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Mortvert
Oct 13, 2013

What?!
This is amazing!
Steam Summer Sale began yesterday and thanks to that Space Engineers is on sale!
It's 35% off - offer ends 22 june.

Figured someone might want to know.

Link to steam store:
http://store.steampowered.com/app/244850/

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Mortvert
Oct 13, 2013

What?!
This is amazing!
Something you might want to consider if you don't have SE yet or you want to buy it for someone - it's in humble bundle right now for $18. The timer has 13 days left on the bundle on the moment the post was made.

Mortvert
Oct 13, 2013

What?!
This is amazing!
An update just dropped.

KeenSWH posted:

Summary
Inventory mass has been now enabled. This means that gravity will affect the ships based on their weight. The more items inserted to the cargo container, the heavier the container will be. The character’s weight is also calculated in the overall weight of the ship grid, but only if the character is actually sitting inside the cockpit. Mass is not calculated for stations. Additionally, a flying particle effect is now displayed on the screen, when the character or a ship is moving faster than 10 m/s. Lastly, we have added two new tutorials to demonstrate the essential survival elements of Oxygen and Energy. The oxygen tutorial covers the various oxygen related blocks, oxygen farms, generators, vents, bottles, tanks and ice, including their control panel functions. The tutorial also addresses the concept of creating an airtight room for pressurization. The energy tutorial starts with an explanation of how to recharge your suit energy which is followed by a series of small challenges that explain the behavior of power within Space Engineers and the different ways you can provide it.

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

Dev Note: Since the anticipation for planets is very high and many of you want to know about the current status, we would like to share some info so we will not keep you in the dark. Planets are still under development and they are the number one priority in the game’s development. After the first internal iteration and testing, and since the last time that we shared some info about them, our team came up with some fresh and great ideas that will make this feature even better! So we made the hard decision to prolong the development a bit more but for a good reason. We are planning to share more detailed info very soon, so stay tuned!

Features
- inventory mass
- flying particle effect
- tutorial scenarios

Fixes
- fixed issue with textures begin too blurry on DX11
- fixed crash when jump drive aborts the action


So apparently it's a bad idea to haul tons of poo poo with you now. Welp.

Mortvert fucked around with this message at 20:04 on Jul 30, 2015

Mortvert
Oct 13, 2013

What?!
This is amazing!
I imagine that fuel-burning engines will be at least useful in building rockets for all your improvised weapon needs.

Do they even need some sort of tank (like normal engines need batteries) or do the engines themselves hold the fuel?

Mortvert
Oct 13, 2013

What?!
This is amazing!
I've been wondering - what'll happen if you drill into core of the planet? Will you start floating in middle or something? I'm curious as hell but currently, I can't play due to crappy hardware. Would any of you brave souls take a hit when the planets come out and check what happens when (if) you manage to get to the core?

Edit:
Dear god, is there a way to get rid of this horrid bonzi AV? (aside from buying myself a avatar and a title)

Mortvert
Oct 13, 2013

What?!
This is amazing!
Patch notes!

KeenSWH posted:


https://www.youtube.com/watch?v=2FRu9p-3Ois

Check Marek's latest blog post: http://blog.marekrosa.org/2015/11/planets-because-you-wanted-them_12.html

Planetary Features
- planets and moons (tons of new assets, sounds and textures added)
- planet types: Earth-like (atmosphere with oxygen), Mars-like (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere)
- moon types: Earth-like Moon (no atmosphere), Europa (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen)
- planets are 120km and moons are 19km in diameter by default
- Earthlike + Alien planet biomes: desert, woodlands, mountains, ice-land, poles
- gravity: roughly 1G on planets, 0.25G on moons (but gravity depends on type of the planet/moon)
- weight affects the behavior of all ships in natural gravity - the heavier a ship is the more thrusting power is required to fly/move
- planets and moons are persistent & fully destructible - anything you build or destroy will stay there forever. You can even dig through the planet if you want!
- different vegetation on alien and earth-like planets, flora destruction
- you have to start new world with planets enabled
- planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
- adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding
- visible ore sites on planets (darker areas) that can lead you to rich mineral veins. There are three different tiers of ore deposits
- platinum is found only on moons and asteroids, uranium is rare on planets
- autopilot is capable of flight above the planet's surface with evade collision enabled. With this on though, it won't fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make gps coordinates carefully

New Starting Worlds
- Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
- Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
- Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
- Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
- Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
- more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna
- sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
- pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
- enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components
- new block: Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
- current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
- new block: small ship air-vent that is crucial for piloting ships without the helmet - it is important to be set to depressurized (blue indication)

Minor changes
- gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0,4g of natural gravity the generators are not producing any artificial gravity fields at all
- jump drives are not working in natural gravity
- cargo ships cannot be switched ON for worlds containing planets for now (this is only temporary change)
- jetpack's power is based on the environment and the G strength (1G = 7 seconds of fuel). They can't be used the same way as they are in space
- possibility to setup max speed for wheels
- possibility to activate horizon + height indicator in all cockpits
- solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
- slight area of effect nerf for hand drills

Planets are made fully moddable, we are preparing the modding guide for you and will release it in the near future.
More planetary survival elements will be released in the future updates, so stay tuned and have fun with planets!

IMPORTANT: Please note that planets are possible only on systems with DirectX 11. You can still play DX9 version of the game without planets. Make sure to check the updated Recommended System Requirements at: http://www.spaceengineersgame.com/system-requirements.html

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Mortvert
Oct 13, 2013

What?!
This is amazing!
Yay, I finally have a beefy enough PC to run SE with planets on high details. (Or run SE in general.)

What are some good mods to grab, beside the ones mentioned in OP?

And for some goddamn reason, all attempts at planetary miners end up in disaster for me. (Either it ends up too heavy after filling a quarter of medium cargo container with ore or it end up going too fast and not slowing fast enough to not crash into my goddamn base.)
Are there any guides/tips/something on how to not suck when building planetside ships?

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