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Drake_263 posted:Sometimes the RNG just likes putting certain ores in difficult-to-reach spots. Also, he ore scanner on your drill has a very, very short range - chances are there's a deposit on an asteroid you've explored but it was just hidden underneath stone or other ores. Build a surveyor ship with an ore detector - preferably a large one, that'll spot deposits from within 150M. Get the Azimuth Mega Mod and use the Overclocked Ore Detector from it. It has a range of something like 5km.
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# ? Sep 29, 2015 16:06 |
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# ? Jun 4, 2024 07:25 |
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Drake_263 posted:Sometimes the RNG just likes putting certain ores in difficult-to-reach spots. Also, he ore scanner on your drill has a very, very short range - chances are there's a deposit on an asteroid you've explored but it was just hidden underneath stone or other ores. Build a surveyor ship with an ore detector - preferably a large one, that'll spot deposits from within 150M. I still want the ability to filter the ore detector. If I could keep everything off the HUD except <that one ore I haven't found yet> I could find the one I'm interested in that much quicker because of reduced visual clutter.
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# ? Sep 29, 2015 16:30 |
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Drake_263 posted:Sometimes the RNG just likes putting certain ores in difficult-to-reach spots. Also, the ore scanner on your drill has a very, very short range - chances are there's a deposit on an asteroid you've explored but it was just hidden underneath stone or other ores. Build a surveyor ship with an ore detector - preferably a large one, that'll spot deposits from within 150M. Yeah most of the time you need to toggle the ore detector off, wait until the hud icons disappear, then toggle it back on for the hud icons to actually update.
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# ? Sep 29, 2015 17:35 |
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I know there was a problem with Ore Detectors and procedurally generated asteroids on Dedicated Servers, early on, where the asteroids wouldn't actually be stored on the dedicated server until someone tapped them with a drill. I'm not sure if it's been fixed or not, but chances are if the Ore Detector isn't picking anything up, that might be why.
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# ? Sep 29, 2015 20:16 |
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Drake_263 posted:Sometimes the RNG just likes putting certain ores in difficult-to-reach spots. Also, he ore scanner on your drill has a very, very short range - chances are there's a deposit on an asteroid you've explored but it was just hidden underneath stone or other ores. Build a surveyor ship with an ore detector - preferably a large one, that'll spot deposits from within 150M. Eh, there are also a bunch of asteroid styles that don't have a lot of the smaller deposits, just a ton of iron. I almost always find that when starting out fresh there's one thing that's difficult to find. Silver, cobalt, platinum, whatever. That's RNG for ya. It pays to stay mobile at the start so you can quickly look for the stuff you want and move on if you don't find it. (Also there are a couple asteroids you can visually identify that are good prospects. In particular there's one that looks like a ring with a bar through the center, AFAIK that bar is always made mostly from uranium ore. And then the regular big donut type tends to have a lot of small deposits, that's a good one to check out early on when you need something in particular.) buttcoinbrony posted:I still want the ability to filter the ore detector. If I could keep everything off the HUD except <that one ore I haven't found yet> I could find the one I'm interested in that much quicker because of reduced visual clutter.
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# ? Sep 29, 2015 21:41 |
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It's that time again, and KSH are pretty much just taunting us all now with Planet previews.quote:Summary I'll update the weekly bug status properly in a day or two after the usual hotfix. Neddy Seagoon fucked around with this message at 03:30 on Oct 2, 2015 |
# ? Oct 2, 2015 03:19 |
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Holy hell that planet preview
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# ? Oct 2, 2015 03:53 |
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Holy hell, there is an actual decent performance increase in this patch . My sim speed on the Avalon's gone from a muddy tolerable 0.45-50 to a range of about 0.60-70ms . I decided to add something mostly decorative and used some of that big empty space by the Dismantler cell's control room to stick a little briefing room in. I've also finally managed to fix the main staircase to the upper level so you don't have to go through the Cargo Bay to get to the Lower Hangar deck anymore. I figure people can just use it like a messenger board to leave GPS coordinates for neat poo poo they've found to pass to anyone else they're sharing the battleship with.
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# ? Oct 2, 2015 04:14 |
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Does anyone else want to see how many goons can fit into a post-planet update server?
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# ? Oct 2, 2015 11:35 |
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McGiggins posted:Does anyone else want to see how many goons can fit into a post-planet update server? Depends on how many drone swarms people are making.
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# ? Oct 2, 2015 13:21 |
Spookydonut posted:Depends on how many drone swarms people are making. God drat that's cool. If only there were ways to keep people from turning them into horrendous laggy messes.
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# ? Oct 2, 2015 14:38 |
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The usual Friday Hotfix is out and looks like it crushed the minor nuisance bugs some of us have had;quote:EDIT 10/02/2015: Spookydonut posted:Depends on how many drone swarms people are making. drat, that's amazing . frank.club posted:Holy hell that planet preview At this point I swear KSH is just taunting us with sweet planet videos for their own fun.
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# ? Oct 2, 2015 14:52 |
Neddy Seagoon posted:drat, that's amazing . The implementation for reading data and controlling drones disconnected from your grid is kind of kludgy and a I do hope that they add a block that lets you do this cleanly from a mothership without having to gently caress with pulling text from an LCD with a c# reference.
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# ? Oct 2, 2015 15:06 |
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Spookydonut posted:Depends on how many drone swarms people are making. Holy poo poo, we need to design lightly armed drones. I wonder if you could use the same setup to have drones grind up the things they see that aren't each other (like fresh spaceship :ork:), then move to a formation above your ship and eject their materials into collectors?
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# ? Oct 2, 2015 16:05 |
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McGiggins posted:
I really need to look into how drones work and see if I can make them not stop short of targets. I have some asteroid-digging bombs that could be fun if they can be modified with Grinders instead and spawn with a payload of Explosives...
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# ? Oct 2, 2015 16:13 |
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Is the steam group still "Space Goongineers"? Them planets have me mighty interested in playing again (when they go live). Are there any servers I should get in on?
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# ? Oct 2, 2015 17:00 |
Neddy Seagoon posted:I really need to look into how drones work and see if I can make them not stop short of targets. I have some asteroid-digging bombs that could be fun if they can be modified with Grinders instead and spawn with a payload of Explosives... With a bunch of sensors you can make relatively sophisticated missiles with homing capability without too much effort.
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# ? Oct 2, 2015 17:08 |
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Nuclearmonkee posted:With a bunch of sensors you can make relatively sophisticated missiles with homing capability without too much effort. Nah, I mean the Pirate Drones rather than built ones. That way something can just keep spawning bombs that grind their way into your ship and explode.
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# ? Oct 2, 2015 17:13 |
I don't know if they've rebalanced grinding speeds, but I remember that thrusters will actually burn their way through hulls faster than grinders do.
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# ? Oct 2, 2015 17:56 |
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Darth Biomech upped the jump radius of Hyperdrives and holy poo poo do they go far now . The ten hyperdrives I've got add up to about 800,000km even with an overstuffed set of cargo containers.
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# ? Oct 3, 2015 03:35 |
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Holy poo poo, those drones gave me such a massive Homeworld boner.
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# ? Oct 3, 2015 03:41 |
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Something interesting's been found in a good old dumpster-dive into the game code by various people - Apparently there are Atmospheric Thrusters coming with planets. They're specifically coded to only work within atmosphere (the preview version in that link had its code changed to work as a normal thruster), so enjoy making jets as well as spacecraft.
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# ? Oct 3, 2015 04:08 |
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e: Seems what I originally posted about was in fact a bug instead. EDIT 2: That drone video has given me some ideas. I want to see if the same system could be used for full-sized drone escort frigates that will take up the same formations around your command cruiser. McGiggins fucked around with this message at 10:08 on Oct 3, 2015 |
# ? Oct 3, 2015 06:25 |
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What I want to see is drones able to dock/lock with landing gear for jumping
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# ? Oct 3, 2015 09:00 |
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Triskelli posted:I don't know if they've rebalanced grinding speeds, but I remember that thrusters will actually burn their way through hulls faster than grinders do. They're also really quiet - excellent for a covert break-in!
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# ? Oct 3, 2015 11:13 |
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Do the smaller Raider bases have a Warhead inside? I popped a missile from my shuttle's turret through the (destroyed) airtight door to try and kill the interior turret, and somehow blew the entire interior into a hollowed-out wreck. These ones. Incidentally, I managed to smash my recon craft right into the drat base when going back to recover the shuttle. drat interior turret riddled me full of holes the first time . You can see what's left of the recon craft to the left of my shuttle. The shuttle itself came home relatively intact at least.
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# ? Oct 3, 2015 13:56 |
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Cannot wait for planets, when they get added I am going to make a that extends into space and ejaculates dong drones that just fly all over the place shooting dongs (missiles)
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# ? Oct 3, 2015 23:30 |
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I wish ship blueprints in the assembler were a thing. e1: Is anyone else having difficulty with the projectors? I have all the resources I need and everything is adjacent to a built block, but I often have to get out and start manually welding some things before they can be worked on by my ship welder. e2: Lots of interior blocks are not being built because of this bug, and as a result the last 3 hours attempting to build this remote control miner have been a waste. McGiggins fucked around with this message at 07:55 on Oct 4, 2015 |
# ? Oct 4, 2015 02:38 |
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Jeesis posted:Cannot wait for planets, when they get added I am going to make a that extends into space and ejaculates dong drones that just fly all over the place shooting dongs (missiles) If I wasn't worried about it getting dinged by the Workshop ToU by fun-haters, I'd have loaded my Dongfighter blueprint in the Avalon's manufactorum cell. Give it time and it could blot out the sky with ready-to-fly Dongfighters . Linking it rather than embedding just in case someone somehow gets dinged for looking at flying penis-shaped starfighters. Behold, the Dongfighter Mk.2. If you've downloaded the Avalon Mk2, I can't remember the coordinates but I actually stashed a small beacon inside an asteroid with the blueprint for it.
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# ? Oct 4, 2015 17:13 |
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Why when I load a save does it always say downloading mods and sit there for ages? Nothing has changed mod wise afaik.
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# ? Oct 5, 2015 12:36 |
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McGiggins posted:I wish ship blueprints in the assembler were a thing. This is actually the main reason I keep starting to play and then stopping (apart from performance issues). I want to be able to design a ship in Creative and then set that as a blueprint in Survival and just keep stuffing resources into it until the ship pops out, without needing to first spend hours putting together a huge, laggy, and unreliably welder array or weld everything myself. Nuclearmonkee posted:The implementation for reading data and controlling drones disconnected from your grid is kind of kludgy and a I do hope that they add a block that lets you do this cleanly from a mothership without having to gently caress with pulling text from an LCD with a c# reference. Based on this and the scanning mod and the hyperdrive mod and basically every other mod that adds new mechanics, I think SE really badly needs support for mods adding new GUI panes, KSP-style, rather than needing to kludge everything into the existing inventory/ship management screen.
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# ? Oct 5, 2015 13:16 |
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Ah, I have poorly explained myself, forgive me. I'd keep things the way they are, but merely add another tab to the Large Ship. Small Ship, Components and Tools categories, called Blueprints. From this, you could just tell the assembler to queue up and then build every component required for vessel blueprints you have.
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# ? Oct 5, 2015 13:48 |
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ToxicFrog posted:This is actually the main reason I keep starting to play and then stopping (apart from performance issues). I want to be able to design a ship in Creative and then set that as a blueprint in Survival and just keep stuffing resources into it until the ship pops out, without needing to first spend hours putting together a huge, laggy, and unreliably welder array or weld everything myself. I'll have you know my manufactoring cells are reliable and efficient . Lagginess varies with overpowered pc specs and version stability for the week. KSH badly need to sit down and write some new GUI API's for a whole bunch of functions and reasons. edit: On another topic, I've managed to chuck my individual Bumblepods in the bin once and for all by consolidating them into one of my projector-stuffed modular toys. The W.A.S.P. Utility Vehicle (aka the BumblePod) Neddy Seagoon fucked around with this message at 15:25 on Oct 5, 2015 |
# ? Oct 5, 2015 14:28 |
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Spookydonut posted:Why when I load a save does it always say downloading mods and sit there for ages? Nothing has changed mod wise afaik. Steam Community servers probably shittier than usual. SE refreshes the mod list every time you load a game, view the list of mods, or view the list of saved games.
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# ? Oct 5, 2015 19:02 |
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GotLag posted:Steam Community servers probably shittier than usual. SE refreshes the mod list every time you load a game, view the list of mods, or view the list of saved games. Yeah but it checks the mods, then decides to download something, despite nothing having changed.
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# ? Oct 5, 2015 19:22 |
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My loose understanding is there's a lot of different API's involved with games on Steam, many of them allow plugging into the workshop and trying to sync up mods with potential updates. The default for some of them is to redownload parts of a mod even if it hasn't been updated which Space Engineers seems to do. It's a minor issue and low priority to fix compared with things their developers are actively thinking about. Especially when Valve might update the API and fix the problem themselves which would result in Keen having to rework the same bit of code twice for a minor issue. https://www.youtube.com/watch?v=LDh2e7BpLWE Nevermind I found XPAR elegant solar and ShaoCorp's Solar Panels which seem to fit my needs apart from the hanger doors. https://www.youtube.com/watch?v=sXuFFKZUqVA Verizian fucked around with this message at 20:00 on Oct 5, 2015 |
# ? Oct 5, 2015 19:51 |
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There's a new massive violation of newton's laws, if there's loose blocks inside a large ship it'll move around and spin as the debris hits the inside of the ship. Noticeable when you pound a ship that has a high propensity to have loose blocks inside. Even worse is that inertial dampeners don't stop it, only thing that does is to jump. It seems also that severing a small piece like a catwalk inside a ship causes it to vibrate and destroy things (like reactors) At least they fixed the whole drill ships vibrating all over the loving place.
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# ? Oct 6, 2015 11:59 |
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E: Nevermind, I fixed it.
McGiggins fucked around with this message at 13:55 on Oct 6, 2015 |
# ? Oct 6, 2015 12:24 |
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Spookydonut posted:There's a new massive violation of newton's laws, if there's loose blocks inside a large ship it'll move around and spin as the debris hits the inside of the ship. Noticeable when you pound a ship that has a high propensity to have loose blocks inside. I've seen that. Its why I embed gyros in the structure of the ship, had one floating loose destroy a full cargo container and all the poo poo in the container punched a hole through the bottom of the ship.
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# ? Oct 6, 2015 18:01 |
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# ? Jun 4, 2024 07:25 |
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is There a script or mod that will autosize my ships gravity generator's area of effect to match my ship?
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# ? Oct 6, 2015 21:49 |