Space Engineers

Space Engineers

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R.I.S.E Modpack Guide
由 Zinth 制作
This guide provides comprehensive instructions for setting up and configuring the R.I.S.E Modpack, along with engaging lore and insightful information for players.
   
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About
**R.I.S.E. 1.0 Release candidate: Some bugs may be present but should be stable enough for long term play.**

R.I.S.E. - Recover, Invest, Secure, Expand

You've crash-landed in the Shattered Echoes. This guide is your lifeline. Inside, you'll find critical information on setting up your modpack, understanding the factions, and mastering the survival strategies needed to thrive. Don't venture into the unknown without it!

Modpack found here: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3443806253

What to expect:
  1. Rover travel + ground hand-weapon combat. Don't neglect to bring a firearm, everything has the potential to kill you. Scavenge or mine to get resources to build up your starter base.
  2. Start working towards interplanetary travel! You'll only find Iron, Silicon, Nickel, Cobalt, and Magnesium on the starter planets unless your lucky to scavenge it off something.
  3. Space Is hard! Most of the NPC's that target players live there. To survive in space long term takes a lot of preparation and planning.

Note An Economy play-through should be a valid play style (I've never done it but tried to support it as much as I can)
Load Order
Proper load order within the R.I.S.E. modpack is critical, as it determines the sequential application of modifications. An incorrect load order can result in a wide range of issues, including mod conflicts, instability, and unexpected game play behavior. If you encounter bugs or inconsistencies, verifying your load order is the first step in troubleshooting.

Load Order
    Skybox + Top priority Mods
  1. Nebular 93 No speedmon with Small Blue Sun (Or Your Skybox Mod HERE) - NEW
  2. ModAdjusterV2 (Required for some mods) - NEW
  3. Clean Freak - NEW
  4. Configurable Parameters - NEW
    API's & Frameworks
  5. Asteroid Filter API
  6. Definition Extension API
  7. Text HUD API
  8. TouchScreen API
  9. Rich HUD Master
  10. Bigger Explosions
  11. Animation Engine - NEW
  12. Thruster FX- Framework
  13. Scope Framework
  14. Mod Update Popup (MUP) Framework - NEW
  15. Pulley Motor Core
  16. Tool Core
  17. Weapon Core
  18. Bot_Spawner
    HUD Changes
  19. HUD - Modern and Fancy (Color)
  20. HUD Compass
  21. No HUD Tooltips (Optional - Not recommended for new players)
    World Generation
  22. AQD - Vanilla Ore Distribution - NEW
  23. Asteroid Filter: Clusters
  24. Asteroid Filter: Gravity
    Visuals and Sounds
  25. AQD Emissive Colors - NEW
  26. AQD - No Armor Edges
  27. Colorful Icons - NEW
  28. Clean and Vibrant Post Processing
  29. Completely Clear Camera
  30. Rendering Improved
    Mechanics
  31. Aerodynamic Physics
  32. Aerodynamic Control Surface Mod Component - NEW
  33. Advanced Welding
  34. Aww Scrap
  35. Elite Dangerous: FSD Supercruise
  36. FireBrigade
  37. Force Dynamic Grids
  38. Hacking Computer 3.2 - SE 206 - NEW
  39. Improvised Experimentation
  40. Improved Interior Turrets
  41. Kinetic Devastation
  42. Perpetually Perturbed Pirates
  43. Rotate Skybox with the Sun
  44. Sleep Mod
  45. Scrapyard - Jetpack
  46. Scientific Machines - NEW
  47. Water Mod
    Quality of Life
  48. Automatic Ore Pickup
  49. Autorun
  50. Block Picker
  51. Build Colors
  52. Build Vision
  53. Buttons Don't Need Power
  54. Camera Panning
  55. Easy Block Renaming
  56. Leak Finder
  57. AutoCloseDoors - NEW
  58. [QoL] Mechanical Keybinds
  59. [QoL] Production Quota
  60. [QOL] Radio Spectrometry - NEW
  61. [QoL] Seismic Surveying
  62. Seismic Surveying Landing Gear
    Weapons
  63. Assault Weapons Pack
  64. WC Hand Weapons
  65. Consty's HandWeapon Pack
  66. MA WeaponCore Weapons
  67. Aryx Weapon Enterprises
  68. X:Universe Weapons - NEW
  69. Consty Aircraft Pack - Ordnance - NEW
    Defense
  70. Heavy Armor For WeaponCore
  71. Defense Shields
  72. Deflectory Shields - NEW
    Tools and Production Blocks
  73. Paint Gun
  74. Moisture Vaporator
  75. nanobot Build and Repair System (optional for easier playthrough)
  76. Resource Node Zinth's Edit
  77. Ore Tap - NEW
  78. OmnCorp: Adv Tools
    Misc Other
  79. PEPCO Marine Anchor
  80. Plane Parts
  81. Plane Parts plus: Propeller
  82. Consty's Aircraft Pack - NEW
  83. R.I.S.E. Ranger
  84. Federal Industrial - Vacuum Balloons - NEW
  85. Federal Industrial - Logistics - NEW
  86. AtE M.A.R.S. (Modular Armor Ramps System) - NEW
  87. AQD - Conveyored Pipes - NEW
  88. Rotary Airlock - NEW
  89. Button Pad - Touch App
  90. Electric Network Info - Touch App
  91. Advanced Pulley System
  92. Shower Light
  93. Extending Ship Ramp - NEW
  94. Small Helm 1x1 - NEW
  95. [SEEX] Space Engineers EXpanded
    AI Enemies & Mechanics
  96. AiEnabled
  97. Crew Enabled
  98. Crew Voices (Psychotic Robots)
  99. Crew Voices (Attack Robots)
  100. Small Spiders
  101. Infestation Enabled
  102. Ai Enabled Vanilla NPCs
  103. Victims of Clang
  104. Reanimation - NEW (Testing)
  105. Meteor Menace - NEW
  106. Modular Encounters Systems
  107. Planet Creature Spawner
  108. MES - Eathlike Animals
  109. MES-Alien Animals
  110. Robot Raider Pods
  111. Abandoned Settlements
  112. MES Abandoned Mining Facility
  113. MES Lost Colony Encounters + Frostbite
  114. More Encounters- Voxel Encounters
  115. Planetary Derelicts
  116. Pravada Heavy Industries
  117. Vanilla Planet Crashed Ground Encounters
  118. Wasteland Encounters
  119. MES Remaining Drone Menace - NEW
    Economy
  120. Freight Contracts - NEW
  121. Previously Owned Economy Ships
  122. Trade Operations Coalition

    Phase 2 Encounters
  123. MES+AIEnabled Mainframe Organised Domination System (MODS) - NEW
  124. MES Wasteland Tire Thieves (Rover Encounters) - NEW
  125. Assertive Combat Systems Dependency
  126. Assertive Combat Systems
  127. Assertive Loot
  128. MES Wreckage
  129. WEC - Encounters Reborn
  130. MES Scavenger Hunt

    Phase 3 Encounters
  131. Independent Contractors
  132. More Encounters - Content
  133. More Encounters Faction Wars
  134. Orks: The Great WAAARGH!
  135. Reavers

MES Phases
To keep the modpack balanced and aligned with my vision, I've added MES Phases. I know manually adding mods isn't ideal, and I really wish I could automate it. Since I haven't found a better solution yet, this guide will show you exactly when and how to introduce each phase.

Phase 1:
This is the starting phase, characterized by accessible salvage and a lower overall difficulty. However, don't be lulled into complacency. Sporadic encounters with turret-defended interiors and persistent ground enemy waves demand attention. Furthermore, the alien nature of these environments means hidden dangers may lurk within the seemingly abandoned structures. Beware the Assert, they won't mess with you unless you mess them so keep your distance (2.5k)

Phase 2:
Phase Two introduces larger, more intricate derelict vessels, offering the potential for advanced technological salvage. However, these seemingly abandoned structures conceal active AI systems and formidable defenses, poised to protect their hidden secrets.

Phase 3:
Phase Three marks the eruption of full-scale faction conflict. AI clashes with AI, and players are thrust into the heart of the maelstrom. This is where the true battle for survival begins, and all bets are off. Prepare for relentless assaults and the most brutal engagements Space Engineers can deliver.

*Note: upgrade to the phases at your own pace*

How to Upgrade to a New Phase:

  1. Back Up Your Save:
    • From the Space Engineers main menu, select "Load Game."
    • Locate your current game save (it's usually at the top).
    • Perform a "Save As" to create a backup of your current game. This is crucial in case anything goes wrong.

  2. Edit Your Save:
    • Select your primary game save (the one you intend to upgrade).
    • Click the "Edit" button.

  3. Add Phase Mods:
    • Navigate to the "Mods" tab.
    • Refer to the "Load Order for Phase Mods" (provided elsewhere) to identify the mods required for the phase you want to upgrade to.
    • Add these phase-specific mods to the bottom of your existing mod list.

  4. Confirm and Load:
    • Click "OK" to save the changes.
    • Select your edited game save and click "Load."

  5. Enjoy the New Phase:
    • Your game will now load with the mods for the upgraded phase. Have fun!
In Game Setup
🚀 RISE Modpack: First-Load Setup Guide

Welcome, Engineer! Before you start building, you need to apply a few critical settings to ensure all mods play nicely together. Follow these steps immediately after loading your world for the first time!




🛠️ STEP 1: The Configurable Parameters (F2 Menu)
This menu is where we adjust core mod behavior.

  • Press F2 to open the Configuration Menu.
  • Go to the Environment tab and find Speed Settings (Optional, but recommended for high-speed thrills!):
    • Set Small Ship Max Speed to 750.
    • Set Large Ship Max Speed to 500.
    • Set Missile Target Speed to 700.
  • Go to the Modular Encounters Systems (MES) tab.
    • Find the section MES Creatures: Weapon Replacement.
    • Check ALL boxes in this section to ensure creatures use their custom weapons correctly.
  • SAVE YOUR SETTINGS: Before closing, go to the Manage Configuration tab and click Export. This saves a backup so you don't have to do this again!

APPLY CHANGES:
1. Close the F2 menu (ESC).
2. Save and exit your world.
3. Reload the world. The changes will now take effect!




💧 STEP 2: Setting Up Water (Planets Only)
For the full experience (Earthlike and Alien planets highly recommended), you need to create the water layer.

  • Create Water: Enter the chat command
    /wcreate
  • Set Water Depth: Use the
    /wradius
    command to set the sea level.
    • Earthlike: Try
      /wradius 1.0158
      or
      /wradius 1.0258
    • Alien World: Use a similar value to establish a sea.
  • PRO TIP: Placing a Collector block beneath the water surface will grant you infinite ice—perfect for O2/H2 generation!




⚙️ STEP 3: Fixing MES Spawns (Aerodynamics Fix)
We need to disable Advanced Lift Physics so that MES can successfully spawn hostile encounters.

A. Single-Player / Dedicated Server Console Method (Recommended):
  • Enter the following command into your chat window:
    /MES.Settings.Grids.AerodynamicsModAdvLiftOverride.true

B. Local Multiplayer / Alt+F10 Method:
  • Press Alt+F10 to open the Admin Menu.
  • In the left-side panel, click Mod Settings.
  • Scroll down to the Aerodynamic Physics entry.
  • Click on Physics.
  • Change the Advanced Lift setting from True to False.
  • Close the Alt+F10 menu. The change should be immediate.




🔥 STEP 4: Enable Fire Damage
If you want to experience the full terror of the Fire Brigade mod, enable fire spread and damage.

  • Enter the following command into your chat window:
    fb#start

[center]🎉 That's it! Your world is now fully configured and ready for RIS-ing to the challenge! 🎉[/center]
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Lore and Story
World Setup
"The Shattering" wasn't a single event, but a cascade of failures. Over centuries, the once-great interstellar civilization crumbled, leaving behind fractured systems and automated nightmares. You were a traveler, a prospector, or perhaps a refugee, attempting to navigate these treacherous regions when your ship suffered a catastrophic failure.

Forced to eject in an emergency escape pod containing a specialized rover, you plummeted towards one of three worlds: Earthlike, Pertam, or Triton. The thin atmosphere of these planets was just enough to allow the rover's emergency parachute system to slow your descent, sparing you a fiery demise.

The wreckage of your ship is scattered across the landscape, a reminder of your precarious situation. Your primary objective: survive and rebuild.


Factions:
The Remnants:
These are the decaying echoes of past civilizations, their automated systems corrupted and twisted. They move with a zombie-like determination, driven by fragmented programming and a hunger for resources.

Rogue Wanderers:
These are individual droids, their original directives lost or corrupted. They roam the planets, scavenging and occasionally attacking anything that crosses their path.

The Purifiers:
A hostile, fanatical AI collective that believes humanity is a plague. They deploy drop pods filled with combat droids, seeking to eradicate all living beings they detect.

The Reavers:
The terror of the verse, these are raiders that attack anything that moves.

Independent Contractors:
A loosely organized network of freelancers and mercenaries. While they maintain a degree of professional respect, they are ultimately driven by profit. They are hostile to players and other factions. They operate outside the control of larger organizations, making them unpredictable.

The Assert:
A secretive organization dedicated to researching the "Before Times," the era before the Shattering. They are highly territorial and will defend their research sites with deadly force.

The Orks:
A warlike, expansionist faction, reminiscent of the Klingons, driven by a desire for conquest and glory. They are always seeking new challenges and territories to claim.

The Corruption:

A malevolent, chaotic AI entity that seeks to consume and corrupt everything it encounters. Its motives are inscrutable, and its power is terrifying.

The Trade Coalition:
An alliance of merchants and traders, seeking to restore the old trade routes and profit from the chaos. They are primarily interested in commerce, but they will defend their interests.
Known Issues
[BUG] Scope Framework - Causes players connected to a locally hosted game camera to flash when the host looks down the sight of the Marksman Rifle. {No Known Fixes}

[BUG] Ammo Drops - Sometimes some of the ground units can drop massive amounts of ammo. Choosing not to look a magnesium gift horse in the mouth. . .

[BUG] Pulley Glitches The pulley mod has many issues but is to useful to just remove. Be aware painting the pulley after you place it can crash the game. The pulley cables can glitch out and go off infinitely into space dropping fps (happened to me, dropped fps to 2 and grinding it did fix it). If you don't think you will use it i would remove it and its required mod. It is still the easiest early game method of dropping a drill the 300+ meters to some of the deeper ore veins.


NOTE - Due to the nature of MES and RNG of Spawning some experience will vary! While I'm doing my best to provide a balanced experience sometimes you get unlucky enemy spawns and re-spawn rover spawns.

If you find or have issues with the mod pack please let me know either in a comment or when I'm live on twitch (Link at top of guide).
Change Log
LASTEST UPDATE:
HOTFIX
Removed the following mods as they didn't fit the feel of the pack like I hopped
  • Heat Management System
  • HMS.H2Real
  • CAT - Much Foods

Moved the following mods to Phase 2
  • MES Wasteland Tire Thieves (Rover Encounters)
  • MES+AIEnabled Mainframe Organised Domination System (MODS)


R.I.S.E 1.0 (Pre Release Patch)
This update is the biggest one yet as I went through every mod and made sure it still worked as of the latest SE version (APEX SE 1.207.022). I removed a lot of outdated mods or mods that didn't seem to work together well. I changed the balance of the start of the game to be more in line to have you prioritize scrapping over mining until you can get the seismic surveyor going. The only parts that I haven't touched are the Phase 2 and 3 combat encounters. Once I get there in my play through I'll adjust them accordingly.

Removed Mods
  • Hydrogen Thruster visuals (reports of flickering texters and unintended thruster effects)
  • Textured Build States (Can cause invisible not fully welded blocks; will add back when a new version is released)
  • Scrapyard (Requires Textured Build State; will add back when a new version is released)
  • MES Scrapyard Dependency (Because Scrapyard was removed)
  • Sneaky Sounds (Reports of no audio effects changing use in game sliders to adjust audio)
  • Welder no eye damage ( Don't feel it was needed anymore, could be wrong)
  • Hostile Takeover (Not upgraded for newer blocks)
  • Pressurize your Room ( Not upgraded for newer blocks and new apex plants have this built in)
  • Small Static Grids (Controversial removal but I never used it let me know what you think)
  • In Depth LCD's (Just a visual art pack for LCD add it back if you want)
  • Life'Tech Algaetechnology (Removed until an update comes out that makes me feel its needed)
  • Nanobot Drill and Fill System (Doesn't seem to be updated and not needed with Omni tools)
  • Corrupt PVE (Think there was a bug I can't remember but we have enough AI enemies)
  • Improved Interior Turrets (Doesn't work with Weapon Core)
  • Old Skybox mod (Sorry I already forgot its name)
  • Customizable Ores (Removed as I couldn't find a universal way to share settings)
  • Mobile Merchants (Override animal loot so meat wouldn't drop)
  • Crashed Ground Encounters (Known to cause major issues)
  • Build Info (Honestly I always just had it never knowing why and with leak finder separated I just removed it)

Added Mods
  • Hacking Computer (Replacement for Hostile takeover that's a little more involved)
  • Clean Freak (A Cleaning mod I usually use not sure why it wasn't here from the start)
  • Nebular 93 (New cool looking Skybox mod with no speed mod problems)
  • ModAdjusterV2 (Needed for plane wing setting mod)
  • Configurable Parameters (Needed to adjust things easily will have a section for this in guide)
  • Animation Engine (Needed for new X:Universe Weapons mod)
  • Mod Update Popup (MUP) Framework (another frame work needed for another mod)
  • AQD Vanilla Ore Distribution ( Replacement for Customizable Ores only wish it wasn't as deep)
  • AQD Emissive Colors ( Replacement for Thruster Visuals but effects more)
  • Colorful Icons (Was up to date and goes with the color gui well)
  • Aerodynamic Control Surface Mod Component ( Needed for Consty's Aircraft Pack)
  • Scientific Machines (A way to earn space $ other than scavenging or trading)
  • CAT - Much Foods (Extends the food theme brought by apex update and fun science stuff)
  • AutoCloseDoors (Another of those why wasn't here already mods)
  • [QOL] Radio Spectrometry ( Like Seismic Surveying but in space)
  • X:Universe Weapons (Because more weapons)
  • Consty's Aircraft Pack - Ordnance 1.0 (Weapons for planes and choppers)
  • Deflector Shields (Hoping the terrain glitch bug is fixed may still remove again)
  • PEPCO Marine Anchor (We have water so why not)
  • Ore Tap (Testing it to see if can replace Resource Nodes)
  • Federal Industrial - Vacuum Balloons (More ways to play with physics is always the way to go)
  • Federal Industrial - Logistics (I liked the large to small connector inventory blocks it has)
  • AQD - Conveyored Pipes (More ways to move things around the base)
  • Rotary Airlock (I always use this why wasn't it in the pack)
  • [CAP] Consty's Aircraft Pack (Now with Wings)
  • Extending ship Ramp (Because piston elevators break sometimes)
  • Small Helm 1x1 (Perfect for making mini farming rovers)
  • Reanimation (Honestly not sure if this will make the final cut but its interesting)
  • Meteor Menace ( Their coming from space!!)
  • Wasteland Tire Thieves (Testing not sure if it should be in Phase 1 or 2)
  • Remaining Drone Menace (Can't having your Phase 1 encounters not have any threat)
  • Freight Contracts (Another type of contract to make some Space $, replaced Mobile merchant)
  • Camera - Over the Shoulder (For people who want an action 3rd person shooter feel)

______________________________________________________________________________

Previously on DBZ

APEX Survival Update 1 - Updated the modpack to work with the new APEX Survival content and dlc.
  • Removed - all survival mods (Eat/Drink/Sleep repeat, Plant and Cook, Tree's Drop Apples)
  • Removed - [Psycho] Pulley Motor
  • Added - Advanced Pulley Systems and Pulley Motor Core
  • Added - Small spiders that was missing from the list but needed
  • Updated the RISE RANGER to fit Apex Update
  • Added the

    Some mods may still be bugged, doing testing and will update again soon.
13 条留言
Zinth  [作者] 10 月 10 日 下午 9:34 
Updated the known issues to include some issues I've found with the Pulley mod. If it wasn't so convenient for dropping drills down the 300m to Cobalt I would remove it from the pack.
パパオーツ 10 月 9 日 下午 12:48 
Here's a quick script I found to do the mod order for anyone who doesn't want to do it by hand.

https://github.com/Smooken-Development/Space-Engineers-Mod-Order-Script
Devilers 10 月 5 日 下午 2:45 
Gonna try it later when I will have time. Thx for update <3
Zinth  [作者] 10 月 4 日 下午 6:40 
Hotfix to remove some mods that didn't fit the theme of the pack and move some mods out of phase 1 and into phase 2.
Zinth  [作者] 10 月 3 日 下午 7:27 
Updated the pack, large update see change log for list of everything, hope I didn't forget anything! Literally spent 12 hours over the last 2 days working on this update. Still needs actual play testing not just creative messing around testing but so far it seems stable.
Zinth  [作者] 10 月 2 日 下午 1:14 
I'm encountering some annoying bugs and slowdowns since the Apex update attempt. I'm going take the time to rebuild the pack from the ground up keeping the same themes but testing each mod and focusing on newer updated mods. When I release the next pack update expect major changes that might break worlds. Sorry for any inconveniences this may cause.
Devilers 9 月 28 日 下午 1:26 
Huge news <3
Zinth  [作者] 9 月 27 日 下午 6:31 
Sorry for the silence, thanks for all your feedback. I'm working on updating the pack to fit the Apex Survival update.
Devilers 8 月 24 日 上午 3:12 
With current setup impossible to load save with Build Vision 3.0 enabled (it crashed cos of rich hud master can't find config for build vision 2 (2 ???))
Without BuildVision and ConfigOres - loads normally.
Cake is Spy! 6 月 1 日 下午 9:25 
I'm getting back into SE and digging through mods isn't something I want to sink time into, so I appreciate your collection and load order.

Question, however: Where does "MES+AiEnabled Mainframe Organised Domination System" Fit into this?