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last time i tried multiplayer was when the new netcode hit, and it wasn't perfect but it was far far better than before, and they've done some physics changes since, too, that should've helped a bit I think
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# ? Feb 13, 2018 11:53 |
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# ? May 15, 2024 02:49 |
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OwlFancier posted:Never thought I'd see the day when this was a perfectly practical planetary mining setup. I will see your majestic mobile base and raise you the Mantis Battle Tank The default body has an internal cockpit, and it's entirely Reinforced Armour. Dual-layered in most places too. Even without something on the hardpoint, it still has twin forward and rear 300mm cannons, and a few little missile/saberoid-swatting sentry turrets. It comes with four flavours of weapon mounts; "Vanilla" (aka; 2x300mm Cannon) "gently caress the sky, and all who dwell in it." (40mm Bofors AA) "Meat and Bug Grinder" (Vulcan AMS and spider-shredder) and "gently caress you, Die" . While the static Little David cannons look limited, it actually uses its thrusters to hover on the spot and aim upwards so it can do things like knock hovering capital-scale ships in the sky down a notch. Or into the ground.
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# ? Feb 13, 2018 17:11 |
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Escape From Mars seems to have been updated for 1.186, I was just trying it when my only vehicle and source of power decided to explode suddenly, leaving nothing but 6 wheels to flop over sadly. After the particle effects cleared it was just gone, no scraps, no trace of all the cargo, nothing.
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# ? Feb 13, 2018 17:39 |
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Statutory Ape posted:Is multiplayer finally ok in space engineers Ok is exactly how I would describe it.
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# ? Feb 16, 2018 04:24 |
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Verizian posted:Escape From Mars seems to have been updated for 1.186, I was just trying it when my only vehicle and source of power decided to explode suddenly, leaving nothing but 6 wheels to flop over sadly. After the particle effects cleared it was just gone, no scraps, no trace of all the cargo, nothing. There's an issue with massive lag spikes at the moment that can't be fixed due to changes in the core game since EFM was released.
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# ? Feb 16, 2018 09:23 |
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I just released SEAMIN. A scenario start (like one of the easy starts) with mods and a block unlock system and several custom bases and challenges.
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# ? Feb 20, 2018 13:04 |
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Ass_Burgerer posted:I just released SEAMIN. A scenario start (like one of the easy starts) with mods and a block unlock system and several custom bases and challenges. Hey man, a couple of early game bits of feedback: * The emergency starting craft is really clangy, it could do with a landing gear hidden on the bottom if that's possible. Couple of times it bounced me in to the roof and caused damage and the whole thing shakes to poo poo when walking round it. * The starting rover won't let you place wheels on the front 2 3x3 wheel suspensions if you've already built the armour blocks round it, I had to add another block to bring them out one to get the wheels to auto place. Looks good so far though, I'll possibly record a "let's play" over the next few days, just got one last 12 hour shift to power through first
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# ? Feb 20, 2018 15:17 |
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AceClown posted:* The emergency starting craft is really clangy, it could do with a landing gear hidden on the bottom if that's possible. Couple of times it bounced me in to the roof and caused damage and the whole thing shakes to poo poo when walking round it. Multiplayer? During my tests, the start pods was stable as a rock. As for the rover, I suppose I could add some build instructions to help out a bit.. I'd love to see the LP! Be sure to post about it! Ass_Burgerer fucked around with this message at 04:06 on Feb 21, 2018 |
# ? Feb 20, 2018 23:47 |
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Ass_Burgerer posted:Multiplayer? During my tests, the start pods was stable as a rock. Just single player dude
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# ? Feb 20, 2018 23:50 |
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Well, it seems that I've forgotten to test walking-around while the pod is in motion... For now, I suggest for you to stay seated until the ride comes to a complete stop. At least until keen fixes walking on moving grids. Edit: Grids that aren't static can't be walked on at all right now. It's keen physics-ing. Also, wolves and spiders are completely 100% not working. They don't move and can't attack you. And autopilot (and pirate drones) are unable to go faster than 15m/s in gravity. God this game is so broke. Ass_Burgerer fucked around with this message at 13:37 on Feb 21, 2018 |
# ? Feb 21, 2018 04:08 |
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I got the game from the recent sale, and I've been having a lot of fun with it. The core gameplay is amazing, minus a bit of jankiness here and there. My biggest gripe is that there's very little reason to actually go to planets, and when you do they're mostly empty. All of the ores are available in space, and in fact one of them (platinum) is only available away from planets. I've seen a couple of mods that solve these problems, like one that makes various ores only available on certain planets (chart of ore availability), and one that adds random structures on planet surfaces, but does anyone have some suggestions for mods to make planets more useful in survival? Do ore mods work if I load them into a world I've already started? Also, does anyone have experience playing with high ping? I'm in Asia and I tried playing with friends in the eastern US and UK and they said it was effectively unplayable while I was hosting.
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# ? Feb 22, 2018 05:45 |
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Spoggerific posted:My biggest gripe is that there's very little reason to actually go to planets, and when you do they're mostly empty. Look a few posts up. I recently released SEAMIN which was made exactly for that reason. Start on earth, unlock blocks till you can finally leave and get into space, visit lava planet, and then eventually unlock mostly everything and a ridiculously huge and difficult pirate base found on the alien planet that holds a large reactor that doesn't need fuel. I've made a bunch of custom pirate bases for it and everything. It also works with any ore mods you want. Ore modding is surprisingly easy to do, and you can add/remove them in excising worlds with almost no problem. If nothing else, you can check out what mods are included in it and see what you like.
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# ? Feb 22, 2018 08:32 |
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Ass_Burgerer posted:Look a few posts up. Out of curiosity, did you wind up using my base kit for your custom pirate bases?
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# ? Feb 22, 2018 09:19 |
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Ass_Burgerer posted:Look a few posts up. I saw it, but I was worried about losing the 10 or so hours of progress I've made in my current run. I also like the idea of the grind-to-learn system but feel it's too restrictive. Mods can be turned off, and I suppose I could go into my current save in creative mode, copy my base and (two) ships, paste them into your modset, and switch back to survival from there. I don't think there'd be any problem with that, would there?
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# ? Feb 22, 2018 12:09 |
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Neddy Seagoon posted:Out of curiosity, did you wind up using my base kit for your custom pirate bases? I did not. My custom bases are all based on vanilla bases. Spoggerific posted:I saw it, but I was worried about losing the 10 or so hours of progress I've made in my current run. I also like the idea of the grind-to-learn system but feel it's too restrictive. Mods can be turned off, and I suppose I could go into my current save in creative mode, copy my base and (two) ships, paste them into your modset, and switch back to survival from there. I don't think there'd be any problem with that, would there? You can paste in your stuff into the scenario no problem. Just activate creative mode tools in the alt-F10 menu and slap it all somewhere. Just be aware that you'll need to grind-to-learn EVERYTHING, and there's no way around turning that system off once it's going. You can also add whatever other mods you like, but you'll need to paste a blueprint with some sample blocks to get the mod blocks you added. My custom bases each have several mod-blocks to grind and learn. You'll need to search for them too, as I don't provide any waypoint guidance, but they have beacons cranked up to max. Just watch out for any base names that have the "Evil" prefix.
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# ? Feb 22, 2018 12:58 |
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Ass_Burgerer posted:I did not. My custom bases are all based on vanilla bases. Fair enough. I was just curious as I remembered you looking into them. I've been rebuilding one of my verrrry old ships to something that can show off the Kestrel shuttle's assault config. Carries a pair of them in external docking grooves as a light cruiser. The kind of thing to go hassle cargo ships with an inspection, or cover the Kestrels while they latch onto someone's hull and grind in through the belly airlock hatch . It also has an internal hangar with an Ant buggy tossed in.
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# ? Feb 22, 2018 15:07 |
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Ass_Burgerer posted:Multiplayer? During my tests, the start pods was stable as a rock. Got the modpack working and played for a few hours on my base I copy-pasted from another save. +1 for the starting ship being possessed by the clang, and wolves (not sure about spiders) being completely broken right now. The patch released today may have fixed the NPC speed bug. Seems like the multiplayer lag I was talking about earlier was caused by a bug fixed in the same patch. I disabled the "grind to learn" mod for personal preference, but I'll still follow along on the intended progression path and post my impressions as I play through it. Looking forward to having something to work towards in survival.
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# ? Feb 22, 2018 19:28 |
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Neddy Seagoon posted:
You should call that the Picard-1
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# ? Feb 22, 2018 22:23 |
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counterfeitsaint posted:You should call that the Picard-1 Actually what comes to mind for me when I go driving an Ant is Gone Guru. quote:Summary
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# ? Feb 23, 2018 13:10 |
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fixed welding effect not stopping after finishing block Yesssss, now they just need to fix the welder not lining up with the crosshair cos for some reason that bugs the poo poo out of me
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# ? Feb 23, 2018 18:20 |
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A couple questions:
I've got a good game going on the survival modpack posted earlier. I have a good, if half-unfinished base going. My newest addition is a hangar where I plan to keep a couple of my small ships. I'm thinking about setting up a projector and welders for each ship, and just being able to print a new one with a press of a button should something happen to it.
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# ? Feb 25, 2018 04:11 |
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Spoggerific posted:A couple questions: *Nope. Get the Slope LCD modpack. *Text LCD is a widescreen monitor, the other covers the entire block surface as a square screen. *You can mount small-block rotor heads to large-block rotor bases. Aside from that, nope. *Not that I know of. *Nope. Make sure to group and turn off their thrusters though, because they will fight the mothership's thrusters. *Take a look at the Twin Welder modblock, they have a much larger area of effect that makes them ideal for ship-printing. If you want to get REALLY fancy with projectors and merge blocks, take a look at some of the poo poo I've done with modular work ships. The Eagle WorkPod is a good vanilla-block one to mess with for ideas.
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# ? Feb 25, 2018 04:21 |
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You can make some pretty setpieces with airlock doors and windows: I really do love how this game looks.
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# ? Feb 27, 2018 11:05 |
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OwlFancier posted:You can make some pretty setpieces with airlock doors and windows: What does it look like from the outside?
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# ? Feb 27, 2018 11:54 |
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A bit silly at present given that I just strapped a bunch of poo poo onto it to get it back off the planet I crashed it into testing the landing thrusters. Also haven't built the main flight bridge yet on the end of the glass umbilical. Most of the work honestly has gone into wiring up the thing with airlocks and automatic doors everywhere. And doing it all in survival is quite slow. I need to find somewhere to stick an extra pair of H2 tanks in there as well as ideally about a dozen large atmospheric engines that aren't all on the outside. OwlFancier fucked around with this message at 12:46 on Feb 27, 2018 |
# ? Feb 27, 2018 12:39 |
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OwlFancier posted:A bit silly at present given that I just strapped a bunch of poo poo onto it to get it back off the planet I crashed it into testing the landing thrusters. I'd suggest you get rid of the windows in that large hall, just because you have a perfectly good hangar bay for work pods and general subcraft going to waste. Every ship should have a wee little work pod. It's a Mk.2 of the Hummingbird and it's just slightly shorter than the original. Just to make something cheaper, and more compact, like a proper zero-g engineering craft.
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# ? Feb 27, 2018 13:24 |
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It's got two hangers in the wings already, the hall is literally just to look nice. Plus it's kind of designed to not need smaller ships, once I get the nose on it it's going to have a front drill and it already has a ventral drill for refuelling when landed. Mostly because I can't be arsed with building small ships or trying to fly them around. The ship generally is designed to be something you can build fairly easily from a planetary start and which is just enjoyable to fly around in space with, hence the automatic doors everywhere and observation rooms. OwlFancier fucked around with this message at 13:45 on Feb 27, 2018 |
# ? Feb 27, 2018 13:39 |
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OwlFancier posted:It's got two hangers in the wings already, the hall is literally just to look nice. Fair enough. It is a very nice hall .
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# ? Feb 27, 2018 13:45 |
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Wow, this week's patch notes are pretty meager even by KSH bugfix-week standards.quote:Summary I've also actually removed something from the new Hummingbird Pod. I originally went with the usual fully-enclosing So instead it's gonna have a pair of reinforced-armor riot shields, just to give it a small-time patrol craft/interceptor look with decent damage and protection. Plus they look better when used with other tools than half an armor shell.
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# ? Mar 2, 2018 15:25 |
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Any of you guys keeping an eye on Dual Universe, gotta say it looks pretty spicey if they pull it off.
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# ? Mar 2, 2018 16:17 |
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KSH and Marek Rosa just dropped a big blog posts on development going forward. The whole thing is here, but there's a relevant part to be aware of;quote:New way of doing releases This isn't really surprising considering the weeklies have gotten to X.10+ with very minor changes just to fill the weekly slot. And while I'm posting anyway; The cruiser I've been rebuilding has gained a big fat rear end to make it less slow in atmosphere; There's a Large Hydrogen Thruster between all four of the engine pods for extra thrust. And the rear shuttle still fits in nice and snugly in its landing groove. The hangar bay can also now dismantle I wound up with a lot of empty space in the forward section, and it kinda turned into something neat; a portable beachhead. The idea being in larger fights you either ram the cruiser's nose into a capital ship, or just dock against the hull, and grind your way in to board it (The same thing the armored shuttles are kinda for, but on a larger scale). Oh, and I also uploaded the Hummingbird Mk.2 Workpod. It doesn't need the VTOL frame to work in atmosphere, but it helps for when you're fully-loaded or just don't want/can't afford to burn fuel. It's just designed to be a compact, (relatively) cheap work pod you can stick anywhere.
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# ? Mar 13, 2018 16:11 |
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Seems like every dev team I've ever seen do weekly updates eventually gave up on them.
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# ? Mar 13, 2018 17:32 |
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To be fair, they'd been doing weeklies since what, 2013? That's a lot of weekly updates.
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# ? Mar 14, 2018 04:04 |
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And they probably should have gave up on them years ago, not trying Stable/Dev or Major/Minor stuff, that was all really the same weekly structure. Aslo I feel like Marek's blog post reads like the game is a year or two old, not 5. Open development = feature creap
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# ? Mar 14, 2018 17:30 |
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There's no way devs support themselves by tinkering with an indie game for 5 years like this. There's no way they can have enough income without some sort of secondary revenue stream.
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# ? Mar 14, 2018 18:07 |
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Bhodi posted:There's no way devs support themselves by tinkering with an indie game for 5 years like this. There's no way they can have enough income without some sort of secondary revenue stream. According to SteamSpy around 2,400,000 people own Space Engineers and 300,000 people own Medieval Engineers. Let's ignore Medieval Engineers entirely and assume roughly 2/3rds of people bought Space Engineers on sale, leading to an average $15 price. $15 * 2.4 million * .7 (Steam's 30%) = 25 million dollars. From what I can find online the average wage in Prague is around $20 K/year, with software engineers making around $30 K/year. According to Wikipedia Keen has around 50 employees so if all of those are full-time software engineers it comes out to $1.5 million/year.
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# ? Mar 15, 2018 00:36 |
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Cup Runneth Over posted:Seems like every dev team I've ever seen do weekly updates eventually gave up on them. It's really not surprising, considering in the past few months they've gotten up to x.10+ despite trying to aim for monthly Major Patches, and the last few weeklies have been pretty drat meager. It's kinda impressive they held out this long with them.
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# ? Mar 15, 2018 02:42 |
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I had a funny thing happen in an pvp mp server the other day. Some new player joined, started building up, begged some other other players for help, gave their location to the players that responded and promised to help, the players turned up, killed the newbie, and the newbie had a meltdown on how lying to people in a pvp game is against the rules of pvp. Not the server pvp rules, of which there is none, but actual established, codified, generally applicable pvp rules. Kept continuing their meltdown, got super lovely at me for not condemning the pvpers pvping (which i refused to do, citing that pvp has no rules unless specified, and while it was a lovely thing for them to do, it was perfectly acceptable). I offered to give them a decked out jump capable large grid miner, they refused on the grounds that i would just kill them and steal all their nothings in a transaction where all they had to do was join my faction, spawn at a faction medbay i was going to open up for them and take the ship. They then continued with a "well maybe it's because I'm only a , but i can't see how lying in pvp doesn't make you an awful player" spiel until i got tired of their poo poo and said to them "i don't want to help you any longer" and "I'm glad you got griefed", which was apparently not pc enough to redeem the server in her eyes. That was my fun mp server story and now i remember why i always play solo in mp games. Thank you for reading.
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# ? Apr 4, 2018 12:06 |
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Trust noone, not even yourself. Are MP servers better than they were a year or two ago? What population is the server you play on?
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# ? Apr 4, 2018 16:49 |
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# ? May 15, 2024 02:49 |
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Had an idiot join a server I was playing on and the first thing they asked was if griefing was allowed. I had no idea and didn't respond though usually actual griefing (not what you described, though still lovely) is generally not allowed in most games PvP or not. Then a few minutes later they ask to join a clan. Some other new player was naive enough to let them join and amazingly they didn't immediately turn on the player. They did get into slapfights for a couple of hours until they needed to respawn and didn't read the warning that selecting a new ship would wipe their character and threw a fit then rage quit.
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# ? Apr 4, 2018 20:04 |