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Spaseman posted: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. Not really. Maybe strip out the ship around your batteries until you have something that can fly to the base and dock onto a connector?
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# ? Jan 12, 2016 04:27 |
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# ? May 31, 2024 06:09 |
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Make a small hoverbot with atmos engines and a landing foot to grab the battery and merge it to the station
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# ? Jan 12, 2016 04:43 |
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Spookydonut posted: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 05:25 |
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I am obsessed with making ridiculous land vehicles in this game. It's been a real learning experience figuring out what works and what doesn't. That being said, I've finally built something that I'm not totally ashamed of: I give you the Terrapin Heavy MPCV (Multi-Purpose Cargo Vehicle). It's 112 thousand kilograms of fun! It can carry a bit under 1 million liters of cargo, limited flight/hover capabilities, a sumptuous high-visibility cabin with dynamic LCDs, a built in projector for easy repairs, bottom mounted ejectors, as well as ground-accessible cargo access points. It's also got a multi-purpose adapter mounted to the back, for various things. So far I've built a drill rig: The drill rig sports a pair of earthbreaker drills mounted on long-stroke pistons affixed to independent advanced rotors. As long as you go nice and slow you can drag them through the terrain. I'm thinking of trying to gouge out a dong you can see from orbit. Here it is in action. The vehicle itself is remarkably stable, I've managed to get it up to 400 km/h on nice flat terrain, but it handles rougher terrain fine at about 60-100 km/h. I adjust the suspension on the fly to suit the terrain, and back it up with a bunch of gyros with the strength dialed up/down depending on the amount of ore it's carrying. I'm not sure how much it can fly with, but it zips around really well when unladen, so probably a good amount. I'm using the Dusty Atmospheric thrusters that don't take a lot of power, but only function in oxygen rich environments. I'm pretty proud of it, as it's actually usable instead of most of my other creations, which tended to not be.
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# ? Jan 12, 2016 06:00 |
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Slap a connector on the ship, and build a connector on a piston attached to a rotor and futz it into position? Or just slap a few atmospheric thrusters on the ship and scoot it into place? Edit: Evilreaver's idea is probably the best.
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# ? Jan 12, 2016 06:59 |
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Initially panned Space Engineers because it seemed overcomplicated for little benefit at the time. Then I picked up Empyrion and it seems strikingly similar to this game. After reading through the whole thread it seems rather a toss up. Empyrion looks like it has the better survival gameplay. Space Engineers seems to have the better crafting/vehicle/connecting gameplay (I went and made a mini carrier, a drop ship, and a tank in Empyrion but docking is weird with hover vehicles and you can only dock stuff to capital vessels. Also vehicle mounted tools seem pretty cool.) Thus, since the lack of certain features/tweaks has cooled my Empyrion jets a bit I'm curious about this game. How's the learning curve? Is it decently intuitive? Main reason I'm asking is because I already have ideas percolating from looking at Neddy's Avalon but I have a hard time tracing the conveyors (how do the main magazine's reload? Are they even designed to be reloaded?) and mucking with timing/programming blocks to make a ships core/lcd panel stuff may help me with coding in general. EponymousMrYar fucked around with this message at 00:36 on Jan 13, 2016 |
# ? Jan 13, 2016 00:00 |
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EponymousMrYar posted:How's the learning curve? Is it decently intuitive? It can be a bit of a hump, but once you know what you're doing, you're set. There's also a proper set of playable tutorials now that will teach you all the basics you need to get you started. EponymousMrYar posted:Main reason I'm asking is because I already have ideas percolating from looking at Neddy's Avalon but I have a hard time tracing the conveyors (how do the main magazine's reload? Are they even designed to be reloaded?) and mucking with timing/programming blocks to make a ships core/lcd panel stuff may help me with coding in general. It uses a combination of DT's Interior Conveyors to run connections through the floor, and Sektan's Interior Walls (in the newer Mk.3 version at least) to create multiple redundant pathways through the ship. You practically need to saw the entire thing in half to detach all the lines, and even then you'll likely have both halves still shooting at you due to secondary magazines. If you want to stick a small-block processing core into your own ship, Here's a sample pure-vanilla version of the Avalon's core to give you some ideas.
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# ? Jan 13, 2016 02:29 |
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Is this game still DOA as far as multiplayer is concerned? Is it possible to actually have a decent fight or is it just "spam rockets" at each other?
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# ? Jan 13, 2016 02:45 |
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lilspooky posted:Is this game still DOA as far as multiplayer is concerned? A proper Multiplayer build (ie; not rushed in the span of a few weeks to have something working) is their next Big Thing on the table. Also there's a fair variety of turrets and guns on the Workshop now, with a few of the more common ones linked in the OP.
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# ? Jan 13, 2016 02:52 |
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Neddy Seagoon posted:It can be a bit of a hump, but once you know what you're doing, you're set. There's also a proper set of playable tutorials now that will teach you all the basics you need to get you started. I was already planning on snagging the processing core and WASP to figure out my own versions so thanks for the link!
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# ? Jan 13, 2016 03:13 |
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EponymousMrYar posted:Alright, guess I'll see about running those. Modular stuff is really simple, and kinda surprised more people don't do it projector-style on the Workshop. All you need is a Projector, a Merge Block (I recommend the 1x1x1 versions in the Small Ship Mega Mod) and a Connector. Align your pod blueprint(s) with the paired connections on the core ship, and call it a day. If you're gonna poke at some of my modular stuff, I recommend the W.A.S.P. Hawk Starfighter in particular, as it's got a decent range of general-use pods and modpacks used. That and it'll show you how to use a single blueprint to store a paired set of wing-mounted pods. I also really recommend using a Timer to detach them (unless you're only using Merge Blocks) by unlocking the connector and turning it off before the merge blocks, because there's some funky coding there that can cause them to spontaneously lock if you just turn them all off.
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# ? Jan 13, 2016 03:23 |
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LegoMan posted:Can you link that one? Workshop browsing breaks me inside. http://steamcommunity.com/sharedfiles/filedetails/?id=509687242&searchtext=stone It breaks me inside too.
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# ? Jan 13, 2016 03:35 |
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Spookydonut posted:I prefer the one that converts stone into gravel and small amounts of every ore that still need refining I made mine to get rid of gravel.
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# ? Jan 13, 2016 03:49 |
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GotLag posted:I made mine to get rid of gravel. You still need some gravel for making reactor components, iirc.
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# ? Jan 13, 2016 03:55 |
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Neddy Seagoon posted:A proper Multiplayer build (ie; not rushed in the span of a few weeks to have something working) is their next Big Thing on the table. Also there's a fair variety of turrets and guns on the Workshop now, with a few of the more common ones linked in the OP. That's good to know, I'll keep an eye on this then. My question about the base weapons is that in a lot of vids I see, some guy makes a really cool ship. He then says words to the affect of "lemme show you its firepower!". He spawns in another ship and then usually his ship rapid fires a ridiculous hail of rockets at the other vessel and it blows up pretty quick. I know there are a lot of cool mod weapons and people have done crazy stuff like design guided missiles, kinetic kill devices, or what have you with in-game resources. I was just wondering if there's something I'm missing or what your opinion was about how multiplayer battles might go?
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# ? Jan 13, 2016 04:00 |
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Neddy Seagoon posted:You still need some gravel for making reactor components, iirc. Yeah, I can turn it off when I want to make reactor bits. Or (as I'm planning to do) use Automated Inventory Sorting to keep a gravel buffer in cargo (in addition to the buffer in my assemblers).
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# ? Jan 13, 2016 04:03 |
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lilspooky posted:That's good to know, I'll keep an eye on this then. Multiplayer battles are logistically probably only ever going to turn into Battlestar slugging matches (
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# ? Jan 13, 2016 04:13 |
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Anyone else getting problems with the server crashing when grinding down objects in multiplayer? Friend hosted a dedicated on his box with no mods and fresh start on Solar System. The moment we start grinding down our atmospheric lander, it kicks everyone out saying "The host has left the game" and the server crashes too.
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# ? Jan 13, 2016 17:21 |
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Adventures in low-effort modding continue: http://steamcommunity.com/sharedfiles/filedetails/?id=599569888 Quick mod to change hydrogen thruster flames to a blue-white colour, and change player jetpack to match.
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# ? Jan 13, 2016 18:55 |
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Today's Update.Update 01.117 - Roadmap, Bug-fixes posted:Summary The road map seems to address the issues people have currently, but I guess it remains to be seen how much and how well things get done. If there's no more big feature adds I'm cautiously optimistic about it.
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# ? Jan 14, 2016 18:55 |
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Man all I want is the ability to customize the ship readout window. I know if my spotlights are on or not, or if my landing gears are attached, and I don't need to know how many gyros I have. Let me pick which infos are shown (or at least make them context-sensative). Grr. Also programming block documentation/api
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# ? Jan 14, 2016 19:38 |
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Evilreaver posted:Man all I want is the ability to customize the ship readout window. I know if my spotlights are on or not, or if my landing gears are attached, and I don't need to know how many gyros I have. Let me pick which infos are shown (or at least make them context-sensative). Grr. I honestly want a much more cutomizable UI. I'd love to be able to be able to remotely run things from my hot bar too. Like be able to set up one of the keys to say 'If this ship is in range, do something with this block' without having to go throughout the entire menu.
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# ? Jan 14, 2016 21:36 |
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I want advanced customizable controls. Like if I want my vehicle to function like a plane, with a real throttle or even helicopter style controls without having to bind overrides to the hotbar.
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# ? Jan 14, 2016 22:17 |
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I'm having trouble with my small construction craft crashing me to desktop every time I trigger the one-click docking timer. Anyone else having similar issues?
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# ? Jan 14, 2016 23:22 |
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http://forums.keenswh.com/threads/space-engineers-the-good-the-bad-and-the-ugly.7378220/Dragonspride posted:So I have 1696 hours playing this game, and we have developed a love and hate relationship. I originally bought this game for the potential I see in it, It is more to me, than just minecraft in space. And it has been a bumpy ride, For the past 6 months this game has had a very bad reputation, Its community is divided between two sides. The side that has shown remarkable patience with the developers and has constantly fought off the "haters" The defend and rightfully so that this game is in early access development, and see it only as a game that is being developed. There is more to this side but I am remarkably biased against it. GotLag posted:Who's 'we'? What's 'our side'? Dragonspride posted:Ok, are you seriously trying to bait me with this? The side of the space engineers community that has lost patience with both this game, and this community, The side who after all I said, you claim ignorance of. The 2000 pluss members who have lost interest in the constant bullshit that happens ever week due to a untested patch. And my justification? My Basic Human Rights My Basic Human Rights
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# ? Jan 15, 2016 01:01 |
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official forums are the worst for any game, there are no exceptions
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# ? Jan 15, 2016 01:04 |
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Steam forums are worse. Now, when the official forum is the Steam forum, that is the worst.
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# ? Jan 15, 2016 01:05 |
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I don't think I've ever gone to a games official forums. They're... unhealthy, and save for very specific bug fixing, unhelpful.
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# ? Jan 15, 2016 04:14 |
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So what's going on with those grants KSH was offering to folks who want to do a total conversions of this game? Will that be going ahead once it's feature-complete? There's so much potential here for all kinds of cool hard sci-fi universes, plus a huge pool of talent judging by the Workshop. You can kinda see the beginnings of one with all the fictional manufacturers (Azimuth & so on), but I can't wait for a cohesive effort once the game is easier to mod.
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# ? Jan 15, 2016 08:26 |
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GotLag posted:I'm having trouble with my small construction craft crashing me to desktop every time I trigger the one-click docking timer. Anyone else having similar issues? Just tried docking and undocking the Albatross's hullriding shuttle and it worked just fine. What's the timer actually doing?
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# ? Jan 15, 2016 14:27 |
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I've sent the world to Keen and they've reproduced it, but I think it's limited to that save. The same small ship blueprint in a new creative game doesn't crash. I did note that save had some duplicate/interfering items* before the latest update, and a few other people were complaining about that on the forums. I'm guessing it's some localised corruption from last week's bug. * some inventory items would become bugged and behave in odd ways, for example a certain stack of ore might get mixed up with a stack of steel tubes, and double-clicking or dragging the tubes would move the ore instead
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# ? Jan 15, 2016 14:54 |
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Never got around to trying before now, but turns out the Albatross' hull divot actually does have enough room for a Kestrel with wing pods. I figured at least the Warblers were going to clip into the sloped edge ever so slightly. Think I'm going to mount a Warbler drone and a set of hand-loaded rocket pods as the shuttle's equipment, just for a general exploration/shoot-the-pirates loadout seeing as it lacks a turret. GotLag posted:I've sent the world to Keen and they've reproduced it, but I think it's limited to that save. The same small ship blueprint in a new creative game doesn't crash. I did note that save had some duplicate/interfering items* before the latest update, and a few other people were complaining about that on the forums. I'm guessing it's some localised corruption from last week's bug. Oooh, fun. Hope that hasn't corrupted any of my saves .
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# ? Jan 15, 2016 15:05 |
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GotLag posted:* some inventory items would become bugged and behave in odd ways, for example a certain stack of ore might get mixed up with a stack of steel tubes, and double-clicking or dragging the tubes would move the ore instead That looks like a UI bug if anything. The item you start dragging sets some values (like the max number in the right click drag menu), but the actual item it tries to move ends up being something different entirely. If the UI code is as bloated as they say, it could be something as simple as different bits of the code using different offsets for whatever reason. I found a workaround which is to add a bunch of cargo containers attached to it and to start dragging from the broken one to the other ones. All the items in the other cargo containers should be fine until you reach some arbitrary number of them. Use these cargo containers to stack all of them together into bigger stacks, then put them back. Very time consuming, though, so I've started just making sure everything is stacked neatly from the start, and using different containers for different things.
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# ? Jan 15, 2016 19:33 |
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One nice little undocumented change this week; KSH did something right and fixed it so newly-built/placed Batteries default to the general charge/discharge state instead of Recharge.
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# ? Jan 16, 2016 02:00 |
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i imagine this has been said already, but the minimum system requirements for this game are total bullshit. it says you need a at least a 8800 but I have a GTX 650 Ti and can't play at all. usually it just hangs at the loading screen for 20 minutes, but when i do get into the game the framerate sucks, even in outer space and on lowest settings. and changing the settings often breaks the game too.
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# ? Jan 16, 2016 20:22 |
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Hotfix dropped a few hours back, no notes yet but I'm not getting connector crashes any more
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# ? Jan 16, 2016 21:08 |
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PleasureKevin posted:i imagine this has been said already, but the minimum system requirements for this game are total bullshit. it says you need a at least a 8800 but I have a GTX 650 Ti and can't play at all. usually it just hangs at the loading screen for 20 minutes, but when i do get into the game the framerate sucks, even in outer space and on lowest settings. and changing the settings often breaks the game too. This game is a hot mess performance wise
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# ? Jan 17, 2016 01:24 |
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PleasureKevin posted:i imagine this has been said already, but the minimum system requirements for this game are total bullshit. it says you need a at least a 8800 but I have a GTX 650 Ti and can't play at all. usually it just hangs at the loading screen for 20 minutes, but when i do get into the game the framerate sucks, even in outer space and on lowest settings. and changing the settings often breaks the game too. What are your CPU and RAM?
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# ? Jan 17, 2016 01:51 |
PleasureKevin posted:i imagine this has been said already, but the minimum system requirements for this game are total bullshit. it says you need a at least a 8800 but I have a GTX 650 Ti and can't play at all. usually it just hangs at the loading screen for 20 minutes, but when i do get into the game the framerate sucks, even in outer space and on lowest settings. and changing the settings often breaks the game too. The GTX 650 Ti isn't the problem, I used to play this game with a 9800 GTX+.
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# ? Jan 17, 2016 23:57 |
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# ? May 31, 2024 06:09 |
I play just fine with a GTX570. My GT230M can't handle it at all, though.
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# ? Jan 18, 2016 00:43 |