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deadly_pudding
May 13, 2009

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bitcoin bastard posted:

https://www.youtube.com/watch?v=YG4jSlY328c

Replace oil with ore, and pipeline with mining.

:negative:
If they give us adequate tools to set up planetary-scale mining operations, it would be such a troubleshooting nightmare if somebody decided to just blow up a pipe somewhere. Can you imagine? For sufficiently long pipelines, we would need to build satellite imagery to find the hole.

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deadly_pudding
May 13, 2009

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Drake_263 posted:

Pretty much exactly what I was going for, I'm just pants at explaining things. Bottom line being that as cool as it'd be for planets and moons to orbit eachother 'realistically', the thought of Keen's netcode moving around whole freaking planets makes me twitch.

Good news! Programmable waypoints means that you can make it happen yourself by building a Death Star and telling it to circle the planet of your choice!

I don't even want to think about the sort of lag a ship that size would create :ohdear:

deadly_pudding
May 13, 2009

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Moddington posted:

Except the appearance of the sun moving is due to the earth spinning, not to it orbiting around the sun. So it makes no sense for the sun to move when you're floating in an asteroid belt. I mean, it's no huge issue in a game that (so far) makes about as much physical sense as Minecraft, but he's not wrong.

It's something you can toggle in the server settings, right? It's not like we have to worry about the climatological effects of a planet with permanent light and dark sides.

deadly_pudding
May 13, 2009

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Klyith posted:

This describes a lot of the sperg that comes up in their official forums. Not wrong, but also not fun.

A revolving sun (does the entire skybox rotate?) is interesting, sun-tracking solar panels will be a cool thing to make. I wonder if the meteors also follow the sun with their origin point? That'd be a crazy thing to deal with.

I had forgotten about the meteor showers thing because I always turn them off! With a rotating sun, especially if it's at a rate such that the meteors come from different sides every time, that could actually be a really interesting survival challenge.

deadly_pudding
May 13, 2009

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GotLag posted:

Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

I have prepared for maximum comedy.

deadly_pudding
May 13, 2009

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Neddy Seagoon posted:

How long do you give it before the realism spergs start having aneurisms over KSH sticking that Jumpdrive in Space Engineers?

Without going over there to look, I'd say it's already happening.

deadly_pudding
May 13, 2009

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Spookydonut posted:

Those all sound like trivial edge cases one would test for. Is there a :keenswh: ?

Maybe do like one of these: :confused:, but it's a spaceman?

deadly_pudding
May 13, 2009

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bitcoin bastard posted:

Aww, this bug sounded awesome.

Yeah I kind of want the FTL mod to un-fix this and make it so that you can fuse ships into each other by jumping to the same location, Philadelphia Project style.

deadly_pudding
May 13, 2009

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McGiggins posted:

Inter-server hyperdrives confirmed?
Massive goon armadas appearing from the void to lay waste to everything they see confirmed?

Please?:allears:

The ability to opt your server into some kind of peer-to-peer pseudo MMO would be really cool, actually. Every server is a single star system, and you can warp between them using the Wormhole Drive or whatever.

It would give people a reason to make infrastructure with deep-range beacons and stuff if they want to entertain guests, rather than having everybody just rely on GPS bookmarks.

deadly_pudding
May 13, 2009

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Neddy Seagoon posted:

(windows are a structural weakness, who knew? :v:)

I should really finish and upload my space Winnebago. You'd like it, it's like covered in windows :v:

It was one of my first tryhard projects, where I tried to stuff a functioning base into as small a craft as I could, while still also staying true to the original "giant metal brick" source aesthetic. With its little mining companion docked onto the roof, my girlfriend says it looks like a garbage truck. So, mission accomplished, I guess. Comfortably houses a crew of four for lackadaisical space tourism.

I haven't touched it in a while. I'd have to go in there and try to find room for airlocks now. It's a pretty tight fit in the interior, since it's made of Large Ship blocks.

deadly_pudding fucked around with this message at 14:14 on Jul 20, 2015

deadly_pudding
May 13, 2009

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Neddy Seagoon posted:

We're not talking about something as high-tier as multiplayer though, we're talking about the basic rendering process for the Blocks themselves. That needs to get fixed sooner rather than later or it'll just break a whole lot more than it would now.

I imagine we'll see something come of it once planets go live. That's a shitload of voxels.

deadly_pudding
May 13, 2009

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chairface posted:

It took me way longer than it should've to figure out how to make my windows both transparent/opaque in the correct directions and bolted onto things correctly so as to not fly off into space.

I wish there were some better vanilla tools for glass panes and/or blocks. It's really hard to make a decent Large Ship bridge that has visibility so you don't have to use 3rd-person flying. Mine always end up being a combination of kinda weird-shaped and comically vulnerable.

deadly_pudding
May 13, 2009

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Neddy Seagoon posted:

Well I'm about set for planets now. I can drop Quick-Fab bunkers down to the surface out of my battleship's factory cell, loaded with refineries and assemblers.




They're meant to be carried down by a cargo lifter, but I dropped one from 75m up (the max range of the gravity generator) to see what'd happen and it actually landed okay save for a minor breach in one corner. The arch in the background's just a general "will this fit in the hangar bay?" test.



I'm continually astonished by your stuff, Neddy. I can barely build a working exploration vessel, and you're basically sitting on a colonial mothership that can 3D print a town onto the side of a planet.

deadly_pudding
May 13, 2009

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Drake_263 posted:

I ust had the idea of building gravity-operated orbital lifts. Essentially - this assuming natural gravity doesn't entirely override ArG - you'd build a giant fuckoff tower or chute lined with gravity generators st to provide negative Gs. Depending on the scale of the project it might not be enough to provide a -full- -1G (and entirely negate gravity within the zone) but it should still certainly help big sperheavy cargo lifters and the like getting off the ground and into orbit. bonus points if you estend the upper end into an orbital shipyard.
^^^Space elevators are going to get important if they make it really difficult for large ships to operate in a planet's gravity. Don't ships basically ignore gravity right now if they don't have a mass block on them? I wonder if they are going to make "real" gravity a distinct force from artificial gravity, that affects your ship regardless of the presence of a mass block.

deadly_pudding
May 13, 2009

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Neddy Seagoon posted:

Take your bets on when that guy on the KSH forums has a fresh meltdown over Solar Panels :allears:

I really hope he does.

Also, I'm very glad they made computers easier to make. This makes it a lot easier to get established in a new world.

deadly_pudding
May 13, 2009

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Space turtleshell makes sense, especially if you can arrange weapons along its surface. You can point your armored side toward the enemy and then issue a massive broadside volley.

Design-wise, this allows you to have a more vulnerable "undercarriage" that's mainly devoted to utility- connectors, storage access, doors, docking bays, and such. This is as opposed to a ship that is 100% armored, which has less space to devote to that sort of thing; a docking bay is basically a giant hole in the ship for people to shoot missiles into, after all.

deadly_pudding
May 13, 2009

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So, planet speculation. How tough do you think they're going to make it to have your ships function in atmosphere, regarding the amount of thrust you'll need to get back out, and such? I wonder if my first experience with a planet is going to involve getting stranded there when the landing craft I go in with can't reach escape velocity :ohdear:

deadly_pudding
May 13, 2009

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Did yesterday's patch break the game for anybody else? I had like 3 crashes to desktop yesterday before I gave up and played a different game.

deadly_pudding
May 13, 2009

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Tennance posted:

Been using Notepad ++ for Spengies scripting, what do you guys use?

Ideally I want something with syntax highlighting, dunno if that exists.

It's just c# code IIRC, so you should be able to set Notepad++ to Langauge->C->C# to get your highlighting.

I wouldn't try to use Visual Studio or anything; you'd have to like import the space engineers libraries and stuff to make it work right.

deadly_pudding
May 13, 2009

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These are really cool, reminds me of Incredible Cross Sections.


When I was a little kid with infinite free-time and an overactive imagination, I used to spend fuckin HOURS staring at those illustrations, and inventing little narratives about people moving around the various exposed rooms and stuff. I was a geeky little dude.

Anyway, I'm really impressed by your work, as usual, Neddy. It's really cool to be able to see the full layout of your ductwork and stuff like this. It all looks really well-organized and practical. How do shells get loaded into the Beluga's gravity cannon there? Are you just 3D-printing bullets in the chamber?

deadly_pudding
May 13, 2009

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Logikv9 posted:

Step 1: Integrate O2 systems into the ships (they were built pre-o2)


I desperately want a casino item pack now.

I like that one furniture pack with the bunk beds and the pool table. I want more of that type of stuff because it's fun to have like an observation deck/lounge, even if it doesn't do anything. Also that toilet mod (part of the same pack, I think?), where the toilet functions as a flight seat so you can do hyperjumps on the john.

deadly_pudding
May 13, 2009

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Hide yo cyberweed~

I'm slowly piecing together a horrible shantytown over in Zennik's server. Right now it consists of a single room that used to be my starter ship. My next planned addition is a proper oxygen facility, and probably a timing block to control the airlock doors in the main room. Other than that, my plan is, aside from various platforms and solar arrays, to have most of the station's structure consist of captured NPC ships that I just kind of bolt onto it in a haphazard fashion. I'm gonna post about it in the PGS thread, too; basically it's open invitation to Merge Block a ship onto an open spot and use it as a communism base.

deadly_pudding
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Uncle Spriggly posted:

I really hope planets get released today, though I'm confident they won't.

I'd be happy with planets or fixed-up netcode. I'd like to be able to walk around in a ship while it's moving.

deadly_pudding fucked around with this message at 17:08 on Sep 3, 2015

deadly_pudding
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Triskelli posted:

It shouldn't be too hard considering it would be almost identical to how laser antennas function.

RE: Orbits though, I just have to wonder what kind of nightmarish strain calculating physics for all the objects in one solar system objects would be, let alone multiple systems. And I suspect that planets will work like they do in Starmade where you can only drill down so far until you hit "bedrock". Although, if the simulation happened slowly enough, it might be an interesting take for each server to exist in one Solar System with asteroid belts, rocky planets, and gas giants with habitable moons.

What are some resources you would want from planets, anyway? The only exclusive material I could think of were "Hydrocarbons": vital for space suits, rubber & plastics, nanotubes, and various creature comforts. Other than that and some rare earth metals I can't think of much to be found on a planet that's not found in asteroids.

I'm thinking the main advantage is infinite air.
If anything, I'd probably hope that the devs make it much easier to find some materials in space, giving you a reason to leave a planet in the first place.

I think a "planet start", where you start the game with a rudimentary planet base would be cool. You'd be forced to develop your own space program to get out to where the asteroids are.

deadly_pudding
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Klyith posted:

Voxel-material stuff like planets and asteroids will in all likelihood remain static & immovable. So you could cut a planet in half and the two parts won't fall together or anything. No asteroids orbiting planets, no turning moons into ring systems.

"Rare earth elements" are called that because they're rare in earth rock. Either they're heavy and are concentrated in the earth's core, or have chemistry that doesn't produce concentrated ore. (Many are far more common in terms of parts per million than gold or even silver, but are spread out in all the rocks everywhere.) In space they can be way more abundant.

Hydrocarbons would be a natural thing for planets, or some generic "biologicals". But in some ways I don't know how you add new planet-based materials to the mix so that they're useful but don't force a planet start. The rocket engines seem like the only good niche that I can think of.

Yeah, without forcing players to planet start, it would have to be some kind of "expansion pack" materials, where it's a like a side branch of the tech tree. Maybe make planetary materials necessary for upgrade modules? Possibly add more upgrade modules to fill in the need, like each individual thruster can have an upgrade glued onto an exposed face, and also the guns, and the jump drives, and so on.

deadly_pudding
May 13, 2009

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Neddy Seagoon posted:

I think they should go the other way and make stone and wood building materials. Use local rock to get some basic fortifications and a little wooden shack to start with. Then build up towards getting airborne. In a spaceship made of wood.

Just a literal flying boat, and my Engineer is wearing an old-timey diving suit :allears:

I feel like that would be better placed in an entirely different game. Some kind of steampunk KSP.

deadly_pudding
May 13, 2009

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Hooollly poo poo. I just came back to this thread and now there are planets? AND we can drill through them? What's the viability of building a ridiculous planetcracker drill that just falls all the way through the planet using drills + gravity, dumping all its spoils into a detachable vehicle that's mostly made of cargo containers?

deadly_pudding
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Mindblast posted:

That may launch his vehicle into outer space. I'd say go for it :v:

Reminds me of SCP-1958, a mysterious, airtight VW Bus hurtling through the solar system at about 130 km/h, with a corpse on board. Read the diary entries, they are mega depressing!

deadly_pudding fucked around with this message at 21:04 on Nov 24, 2015

deadly_pudding
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HardDisk posted:

Killdozer style.

Here's hoping

I'm 100% on board with anything even remotely as cyberpunk as permanently entombing somebody in their corporate workstation, which was built around them with no exits.

deadly_pudding
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They should just turn it into Sinistar. Enemy drones are taking about 8 hours (or whatever amount of time is good) to build one of like a dozen random superboss ships out in the middle of nowhere, and you have to be ready for this planet-eating monstrosity to make a bee-line to you after they finish.

deadly_pudding
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I like the version with the one cannon in the middle because its front-facing thrusters make it look like a face :kimchi:

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Have they given us the ability to turn off robot dogs when you create a world? I kinda just want to run my own zen-rear end space program from an earthlike starting world.

deadly_pudding
May 13, 2009

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I kinda like janky asymmetrical ships :shobon:, especially in Survival. I like how you can kinda get away with practically duct taping a bunch of crap together. I'm usually disproportionately proud of my hideous metal hobo caravans lol.

deadly_pudding
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Neddy's poo poo is the reason I still read this thread despite not having run the game since before planets went live :allears:

I can't even begin to muster the kind of patience it must have taken to get that CIC all up and running.

deadly_pudding
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Truga posted:

Me and a friend started a new world and pasted a bunch of fuckoff giant ships to test out the new netcode. It works really really well. Docking to something with a docking port and pulling it now works as expected (rather than having to use merge blocks everywhere and risking multiple explosions anyway, because those were also glitchy), crashing gigantic poo poo can still cause clients to stutter or sometimes just lock up for seconds at a time, but the end result isn't just random poo poo anymore, you get nice crashes instead.

It's really quite playable now. Last things I have to thoroughly test are batteries and wheels, though I don't have too much hope for either, yet. e: oh and pistons/rotors, but I think those should work fine now, considering docking ports also work.

Is it safe to not be seated in a moving ship, or is walking around during flight still a terrible idea?

deadly_pudding
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Nuclearmonkee posted:

Ah ty. The only way I like survival is when I do the whole crash land thing and see how long it takes to get a piece of poo poo into space.

:yeah:
I like doing a bootleg space program, too. It's a fun co-op project to see what kind of weird garbage pile you can get into orbit.

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deadly_pudding
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Drake_263 posted:

Mods are awesome and there's a bunch of mods I definitely won't be running a server without - some of the people who make mods on the other hand...

It's less of a question of me not wanting to use mods and me wanting to avoid having to bundle mods in with the map. If the map won't run with mod A, everybody who downloads the map must also be running mod A; also, the modder who made the modded planet in the first place might take exception and decide I'm stealing their intellectual property or something equally stupid. That's why I want the core map to be as unreliant on particular mods as possible - I much rather would give people the chance to add their own mods to their liking than go 'no, this is the one and only correct way to play my map'.

I say do it anyway, and if some modder starts flipping out, ignore them. If they didn't want people to use their work, then they shouldn't have posted it in what is clearly a hobby space imo. I mean, obviously credit the modders so people can find them independently, though.

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