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Neddy Seagoon posted:Let me introduce you to the wonderful world of printing entire ships. Works a lot better if you use the Twin Welders with their much bigger weld radius and speed. Also you should add Active Radar to the mod list, it's pretty rad.
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# ¿ Jun 6, 2015 05:42 |
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# ¿ May 15, 2024 10:18 |
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Neddy Seagoon posted:Not yet, sadly. Might see a change in that in upcoming weeks due to the newly-added autopilot commands though if you're lucky. I saw a mod for food/drink, but its only production at the moment, no survival elements added.
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# ¿ Jun 6, 2015 18:25 |
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I still see zero point in pressurizing ship interiors when you can just carry oxygen tanks with you, especially given explosive decompression loses you a ton of precious oxygen.
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# ¿ Jun 7, 2015 05:53 |
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Mystery Prize posted:Pressurizing an entire large ship/station? Yeah, probably not a great idea. Yeah the oxygen tanks/generators for small ships are perfect. They should add conveyor hookups for large ship open cockpits, the equivalent of having an o2 hose you connect when you sit down.
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# ¿ Jun 7, 2015 10:55 |
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Neddy Seagoon posted:Something I discovered was that there are also Twin Grinders too. I've been remodeling some stuff in my battleship, and one of the new additions is a dedicated Deconstructor. No more crap flying around the Hangar Deck. It's also now has a proper hangar door leading to it from the Lower Hangar Deck that I haven't screenshotted yet, along with maglocks in the floor to keep something in place until it's fully dismantled. I assumed you knew about twin grinders, no longer will you nudge a ship you're salvaging and send it drifting off.
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# ¿ Jun 8, 2015 18:44 |
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I also recommend this drill mod because the stock drills seem to have been nerfed a bit, and also this decreases the number of drills you need and therefore decreases drill lag.
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# ¿ Jun 9, 2015 04:43 |
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Neddy Seagoon posted:I doubt they will be, just because people are gonna mine the poo poo out of them just to try and build underground bases. It's weird that when I try using 2:1 and 3:1 slope blocks it looks awful compared to what you're doing there with just 1:1 slope blocks.
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# ¿ Jun 14, 2015 04:46 |
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Yeah I doubt planets and moons will actually move. Also to deorbit a chunk of moon would take stupid amounts of thrust/energy. I'm interested to know how the gravity will affect ships, will you be able to orbit? Also what happens when gravity tries to accelerate you beyond ship speed limits?
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# ¿ Jun 19, 2015 08:37 |
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Drake_263 posted:I presume that's why the sun will be orbiting around the planets and not the other way around - giving the impression of a day/night cycle by moving the light source around rather than having to calculate the orbits of the planets themselves. I'd say that's more simulation of planet rotation for a day/night cycle, orbital path doesn't determine that.
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# ¿ Jun 20, 2015 20:34 |
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Poison Mushroom posted:No jet packs as an option means the SS13 mod just got a whole lot easier, too. Added hilarity when someone turns off the station gravity and everyone is stuck floating unable to move.
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# ¿ Jun 25, 2015 20:25 |
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Those all sound like trivial edge cases one would test for. Is there a :keenswh: ?
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# ¿ Jul 10, 2015 19:07 |
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It's a bugfix week.
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# ¿ Jul 16, 2015 19:39 |
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Neddy Seagoon posted:
The Radar mod could really do leaving the contacts up until the next radar sweep. There's a modification to the blueg_radar somewhere that's script friendly and would allow you to list contacts on an lcd.
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# ¿ Jul 17, 2015 18:27 |
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Section Z posted:I do not think so on the scenarios front. Eventually that could be kinda nice because it would also give those of us who are loving terrible at these games something to trick ourselves into thinking we've accomplished much of anything. I admit when I'm super loving terrible at trying to slap patch a gravity funnel onto the yellow survival ship, all the deeper stuff like control console scripts intimidate me when I'm terrible at building even 2D log cabins in Terraria. There's a few that aren't bad, assuming you don't try to break them (it's stupidly easy to break most scenarios)
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# ¿ Jul 18, 2015 14:30 |
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Rhjamiz posted:There needs to be a scenario/Game Start where there aren't any asteroids with resources, only a field of scrap and derelict ships where you need to scavenge to survive. There's at least 3 of those in the workshop that I've played. Neddy Seagoon posted:That'd require the game to not poo poo itself around a large number of blocks . Is something that was a slight problem, but not as bad as you'd think with the level of detail scaling (assuming some distance between them) Edit: What's the limitations on block sizes? Can I make a block that's like 20x20x20? Spookydonut fucked around with this message at 11:18 on Jul 19, 2015 |
# ¿ Jul 19, 2015 11:15 |
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Mr. Wynand posted:Also, I found a thread saying that the rotating sun does NOT affect where asteroid come from, but I swear I've only ever seen them coming from exactly where the sun is at all times :/ Yeah they come from the sun. They also still specifically target vessels. Add a block to an asteroid and it'll start getting hit by meteors.
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# ¿ Jul 20, 2015 05:01 |
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Rhjamiz posted:Also confirming they come from the sun even with rotation. I set it to a 1-minute day and meteors were coming from everywhere around me as the sun spun about. 1 minute day would make solar panels easy, on a rotor at 1rpm.
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# ¿ Jul 20, 2015 07:43 |
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Yeah the source engine doesn't have to deal with deforming voxels
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# ¿ Jul 23, 2015 11:48 |
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Tutorials, unbreakable voxel mode, and easier to automate airlocksquote:Features
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# ¿ Jul 23, 2015 19:32 |
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They really need to just lock those update threads, and ban anyone complaining about the update not containing feature xyz.
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# ¿ Jul 24, 2015 19:20 |
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LegoMan posted:Played Empyrion a little bit. Maybe I'm missing things but it would be nice if there were a construction queue. Like if I want to build a Base starter, I shouldn't have to build each individual part. I should be able to click it, and it starts building the prereq items and I can walk away and when I come back it's done. Otherwise it has a LOT of potential. Take on Mars has the same problem at them moment
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# ¿ Aug 9, 2015 10:31 |
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quote:- Construction components now take 4 seconds to be assembled Isn't this an increase? They're already super hosed up, they should be instant like all other comparable poo poo.
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# ¿ Aug 13, 2015 19:12 |
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zennik posted:Updated... again... See? Didn't you miss this?
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# ¿ Aug 15, 2015 03:34 |
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Neddy Seagoon posted:Speaking of turrets, the Avalon's now gained a full set of internal turrets. Just one or two in each compartment (except CIC, which has four), but I figure if someone manages to get inside the ship in-force they're probably already hurting badly in the attempt or really committed. How does this deal with a lance ship?
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# ¿ Sep 24, 2015 19:32 |
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Welding/grinding seems to be causing random explosions on large ship grids for me, it might be caused by (and is definitely causing) decompression events.
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# ¿ Sep 25, 2015 13:34 |
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If you load a save where you were in a small ship cockpit, and exit the cockpit inside a gravity field, your jetpack always defaults to off and you fall. This didn't use to happen.
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# ¿ Sep 27, 2015 18:47 |
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Drake_263 posted:Sometimes the RNG just likes putting certain ores in difficult-to-reach spots. Also, the ore scanner on your drill has a very, very short range - chances are there's a deposit on an asteroid you've explored but it was just hidden underneath stone or other ores. Build a surveyor ship with an ore detector - preferably a large one, that'll spot deposits from within 150M. Yeah most of the time you need to toggle the ore detector off, wait until the hud icons disappear, then toggle it back on for the hud icons to actually update.
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# ¿ Sep 29, 2015 17:35 |
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McGiggins posted:Does anyone else want to see how many goons can fit into a post-planet update server? Depends on how many drone swarms people are making.
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# ¿ Oct 2, 2015 13:21 |
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What I want to see is drones able to dock/lock with landing gear for jumping
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# ¿ Oct 3, 2015 09:00 |
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Why when I load a save does it always say downloading mods and sit there for ages? Nothing has changed mod wise afaik.
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# ¿ Oct 5, 2015 12:36 |
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GotLag posted:Steam Community servers probably shittier than usual. SE refreshes the mod list every time you load a game, view the list of mods, or view the list of saved games. Yeah but it checks the mods, then decides to download something, despite nothing having changed.
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# ¿ Oct 5, 2015 19:22 |
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There's a new massive violation of newton's laws, if there's loose blocks inside a large ship it'll move around and spin as the debris hits the inside of the ship. Noticeable when you pound a ship that has a high propensity to have loose blocks inside. Even worse is that inertial dampeners don't stop it, only thing that does is to jump. It seems also that severing a small piece like a catwalk inside a ship causes it to vibrate and destroy things (like reactors) At least they fixed the whole drill ships vibrating all over the loving place.
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# ¿ Oct 6, 2015 11:59 |
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Neddy Seagoon posted:I figure if I get a decent general ship done (which it pretty much is), I'm set for if/when the game starts adding some actual playable content to stumble onto. I'm also surprised they've managed to improve performance enough that playing with that drat battleship's actually not quite so chuggy anymore. There's a few workshop mods which add hostile cargo ships that come and attack you. Sometimes I've had one spawn while I was repairing/salvaging from the last attack and have had to basically make an emergency jump due to too much battle damage.
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# ¿ Oct 12, 2015 17:23 |
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What's all that debris above the ship in the last pic?
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# ¿ Oct 13, 2015 18:51 |
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Neddy Seagoon posted:While I remember to update the Medieval Engineers patch notes*, just a reminder that we still need someone to do a proper OP for it. Given it has for long periods of time just flat out not been able to run on many people's pcs, I don't think anyone really cares about it. There's your OP for it.
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# ¿ Oct 20, 2015 18:45 |
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What happens when you have a ship with dimensions that exceed the view distance? For example, a 30km long ship in a world with a 10km view distance limit.
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# ¿ Oct 21, 2015 11:24 |
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Neddy Seagoon posted:Before or after the game shits the bed and crashes? What about just a single line of large ship armor blocks? How's it going to react to things (like asteroids) outside of the loaded area?
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# ¿ Oct 21, 2015 18:02 |
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I'm still waiting for them to add a mode to match velocity with a target ship.
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# ¿ Oct 23, 2015 03:49 |
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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 use modded drills because then I can use less drills and it lags less.
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# ¿ Nov 2, 2015 03:16 |
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# ¿ May 15, 2024 10:18 |
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GotLag posted:For ramming, I hear blast door lances are quite effective. Should be possible to make a self-repairing one with a projector and some timers, welders, grinders and merge blocks. Yeah I came up with that but it needs a long lance to work well, hard to make it self-repairing.
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# ¿ Nov 6, 2015 09:24 |