A Satisfactory Scenario in Space Engineers.
You start on the Alien Planet with The Hub, Mk1 Mining Unit and the Space Elevator built (Yes, it really works). You can harvest Biomass, wire your builds, setup long conveyor belts (Pipelines), Make a Tractor or Drone, make a Power Plant, Factories, and earn rewards for sending things into the Awesome Sink.
Once you get your factories up and running you can start on Project Assembly (Space Station and Ship) and explore the Solar System or Unidentified Signals.
This playthrough is best with blueprints since you may be repeating things and you have build and repair. You can use the ones in the collection or make your own. I also recommend the Multigrid Projector Plugin as it makes it super easy to align them with keyboard (like a block).
Full Collection and mod list here:
https://steamcommunity.com/workshop/filedetails/?id=3432520255
Rules:
No Solar Panels or Wind Turbines
Go for those Satisfactory vibes. Blueprints are a great start. Try not to fly too early.
Game Settings:
Production Modules are "Nerfed" to be like Satisfactory (No yield, speed requires more power and power underclocks)
Peaceful. No planet encounters. No Space Encounters.
Unknown signals enabled for Power Shards. Unidentified Signals enabled.
No weather.
Normal rates except welding is turned up.
No asteroids.
Platinum comes from Proficient Grinders in the Awesome Sink.
Uranium comes from Elite Grinders in the Awesome Sink.
Tips:
Datapads in hub should have plenty of getting started info.
Print out a Tactor or other rover early on. That way you can weld up buildings that are further away.
https://steamcommunity.com/sharedfiles/filedetails/?id=3435468676
Then Power of some sort like this coal plant:
https://steamcommunity.com/sharedfiles/filedetails/?id=3435348485
And if you want to go easy mode for production this blueprint is great. Just replace reactor with conveyors.
https://steamcommunity.com/sharedfiles/filedetails/?id=3275634544
Customization:
The only thing I'm currently overriding is production modules, so this shouldn't conflict with other mods. It should even by fine with industrial overhaul, though I have not tested.
Be careful adding MES mods, as they may attack the space elevator or other mining grids.
Space Encounters are broken (and not on roadmap).
Economy, Planet encounters and Cargo ships should all be pretty safe to add. I just left them off for emersion.
You can add teleports as well with TeleportGateway mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3289703136
Or Magnesium Reactors for another power source:
https://steamcommunity.com/sharedfiles/filedetails/?id=3440421901
Listed in Community Spotlight: March 2025:
https://www.spaceengineersgame.com/community-spotlight-march-2025/
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