 6, 2016 @ 7:05pm 
Oh yeah i understand, thanks to the way the workshop works it will get good exposure on its own merits.
SioxerNikita Feb 6, 2016 @ 6:47pm 
Thank you very much :) I offer the co-authorship for anyone that would like to have it since it advertises them :) I wouldn't want co-authorship specifically to advertise my mod. I'd like my mod to stand on its own merits.
Visentinel  [author] Feb 6, 2016 @ 6:45pm 
Yep you can do that :)
Co-Author is not needed, you can at your discretion the only value i see is it adds it to my workshop list and might help with publicity.
SioxerNikita Feb 6, 2016 @ 6:37pm 
Hi Mr. Visentinel.
I am making a mod to encourage and make exploration more interesting.
Basically I am trying to add quite a few different mods to this one. Basically each mod will be able to be found using "blueprints" which are only available on exploration ships. Each blueprint will be available for 1 block.

I would like to add your mod to this as well and I hope I can (obviously with your permission).

If you accept you will of course be fully credited as well as receiving co-authorship if you so desire :)

I hope to hear from you soon.
Visentinel  [author] Jan 20, 2016 @ 8:38pm 
nah you cant stack them like that, you can only stack the effect up on the actual ports of the refinery for example.
Torres Jan 20, 2016 @ 8:22am 
Is this stackable? I mean if I put this module on top of this module on my refinery I can achieve like 900% productivity etc?
Visentinel  [author] Dec 29, 2015 @ 3:24am 
xD
Solo55 Dec 29, 2015 @ 12:54am 
I'm so sorry to ask this but i think im missing some thing, (Tired of needing 2 spaces between assemblers ? ) i have 2 side by side touching and they work fine why do you need 2 spaces!
alcangel_neal Aug 26, 2015 @ 8:04am 
That's perfect Visentinel! I certainly wouldn't complain about the stats increase but sadly not my choice :( Awesome mod regardless! :D
Visentinel  [author] Aug 25, 2015 @ 11:19pm 
No worries il upload one using just vanilla stats
alcangel_neal Aug 25, 2015 @ 5:10pm 
Really cool mod, I think I said 'yes' to every question you asked in your description :P I dont suppose you have a version of this mod which doesn't have the boosted stats do you? I play on a server and the guy who runs it siad these were to OP and he wouldn't include them, I just really want to use them to keep things neat! :)
Visentinel  [author] Aug 20, 2015 @ 9:34am 
Hi Mike,

already done that, my other mod for 1x1x1 6 ways

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=500942838
Mike Loeven Aug 20, 2015 @ 5:26am 
Do you have or can you make a mod that add 1x1x1 upgrade modules i looked at your single port mod however the unit is 1x1x2
crowbarzero Aug 13, 2015 @ 1:07am 
These and the single ones are awesome. Haven't made anything yet with them, but plan on combining them with some larger (mods) versions of the production facilities. And these will work wonderful with em.
Solraven Jul 15, 2015 @ 1:11pm 
it would be realy cool if upgrade moduals function as conveyors as well
The Erubian Warlord Jul 2, 2015 @ 9:54am 
cool
Visentinel  [author] Jul 2, 2015 @ 9:49am 
yeah if a mod can use dx11 it can also use dx9
The Erubian Warlord Jul 1, 2015 @ 8:57am 
dx-9 runner?
Visentinel  [author] Jun 30, 2015 @ 11:20am 
Mods R Us are implimenting that. Since i dont know how to work with models i cant do it myself.
Heres a link for you to keep an eye out for it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/442954741
Primal_DLove Jun 29, 2015 @ 11:44pm 
question, are these small ship capable? id like to use them on the refinery from the small ship mega mod pack
ChozoSR388 Jun 29, 2015 @ 9:33am 
DX11 compatibility confirmed. I used them on a production platform I'm building. Colorable, and the green lights show up when connected and red lights when they're not.
Visentinel  [author] Jun 28, 2015 @ 12:46pm 
try it and see i have not tested with DX11 i dont use it its horrible still
Riffy Jun 28, 2015 @ 12:44pm 
Will theses display correctly in DX11 or will it just be the untextured shell of the the module?
Visentinel  [author] Jun 28, 2015 @ 7:42am 
I have not tested with DX11 but i think it will work ok. I cant use DX11 mode the shaking makes me feel like i have Parkinsons.
CprlRst Jun 28, 2015 @ 4:37am 
is Mod DX11 compatiable
Visentinel  [author] Jun 28, 2015 @ 4:28am 
Adding another new one soon its 1x1 sized ones for things like the uranium centrifuge or more fine grain control over the upgrades