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GENERAL

"When will you release Electronic Warfare?"

As soon as I can. I need either the ability to make models, or the permissions to use someone else's models - created for the mod or not - before I can do that; there is no point in releasing a mod where the blocks are invisible cubes.

"Is [mod] really necessary for [blueprint]?"

No mod is necessary to load a blueprint, but if a blueprint uses a mod, that means it benefits from the mod in some way. That can be a minor benefit like when I use Twin Grinders/Welders, a major one like when I use upgradeable thrusters, or essential for core functionality like anything using the Earthbreaker drill. Read the relevant blueprint's page; it will specify what mods are used and how important they are. In some cases, the modded blocks being removed might also cause other blocks to become loose, making them useless and possibly destructive.

COMMENTARY

"You stole the uranium centrifuge and stone crusher mods! You even have the same models!"

I explicitly got permission from Hexicube to update his mods and include them in my larger mod. He has since moved on from SE modding, and so if noone did this those mods would have simply fallen to abandonment.

"The ore processing blocks look like old-style Space Engineers! Update the models!"

Updating models is no trivial task. See the Electronic Warfare question above.

"Why would I use your scripts when there are better-known scripts of a similar nature?"

One, that argument could be made for literally any custom content, and you cannot seriously believe that one should never bother to use - or make - any such content if something a little similar is already popular. Two, I wrote my scripts because the popular ones were not suitable for my purposes, either lacking required functionality or coming with undesired effects, or being outright incompatible with new game versions or the like. These concerns may well apply to you too.