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That's a nice crane . I wish they'd add those to Space Engineers so you could do stuff like send mining drones down into the planet and then reel them back in.
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# ? Jan 6, 2016 08:07 |
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# ? Jun 3, 2024 23:38 |
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# ? Jan 6, 2016 08:16 |
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Space Telstra.
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# ? Jan 6, 2016 08:25 |
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I shot down a few pirate drones to see how they worked, and it turns out it's just programming blocks (I had assumed engine-based AI like the spiders)... anyway it got me thinking, is there a writeup or crash-course on drone automation? Even if I could do something simple like "autopilot me home and dock" or "follow me and shoot at enemies", that'd be super great. I'm no good at programming blocks themselves and my dip-toe-in-water approach to the Remote Control block has so far been fruitless. (Other than camera-driveable bot drones) In other news, are timer blocks supposed to be airtight? Because they're not (and the wiki says they are) and that pretty much nukes my current capital ship design
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# ? Jan 6, 2016 08:33 |
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Evilreaver posted:I shot down a few pirate drones to see how they worked, and it turns out it's just programming blocks (I had assumed engine-based AI like the spiders)... anyway it got me thinking, is there a writeup or crash-course on drone automation? Even if I could do something simple like "autopilot me home and dock" or "follow me and shoot at enemies", that'd be super great. I'm no good at programming blocks themselves and my dip-toe-in-water approach to the Remote Control block has so far been fruitless. (Other than camera-driveable bot drones) Just cluster up a bunch of small-block ones on a rotor head and lock'em with maglocks. Then turn off the maglocks and never worry about them accidentally unlocking.
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# ? Jan 6, 2016 08:35 |
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For all that Keen/ Marek has talked up AI with GoodAi and such, SE/ME only has rudimentary ai that most games implement for granted imo. I think the spiders/cyberhounds follow the same basic commands like the drone ai; find player, goto player, atttack player or attack object/explode. E: That kinda fits where my tension with SE is. I love SE, I got 600hrs in it by Steam, but I feel that some things are left for spectacle rather than real use, survival or creative. The Deformation/damage model for one. So many time I've tried out a fighter(my own or workshop) and 95% of the time my cockpit is killed due to a deforming block or the laser accuracy of the turrets. Same with large ships, sometimes blocks will deform into a thin line spanning blocks and insta-kill any non-deforming block in the way. Wheel have been in for a long time, with planets they really need a rework. The mod system is broad but equally shallow, it allows some great stuff, but a lot of it is re-skins/specs of existing blocks, not anything truly game changing. Like if I wanted a multi-point thruster, deploy-able solar panel, a weapon system not like the included 2, etc its impossible. I know they've been focusing on planets for what a year or more now and coming performance/MP fixes will be a good thing. I just hope they look back at modding and current features and fix/improve them for the SE of today and tomorrow. Ugh, this turned into a late night rant, I got some thoughts about SE I've had for while out, ignore me if you want. Jigoku San fucked around with this message at 09:56 on Jan 6, 2016 |
# ? Jan 6, 2016 09:23 |
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Jigoku San posted:For all that Keen/ Marek has talked up AI with GoodAi and such, SE/ME only has rudimentary ai that most games implement for granted imo. I think the spiders/cyberhounds follow the same basic commands like the drone ai; find player, goto player, atttack player or attack object/explode. Hopefully they start to do more with the AI soon, though I've found if I limit myself to two gathering bots in Medieval Singleplayer, they do a fine job of gathering wood I chop down if I mark it as a wood area. have some more crane construction. I'm planning to build a second on top of the tower...to help build the tower.
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# ? Jan 6, 2016 09:35 |
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Jigoku San posted:For all that Keen/ Marek has talked up AI with GoodAi and such, SE/ME only has rudimentary ai that most games implement for granted imo. I think the spiders/cyberhounds follow the same basic commands like the drone ai; find player, goto player, atttack player or attack object/explode. I agree with you. SE is a game about design, but the combat is too half assed to create interesting design problems or solutions, plus the enemies aren't interesting to fight because of the dumb AI, and the multiplayer makes PvP impossible. I've stopped playing until the netcode is fixed, because I feel like PvP will help the design aspect of the game a lot.
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# ? Jan 6, 2016 14:09 |
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Turrets would probably be improved if they had to lock on before they could fire and had restrictions on how fast they can rotate. Alternatively (or also with) Fixed weapons could be made more competitive if they could also lock on, with greatly reduced range of movement. Like the lasers on the fighters in star wars. Hopefully that would lead to more interesting design decisions, where you can trade range of movement, accuracy, firepower, lock on times etc. More interesting than the current game of large ship machine gun turrets to instantly murder fighters and large ship rocket turrets to kill other large ships, where whoever has the most rocket turrets wins
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# ? Jan 6, 2016 14:14 |
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64bitrobot posted:What is the solar panel glitch? Solar panels are extremely picky about when they charge batteries. It is extremely frustrating when you're on a planet.
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# ? Jan 6, 2016 15:58 |
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Firos posted:Solar panels are extremely picky about when they charge batteries. It is extremely frustrating when you're on a planet. So let's say I've got a grid with ten solar panels, a small reactor, a refinery, and an assembler. During the night, the solar panels are getting no juice, so the batteries must drain to power the refinery and assembler. If the batteries run out of juice, the small reactor steps in to make up the difference. As the sun comes up, in theory, the batteries should output less and less power until equilibrium is reached, and once the sun is up enough, the solar panels should put out enough power to fuel the production blocks AND recharge the batteries. The small reactor should only provide power in instances where the batteries are completely depleted. But what ends up happening is that the switch isn't made fluidly. If the solar panels aren't putting out enough juice, rather than drain the batteries first, the small reactor works overtime, burning through precious uranium to charge the batteries to full. This is especially annoying because reactors only charge batteries at 80% efficiency, meaning they're chugging through extra uranium that wouldn't otherwise be required. I think the interaction between batteries and reactors needs to be tweaked. As it is, you kind of have to manually operate both to ensure resources aren't wasted. Edit: and that doesn't even account for the "solar panel glitch," where solar panels on a separate grid (like a rotating arm to track the sun) don't transfer their power to attached grids reliably. Edit2: My brain took a poo poo here, and I used "refinery" in place of "small reactor" several times, making the post even more incomprehensible than it currently is. Apologies. XkyRauh fucked around with this message at 20:14 on Jan 6, 2016 |
# ? Jan 6, 2016 16:52 |
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I think your brain took a poo poo here.
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# ? Jan 6, 2016 17:05 |
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HardDisk posted:I think your brain took a poo poo here. Replace 'refinery' with 'reactor' and it makes sense. Sort of.
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# ? Jan 6, 2016 17:36 |
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Me and another goon were building a base that had a battery and some panels. No problems. Net input > output so lights were on and battery also charged during the day. Then we built a battery powered mining ship and hook it up via connector, and it just shits the bed. Solar panels go all "?????" and output their power, but neither the batteries on the ship (set to charge) nor the base battery (all boxes unchecked) charge. We ended up having to leapfrog a bunch of uranium ore by hand that we managed to find with the scout ship we had and an ore detector on it and no drills. So yeah that was fun.
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# ? Jan 6, 2016 18:33 |
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in SE, how do I remove trees aside from rockets? The drat foliage messes up everything I want to make.
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# ? Jan 6, 2016 18:55 |
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sloshmonger posted:in SE, how do I remove trees aside from rockets? The drat foliage messes up everything I want to make. Flying yourself really, really quickly into it (no seriously, this works) edit: misread something
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# ? Jan 6, 2016 19:06 |
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HardDisk posted:I think your brain took a poo poo here. It absolutely did. I'm sorry. I used "refinery" where I should have used "small reactor" several times. The post has been edited. XkyRauh fucked around with this message at 20:14 on Jan 6, 2016 |
# ? Jan 6, 2016 20:12 |
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Does anyone have a quick way of breaking blocks in medieval engineers? I'm still play survival and I swear every time I build a stone block that I decide I don't like where it is...it takes minutes to deconstruct using the hammer, there has to be a better way. Edit: Here's my finished large crane 64bitrobot fucked around with this message at 21:28 on Jan 6, 2016 |
# ? Jan 6, 2016 20:28 |
64bitrobot posted:Does anyone have a quick way of breaking blocks in medieval engineers? I'm still play survival and I swear every time I build a stone block that I decide I don't like where it is...it takes minutes to deconstruct using the hammer, there has to be a better way. That's gorgeous. I keep forgetting that Medieval Engineers is a thing too, and that it has a lot of the features I want in a survival building game. Has anyone ever even tried Castle Siege?
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# ? Jan 6, 2016 22:33 |
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Old Cargo Tug; New Cargo Tug; It's got four jump drives instead of the original's two, and it's basically designed to haul or shove stuff about with oversized engines. The maglock frame on the back is for looted wreckage, or just piggybacking ships along with it. The Cargo Pods and Bumblepods actually lock in via merge blocks on this one instead of latching on and praying via maglocks. The Cargo Pods also have connectors on both ends now, so they can just be tacked on indefinitely. Though that's not to say the maglock frame's not useable... Triskelli posted:That's gorgeous. I keep forgetting that Medieval Engineers is a thing too, and that it has a lot of the features I want in a survival building game. Has anyone ever even tried Castle Siege? I really need to update the Medieval Engineers patch notes, as I haven't done so Neddy Seagoon fucked around with this message at 07:42 on Jan 7, 2016 |
# ? Jan 7, 2016 07:40 |
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Patch notes.Update 01.116 - Medical room modding support posted:Summary
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# ? Jan 7, 2016 21:41 |
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Hey guys, in case any of you like to use mods that remove armour edges, I've made a version that doesn't suck* http://steamcommunity.com/sharedfiles/filedetails/?id=595665128 * By which I mean it's compatible with mods that rebalance/alter existing armour blocks, and should also strip edges from any added blocks. And as it doesn't change existing definitions it won't become out of date if Keen decide to rebalance vanilla armour again like they did recently.
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# ? Jan 8, 2016 05:43 |
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GotLag posted:Hey guys, in case any of you like to use mods that remove armour edges, I've made a version that doesn't suck* Added to the OP, along with the weekly patch notes.
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# ? Jan 8, 2016 05:53 |
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That's an awesome find!
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# ? Jan 8, 2016 06:50 |
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It's my birthday today, and as a gift to you lot I'm sharing a remote backup for my Avalon Battleship Mk.3 that I made just so it's stored somewhere. I also left some toys in for anyone wanting to have some fun with it. The visibility's set to Friends Only, but I think most of you are on that list anyway. Pirate Drones are enabled, but it's not technically an Infinite World. If you want to blow poo poo up, I dumped a battleship from the Workshop into the world within weapons range. Activate a Combat Alert, then set the USS Deadmeat's ownership to Space Pirates,and have fun. I also tossed in my unfinished Cargo Tug and Caterpillar heavy crawler as well on the hangar decks if anyone wants to poke them, along with a Hawk Starfighter because what is a Battlecarrier without a starfighter on-deck? Fair warning; It's probably outrageously chuggy on a low-spec PC Stupid non-DX11 projectiles Also have a couple pics of the broadside guns kicking in one my little frigates, just because damned if they don't look cool killing stuff . McGiggins posted:That's an awesome find! I think the word you want is "creation". GotLag made it.
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# ? Jan 8, 2016 09:19 |
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You say "made" but it was mostly asking in the modding forums if anyone already had a dummy model I could use and then editing a dozen lines in Edges.sbc
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# ? Jan 8, 2016 10:07 |
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GotLag posted:You say "made" but it was mostly asking in the modding forums if anyone already had a dummy model I could use and then editing a dozen lines in Edges.sbc Hmmm... co-opted?
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# ? Jan 8, 2016 10:09 |
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As far as I'm aware nobody's taken that approach before. I was using one edge removal mod but the author hadn't updated it with the new heavy armour costs (now includes grids and thus cobalt in addition to assloads of plates). I found one with the new costs but that broke my other mods because the author had taken the lazy approach of using the entire vanilla CubeBlocks.sbc and just doing a find & replace on the "show edges" parameter. So I thought "gently caress it, I'm going to do this properly."
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# ? Jan 8, 2016 10:13 |
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The latest hotfix added some exciting behaviour to thruster override: the slider is all kinds of hosed up, and while the load function reads override values as percentages, the save function writes them as newtons. Before: Save and reload:
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# ? Jan 9, 2016 09:18 |
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GotLag posted:The latest hotfix added some exciting behaviour to thruster override: the slider is all kinds of hosed up, and while the load function reads override values as percentages, the save function writes them as newtons. It even defaults when copy/pasting them too. Fixed a mining drone, pasted a second, it stopped moving because it couldn't draw the multi-GW power it needed for the broken value. Here's hoping for a hotfix come Monday.
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# ? Jan 9, 2016 11:09 |
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A bug worthy of NASA.
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# ? Jan 9, 2016 14:56 |
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https://setoolbox.codeplex.com/quote:As of 6th January 2016, SEToolbox is no longer maintained.
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# ? Jan 9, 2016 17:42 |
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Is there a comprehensive programming block guide/API somewhere? I keep finding instructions/methods in KeenSWH programs that aren't documented in the wiki/official guide and I'd really like some complete documentation. e: I only know a little programming... I got a 'hello world' text panel and can get things that I've found to work, but for the life of me I can't use GetActions to work (or rather, get the generated list to iterate strings), which seems like it would give me a lead to explore. Evilreaver fucked around with this message at 20:46 on Jan 9, 2016 |
# ? Jan 9, 2016 20:26 |
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So, uh, turns out my Frigate will actually fly in Atmosphere on its hydrogen thrusters. I also may have pit it into a fight with itself. The other ship fell out of the sky from a lack of fuel . And the one I was controlling wasn't far behind as it made a break for orbit . Turns out my general ship design's pretty crashproof even at high speeds. Though it does have some... stability problems on the ground...
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# ? Jan 11, 2016 12:05 |
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I need to learn how to model for this game. I've made another lovely mod, this time one that processes gravel into useful ores: http://steamcommunity.com/sharedfiles/filedetails/?id=598415416
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# ? Jan 11, 2016 13:26 |
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GotLag posted:I need to learn how to model for this game. I've made another lovely mod, this time one that processes gravel into useful ores: I'm already using the Gravel Resources Extractor. It looks like your resource per gravel is more generous, though! Looking forward to your custom model.
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# ? Jan 11, 2016 16:43 |
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I'm getting back into Space Engineers after not playing for like a year. Was looking at all the workshop content and it's pretty overwhelming. I've been reading that not all of them are compatible with planets? Edited because I'm a bad who didn't read the OP. Turkina_Prime fucked around with this message at 19:14 on Jan 11, 2016 |
# ? Jan 11, 2016 19:03 |
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XkyRauh posted:I'm already using the Gravel Resources Extractor. It looks like your resource per gravel is more generous, though! Yeah I briefly used that but I didn't like the way it kinda rendered refineries obsolete. Also he says he's fixed it now but his mod was producing magnesium and platinum faster from gravel than from the ores. GotLag fucked around with this message at 21:13 on Jan 11, 2016 |
# ? Jan 11, 2016 21:05 |
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I prefer the one that converts stone into gravel and small amounts of every ore that still need refining
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# ? Jan 12, 2016 01:51 |
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# ? Jun 3, 2024 23:38 |
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Is there any way to transfer power from a battery on a large ship to a station that the ship is not docked to? I landed on an earth-like planet and built a base next to where I landed and I could really use the power still stored in the ships batteries but I've torn down too much of the ship to fly it anywhere but it is just sitting right next to my base.
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# ? Jan 12, 2016 04:24 |