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quote:Last week, Space Engineers: Development Version was: Stable! quote:Want to talk about crashing ships into eachother like a deranged toddler? Come chat in #spaceengineers on IRC! What the hell is Space Engineers? Space Engineers is a Minecraft-esque sandbox game. In Space. Now in a Beta phase of development, it has a sizeable quantity of content along with thousands of mod blocks to further expand your toybox. You can build your own ships or space stations, rip off ones from famous games or movies, and fly them around nigh-infinite asteroid fields or explore vast planets. So what's there to do in this game? Right now there's three modes; -Scenario; Your typical single and multi-player missions coming in a variety of types (story missions, deathmatch, races with checkpoints, that sort of thing). There are two demo scenario missions available in-game from KSH, and the rest are user-made on the Workshop for the moment. Scenario Mode is the current focus of the weekly patches, with new conditions being added for victory/defeat and objective progression. -Sandbox; The meat of the game is the vast open sandbox and comes in two flavours: Creative and Survival. Creative Mode is Space Lego - pick a block and put it down. Continue until ship is complete. Your astronaught is unkillable and doesn't require oxygen either. There are also Mirror fields in your constructions to ensure symmetry on whatever you're building. Survival Mode is a lot more restrictive and "realistic". You need to keep your ship stocked on Uranium Ore mined by yourself using hand tools or a ship with a mining drill mounted on, refined into Uranium Ingots. To actually build anything, you need components. Components comes from raw mined materials (Silicon, Iron, Silver, etc) that can also be mined and refined by your ships, and then made into components by an Assembler. Still it can be fun to put together a large ship in Survival with your buddies knowing you did it by hand over a few hours and not a few minutes on your own in Creative. Out in space you can also find abandoned ships (taken from the Workshop in small groups periodically by KSH if it is uploaded using the "Exploration" tag and has no mod blocks). Enemy Ships will also sometimes spawn in about 10km from where the player is on a slow drifting route before despawning. They're generally heavily armed with a decent range of components and ores in their cargo containers for those willing to risk attacking them. Multiplayer The (US-based) Goon server can be found in this PGS thread. Come join your fellow goons in building penile-shaped ships and destroying things. While the original multiplayer code was very slap-dash, work in the past year has drastically improved the netcode and general multiplayer playability of Space Engineers. There is also an upcoming major patch to further improve this coming SoonTM. What's the State of the game so far? Right now the game isn't all that deep beyond Survival Mode and user-made Campaign Scenarios, but it has a wide breadth of tools for general creativity. The Workshop is home to a vast variety of popular user-made blocks that also further expand your options for making and smashing ships together like a giddy toddler. The developers also release a content patch every Thursday Morning (US-time) that adds a couple of new blocks or a new feature, as well as squashing some bugs. Smaller patches also occur if/when a major bug needs squashing now due to something caused in the latest content update. What's coming soon? Now that planets are released, KSH are currently taking a sledgehammer to the multiplayer code (which was a quick several-week hack job early in the game's life) and putting together something that won't make your ships explode because of a momentary desync. It's gradually improving week-by-week in incremental fixes. At the end of each weekly patch video as of late, there's been a short teaser of new details or features coming. Here's what's been teased so far;
What's new? PLANETS. quote:All in-game, no transitional screens. They will have their own atmosphere (or potentially none at all), as well as procedurally-generated foliage and scenery similar to Medieval Engineers. Planetary Gravity will also affect all blocks instead of just Artificial Mass Blocks, so you'll need to keep your cruisers away unless you want a one-way trip. Latest Patch Notes v1.187 Patch Notes posted:Hello, Engineers! Goon-Recommended Mods Be aware that not all mods have DX11 models and will render as black with no surface textures if you run in DX11 instead of DX9. Due to the separation of Stable and Development Builds, some of the more esoteric mods may not work in Development Mode, or have separate iterations for it.
The bolded stuff are the big key ones, the rest are just nice-to-haves. Goon Creations Mods Large Ship Railgun, with a stationary and turret varieties, by Lazermaniac. Invisible Armor Edges by GotLag. Superior to other similar mods in that it simply removes the edge model itself rather than editing existing blocks so it can't be broken by updated definitions. Also compatible with modded armor blocks. Particle Impulse Thrusters by Sorus. Ships and Vehicles The Narwhal-Class Light Combat Frigate by Me. The Manufactorum Pluribus, a mass-production ship printing cell by Me. Added just to give an example on how to make your own ship printers. DSF8 Duchessa II by GotLag. (Also one of the ships chosen for Exploration Mode by the developers, so you may be lucky enough to spot it in any World). The Fenrir by The Iron Llama. Light Exploration Corvette "Kuybyshev" by Rossmum. Fleet Destroyer E-494 "Bezposhchadniy" by Rossmum and GotLag. Rune Breaker (DDR-903) by Mercutio Martino. Pololu Light Cruiser by Amechwarrior LSI Heavy Jumpship by Zodack Worker-A and Worker-B by RabidGolfCart Crewed Engineering Vehicle "Kumabachi" (Carpenter Bee) and Crewed Mining Vehicle "Mizubachi" (Honey Bee) by Gotlag Neddy Seagoon fucked around with this message at 04:48 on Jul 20, 2018 |
# ? Jun 5, 2015 18:36 |
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# ? May 16, 2024 18:27 |
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Medieval Engineersfrank.club posted:I played it for a bit. Pushed a cart around and then a man came and killed me. Patch Notes. Version 0.3.1 posted:Summary Neddy Seagoon fucked around with this message at 16:45 on Oct 20, 2016 |
# ? Jun 5, 2015 18:39 |
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Everyone play this game it's like space crack (I've not played medieval engineers tho).
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# ? Jun 5, 2015 19:13 |
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Excellent OP! Also...planets! Can't wait to smash so many starships into the crust. It will be glorious.Firos posted:Everyone play this game it's like space crack.
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# ? Jun 5, 2015 20:16 |
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Has anybody on the workshop built a good base to base automatic bus service yet? Because I'd love to see that. Also, they really need to add an all-in-one airlock object for this game, I've built one using timers and doors and vents and so on but its takes up a lot of space and its not very easy to put together.
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# ? Jun 5, 2015 21:45 |
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I just realized that you can weld a blueprinted ship/station without placing the actual parts, so long as you have something connected to work off of (a landing gear, a series of light armor blocks reaching out, etc) Projectors are loving magical.
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# ? Jun 5, 2015 22:25 |
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Mystery Prize posted:I just realized that you can weld a blueprinted ship/station without placing the actual parts, so long as you have something connected to work off of (a landing gear, a series of light armor blocks reaching out, etc) Let me introduce you to the wonderful world of printing entire ships.
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# ? Jun 6, 2015 03:00 |
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Neddy Seagoon posted:Let me introduce you to the wonderful world of printing entire ships. Oh my god, it's beautiful.
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# ? Jun 6, 2015 04:35 |
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Tombot posted:Has anybody on the workshop built a good base to base automatic bus service yet? Because I'd love to see that. Protip; mount a Small Block rotor head onto a Large Block rotor base (or dock a Small Block connector to a Large Block one), then stuff as many small-block Timer Blocks as you can fit on it. You get a shitload more done for a fraction of the space. Programming Blocks work too. If you want an example, take a look at my Avalon Battleship and check the screenshots of the command center.
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# ? Jun 6, 2015 04:46 |
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Neddy Seagoon posted:Let me introduce you to the wonderful world of printing entire ships. Works a lot better if you use the Twin Welders with their much bigger weld radius and speed. Also you should add Active Radar to the mod list, it's pretty rad.
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# ? Jun 6, 2015 05:42 |
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Spookydonut posted:Works a lot better if you use the Twin Welders with their much bigger weld radius and speed. Ah, I keep forgetting the radar mod . I'll add both when I'm not phone posting. Plus that printer design was straight vanilla blocks (the one in my battleship uses Twin Welders though). The shuttle blueprint in it is just because I like the drat thing .
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# ? Jun 6, 2015 05:51 |
Are there any mods for more survival elements? Last I played it was only random ships, which were pretty easy to outclass and mostly just ignored you, and weird asteroid showers if you turned them on.
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# ? Jun 6, 2015 06:04 |
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Sankis posted:Are there any mods for more survival elements? Last I played it was only random ships, which were pretty easy to outclass and mostly just ignored you, and weird asteroid showers if you turned them on. Not yet, sadly. Might see a change in that in upcoming weeks due to the newly-added autopilot commands though if you're lucky.
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# ? Jun 6, 2015 08:04 |
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I am so loving hype for planets. Gonna build mining colonies and spaceyards and crash the game trying to build something big enough to eat them.
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# ? Jun 6, 2015 18:05 |
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Neddy Seagoon posted:Not yet, sadly. Might see a change in that in upcoming weeks due to the newly-added autopilot commands though if you're lucky. I saw a mod for food/drink, but its only production at the moment, no survival elements added.
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# ? Jun 6, 2015 18:25 |
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Neddy Seagoon posted:Not yet, sadly. Might see a change in that in upcoming weeks due to the newly-added autopilot commands though if you're lucky. Some guy made a script for Invaders which creates moderately nasty ships and sends them at you, but it's not really like AI or anything. The ships just fly towards you and use automatic weapons, the challenge is all because they're much nastier than the normal cargo ships. (I can't give any evaluation of how well that mod works, haven't tried it myself.) I feel like what would work well with SP survival mode isn't a bunch more tedious survival stuff, but something along the likes of randomly generated objectives.
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# ? Jun 6, 2015 21:35 |
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Klyith posted:I feel like what would work well with SP survival mode isn't a bunch more tedious survival stuff, but something along the likes of randomly generated objectives. What it really needs is better AI scripting that can be slapped onto a ship ad-hoc. Then all you need for a random encounter is something like a space station and a fighter/capital ship placed nearby with PROTECT_TARGET ("STATION 3", 5KM). Or coming across a line of cargo ships traveling with a few fighters looping around as escorts.
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# ? Jun 7, 2015 03:36 |
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I still see zero point in pressurizing ship interiors when you can just carry oxygen tanks with you, especially given explosive decompression loses you a ton of precious oxygen.
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# ? Jun 7, 2015 05:53 |
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Spookydonut posted:I still see zero point in pressurizing ship interiors when you can just carry oxygen tanks with you, especially given explosive decompression loses you a ton of precious oxygen. Oxygen tank or generator on a small ship, hooked up via conveyor to the cockpit? The Best Idea.
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# ? Jun 7, 2015 08:10 |
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Mystery Prize posted:Pressurizing an entire large ship/station? Yeah, probably not a great idea. Yeah the oxygen tanks/generators for small ships are perfect. They should add conveyor hookups for large ship open cockpits, the equivalent of having an o2 hose you connect when you sit down.
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# ? Jun 7, 2015 10:55 |
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Spookydonut posted:I still see zero point in pressurizing ship interiors when you can just carry oxygen tanks with you, especially given explosive decompression loses you a ton of precious oxygen. Yeah I've found the oxygen mechanics are overall just a bit of a chore. I get what they were going for but they've missed the mark, the advantages of pressurising your interior aren't worth the trade-offs and risk, especially because airlocks are a pain in the arse to build.
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# ? Jun 7, 2015 13:05 |
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... What are the advantages to pressurizing an interior?
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# ? Jun 7, 2015 15:11 |
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XkyRauh posted:... What are the advantages to pressurizing an interior? You can take off your helmet! Without dying! This would be needed if you'd have to eat/poop or whatever. Perhaps the next add on will be a potato garden...
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# ? Jun 7, 2015 15:56 |
To be fair, this isn't exactly terribly unrealistic as far as ship design is concerned.
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# ? Jun 7, 2015 16:48 |
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Oxygen isn't my favorite feature and I hope that's the last of the tedious maintenance-type features they add to "Survival" and they add more environmental challenges (and rewards).
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# ? Jun 7, 2015 17:04 |
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The biggest thing that will hold SE back in the end is the same thing that had made it really interesting, it's adherence to realism at any cost. I love SE's mining and physics and upcoming planets, but StarMade's weapon/shield systems and actually having AI to fight makes it more enjoyable I think.
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# ? Jun 7, 2015 17:38 |
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counterfeitsaint posted:The biggest thing that will hold SE back in the end is the same thing that had made it really interesting, it's adherence to realism at any cost. I love SE's mining and physics and upcoming planets, but StarMade's weapon/shield systems and actually having AI to fight makes it more enjoyable I think. That's what mod blocks are for . Otherwise you wouldn't have stuff like the FTL Drive.
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# ? Jun 7, 2015 17:58 |
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You can also set up your world to not use the Oxygen mechanics if you find them a chore.
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# ? Jun 8, 2015 04:56 |
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Spookydonut posted:Works a lot better if you use the Twin Welders with their much bigger weld radius and speed. Something I discovered was that there are also Twin Grinders too. I've been remodeling some stuff in my battleship, and one of the new additions is a dedicated Deconstructor. No more crap flying around the Hangar Deck. It's also now has a proper hangar door leading to it from the Lower Hangar Deck that I haven't screenshotted yet, along with maglocks in the floor to keep something in place until it's fully dismantled.
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# ? Jun 8, 2015 08:44 |
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Neddy Seagoon posted:Something I discovered was that there are also Twin Grinders too. I've been remodeling some stuff in my battleship, and one of the new additions is a dedicated Deconstructor. No more crap flying around the Hangar Deck. It's also now has a proper hangar door leading to it from the Lower Hangar Deck that I haven't screenshotted yet, along with maglocks in the floor to keep something in place until it's fully dismantled. I assumed you knew about twin grinders, no longer will you nudge a ship you're salvaging and send it drifting off.
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# ? Jun 8, 2015 18:44 |
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Spookydonut posted:I assumed you knew about twin grinders, no longer will you nudge a ship you're salvaging and send it drifting off. This pisses me off to no end. I will have to look into twin grinders
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# ? Jun 8, 2015 20:57 |
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Spookydonut posted:I assumed you knew about twin grinders, no longer will you nudge a ship you're salvaging and send it drifting off. I added them to the Grinder work pods as well for that exact reason . Left the standard welders on its respective counterpart though, just for specific targeted repairs.
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# ? Jun 9, 2015 04:32 |
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I also recommend this drill mod because the stock drills seem to have been nerfed a bit, and also this decreases the number of drills you need and therefore decreases drill lag.
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# ? Jun 9, 2015 04:43 |
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Spookydonut posted:I also recommend this drill mod because the stock drills seem to have been nerfed a bit, and also this decreases the number of drills you need and therefore decreases drill lag. I already have something better
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# ? Jun 9, 2015 04:47 |
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Today I designed a large ship and it didn't come out as a large box. This is a milestone in my ship designing. Now I just need to paint it
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# ? Jun 9, 2015 08:55 |
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Splode posted:Today I designed a large ship and it didn't come out as a large box. This is a milestone in my ship designing.
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# ? Jun 9, 2015 09:12 |
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SexyCommando posted:I hope sometime in the future we get auto-shaping slope blocks that don't look like dented garbage. If there was some way to specify a series of points and have the blocks use them to automatically form a bézier curve that would be the dream. less lovely paint tools would be cool too Here is my ugly ship. It might not look like much, but it's the first large ship design I've made that hasn't ended up as a rectangular prism of heavy armour blocks.
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# ? Jun 9, 2015 09:52 |
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Splode posted:less lovely paint tools would be cool too If you want to make some fancy curves, try a Pixel Circle Generator. Just to give an example; to make the basic rounded hull for this I started with a long oval for the length of most of the body (to make it shorter in the aft, it's just a longer half-oval for the front and a shorter one for the rear), then made circles at each diminishing width of the oval. After that, you just fill in the blank spaces between them and adjust the shape as you need.
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# ? Jun 9, 2015 10:02 |
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Nice you have there
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# ? Jun 9, 2015 10:05 |
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# ? May 16, 2024 18:27 |
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Neddy Seagoon posted:If you want to make some fancy curves, try a Pixel Circle Generator. That's incredible, how long did that take you!? Also, when you were designing it, did you make the hull first and then fill it with stuff, or work your way out from a skeleton of components? Truga posted:Nice you have there I deliberately avoided putting a second reactor at the back because, well, you know.
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# ? Jun 9, 2015 10:11 |