timn posted:This game looks incredible with the planets. How is the progression loop/goal-setting in survival mode? Can you start with not much but the spacesuit on your back and work your way up, exploring to find new resources and inventing vehicles to help you do things better? Or is it still more of a glorified creative mode with resource constraints right now? It hasn't really changed much from the "glorified creative mode". You still need a refinery and assembler to get anything done, and there's still no real sense of progression beyond finding all the resources except for optional ones like magnesium and uranium.
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# ? Mar 20, 2016 19:26 |
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# ? Jun 5, 2024 03:15 |
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The closest thing to 'progression' that we have is the tiered tool system. The basic Welder/Grinder work very slowly, and the basic Hand Drill only makes tiny divots and produces little ore. As you find more rare ore deposits, you can craft three higher ranks of tools that are much better at their tasks. I feel like the progression on Planets is 1) Establish a base of operations. 2) Make a vehicle that can haul more ore from mining site. 3) Make a flying vehicle that can scout for rare ore deposits. 4) Get to space. Not much else to do...
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# ? Mar 20, 2016 22:03 |
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timn posted:This game looks incredible with the planets. How is the progression loop/goal-setting in survival mode? Can you start with not much but the spacesuit on your back and work your way up, exploring to find new resources and inventing vehicles to help you do things better? Or is it still more of a glorified creative mode with resource constraints right now? Theoretically you can. The main problem with Survival is that building anything takes a loving lot of time and you'll likely get bored before you finish even a simple spaceship.
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# ? Mar 21, 2016 01:47 |
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Gantolandon posted:Theoretically you can. The main problem with Survival is that building anything takes a loving lot of time and you'll likely get bored before you finish even a simple spaceship. You're better off making a basic base/mothership and subcraft then setting the World to Survival.
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# ? Mar 21, 2016 07:26 |
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If I'm playing with the gravel ore separator(thanks goon that made it) then I just play default but otherwise you've got to building yourself a big ship and a little miner.
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# ? Mar 21, 2016 12:19 |
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Neddy Seagoon posted:You're better off making a basic base/mothership and subcraft then setting the World to Survival. There is very little to do then. The game doesn't currently offer much more than resource gathering and building stuff.
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# ? Mar 21, 2016 13:17 |
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I still wonder if it'll ever be more than legos in space...
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# ? Mar 21, 2016 16:04 |
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I hope they overhaul the UI, survival and progression stuff. It's why I haven't gotten into the game after owning it for two years. I keep wanting minecraft++ and end up with, as you say, somewhat buggy space legos. The one time I tried to play in survival it was grueling just trying to get a small miner going. If there was more automation and flexible construction, it might be worth it. As it stands today, survival isn't really fun at all.
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# ? Mar 21, 2016 16:13 |
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I find the game infinitely more enjoyable when played with others than just solo.
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# ? Mar 21, 2016 19:51 |
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Bhodi posted:I hope they overhaul the UI, survival and progression stuff. It's why I haven't gotten into the game after owning it for two years. I keep wanting minecraft++ and end up with, as you say, somewhat buggy space legos. The one time I tried to play in survival it was grueling just trying to get a small miner going. Automation is doable if you know C# or install that shorthand scripting mod that uses basic pseudo code. You can even assign drones to follow you or a target around in different formations though the exact methodology is way over my head. Current patch priority is to slowly replace bits while completely re-writing the netcode for multiplayer. Then there was a blog about some crazy impossible AI project for the game but it would be a lot more reasonable to assume basic fleet AI is coming at some point.
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# ? Mar 21, 2016 20:03 |
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Yeah, but I think it needs logic and sorting capability and an expansion / revamp of the container-conveyer model as it stands. You can sort of have things draw from cargo but you can't sort stuff and we all know the UI could use some work; it's not displayed cleanly at all. I was pretty surprised I can't actually see the name of the object I'm currently looking at; I keep going back to the way popular minecraft mods focused on construction and automation work and can't help but think stealing it wholesale is the way to go. Adding in more/better functionality for constructors as well, storage/recall of blueprints, basically it's all very hacky and barely working especially with piston reliability. There are some mods that help but it's all very unpolished and missing a "You crash-landed on a planet / asteroid holding only a welder, now mine and build your way back to the orbiting station, complete, repair and rearm the ship mothballed there and get out of the system" sort of a story mode that I'm envisioning that touches on the basics of the game.
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# ? Mar 21, 2016 22:17 |
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Verizian posted:Automation is doable if you know C# or install that shorthand scripting mod that uses basic pseudo code. You can even assign drones to follow you or a target around in different formations though the exact methodology is way over my head. The AI project is a separate team entirely, and they're working on general game AI rather that something specifically for Space or Medieval Engineers. It's even starting to see results with their current model playing some very basic games. I think what's probably going down right now is their SE team going back and redoing ALL the halfassed coding they initially did in the very early Alphas with something more robust and stable. Once that's done we'll probably start seeing actual content in the patches again. edit: So apparently Mexpex finally fixed the Heavy Defense Turret's lack of DX11 on the projectiles. Which means now we can get a look at what the Avarice's cannonfire actually looks like instead of a few stray black blobs over explosions. I'll leave you to guess how chuggy this got. In this cornerrr; The Avarice-class Battlecarrier; Prim Belladonna! In the far cornerrr;The Avalon-Class Battlecarrier; Harlequin Intent! I'm fond of the Halo-style capital ship names Well poo poo, we can't see much from this angle (whoops) and the drat Avalon-class is shooting me away because the vulcan turrets didn't understand "don't shoot characters" () so I Cut the ship out to stop the fight. However, see that cloud? Those aren't Gatling bullets. Brought it round, and a bit closer, for a better screenshot angle and it got angry. As for a shot of the Avarice's cannons? How's that for one? Final results; The Avarice took a beating. The Avalon was not well. Neddy Seagoon fucked around with this message at 08:59 on Mar 22, 2016 |
# ? Mar 22, 2016 06:26 |
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Patch Time!quote:Summary
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# ? Mar 24, 2016 23:54 |
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I saw the youtube title and got excited that they replaced the entire wheels system.
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# ? Mar 25, 2016 00:38 |
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Could... could it be? Actual hotfix notes in the patch notes for a change? quote:Hotfix 01.127.11 Guess Space Engineers didn't think walking away from an explosion was cool .
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# ? Mar 26, 2016 01:10 |
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Patch time again, and they're still quietly un-loving old code.quote:Summary
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# ? Apr 1, 2016 00:18 |
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Halle-loving-lujah, that's what they need to be doing.
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# ? Apr 1, 2016 01:36 |
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You can tell the dude who is explaining the new animation system in depth has never been on camera before/doesn't do a lot of public speaking, he doesn't know what to do with his hands https://www.youtube.com/watch?v=M8PP3QU7wjI&t=32s
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# ? Apr 1, 2016 17:00 |
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Ultimate Shrek Fan posted:You can tell the dude who is explaining the new animation system in depth has never been on camera before/doesn't do a lot of public speaking, he doesn't know what to do with his hands Their usual guy just can't help make a pun at the end, huh? Now if only they'd give us the Hotfix notes. Also finished my new shuttle version. Have a shuttle. Unfortunately it doesn't have any oversized rocket boosters, aside from the one already installed. Mainly because none of the pod mounts can have a Connector.
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# ? Apr 2, 2016 10:01 |
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Ooh I like how you did the A-10 mouth on one of your ships, there, Neddy! Incredible work.
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# ? Apr 2, 2016 19:19 |
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XkyRauh posted:Ooh I like how you did the A-10 mouth on one of your ships, there, Neddy! Incredible work. Well they're all the same shuttle, just with different equipment. The reinforced armor pack's basically to turn the stubby-winged shuttle into a tacticool assault dropship, so it seemed appropriate. It works pretty well against cargo ships too, but I did discover a hit in juuuust the right place will kill the armor-side merge block and forcibly eject the entire piece . edit: Gave the Caterpillar an extra projector and its own ejectable armor shell. It pops off vertically, so you may want to make sure you've got a crane or something on-hand to remove it once detached. Neddy Seagoon fucked around with this message at 06:05 on Apr 3, 2016 |
# ? Apr 3, 2016 01:44 |
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Just spotted this on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=655922051 https://www.youtube.com/watch?v=CCQnIa_u_Ng
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# ? Apr 5, 2016 02:00 |
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I started up SE for the first time in ages and my lighting is all screwed. Depending on what angle I look at lights, the light they cast seems to fade in and out of existence. I've got DX11 selected in graphical options, is there anything else I can poke?
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# ? Apr 5, 2016 02:03 |
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Verizian posted:Just spotted this on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=655922051 Holy poo poo that's really cool. That makes me more inclined to do survival, though I still probably won't.
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# ? Apr 5, 2016 03:09 |
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Verizian posted:Just spotted this on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=655922051 Yeah, that thing is amazing . I havent tried playing with one yet, but I think I'm gonna be sticking a few in the ol' battlecarrier.
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# ? Apr 5, 2016 03:32 |
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Here's a couple things I whipped up last night: The PixArm Manipulator: Another concept I've been playing around with for a modular manipulator arm. You would theoretically place one of these in the middle of your station for repair and construction jobs. Parts could be swapped out depending on the job. Orbos 2: Modular drone thing. Next to my ModPod for scale. RabidGolfCart fucked around with this message at 15:29 on Apr 5, 2016 |
# ? Apr 5, 2016 15:26 |
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RabidGolfCart posted:Here's a couple things I whipped up last night: That's pretty awesome . Maybe put a Connector in the center of the landing gears - land crane base on upward-facing connector and have access to all the local resources while welding/grinding. What do the pods mount on them?
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# ? Apr 5, 2016 15:45 |
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Neddy Seagoon posted:That's pretty awesome . Maybe put a Connector in the center of the landing gears - land crane base on upward-facing connector and have access to all the local resources while welding/grinding. Neddy Seagoon posted:What do the pods mount on them?
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# ? Apr 5, 2016 15:54 |
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Neddy, I think you know what your next project should be.
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# ? Apr 5, 2016 19:59 |
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Neddy Seagoon posted:Yeah, that thing is amazing . I havent tried playing with one yet, but I think I'm gonna be sticking a few in the ol' battlecarrier. I've played around with it, and it's just... just slow as all hell, if it doesn't outright crash the came. It sure looks cool as hell but needs some work.
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# ? Apr 5, 2016 22:18 |
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Captain Capacitor posted:Neddy, I think you know what your next project should be. I think you'll find I already strapped rockets to a Space Winnebago, thank you Neddy Seagoon posted:Wheels and rocket boosters you say? Alrighty then! I also gave the Hummingbird multipod wheels too, incidentally. Mostly for style, and to see if I could. Granted it can fly, barely, in atmosphere with the base thrusters, but I figure you stick the new cargo pallet on top that wasn't at all re-used from the Ant rover it'll haul more than it could lift with atmospheric thrusters. Also gonna replace the cockpit with the new Azimuth one that has LCD's in it.
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# ? Apr 6, 2016 02:04 |
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Someone in this thread already made the space Winnebago from space balls
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# ? Apr 6, 2016 13:49 |
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I've come back to SE after a long while of staying away due to a need to be productive, and with a fresh look at my ships, evaluating some of the mods I used to have and/or may no longer work (RIP Guided Missiles,) I've come to notice some problems I have with building in general and was wondering if any others have those same personal issues. Primarily is that when it comes to making my own ships, 2 things happen: 1: Core functions come before design, resulting in large space bricks, which are scrapped 2: Appearance comes firsts, and the ship is scrapped because nothing can fit inside the hulls without turning into said bricks (I tend to stick with smaller attack frigates and destroyers.) Bringing up the 3rd iteration of my Rail Destroyer, Rune Breaker (on the front page,) it was based on the look of a wing of a 3D model imported from EVE online, not even the whole ship. The 2nd build had a decent hangar in the rear for small drones before the oxygen update, and since the Jump Drive Update, all of that space was taken up by dual jump drives (keep one offline and fully charged, so if you jump in and can't win, immediately switch over and warp out.) I can sit there and agonize over how to use the limited space I give myself in any one hull, only to give the blueprint to Neddy who unceremoniously blows it in half because I never think of what would happen if god forbid the ship is dead in the water (it was designed to never be within 2km of anything, sniping bitches.) What I do excel at in my mind is coming on board during the public builds of stranger's ships or those of my friends, installing half a dozen programmable blocks and some other parts to make them work, streamlining their control schemes, spending hours in a cockpit renaming blocks, adjusting settings, and testing the myriad of bells and whistles, even give them LCDs loaded with instruction manuals for the alarms, automatic LCDs, point defense systems, Radars, all that noise. Maybe I'm just bipolar or maybe I just can't see the need for the ships that make it to the front page of the workshop with 15,000 mods to render to sewage drain pipes for the toilets that serve no purpose, or the wicked looking cockpits with a working HUD that fails when you pull a turn and all the rotors and pistons snap off, turning your bridge into a one man show about the dangers of shrapnel. Anyone else feel that way, and keep taking breaks because of it, or is it just me?
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# ? Apr 6, 2016 16:03 |
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Mercutio Martino posted:Maybe I'm just bipolar or maybe I just can't see the need for the ships that make it to the front page of the workshop with 15,000 mods to render to sewage drain pipes for the toilets that serve no purpose, or the wicked looking cockpits with a working HUD that fails when you pull a turn and all the rotors and pistons snap off, turning your bridge into a one man show about the dangers of shrapnel. There's no need for them, they just look cool. Which is half the fun of making ships and vehicles really. The other half's blowing them up with salvos of cannonfire. Try building bigger than you think you need rather than going for the smallest space possible, you never know what might get added or changed at some point. Speaking of, guess what got its own ejectable armor shell pack? I'm rebuilding a bunch of stuff in the Hawk, starting with a few more gyros and the new Azimuth cockpit that has LCD's inside. I'm probably going to repaint it black though, just due to the general Stealth Bomber look the body's wound up with with the armor. Spookydonut posted:Someone in this thread already made the space Winnebago from space balls Oh yeah, I completely forgot about that one. That thing was amazing.
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# ? Apr 6, 2016 16:45 |
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Mercutio Martino posted:I've come back to SE after a long while of staying away due to a need to be productive, and with a fresh look at my ships, evaluating some of the mods I used to have and/or may no longer work (RIP Guided Missiles,) I've come to notice some problems I have with building in general and was wondering if any others have those same personal issues. Yeah I have exactly the same problems. Turns out the best shape to fit a pile of rectangular components is... A rectangle. Neddy only gets around it by making his ships huge. The devs didn't put enough thought into making this a real engineering game, sadly. I think they just thought it'd happen on it's own, but the systems and simulations in game simply aren't complicated enough.
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# ? Apr 7, 2016 08:33 |
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Splode posted:Neddy only gets around it by making his ships huge. I'm perfectly capable of making
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# ? Apr 7, 2016 12:49 |
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That is still a very big ship
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# ? Apr 7, 2016 22:00 |
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Patch time! There's a few minor nuisance bugs, so wait for the hotfix.quote:Summary Splode posted:That is still a very big ship Right. Why's there a belly door when there's a Kestrel bolted to the dorsal hull? Because it's got a sweet set of wheels in the hangar . And no actual internal compartments in the ship yet.
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# ? Apr 8, 2016 04:10 |
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The programming block bugs me a little because it's effectively a chasm that gates off interesting interactions and functions behind the intimidating and steep cliff that is actual programming. I worry they're going to lean on that crutch for a long time without ever actually adding things to allow the layman to approximate those functions.
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# ? Apr 8, 2016 07:19 |
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# ? Jun 5, 2024 03:15 |
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I hear there might be a plan to build in HTC Vive support.
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# ? Apr 8, 2016 07:39 |