This repository contains SE Overclock (recommended Workshop name): one package (SE_Overclock_mod) with upgrade modules and Prime blocks. The former split mods remain as legacy reference only—see SE_Overclock_mod.
- Project Structure
- SE Overclock Mod
- SE Upgrade Module Mod (legacy)
- SE Prime Block Mod (legacy)
- Installation
- Usage
- Development Information
- Contributors
- License
- Support & Contact
- Changelog
SE_mod/
├── SE_Overclock_mod/ # Recommended: Upgrade + Prime in one mod
│ ├── metadata.mod
│ ├── modinfo.sbmi
│ ├── Data/ # Merged SBC + both script namespaces
│ ├── Models/
│ └── Textures/
├── SE_Prime_Block_mod/ # Legacy (do not mix with SE_Overclock_mod)
│ └── MIGRATED_TO_UNIFIED.md
└── SE_Upgrade_module_mod/ # Legacy (do not mix with SE_Overclock_mod)
└── MIGRATED_TO_UNIFIED.md
Subscribe on the Workshop: SE Overclock (FileID 3717639172). Sources live under SE_Overclock_mod; publish with tools/steamcmd/Deploy-Overclock.ps1. Use this only for new worlds. It merges Components, Blueprints, BlueprintClasses, all Prime CubeBlocks_*, upgrade scripts, and Prime config scripts. Prefab loot uses one session component (SEUpgrademodule.MoreLoot) for upgrade modules and Prime Matter rolls.
See SE_Overclock_mod/README.md.
Prefer SE Overclock (SE_Overclock_mod). This folder is kept for reference and migration notes (MIGRATED_TO_UNIFIED.md).
The SE Upgrade Module Mod enhances your Space Engineers experience by introducing sophisticated upgrade modules that can be applied to various grid types within the game. These modules focus on improving attack, defense, and energy efficiency, with the potential for upgrades up to level 10, offering progressive enhancements to your gameplay.
- Attack Module: Increases offensive capabilities up to LV10, boosting damage output.
- Defense Module: Enhances defensive strength up to LV10, improving resilience against attacks.
- Energy Efficiency Module: Optimizes energy consumption up to LV10, allowing for longer operation times.
- Speed Module: Increases movement speed with a trade-off on power efficiency.
- Berserker Module: Amplifies attack power at the cost of reduced defense and power efficiency.
- Fortress Module: Strengthens defense while reducing movement speed and power efficiency.
- Each module type can be upgraded to a maximum of level 10 by combining lower-level modules.
- Higher-level modules provide more significant benefits and can be crafted from multiple lower-tier modules.
- Players can add "[Upgrade]" to the names of cockpit-type blocks (including beds) to enable module enhancements.
- The mod automatically detects and applies the highest level of each module type within the block's inventory.
- Some non-player character (NPC) grids can also receive enhancements.
- Enhanced grids showcase their total enhancement level in their names, calculated as the sum of all applied module levels (plus configured NPC offsets). Cargo prefab loot rolls use upgrade module levels 1–3 only for probability; cockpit NPC rolls use the full 1–10 range.
- Cerium Ore: Essential for crafting level 1 modules.
- Cerium Ingot: Refined from Cerium Ore for crafting.
- Lanthanum Ore: Necessary for crafting level 1 modules.
- Lanthanum Ingot: Refined from Lanthanum Ore for crafting.
- The mod features a real-time damage system that allows attack and defense modules to impact damage calculations dynamically.
- Missile enhancements are also influenced by attack modules, creating a more engaging combat experience.
- Full multiplayer support ensures that upgrades are synchronized across server-client interactions.
- Performance optimizations include load balancers to maintain performance stability during gameplay.
Optional tuning (world storage SEUpgrademoduleConfig.xml): PrefabLootMaxCargoContainers, PrefabLootMaxCockpitAttempts cap how many cargo blocks receive rolls and how many cockpits are tried per prefab spawn (defaults: 7 and 1).
-
Setup Your Blocks
- Rename your cockpit-type blocks (including beds) to include "[Upgrade]" in their name.
- Access the block's inventory and insert desired upgrade modules.
-
Apply Enhancements
- The mod automatically applies the highest level of each module type to the block.
- Combine multiple lower-level modules to create higher-tier upgrades.
-
NPC Grid Enhancements
- Certain NPC grids will automatically receive enhancements, which will be reflected in their names.
Prefer SE Overclock (SE_Overclock_mod). See MIGRATED_TO_UNIFIED.md.
The SE Prime Block Mod introduces a range of premium blocks designed to enhance performance and functionality within Space Engineers. These blocks provide superior capabilities, allowing players to optimize their builds for various gameplay scenarios.
- Energy Systems: Advanced batteries and solar panels that offer greater efficiency and capacity.
- Industrial Equipment: High-performance machinery and components for enhanced production and processing capabilities.
- Defense Structures: Upgraded walls, turrets, and shields that provide better protection against threats.
- Utility Blocks: Enhanced blocks that improve overall grid functionality and efficiency.
Prefab cargo loot uses Prime_blockConfig.xml; optional PrefabLootMaxCargoContainers (default 5) limits rolls per spawn. See SE_Prime_Block_mod/README.md.
- Install the Mod: Follow the installation instructions below to add the mod to your game.
- Access the Blocks: Find the new premium blocks in your build menu.
- Construction: Utilize these blocks to create more powerful and efficient grids.
To install the mods, follow these steps:
-
Download the Mods:
- Clone this repository or download it as a ZIP file.
git clone <YOUR_REPOSITORY_URL_HERE>
-
Upload to Space Engineers:
- Navigate to your Space Engineers installation directory.
- Copy
SE_Overclock_modintoMods(recommended). Do not also copy the legacy split mods unless you know you need them for an old save.
-
Activate the Mods:
- Start Space Engineers and enable the mods in the game settings under the Mods section.
We welcome contributions to enhance the SE_mod project. If you have suggestions, improvements, or bug fixes, please fork the repository and submit a pull request. Follow existing code style and keep changes focused.
- Bump
<ModVersion>in each mod’smetadata.modwhen releasing. - Record user-facing changes in CHANGELOG.md.
- To push Workshop updates from the command line, see tools/steamcmd/README.md (SteamCMD
workshop_build_item+ VDF examples).
This project is licensed under the MIT License. See the LICENSE file for details.
Open an issue on this GitHub repository for support or feature requests.
See CHANGELOG.md.
Thank you for checking out the Space Engineers Mods Collection.