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Medieval Engineers just got a new game mode, Castle Siege:quote:Summary Patch notes video explaining: https://www.youtube.com/watch?v=oDxDpN1-w80 Also, there's a new blog post with the outline for their plans for Medieval. Space Kablooey fucked around with this message at 02:41 on Jun 11, 2015 |
# ¿ Jun 11, 2015 02:32 |
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# ¿ May 15, 2024 09:21 |
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Heat and radioactive waste comes to mind. How does SS13 handle it?
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# ¿ Jun 15, 2015 21:52 |
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Effectiveness modules on assemblers means that it consumes less ore per component assembled, right?
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# ¿ Jun 23, 2015 19:51 |
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D'oh
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# ¿ Jun 23, 2015 20:18 |
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Slap vertical thrusters on it. :sr1:
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# ¿ Aug 6, 2015 19:10 |
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Has anyone managed to work out a decent mapping for gamepads? I really want to get back into this, btw, I'm just waiting for planets, and goddamn it's taking a long time.
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# ¿ Aug 8, 2015 18:50 |
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quote:Construction components now take 4 seconds to be assembled gently caress yeah
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# ¿ Aug 13, 2015 18:10 |
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Rhjamiz posted:Basetagon Mk 2 is about as finished as it's going to get for the moment. It looks like a robot dude wearing one of those Asian straw hats.
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# ¿ Aug 20, 2015 15:01 |
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I still can't understand what exactly you are trying to do.
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# ¿ Aug 23, 2015 00:13 |
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Oh. That. So, I have a setup that does that, and I really didn't have to worry about hops and poo poo like that. I think you are overcomplicating somewhere. My setup was something like this: code:
Also, add containers as buffers liberally. I have a small one before the ore split, another small one before the refineries, another small before the furnaces and one large container before the assemblers. Space Kablooey fucked around with this message at 06:11 on Aug 23, 2015 |
# ¿ Aug 23, 2015 06:01 |
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That's the scrubbiest way, though.
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# ¿ Aug 23, 2015 07:15 |
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GotLag posted:Yeah it's totally scrubby because it works perfectly and doesn't require stupid bulky bullshit and building your system around item flow
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# ¿ Aug 23, 2015 17:25 |
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Neddy Seagoon posted:I made an effort to try making something that wasn't stuffed with 20-30 mods, so have an expandable space station That's so cool. The landing pad stage reminds me of the TIE Fighter stations. How does the astronaut move between the modules? Vertical shafts?
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# ¿ Sep 16, 2015 14:14 |
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If your ships don't have the ejector located at back so it looks like the ship is pooping stone then I don't even.
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# ¿ Sep 21, 2015 04:19 |
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Neddy Seagoon posted:Check the shiny new buglist in the OP . But yeah, there is some weird massive drain on O2 and suit energy since the last patch. Nice. You should add that in a quote that or something, so it pops out better from the rest of the post.
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# ¿ Sep 28, 2015 06:36 |
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My base is in the middle of an asteroid.
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# ¿ Oct 19, 2015 16:08 |
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Neddy Seagoon posted:Just keep telling yourself that clinking sound is just debris banging on the outer hull. Repeatedly in a pattern.. In lots of little patterns moving towards the airlock door... : "What's up with this rain? I thought we were protected inside the asteroid." : "There's no rain in space." and : ""
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# ¿ Oct 20, 2015 01:27 |
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I'm finally finding some spare time to play SE again and my god, is it finally running smooth or what? I also just found that you can play SE with a controller, and the default mapping is pretty nice, FWIW.
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# ¿ Oct 20, 2015 01:52 |
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OwlFancier posted:Seriously why does the planet need to create 50kg balls of ice out of seemingly nowhere for no reason and then hurl them at random places from a cloudless sky? gently caress the
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# ¿ Oct 20, 2015 13:38 |
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It's pretty annoying that the large asteroids are partially transparent and the moving sun is now back to killing my performance. As for hydrogen, the boosters sounds cool, but yeah, the jetpack fuel is pretty crap. I hope Keen at least enlarges the astronaut carrying capacity to compensate. And I also hope that you get 2 units of hydrogen for every unit of oxygen.
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# ¿ Oct 23, 2015 03:09 |
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Neddy Seagoon posted:Considering that apparently ships don't turn transparent and show their interiors past a certain distance anymore according to the bug forum, I'm guessing it was a general pass to fix LOD in general and they hosed up something bad. Incredible, because last week it was pretty much perfect.
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# ¿ Oct 23, 2015 03:28 |
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Hotfix dropped. The asteroid LOD is back to normal. Is there patch notes for hotfixes?
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# ¿ Oct 23, 2015 22:26 |
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Are the new sliding doors bugged?
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# ¿ Oct 24, 2015 04:11 |
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Neddy, can you double-check the mods that your hangar bay module uses? I pasted it on my world and the game complained that some blocks are missing. It's nothing critical, though.
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# ¿ Oct 26, 2015 14:55 |
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Yeah, that one.
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# ¿ Oct 26, 2015 15:03 |
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Thanks. I feel like I'm running in circles trying to build that asteroid base on survival. It's always way more cramped than I had imagined, and when I build a bigger room, it takes a lot more space and a lot more
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# ¿ Oct 26, 2015 15:42 |
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But then I will have squishy interior walls exposed to the outside.
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# ¿ Oct 26, 2015 17:12 |
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It's just me or the yellow interaction boxes kinda screwy when you are hovering with your jetpack.
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# ¿ Oct 30, 2015 04:00 |
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Nobody uses Small Ship Small Containers in their miners for ore storage, right?
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# ¿ Nov 1, 2015 18:40 |
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Nuclearmonkee posted:I can't for the life of me make a ship using large drills that can reliably go through an asteroid without getting stuck, even while coasting along at 0.5m/s, intertial dampners on, reverse thrusters disabled. I haven't tested myself, but if you still prefer to not go full humongous drill yet, you should probably check [u]https://steamcommunity.com/sharedfiles/filedetails/?id=309724427]this[/url] out.
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# ¿ Nov 2, 2015 04:19 |
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Make one of the sides hinged and we can start talking. Kidding, it's pretty rad.
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# ¿ Nov 2, 2015 16:13 |
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Speaking of connectors, apparently they are still applying force even when one of the ends are turned off.
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# ¿ Nov 4, 2015 13:34 |
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Ass_Burgerer posted:What happened with dampeners in the update? Or is my workship too heavy now? Seems like my shop just doesn't want to stop anymore. Yeah, it's probably too But fret not! I made a thing to calculate the required number of thrusters for a ship with certain components. If this turns out to be useful for someone else I could make a nicer webpage for this.
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# ¿ Nov 6, 2015 13:10 |
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That looks great.
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# ¿ Nov 6, 2015 20:21 |
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There's no orbital mechanics, right? Also, quote:- you have to start new world with planets enabled RIP asteroid base. You were a good save since you were created, when oxygen wasn't even a thing.
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# ¿ Nov 13, 2015 12:46 |
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Mortvert posted:Yay, I finally have a beefy enough PC to run SE with planets on high details. (Or run SE in general.) If you want to be more precise, I made a sheet that can calculate how many (Ion) Thrusters you ship should need. https://docs.google.com/spreadsheets/d/1rIPQnK-NcY-5AmA5wUToPeuQHKESFJ5V1cVaAFBzNlQ/edit?usp=sharing Look at the Chelonetida and Hymenoptera tabs to see how you would use it. The Definitions tab is just calculating how massive a container full of Steel Plates (the densest component) or ores would be, the thrusters' output in N and the target acceleration. Feel free to ask any questions!
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# ¿ Nov 19, 2015 01:22 |
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Just balls to the walls, as you said. But there's multi-block building and I want that for SE.
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# ¿ Nov 20, 2015 17:48 |
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Bedshaped posted:Wait, what, how? You also need to have a component storage connected to the bottom of the cockpit for it to work.
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# ¿ Nov 23, 2015 12:51 |
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Killdozer style. Here's hoping
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# ¿ Nov 25, 2015 13:25 |
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# ¿ May 15, 2024 09:21 |
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I think your brain took a poo poo here.
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# ¿ Jan 6, 2016 17:05 |