Workshop title: SE Overclock — single Space Engineers package combining:
- Upgrade modules: cockpit
[Upgrade]inventory, damage/missile hooks, NPC prefab upgrade loot (SEUpgrademodulescripts). - Prime blocks: premium cubes, components, economy (
Prime_blocknamespace forPrime_blockConfig.xmlonly—sources live underScripts/SEUpgrademodule/so they compile withMoreLoot; prefab Prime Matter rolls run insideMoreLootso only one session handler is registered).
Use either this unified mod or the older split mods (SE_Upgrade_module_mod, SE_Prime_Block_mod), not both, to avoid duplicate definitions and double prefab loot.
Definitions are under Data/. Scripts live under Data/Scripts/.
| Area | Files / folders | Role |
|---|---|---|
| Block GUI categories | BlockCategories_Overclock.sbc |
Ship tool tab (Prime grinders/welders) + Production tab (ModuleAmplificationStation). |
| Cube blocks (Prime + tuned vanilla) | CubeBlocks_*.sbc |
Premium / altered blocks (battery, decorative pack, energy, grinder, logistics, oxygen, prototech, solar, warfare, welder). |
| Block grouping | BlockVariantGroups.sbc |
Variant links for Prime ship tools. |
| Components & blueprints | Components.sbc, Blueprints.sbc, BlueprintClasses.sbc |
Prime Matter, upgrade chips, merged recipes. |
| Items & storage | PhysicalItems.sbc, EntityComponents.sbc |
Ores/ingots; UpgradeModuleSummary ModStorage GUID. |
| Economy | FactionTypes_Economy.sbc |
NPC store entries for mod items. |
| Voxels | VoxelMaterialChanges.sbc, VoxelMaterials_asteroids.sbc |
Cerium / Lanthanum asteroid materials. |
| Scripts | Scripts/SEUpgrademodule/ |
Session/runtime: upgrade Config, core, logic, prefab loot (MoreLoot), network helpers; Prime_block_* files hold namespace Prime_block types (Config, MyConfig) so world storage paths for Prime_blockConfig.xml stay unchanged while compiling in the same assembly as MoreLoot. |
Assets: Textures/, Models/. Textures/Marketing/ — optional branding; module_icon_base_master.png is a neutral AI master for upgrade-chip icons (tint left strip per role, light bottom segments 1–N for level; see module_icon_base_SPEC.txt). SteamCMD preview: tools/steamcmd/workshop_preview.jpg (must stay under 1 MB for Workshop).
In-game smoke check (host or DS): Build screen → Ship tools lists Prime grinders/welders; Production lists ModuleAmplificationStation. If either is missing, confirm this mod is the only one defining those categories and that the XML loads without errors in the log.
| File | Purpose |
|---|---|
SEUpgrademoduleConfig.xml |
Upgrade loot caps, NPC multipliers, exclude prefab names, cockpit rescan. |
Prime_blockConfig.xml |
Prime Matter prefab chances (SmallGridRare / LargeGridRare), PrefabLootMaxCargoContainers, excludes. |
Both are loaded on dedicated server / single-player host.
- Listing: SE Overclock (
publishedfileid3717639172). - Publish / update: tools/steamcmd/Deploy-Overclock.ps1. Set
$env:STEAM_OVERCLOCK_PUBLISHED_ID = "3717639172"for a clean machine, or rely on an existingse_overclock_workshop.vdf(see steamcmd README).modinfo.sbmialready references this Workshop id.
MIT — see LICENSE in the repository root.