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Other Projects => Other Games => Topic started by: Urist McScoopbeard on September 10, 2013, 02:32:22 pm

Title: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on September 10, 2013, 02:32:22 pm
Space Engineers
From the guys who made 'Miner Wars'

http://www.rockpapershotgun.com/2013/09/09/space-engineers-are-the-best-engineers/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+(Rock%2C+Paper%2C+Shotgun)



What you might have been E-mailed had you purchased miner wars at some point:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Space Engineers 
Space Engineers - a new sanbox game from Keen Software House

Prague, Czech Republic, September 9th, 2013

Dear Miner War Fans,

We are happy to announce our new game Space Engineers.

Space Engineers is a sandbox game about engineering, construction and maintenance of space works. Players build space ships and space stations of various sizes and utilization (civil and military), pilot ships and perform asteroid mining.

 Space Engineers - Alpha Footage 8/2013
Space Engineers utilizes a realistic volumetric-based physics engine: all objects can be assembled, disassembled, damaged and destroyed.

Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future.

In-game alpha video and more information can be found at http://www.SpaceEngineersGame.com/

More details about the decisions that led to this project and its development can be found at http://blog.marekrosa.org/2013/09/space-engineers-announced-development.html

Space Engineers is currently in its alpha stage of development and will soon be available on Steam Early Access.

For the latest news on Space Engineers, like us on Facebook https://www.facebook.com/SpaceEngineers and follow us on Twitter http://twitter.com/SpaceEngineers
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


It looks like they realized Miner Wars was lethally boring and are trying to make something a little more fun. Even if it turns out to be a flop you should at least check out what appears to be some cool destruction mechanics.

Does it have potential? Yea, will it be capitalized on? We will see.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on September 10, 2013, 02:54:24 pm
I must say, it does look fantastic.

I wonder how long it takes to put something together and to collect the parts.


-


"Man, I built such an awesome ship... I should get to the bridge and go for a spin...

Hey... What is that red guy doing?"

Note - Please watch the offical alpha video first.
Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on September 10, 2013, 02:58:08 pm
Dear goodness Everyone is passing Blockade runner.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephansteras on September 10, 2013, 04:25:37 pm
Hmm. Not sure if this game will really be up my alley or not, but sounds worth watching at least.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: werty892 on September 10, 2013, 04:35:31 pm
Really? No. Miner was was supposed to be this. And instead they released a half assed campaign with SPHESS RUSSIAN shooting. Yeah, no. Don't even bother.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 10, 2013, 05:17:32 pm
Definitely keeping my eye on it.

Edit: Looks like Banjo Kazooie: Nuts and Bolts: Serious Edition. I liked Nuts and Bolts but it tragically suffered from having basically nothing to do with your awesome creations. Space Engineers looks like something I'd want if there's just something to do. Even just blowing up other players.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on September 10, 2013, 05:25:27 pm
crashing ships look nice but there seems to be no real engineering in building things.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on September 10, 2013, 05:30:18 pm
Really? No. Miner was was supposed to be this. And instead they released a half assed campaign with SPHESS RUSSIAN shooting. Yeah, no. Don't even bother.

... BUT WE CAN STILL HOPE, RIGHT!?

crashing ships look nice but there seems to be no real engineering in building things.

Ya, but... geometry, man.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on September 10, 2013, 06:14:33 pm
This looks very cool.  That said the website and forum are extremely barren, that makes me a bit nervous.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 10, 2013, 06:50:24 pm
To be fair, they just announced it. I wouldn't be worried about that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on September 10, 2013, 07:34:29 pm
Don't get me wrong, I checked the dates.  I'm just a little leery of something that visually polished as an alpha, and that the developers have nothing to say about it.  Just makes me a bit nervous.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Poltifar on September 10, 2013, 08:59:16 pm
So, is there any planned gameplay, or is it just a "Build ships and smash them together" kind of thing?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Parsely on September 10, 2013, 09:14:05 pm
Edit: Looks like Banjo Kazooie: Nuts and Bolts: Serious Edition. I liked Nuts and Bolts but it tragically suffered from having basically nothing to do with your awesome creations. Space Engineers looks like something I'd want if there's just something to do. Even just blowing up other players.
This so much.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 13, 2013, 09:12:02 pm
Early Access coming to Steam on October 23rd, $14.99 (http://www.spaceengineersgame.com/steam-early-access-announcement.html)

Quote
The initial release on Early Access will focus on core mechanics: creative mode building, physics simulation and destruction. Additional features will be released in following updates.

Prior to the Early Access launch day, a walk-through “early tutorial” video will be released. This video will demonstrate the state of Space Engineers on day one. Customers who are willing to purchase the game will see what they are getting.

Further information will be released as well: system requirements and a list of features split into three categories: finished features, work in progress and temporary disabled.

Not sure if I'll be putting my fifteen dollars down this early, but they've stated that we'll at least have a clear picture of what's actually done in the game when it goes on early access (sounds like just basic engine stuff). I still worry about whether they will be making actual content, but fun things come to mind... build ships/fleets and have a Team Deathmatch? Try to mine for resources and expand in a dangerous, shifting asteroid field? Sounds like there's potential there.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 13, 2013, 09:47:01 pm
well, 9 examples out of 10 say they'll fuck it up, but regardless of that depressing and likely reality:

Anyone game for spaceship jousting?

EDIT: that video was quite awesome!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 13, 2013, 10:20:40 pm
well, 9 examples out of 10 say they'll fuck it up, but regardless of that depressing and likely reality...
I didn't play Miner Wars... was it that much of a fuckup?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 13, 2013, 10:34:26 pm
well, 9 examples out of 10 say they'll fuck it up, but regardless of that depressing and likely reality...
I didn't play Miner Wars... was it that much of a fuckup?

its was just really boring. It wasn't like 1/10, suicide. Just... way too hype for too little actual good content
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on October 15, 2013, 08:52:47 am
This looks like..."Hold left mouse button for an hour while you "build" a pre-fabricated object that can be damaged and repaired"

The building/repairing/damage model looks pretty nifty and certainly has a place in a space game...but that better not be all its about...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on October 15, 2013, 01:25:59 pm
After their utter fuckup with Miner Wars, probably spending the money from the buyers to develop tech for their other titles, I'm very surprised that they have such boldness to simply launch another title that looks so much like Miner Wars meet Minecraft.

As werty892 said:
Quote
Really? No. Miner was was supposed to be this. And instead they released a half assed campaign with SPHESS RUSSIAN shooting. Yeah, no. Don't even bother.

Don't get me wrong - once I saw the video, I was really excited.
But when I realized it's from the same guys from Miner Wars (which I bought very early, they took a lot of time to finish it and I stopped playing on the second mission, feeling scammed), well, I'll let them create another horde of disappointed customers.

If B12ers get it and start reviewing it positevely, though, I might give it a shot.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Seamas on October 15, 2013, 09:11:45 pm
Despite all of your (surely warranted) misgivings, I want this game so bad I could cry.

In fact, I just did a little bit. :o

Pleasepleasepleasepleasepleasepleasepleasejustdeliverthedamngoods...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Eclectic Wizard on October 16, 2013, 02:10:02 am
This looks AWESOME!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 16, 2013, 03:20:21 am
This looks like..."Hold left mouse button for an hour while you "build" a pre-fabricated object that can be damaged and repaired"

The building/repairing/damage model looks pretty nifty and certainly has a place in a space game...but that better not be all its about...
That much definitely isn't true. The ships are composed entirely of blocks you can place. Ala Minecraft or, more aptly, Starmade.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on October 16, 2013, 06:11:30 am
After reading about the Miner Wars fiasco in this thread, I think I'll stick with Blockade Runner for the time being.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 16, 2013, 06:13:25 am
Well, since im interested: I will most certainly get the game a provide a review when its out!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on October 18, 2013, 05:12:34 am
Apparently there is now some kind of beta floating around the lower intertubes. Approach with caution. I'd check it out if I wasn't on mobile internet right now, just to see how it really works and if it's worth bothering with.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on October 18, 2013, 11:34:25 am
I have a friend who got it. I'll wait for his feedback and may transfer it to you.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 23, 2013, 06:34:56 pm
So this is out. Don't have it yet, but if anyone has played it share it with us!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 24, 2013, 03:56:59 am
Fuck it. Went ahead and bought it after looking at their "community creations" video. It's Starmade with physics and a budget and it just looks really cool. Obviously so far there's still nothing to actually DO, except fuck around, which looks quite entertaining.

Edit: For now, if you're considering buying, you should read the features (http://www.spaceengineersgame.com/features.html), and probably give the how-to-play video (http://www.spaceengineersgame.com/how-to-play.html) a look, since it also demonstrates the current features. And of course, there's the community creations (https://www.youtube.com/watch?v=rIVNkfs7Q4k) video.

Of note:
-Only creative mode for now
-No multiplayer yet
-Smashing things works as advertised
-Building blocks include something called an "explosive cube". I intend to come as close as possible to building a ship entirely from these.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Facekillz058 on October 24, 2013, 04:59:01 am
I've not played the game yet, but from what I've seen, the space jousting almost makes this worth buying, :P
But seriously, dat destruction.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Eclectic Wizard on October 24, 2013, 10:58:01 am
-snipped for retard levels off the chart-
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ScriptWolf on October 24, 2013, 11:01:57 am
I have 25% off coupon if anyone wants send me a PM
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 24, 2013, 02:31:01 pm
Still haven't played a ton, but some more initial thoughts:

-Game runs shockingly well. I haven't experienced any problems with multiple large ships moving and colliding, all while there's tiny bits of debris everywhere.
-Rocket ship behavior isn't really realistic: All pitch/roll/yaw is controlled by magic gyroscopes, and thrusters only translate the ship, not rotate it even if they're off of the center of mass.
-Because of the above, you can accurately recreate any sci-fi space ship you can possibly think of, to scale, and it will work. Then, you can really see whether a star destroyer would win in a fight against the USS Enterprise... well, a demolition derby anyway, because guns are only placeholders right now.
-The only thing that bugs me is the gravity generators*- since they're spheres, when two ships get close to one another, your gravity fields combine and you end up walking on the floor at an angle.
-They say they really want to support modding, which for me mostly alleviates the worry that there won't be anything to do with your awesome creations later on. If they don't think of something, the community will, and there's already a large fanbase.


*They had a whole blog post about different ways they considered implementing gravity and settled on generators influencing force on all people and small ships in one direction while they're withing this sphere. Multiple spheres are additive.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 24, 2013, 11:02:30 pm
Got a 25% off coupon as well. PM for it to anyone.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sirian on October 27, 2013, 11:15:20 am
Bought it, kinda disappointed that there's only creative mode, I don't want to spoil my game experience by having everything from the start :/

Still, it might be good later on...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on October 27, 2013, 02:21:52 pm
*They had a whole blog post about different ways they considered implementing gravity and settled on generators influencing force on all people and small ships in one direction while they're withing this sphere. Multiple spheres are additive.

Build a pole coming off the front of your ship with 500 gravity generators on the end.

Fly close to enemy ship and turn it on.

Watch enemy ship impale it's self on your spike while the enemy crew is helpless to do anything about it because they are pressed against the hull with the force of 500 gravity generators.

Bonus points if you can break physics and use it as a reactionless drive system.

Anyway, after miner wars (which I did not buy, hooray no pre-order ever for any reason rule saving me again) there's no way I'm touching this till it gets rave reviews, but it looks like it could be interesting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Shadowlord on October 27, 2013, 03:19:11 pm
All pitch/roll/yaw is controlled by magic gyroscopes

Those actually exist in real life (http://en.wikipedia.org/wiki/Reaction_wheel), but they apparently don't operate at the kind of turning speeds that popular sci-fi spaceships have on television. Who knows, maybe they could work more effectively with new materials and such in 60 years. Kepler used them (too many have stopped working well enough for it to be able to continue its primary mission).

On the other hand, they say realistic stuff only and then add gravity generators? Is this because it's hard to do hard sci-fi and have it be fun? :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 27, 2013, 05:19:03 pm
*They had a whole blog post about different ways they considered implementing gravity and settled on generators influencing force on all people and small ships in one direction while they're withing this sphere. Multiple spheres are additive.

Build a pole coming off the front of your ship with 500 gravity generators on the end.

Fly close to enemy ship and turn it on.

Watch enemy ship impale it's self on your spike while the enemy crew is helpless to do anything about it because they are pressed against the hull with the force of 500 gravity generators.

Bonus points if you can break physics and use it as a reactionless drive system.

Anyway, after miner wars (which I did not buy, hooray no pre-order ever for any reason rule saving me again) there's no way I'm touching this till it gets rave reviews, but it looks like it could be interesting.
Correction: Currently, gravity drives affect characters only, and at that, only when your jetpack is off. That said, when you fly two ships close to eachother, you're pretty much guaranteed to end up walking at a funny angle.

On the other hand, they say realistic stuff only and then add gravity generators? Is this because it's hard to do hard sci-fi and have it be fun? :P
I don't think they ever said realistic stuff only. They were complaining about the difficulty of creating a system which gets you soft sci-fi gravity aboard ships in a space without an objective 'down' direction that doesn't cause weird side effects and physics implications when simulated, though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on October 28, 2013, 10:35:53 am

The front is not terribly thick. Let's see if I can park it in that little hangar window!

Spoiler: Nailed it. (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 28, 2013, 02:14:41 pm
Heh, you're going to have the experience I had with carriers: The ships inside your carrier still act just like they're in space, and will try their damnedest to stay in one place with their gyroscopes and rockets, thus smashing into your ship. If you break their engines, or turn them off, they just bounce around in zero gravity, probably flying out of the carrier.

Another complaint, I've noticed that ramming a large ship into an asteroid results in it getting stuck in some invisible mesh. I'm sure that's the sort of thing that they're trying to fix right now of course.

I also found it's hard to build stations into asteroids: it seems like you can't place a block whose center is inside the asteroid, which usually means you can't quite make it look like pylons are fully built into the rock. Not that it matters, since you don't NEED to mount your station to an asteroid to make it stationary.

In other news, I HAVE had some fun ramming ships into asteroids to make craters. You can even find gold inside the asteroids, which will be cool in survival mode.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Brotato on November 06, 2013, 01:17:42 pm
Bought this game on a whim.  Absolutely love it.  Definitely my top purchase of 2013 so far. 

IF you guys haven't seen this video yet, you need to check it out: http://youtu.be/BN6F1F9CqLU
That's right! Magnetic docking clamps!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on November 06, 2013, 03:15:26 pm
Bought this game on a whim.  Absolutely love it.  Definitely my top purchase of 2013 so far. 

IF you guys haven't seen this video yet, you need to check it out: http://youtu.be/BN6F1F9CqLU
That's right! Magnetic docking clamps!
Now to see how this applies to missile technology- how can I make thrusters stay on then nobody's in control of them?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on November 06, 2013, 04:12:20 pm
May get this but I'm still unsure. I see a lot of scepticism on the first page but not here. Has it got better over time?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on November 06, 2013, 07:21:13 pm
Well in the short lifespan of its playable alpha, the devs have been updating it pretty consistently. You may wish to wait till they actually implement some more things or multiplayer!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on November 06, 2013, 09:04:10 pm
May get this but I'm still unsure. I see a lot of scepticism on the first page but not here. Has it got better over time?
It's still mostly a non-game, much alike to a pre-survival-mode minecraft with physics. Unless it massively appeals to you, you probably don't lose anything by waiting for more features to manifest. That said, new features are manifesting. A lot of peoples' concern centered on the fear that the game wouldn't be updated much, but right now it's going at a fast pace.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Brotato on November 07, 2013, 12:05:16 am
Bought this game on a whim.  Absolutely love it.  Definitely my top purchase of 2013 so far. 

IF you guys haven't seen this video yet, you need to check it out: http://youtu.be/BN6F1F9CqLU
That's right! Magnetic docking clamps!
Now to see how this applies to missile technology- how can I make thrusters stay on then nobody's in control of them?

Simple, build a cockpit on your "missile", turn off the inertia dampener on both the ship and the missile, bring them both up to speed, then release.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on November 14, 2013, 03:53:31 pm
small update: symetry has been added. Three axis and odd/even symetry.

https://www.youtube.com/watch?v=uDllYDRBMXE&hd=1
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on December 03, 2013, 08:57:09 pm
They added drills back in; Hand and Ship-Mounted. This game is quickly shaping up to be a very fun sandbox. The question now is how long until multiplayer?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 03, 2013, 09:18:29 pm
I am now a spacegineer...  Unfortunately the game is a bit wonky to play, it seems.  Specifically, camera angles are always weird.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 03, 2013, 10:23:27 pm
Well, you can press V for first person if you like. I usually find the camera angles to be fine (maybe adjust with the look-around button, which IIRC defaults to alt) except when I'm digging into a cave or something, which can get really disorienting really fast.

Anyway, just the addition drills is really cool. You can also turn them on ships, but they don't seem to do damage above and beyond ramming, even they metal chunks fly out. I also noticed you can access inventories for stuff like the refinery. I remember earlier I found some metal, if you go and bring that to the refinery does it do anything?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on December 03, 2013, 11:49:22 pm
I don't believe any crafting/material-system has been fully implemented yet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Krath on December 04, 2013, 07:28:16 am
They added drills back in; Hand and Ship-Mounted.

Soon. (http://srwog.velv.net/mecha_images/kurogane.png)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on December 04, 2013, 12:42:11 pm
They added drills back in; Hand and Ship-Mounted.

Soon. (http://srwog.velv.net/mecha_images/kurogane.png)
One thing always bugged me about the Kurogane. I can understand having a huge drill on the front of your ship - it really has a whole lot of uses, not least of which is just being a giant drill on the front of your ship, that enemy commanders/past captains can blithely forget is actually there despite having previously used it. But what is that circular saw doing there?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 04, 2013, 01:31:02 pm
IIRC they've stated that the saw is for dismantling ships. Presumably it returns all the components to you instead of destroying them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on December 04, 2013, 02:53:15 pm
Just saw a video about mining. Three things:

1)Items like rocks are affected by gravity. Not new, but important.
2)When you drop a ton of rocks, they come out as one big boulder, not a lot of little ones.
3)If they go fast enough and are heavy enough, items can do impact damage.

I know what you're thinking. This is bay12 after all.
Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on December 05, 2013, 12:06:34 pm
Double-post for UPDOOT (http://www.youtube.com/watch?v=BuPrara_gis).

Now with motors!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Krath on December 05, 2013, 02:00:10 pm
They added drills back in; Hand and Ship-Mounted.

Soon. (http://srwog.velv.net/mecha_images/kurogane.png)
One thing always bugged me about the Kurogane. I can understand having a huge drill on the front of your ship - it really has a whole lot of uses, not least of which is just being a giant drill on the front of your ship, that enemy commanders/past captains can blithely forget is actually there despite having previously used it. But what is that circular saw doing there?

Well, the same reason as anything else. It looks awesome. And I think it plays a part in actually making the drill work.

On topic though, I'm way looking forward to this. Like really really looking forward to it. The destruction especially appeals to me. Probably because I love breaking things as much as I love building them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 06, 2013, 04:08:27 am
Double-post for UPDOOT (http://www.youtube.com/watch?v=BuPrara_gis).

Now with motors!
WACKY WAVING ARMS FLAILING METAL DEATH MAN!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on December 06, 2013, 05:16:06 am
I want to love this. I love the collision system so much. I had a blast hitting ships against asteroids and then each other.

That said... I find it sort of hard to trust the team. Miner Wars did not really burn me, it just did not seem to fulfill the expectations I had for it.

This is so much better then starforge has turned out be over the last several months what should not be mentioned, and the alpha kind of exceeded my exceptions.

Yet... I still have a nagging worried feeling in the back of my mind about it.

Think jumping on early access games are starting to burn me out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 06, 2013, 05:24:01 am
Well, that's part of what you're signing up for with early access- sometimes you get burned. I've not had the misfortune of doing that but I think it would bug me less than some AAA games I've pre-ordered or bought at full price and ended up sucking.

Anyway, so far the updates here are frequent and substantial enough to instill confidence, in my opinion. There's still plenty of room for them to just stop doing things too early, but for now I enjoy checking out each update and it looks like they'll keep coming for some time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on December 06, 2013, 07:22:07 am
I still haven't bought this, but I will probably end up doing so. Maybe when they implement multiplayer, maybe sooner, I don't know.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 16, 2013, 08:30:37 am
Latest update includes some rotor changes (more useful, but still awkward in terms of UI) and this:

Quote
We have also enabled the rifle (by mistake), but we decided to keep it enabled. Note, that this is not its final functionality but still a work in progress.
Go clone a few small ships (copy/paste function is awesome) and just shoot them to floating, spinning pieces with that little rifle. It's far more fun than it has any right to be.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mesa on December 22, 2013, 05:51:46 pm
I just found out about this game and WOW!
This looks bloody amazing!

I actually heard of it earlier but now I've really got the urge to pick it up.
First question - any ETA on some sort of multiplayer functionality?

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 23, 2013, 05:36:56 am
I just found out about this game and WOW!
This looks bloody amazing!

I actually heard of it earlier but now I've really got the urge to pick it up.
First question - any ETA on some sort of multiplayer functionality?
Nay. While Keen Software House has assured that multiplayer is a main feature they are working on, they refuse to give any kind of preview to updates, saying that they don't want to disappoint anybody by setting deadlines and pushing them back.

Erstwhile, updates have been coming at a steady pace of one substantial feature a week, with the latest one being warheads. The warheads, by the way, are entertaining, although they don't really tend to make as much flying debris as one might like which leaves them feeling a bit sterile.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on December 23, 2013, 08:43:08 am
The steel catwalks make surprisingly effective armor.
Yeah I bought this, and spent five hours making a crude outpost and a fighter.
I think the freaking hangar door is what took me the most time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ICBM pilot on January 02, 2014, 11:32:42 am
I think I just made the most effective escort fighter ever, it can destroy one of those small ships that start by the space station in one shot of its gatling guns too bad it can barely move forwards when it shoots...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on January 02, 2014, 01:11:19 pm
I just found out about this game and WOW!
This looks bloody amazing!

I actually heard of it earlier but now I've really got the urge to pick it up.
First question - any ETA on some sort of multiplayer functionality?
Nay. While Keen Software House has assured that multiplayer is a main feature they are working on, they refuse to give any kind of preview to updates, saying that they don't want to disappoint anybody by setting deadlines and pushing them back.

Funny, last time they said that we never got multiplayer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on January 02, 2014, 02:47:49 pm
I just found out about this game and WOW!
This looks bloody amazing!

I actually heard of it earlier but now I've really got the urge to pick it up.
First question - any ETA on some sort of multiplayer functionality?
Nay. While Keen Software House has assured that multiplayer is a main feature they are working on, they refuse to give any kind of preview to updates, saying that they don't want to disappoint anybody by setting deadlines and pushing them back.

Funny, last time they said that we never got multiplayer.
I don't know, I go to spaceengineersgame.com, and the first thing I see is a picture showing four different-color "spacemen" in the same environment. Plus it's called "Space Engineers", plural. This game is the kind of game that's going to become pointless faster than unmodded Minecraft if it doesn't have multiplayer at some point.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ICBM pilot on January 02, 2014, 07:16:16 pm
I just found out about this game and WOW!
This looks bloody amazing!

I actually heard of it earlier but now I've really got the urge to pick it up.
First question - any ETA on some sort of multiplayer functionality?
Nay. While Keen Software House has assured that multiplayer is a main feature they are working on, they refuse to give any kind of preview to updates, saying that they don't want to disappoint anybody by setting deadlines and pushing them back.

Funny, last time they said that we never got multiplayer.
I don't know, I go to spaceengineersgame.com, and the first thing I see is a picture showing four different-color "spacemen" in the same environment. Plus it's called "Space Engineers", plural. This game is the kind of game that's going to become pointless faster than unmodded Minecraft if it doesn't have multiplayer at some point.
Or they could take the  easy way out and do what they did with miner wars...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on January 17, 2014, 03:04:10 am
MULTIPLAYER IS OUT!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: FritzPL on January 17, 2014, 03:16:18 am
15 euro for a game not even out yet made by people that failed to deliver before?

Spoiler (click to show/hide)

the russians are going to love this though
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on January 17, 2014, 03:35:08 am
15 euro for a game not even out yet made by people that failed to deliver before?

Spoiler (click to show/hide)

the russians are going to love this though
It's not worth 300 rubles at the moment, either. Maybe once it has a bit more purpose in single play, and/or goes on sale...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 17, 2014, 05:13:13 am
MULTIPLAYER IS OUT!
YEEEEESSSSSS

So, is anyone hosting? I'd love to, but I can't because I'm in a dormitory and can't forward ports or anything.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on January 17, 2014, 12:38:15 pm
I'll try and host, i'll give an update if I can get it


EDIT: server is up, you'll have to add me as a friend on steam to join (SteamID: scoopdjm (scoopbeard))

EDIT: server down, its weird.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 04, 2014, 04:44:29 pm
Updates: After several iterations, multiplayer sucks less, chat is implemented.

So, anyone?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wardo on February 04, 2014, 05:35:05 pm
I've been following this game and waiting for multiplayer, but what can be done in multiplayer? Is it kind of like Garry's mod? Can we make a contest to see who can design the best DF inspired floating piece of space junk, I mean, ship?

An average looking sci-fi ship... with a long decorative beard! A ship in the shape of a pickaxe which flies spinning like a murderous boomerang. A golden ship in honor of the beloved object of our dreams, the Carp.

These are my entries. I'll instruct my dwarves to build them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: KingofstarrySkies on February 06, 2014, 07:47:47 pm
Sweet jesus, I wish I had this game. Goddamn my lack of !!MONEY!!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Brotato on February 06, 2014, 11:24:27 pm
Are there any official servers? If not, where can I find a decent private one to play on?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 06, 2014, 11:27:53 pm
Are there any official servers? If not, where can I find a decent private one to play on?
There aren't official servers, but there's a server browser. You can find one and drop in pretty easily.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Lukewarm on February 07, 2014, 10:38:51 pm
Sweet jesus, I wish I had this game. Goddamn my lack of !!MONEY!!
I imagine that if you had !!MONEY!!, you soon wouldn't have any money at all.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chattox on February 19, 2014, 02:06:57 pm
Just picked up this game on sale, no idea what the hell I'm doing but I crashed one ship through another and it was awesome. Does Bay12 have a server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 19, 2014, 05:34:43 pm
Just picked up this game on sale, no idea what the hell I'm doing but I crashed one ship through another and it was awesome. Does Bay12 have a server?
I've figure out that, despite being on college internet connection, I'm technically capable of hosting a server.

So, for now, Bay 12 Server is up. This is just running on my laptop and there's no dedicated server function, so it's coming down when I go to bed/laptop gets hot/whatever. With any luck though, I'll keep using the same map later and we can build some really huge stuff (hardware permitting). Also, weapons are off to prevent lag, since firing rockets causes lag on every server I've been on.

Just look for Bay 12 Server in the public list.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: KingofstarrySkies on March 04, 2014, 03:56:34 pm
Finally got the game, sweet jesus it's fun. I'm still working on the BUILDING bit, but flying and destroying the ships is understood. I've been loving smushing ships together.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on March 13, 2014, 09:46:58 pm
A new update just came out for "Space Engineers" that adds a survival mode as well as new starting maps and a number of other things.

Spoiler: Features (click to show/hide)

Full change log here on their forums. (http://forums.keenswh.com/post?id=6803265)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on March 13, 2014, 10:40:24 pm
Is anyone hosting a survival server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: gomez on March 19, 2014, 07:07:39 pm
I bought this today I find chasing after the small  crack rocks you mine is anoying so I'm working on a ship like a flat bed truck with a  massive grav generator to collect my space rocks for me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on March 19, 2014, 08:45:37 pm
The drills for ships suck the rocks into them and store the rock in a little container accessible on the drills side, but yes, mining with a gravity generator on makes it much less hassle. You can also hold down the pickup button and move the targeting crosshair over rocks to pickup as well rather than pressing it over and over.

Here's a channel I've found that might give people some ideas for constructing things. (https://www.youtube.com/user/LastStandGamers/videos?view=0&flow=grid)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Brotato on March 19, 2014, 10:33:26 pm
Is there a way to resupply generators and weapons from inside the ship? I think it's incredibly frustrating having to go to each individual generator just to add fuel.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 04, 2014, 01:42:54 pm
Picked this game up a few days ago and it's been fun, so far!

Now that I (think) I've finally gotten the hang of it, I think this thread deserves a small bump to see if anyone else here fancies playing it multiplayer?
I can host, but only at certain times of the day.

I would go to the public servers, but I'd rather not get gunned down or run over the moment I spawn in.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on April 05, 2014, 01:20:19 pm
Just created a server, called it Bay 12. If anyone wants to play today feel free to hop on!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 05, 2014, 02:54:47 pm
Doesn't appear in the server list.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sting_Auer on April 05, 2014, 02:59:45 pm
I can't wait until this goes on sale, I'm going to by a 4-pack so that me and my brothers, plus our friend, can all play together! I'm thinking that we're either going to design a frigate of some sort with gun turrets, or multiple single-man ships for PvP.

For surviving meteors though, we're going to find a big asteroid cluster and set up shop inside of it. After we have the resources we'll make a "net" of sorts to stop the meteors from actually damaging our base. If it's possible, we'll try shooting them down with bulletspam.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 05, 2014, 03:02:45 pm
I eagerly await people building grouped ships.  4 man ships vs 4 man ships sounds amazing.  Now I wonder wtf happened to corneroids...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ozyton on April 05, 2014, 03:07:01 pm
I eagerly await people building grouped ships.  4 man ships vs 4 man ships sounds amazing.  Now I wonder wtf happened to corneroids...
Artemis Bridge Simulator/GoIO + Spacegineers
Sounds like a fun time =3
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sonlirain on April 05, 2014, 03:28:40 pm
So i hear the creators decided to troll people with solar panels. they are not only barely effective but they also have planned asteroids flying around and wrecking them all the time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 05, 2014, 03:32:03 pm
So i hear the creators decided to troll people with solar panels. they are not only barely effective but they also have planned asteroids flying around and wrecking them all the time.
Both are already in - the panels and the meteors.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 05, 2014, 06:21:11 pm
So i hear the creators decided to troll people with solar panels. they are not only barely effective but they also have planned asteroids flying around and wrecking them all the time.
Yeah, thought it was a strange coincidence those two patches turned up so close together.


...Okay, my internet limits have just turned off, so I'm gunna give a shot at hosting.
I'm going to keep it set on "Friends only" as, from what I can tell, there just aren't the tools to run a public server yet.
Some sort of password protection option would have been nice!

At any rate you'll need my steam profile to connect. And here I am. (http://steamcommunity.com/id/rtezfahr/)
You can either add me as a friend, or just drop me a message. (As I believe that it's possible to send invites through chat windows.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 05, 2014, 06:34:43 pm
Man, Steam has one of the most obtuse get-together systems ever...  Actually trying to message someone who's not on your list is difficult, and trying to add someone who has an extremely common name is also difficult...

Spacegineers Steam Group, then?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 05, 2014, 06:38:54 pm
Spacegineers Steam Group, then?
DO'H! I knew there was somewhere I should have been hiding.
I was in the Bay12 group chat, but I'm in the Spacegineers group too now.
Hopefully I'll be as contactable as possible.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on April 05, 2014, 06:53:42 pm
What chat are you using? Which group ? I will try to get together with everyone but I'm worried my router settings is making my game invisible.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 05, 2014, 07:34:42 pm
Join the steam chat through the game's HUB, it's just a generic group generated for every game that's got a store listing.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 05, 2014, 07:35:24 pm
The chat attached to this group. (http://steamcommunity.com/games/244850)
I was hosting until a second ago, seems my game crashed. Will be rehosting shortly!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on April 05, 2014, 10:22:14 pm
Are we still mucking about in this? I might join in if that's the case.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 12:49:10 am
I am actually interested in this somewhat with the survival mode being added
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 01:05:28 am
Multiplayer survival is a thing, which means so is multiplayer combat.  It's starting to get good.

Be warned that survival mode is SLOW.  It takes quite a while to build and to deconstruct.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 02:00:06 am
yes which kinda forces some sense of teamwork...which is good most the time...The multiplayer limit is only 16 right now which is kinda meh...would love to see a 16 vs 16 survival death match...8 vs 8 or 4 v 4 v 4 v 4 can work I suppose
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alway on April 06, 2014, 02:15:15 am
Huh, seems this game is actually interesting now. Though my solo survival was nearly wrecked when an asteroid took out the med station at spawn. I only got my new one up with 2% energy left in my suit. :P

And weapons work now, so that's nice.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 06:51:46 am
Huh, seems this game is actually interesting now. Though my solo survival was nearly wrecked when an asteroid took out the med station at spawn. I only got my new one up with 2% energy left in my suit. :P

And weapons work now, so that's nice.
For a noob, turn meteors off.  Otherwise, fly into a nearby asteroid as soon as you can.  If you've made one of the starts that already has some large ships, you might be better off deconstructing parts of them and rebuilding a Heavy Armor bunker.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mookzen on April 06, 2014, 08:53:21 am
Is the PVP epic, or is it more like nerds playing hide and seek ?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 06, 2014, 09:29:18 am
Is the PVP epic, or is it more like nerds playing hide and seek ?
I'd say it's not epic yet, but has the potential to be later.

...Though, I don't think I know any pvp game that couldn't be described as nerds playing hide and seek.


I'm interested in hosting again sometime, but I'm going to be out of the house tonight.
I'm also contemplating turning low frequency meteor strikes on my bay12 save. Since we're all huddled in an asteroid, I don't see that it'll make much difference though.

What chat are you using? Which group ? I will try to get together with everyone but I'm worried my router settings is making my game invisible.
Could it be your game settings? What online mode are you on?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 09:30:29 am
Is the PVP epic, or is it more like nerds playing hide and seek ?
I've actually not heard of anyone having pvp yet.  Actual combat would seem to be legit, as it's mainly your ship's maneuverability and armor vs the enemy's firepower.  Current dynamics seem to favor fighters for combat, but really encourage boarding the enemy and stealing their ship, because resources are a bit of a big deal.

I'm expecting to see ideal fleet design end up being individual fighters that strap themselves onto a mining barge with processing facilities and 1-2 mining shuttles.  Large ships are cool, but mostly present large targets.  Large-scale conflicts are likely going to be much more about stealth and having your important items be hidden, while able to throw disposable fighters out to combat the enemy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 10:23:42 am
The weapon reload mechanic comes into play too...I can see a flagship actually being run by a few people...not just one person with a big ship...similar to guns of icarus
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aklyon on April 06, 2014, 11:03:03 am
So, this is by the people who did Miner Wars. Is it more crap?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 11:25:33 am
So, this is by the people who did Miner Wars. Is it more crap?
Would it be top page of Other Games without any ranting, if it were crap?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aklyon on April 06, 2014, 12:20:55 pm
Probably not. But the diablo thread has been up here before ;P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 12:27:55 pm
I never played miner wars...but this game seems to have its shit together for the most part...at least I haven't noticed any glaring atrocities
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 06, 2014, 04:01:09 pm
Having played a bit of survival, I'm not a fan of how it's balanced. Since there's not really things you can make -individual blocks that is- that are cool but you don't need, and there's a wide variety of resources, a basic ship pretty much uses every resource. There's not much of a sense of progression.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 04:29:00 pm
Given that this is the first rendition of it I imagine it will get altered in time...we will see I suppose...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on April 06, 2014, 05:18:39 pm
So, this is by the people who did Miner Wars. Is it more crap?
Its what miner wars should've been.

As in its the game I actually bought when I preordered miner wars, I said I wasn't going to pay twice for the game...
...but I'm weak - damn you steam sales! DAMN YOU!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 05:22:21 pm
So, anyone want to pull up a server?  I think we could have an interesting setup if we split into teams, and have maybe 1-2 days to build ships, and then have a fight before having another 1-2 days to recoup, and keep repeating until something gives.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 05:43:36 pm
I was thinking something similar...I would love to do some sort of team game with this.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 05:49:27 pm
I was thinking something similar...I would love to do some sort of team game with this.
Done in survival mode, I think it'd be amazing.  We could really see the difference between being able to scavenge materials, and the value of stealing whole ships for the loot.  Kept up in the same game, we could see some interesting economics.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 06:39:08 pm
Sounds like we need about 6-14 more people :D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on April 06, 2014, 06:54:13 pm
I just bought this, so I'd be willing to give it a shot if we had a server.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on April 06, 2014, 07:05:55 pm
I've played this game TOO MUCH this weekend. I have had a lot of fun in survival mode, but I think there needs to be quite a few gameplay changes before everyone really rolls out in MP.

1) Crafting takes too long. If you have every resource in hand, the most basic miner ship takes 30 minutes for one person to do.
2) Refining takes too long. Even at 10x refining speed, it took my refiner something like 40-50 minutes real time to smelt a stack of roughly 8k nickel.

Assembly speed is almost correct at 10x. Otherwise, you'll be waiting all day for stuff to get made.

Some questions I have -

Has anyone seen asteroids regenerate? I have lost several tunnels before with no reason why. And don't say, "You just got lost and couldn't find them" - this was near my station entrance. There is NO WAY I could have lost track of where the entrance was.

I hate the cargo ships. I've successfully claimed quite a few, but it's a pain in the butt and you better be on a server with zero lag. I think they could find a better way to do this in the future and let them be stopped. Maybe a mini game or something, rather than trying to hijack on the fly. Has anyone had any luck? Has anyone taken a Private Sail successfully?




 
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 06, 2014, 08:16:15 pm
I have lost tunnels in the same manner before as well...

as for the times...that to me seems fitting for multiplayer...idk I prefer slower paced stuff...I didn't really like minecraft cause it took a VERY short amount of time to get all the best stuff and then it was just like being in creative mode...which I didn't care for. Also makes multiplayer make sense and be of actual use. It seems more realistic and survival like if it actually take 2-3 people to build a ship quickly
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 06, 2014, 08:28:31 pm
I think the time of welding parts would make more sense if you could attach existing ships together.  If that were in, we could repair damage to ships by stealing an enemy's ship, cutting out a chunk of it, and welding it to the side of the damaged ship.  As it stands, you have to disassemble and reassemble if you want to salvage a wreck.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alway on April 06, 2014, 09:46:33 pm
I've played this game TOO MUCH this weekend. I have had a lot of fun in survival mode, but I think there needs to be quite a few gameplay changes before everyone really rolls out in MP.

1) Crafting takes too long. If you have every resource in hand, the most basic miner ship takes 30 minutes for one person to do.
2) Refining takes too long. Even at 10x refining speed, it took my refiner something like 40-50 minutes real time to smelt a stack of roughly 8k nickel.

Assembly speed is almost correct at 10x. Otherwise, you'll be waiting all day for stuff to get made.

Some questions I have -

Has anyone seen asteroids regenerate? I have lost several tunnels before with no reason why. And don't say, "You just got lost and couldn't find them" - this was near my station entrance. There is NO WAY I could have lost track of where the entrance was.

I hate the cargo ships. I've successfully claimed quite a few, but it's a pain in the butt and you better be on a server with zero lag. I think they could find a better way to do this in the future and let them be stopped. Maybe a mini game or something, rather than trying to hijack on the fly. Has anyone had any luck? Has anyone taken a Private Sail successfully?
You could just make more refineries. Though I've never really had an issue with that so far; you can shove in tons of ore, then just walk away with no further input and it will process without bothering you. Usually, I just go back to mining or such while it processes my previous load and it finishes before I return with more.

I'm not sure what it is asteroids do, but it's weird. I saw a roid made of tons of iron and gold just up and decide to turn into a completely barren rock. I've also seen the asteroids fall and hit them, creating craters and apparently leaving some minerals behind which weren't there before. So yeah, weirdness. Cargo ships are pretty easy in solo mode at least. The trick is to turn off your inertial dampeners (z key) and match speed. Pretty easy. Only thing you have to look out for is buggy physics that may instagib you on occasion. Haven't tried in MP yet though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 06, 2014, 09:59:22 pm
If I can actually get this I will be in this.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on April 06, 2014, 10:13:33 pm
I've got one map with three refineries to smelt resources. Building them on top of the assembly like in the pre-set area means the bars move over to the assembly automatically.

Still, making something like a large engine takes a stupidly huge amount of resources. 950 steel plates or something, along with all the engine parts means mining more holes right through asteroids.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ShadowHammer on April 06, 2014, 11:11:16 pm
If I can actually get this I will be in this.
Same for me, but I don't expect to be able to get it anytime soon.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 07, 2014, 02:53:12 am
I can host a server if there's enough demand for it

How many people would we have interested?


EDIT

Kinda short notice but space engineers is on sale on steam for the next six and a half hours
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 07, 2014, 10:45:48 am
I think we're in the order of ~6 people interested right now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on April 07, 2014, 12:26:46 pm
I think we're in the order of ~6 people interested right now.
7.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Drakale on April 07, 2014, 01:44:32 pm
8, Count me in.

I really hope you can save a blueprint of your ships at some point for easy reloading and exporting.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 07, 2014, 01:46:09 pm
Sounds like we need to get organized, then...  First determine who's hosting, then... schoolyard style?  Two captains, and we pick our crew from the lot?  We'll spend a day or two collecting and building, and then agree to a combat at a location.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Drakale on April 07, 2014, 02:01:17 pm
I vote the captains to be chosen in a contest of beards, prosthetic allowed for the unendowed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 07, 2014, 02:21:42 pm
9.

I'd be happy to host again, but I think my terrible graphics card was causing lag for the two people who were online last night.

I say the captains should be chosen from the people who have the best leadership qualities.

Also, shall I try and commandeer us a channel on Kael's DFC Teamspeak?
I think they'd be okay with that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 07, 2014, 02:31:31 pm
All of that sounds like a good idea.  I'd propose myself and Fayrik for captains, because it is her server :P  (I'm assuming female due to profile context.)

The actual combat promises to be weird.  Destroying hull isn't a big deal, I think, as iron is fairly plentiful, but having access to the uranium and nickel and stuff in the components is pretty important.  I'm suspecting hull breaches and rushes into the valuable engines to be fairly common.  Full-scale ship destruction isn't profitable.

Either way, I'm suggesting the first rounds of combat be open.  No rules, except for the time of the engagement.  Big ships, fighter swarms, missile spam, etc.  We'll just see what works and what proves economical to keep using.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 07, 2014, 04:32:29 pm
All of that sounds like a good idea.  I'd propose myself and Fayrik for captains, because it is her server :P  (I'm assuming female due to profile context.)
It's him, but I don't really mind if I get referred to as her.

Also, I was mentioning how terrible my hosting was last time since someone else offered to host.  :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on April 07, 2014, 04:43:35 pm
I haven't even got around to launching the game yet, but would like to multiplay with people to learn with others.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 07, 2014, 05:55:24 pm
9.

I'd be happy to host again, but I think my terrible graphics card was causing lag for the two people who were online last night.

I say the captains should be chosen from the people who have the best leadership qualities.

Also, shall I try and commandeer us a channel on Kael's DFC Teamspeak?
I think they'd be okay with that.



Your video card wont lag other people

And don't worry i'll host as i have a I7 4770K

As for captains you and girl can lead the sides i prefer digging and killing :P

As for teamspeak don't worry about that i have a server that's almost never used

hqspeakus1.teamspeak.net:24465

Add me on steam and i'll get the server going today ...steam name is Ruskin
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on April 07, 2014, 06:22:38 pm
9.

I'd be happy to host again, but I think my terrible graphics card was causing lag for the two people who were online last night.

I say the captains should be chosen from the people who have the best leadership qualities.

Also, shall I try and commandeer us a channel on Kael's DFC Teamspeak?
I think they'd be okay with that.



Your video card wont lag other people

And don't worry i'll host as i have a I7 4770K

As for captains you and girl can lead the sides i prefer digging and killing :P

As for teamspeak don't worry about that i have a server that's almost never used

hqspeakus1.teamspeak.net:24465

Add me on steam and i'll get the server going today ...steam name is Ruskin
Added.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 07, 2014, 06:49:52 pm
Ruskin what? like location or something...Ruskin gives me about 250 results
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 07, 2014, 06:54:06 pm
Ruskin what? like location or something...Ruskin gives me about 250 results
Yeah, you can't just add someone by name.
Link your profile, or better yet, get in the Space Engineers group chat. I'll be along in awhile.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 07, 2014, 07:03:52 pm
Oh? didn't know my name was so popular ....my bad :P

http://steamcommunity.com/profiles/76561198055213949/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on April 07, 2014, 07:40:35 pm
Oh? didn't know my name was so popular ....my bad :P

http://steamcommunity.com/profiles/76561198055213949/
Ruskin what? like location or something...Ruskin gives me about 250 results
Yeah, you can't just add someone by name.
Link your profile, or better yet, get in the Space Engineers group chat. I'll be along in awhile.
I just picked the one with the bay12 group in the profile, worked just fine.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 07, 2014, 07:46:54 pm
I just picked the one with the bay12 group in the profile, worked just fine.
Not even seeing him in the search at all.
Silly steam.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on April 07, 2014, 07:48:47 pm
I just picked the one with the bay12 group in the profile, worked just fine.
Not even seeing him in the search at all.
Silly steam.
Really? Second from the top for me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Xazo-Tak on April 07, 2014, 07:51:01 pm
The developers for Space Engineers are terrible.
They're raking in a vast amount of money for the poor job they're doing, still leaving a large percentage of buyers completely unable to play the game.
They're refusing me a refund as I complain that I want my $20 back to give to Toady instead.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on April 07, 2014, 07:55:17 pm
The developers for Space Engineers are terrible.
They're raking in a vast amount of money for the poor job they're doing, still leaving a large percentage of buyers completely unable to play the game.
They're refusing me a refund as I complain that I want my $20 back to give to Toady instead.

What seems to be the problem?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 07, 2014, 07:55:32 pm
Hey look, its one of the catabashers friends.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 07, 2014, 08:06:43 pm
it was like 3 pages in for me
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: werty892 on April 07, 2014, 08:16:42 pm
I might pick this up, how hard is it to run? I assume a bit higher than Minecraft level, but not that much.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 07, 2014, 08:19:18 pm
I might pick this up, how hard is it to run? I assume a bit higher than Minecraft level, but not that much.


http://www.spaceengineersgame.com/system-requirements.html
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: AnalysisFailed on April 07, 2014, 08:38:37 pm
After reading the last page, I think that'd make me 10. Not terribly experienced as all I've played was five or six hours at the turn of the year. Trying the survival now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Drakale on April 07, 2014, 09:02:04 pm
Is there a way to start with fixed starting resource for both platforms? I feel like it would be more doable than 5 hours of mining for like 2 minute of total destruction.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on April 07, 2014, 09:03:53 pm
well its gonna be over the span of a few days and you start with individual survival ships...we will figure out the rules and tweak them when we get things going. We will also probably have the refinery and assembler at 3x speed
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 07, 2014, 09:15:36 pm
Hop on teamspeak if you want to talk about the rules and w/e

We're all in the space engineers tab right now

hqspeakus1.teamspeak.net:24465
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on April 07, 2014, 10:49:14 pm
I'll join in if that's fine, #11. Will we be focusing on building things or...?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 07, 2014, 10:58:28 pm
I'll join in if that's fine, #11. Will we be focusing on building things or...?


We're still deciding on the rules but as it stands we're planning on 3 days of build time then waging war with 2 teams of 8 players each
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Fayrik on April 08, 2014, 08:11:38 pm
Due to crazy schedules, I'm not standing for team captain. Anyone thinking of standing might want to apply now!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on April 08, 2014, 08:37:17 pm
Server is online now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on April 10, 2014, 01:00:32 pm
I added Ruskin as a friend but I'm still not seeing any server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ruskin on April 10, 2014, 04:53:38 pm
I host at night because that's when most people join

Whenever you see me playing space engineers on steam just right click my name and join the game
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on April 22, 2014, 11:42:06 am
Conveyors are in and working, along with Connectors (for spewing or receiving items between ships), and Collectors (wider than Connectors, but receiving only, best with a gravity generator to pull in it's direction).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on April 22, 2014, 01:36:39 pm
Connector does both o.O?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on April 22, 2014, 06:44:30 pm
Connector does both o.O?
Yea, you're right, it doesn't. Just spews.
It should.. but it should also be a docking kind of element, not a spewer, particularly seeing as the Larger version's top matches the small version's opening.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on April 22, 2014, 06:47:49 pm
Right now they are supposed to simply spew items as a quick and dirty working veersion but they have much more in store for that system i heard. This was just to reach the week rlease schedule and give us a taste untill they flesh it out more. Also coming this week is most likely wheels with conveyor system completion. But that is just me speculating.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Knave on April 25, 2014, 09:42:55 am
Wheels are in now, so you can make your moon buggy, though I don't know how well it would work on a non-flat surface.
Also added are auto-turrets that will actually shoot incoming meteors!

http://forums.keenswh.com/post?id=6865865 (http://forums.keenswh.com/post?id=6865865)

Too bad my current realistic survival world is borked now. :/ Guess I'll have to start again!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on April 25, 2014, 09:56:53 am
Not really sure what to do in survival mode once I've cannibalised the crashed ship for parts needed to make a refinery, assembler and medical room.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 25, 2014, 10:01:42 am
Connector does both o.O?
Yea, you're right, it doesn't. Just spews.
It should.. but it should also be a docking kind of element, not a spewer, particularly seeing as the Larger version's top matches the small version's opening.
Yeah, according to the update notes, this is temporary. They just tossed the unfinished feature in so we could see what they were working on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Knave on April 25, 2014, 10:09:13 am
Not really sure what to do in survival mode once I've cannibalised the crashed ship for parts needed to make a refinery, assembler and medical room.

I find the crashed ship actually gives quite a bit of resources and let's you build up too quickly. I like the blank station start a little better. starts you off with the assembler, refinery and med room, but no other resources. Takes a long while to get the minerals you need to build a small mining craft and even longer to get the stuff you need for a full-sized ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 25, 2014, 02:19:30 pm
On the wheels, check out the LastStandGamers.
If the update video he showed a car that worked well on ramps.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on April 25, 2014, 04:30:25 pm
On the wheels, check out the LastStandGamers.
If the update video he showed a car that worked well on ramps.
He also built a fucking land raider, that also work well on ramps, and shoot stuff.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 25, 2014, 05:04:36 pm
I saw.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Lukewarm on April 26, 2014, 03:40:33 pm
There are many things I wish I could run, and this is one of them. Definitely looks interesting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on April 28, 2014, 09:57:59 am
I built a "weapon" that I call a massive torque arm, but I kind of lack a proper ship to test it against, as it chops the stock ones in half with ease. Is there some way for people to share created ships other than just sharing the saved games they were made in?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on April 28, 2014, 10:05:35 am
I vaguely remember reading you could copy and paste a creation from one game to another, but I've never done it myself. This is using the in game copy+paste where you can make multiple copies of a ship by Ctrl+C (I think) and clicking where you want to place the copy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 28, 2014, 10:51:27 am
Yeah there's a way to paste in ships from another save file. Not sure if you have to do anything special to make it work, or just CTRL+C and join another game.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 28, 2014, 01:21:49 pm
I built a "weapon" that I call a massive torque arm, but I kind of lack a proper ship to test it against, as it chops the stock ones in half with ease. Is there some way for people to share created ships other than just sharing the saved games they were made in?
...dare I ask what this is?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on April 28, 2014, 01:44:41 pm
I built a "weapon" that I call a massive torque arm, but I kind of lack a proper ship to test it against, as it chops the stock ones in half with ease. Is there some way for people to share created ships other than just sharing the saved games they were made in?
...dare I ask what this is?
When you hear the words "massive torque arm", what do you imagine? I just called it like I saw it.

Spoiler (click to show/hide)

This is a prototype, working on one axis only. It can be multijointed to strike at any angle, limited only by the geometry of the point of origin.

edit: added a third pic for some more clarification. I'll try to build an upgraded one once I make a more fitting target for it.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on April 28, 2014, 02:04:57 pm
Is that... is that an axe?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 28, 2014, 02:08:32 pm
It says so later on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on April 28, 2014, 02:24:34 pm
very interesting, though not sure how well the ax works, practically.  A sword blade would make more since, because you're unlikely to always hit the enemy with the blade of the ax.  I'm now also debating how to make it two-axis, and automatically fold away.  If the motors were given low speed and low torque, and assigned to return to a default position, then you could effectively man and swing it freely, and then when you stopped providing control input it would slowly fold itself back into a sheathed position (ie, down the length of the mounting vessel).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 28, 2014, 02:43:31 pm
It might be an interesting idea to have a piston thing.

Think kinetic torpedo that is pulled back in via piston.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on April 28, 2014, 02:44:52 pm
Yes, the original design was a sword. However due to the forces involved, the sword was rather rapidly becoming shorter with use. The axe head gives a little extra matter to work with.

Spoiler: Another test (click to show/hide)

Axe damage: moderate, noticeable.
Ship damage: substantial, severely impaired maneuverability (no more gyros).

It's a powerful, but hilariously impractical weapon. I wonder what will happen if I make it even bigger? There's no limited physics range here, right, only visibility?

It might be an interesting idea to have a piston thing.

Think kinetic torpedo that is pulled back in via piston.
At this point, I'm thinking trebuchet. :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 28, 2014, 04:35:31 pm
Someone made one. It worked well.

Well, ornager.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ygdrad on May 15, 2014, 11:33:18 am
This week's update, amongst other things has added a "if it moves, kill it" setting to turrets. Those free floating derelicts are a little more scary now and you can do some nice weapon testing now. Also, large ship missile turrets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on May 15, 2014, 11:43:16 am
What about an arrow design?

Anyway, this is getting more and more interesting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ygdrad on May 19, 2014, 07:37:49 am
Someone on the main SE forums inspired me to try an extreme survival challenge. Start in an empty universe with meteors on Armageddon with cargo ships as only materials. Should be a fun and challenging way to try to build a large ship. Wondering if anyone would like to join in on the challenge. Could be loads of fun in multiplayer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on May 19, 2014, 07:31:29 pm
Someone on the main SE forums inspired me to try an extreme survival challenge. Start in an empty universe with meteors on Armageddon with cargo ships as only materials. Should be a fun and challenging way to try to build a large ship. Wondering if anyone would like to join in on the challenge. Could be loads of fun in multiplayer.
This sounds like a great idea.  I would want in on this.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on May 31, 2014, 07:52:04 am
Dedicated servers are now a thing:

http://forums.keenswh.com/post?id=6921544
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: stabbymcstabstab on June 26, 2014, 03:22:43 pm
Anyone still play this and got hints on how to not fail at this?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on June 26, 2014, 05:18:47 pm
Well hard to fail when there is no goal....
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on June 26, 2014, 05:21:20 pm
Dont build engines inside your ship, it will melt
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: stabbymcstabstab on June 26, 2014, 05:46:57 pm
Well hard to fail when there is no goal....

It's surprisingly easy to fail when you forget to make your ship able to turn.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on June 26, 2014, 05:57:16 pm
Well hard to fail when there is no goal....

It's surprisingly easy to fail when you forget to make your ship able to turn.
That's not failure, it's success in one dimension!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jhxmt on June 28, 2014, 10:10:41 am
Ship-based drills, particularly those on Large Ships, are so much better and more convenient than your hand drill.  Not only to get mine more, but they automatically pick up what they mine - jetting around space trying to pick up all the cobalt I've just drilled is the bane of my life.  :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on June 28, 2014, 12:44:36 pm
how the single player survival part going? what's the current game like?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on June 28, 2014, 01:15:56 pm
I've just gotten the game but have been playing quite a lot today. If anyone would like to join me in a survival asteroid start let me know.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Facekillz058 on July 02, 2014, 09:13:10 am
I feel kind of pitiful asking this, but does anyone have a spare copy of the game?
I've been wanting this for a while but I've not been financially able.
I do have $5 or so in TF2 items, a 25% off coupon for Pixel Piracy, and some Steam Trading Cards I'm more than willing to part with, though I know that won't cover the cost of the game even by half.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Shadowlord on July 02, 2014, 12:48:42 pm
I think everyone and their little dog too has those pixel piracy coupons (I have two for some reason...).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Skyrunner on July 05, 2014, 12:01:07 am
This game is confusing!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on July 05, 2014, 01:56:56 am
So, there's factions and block ownership now.

Anyone tested these features out? I've not gotten great performance on multiplayer servers so I haven't really tried it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Shadowlord on July 05, 2014, 08:14:44 am
I've not gotten great performance on multiplayer servers so I haven't really tried it.

Is that because it's against the terms & conditions to pay for a server, or because there's no linux dedicated server, I wonder?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on July 05, 2014, 10:54:55 am
I've not gotten great performance on multiplayer servers so I haven't really tried it.

Is that because it's against the terms & conditions to pay for a server, or because there's no linux dedicated server, I wonder?
Wow, aggro much...?

It's worth noting that like, one entire update was to increase multiplayer smoothness, so depending on the last time you tried multiplayer, it may have gotten better since then.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ollobrains on July 14, 2014, 09:53:49 pm
starmade is much further along and its still in alpha
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on July 14, 2014, 09:58:16 pm
I've not gotten great performance on multiplayer servers so I haven't really tried it.

Is that because it's against the terms & conditions to pay for a server, or because there's no linux dedicated server, I wonder?
Wow, aggro much...?

It's worth noting that like, one entire update was to increase multiplayer smoothness, so depending on the last time you tried multiplayer, it may have gotten better since then.
Wich was reverted back before the improvement the patch after.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 14, 2014, 10:18:47 pm
starmade is much further along and its still in alpha
Both have their own reasons to be good, starmade from the planets, the fighting systems and the style, whereas spaceengineers tries to be more psudorealistic.

besides, gravity drives and cars. You cant to that shit in starmade.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on July 23, 2014, 09:00:40 am
My first game was the Lone Survivor map with ships enabled. I quickly bogged myself down with a backlog of pirated ships and a completely full large cargo hold on the starting station.

I then started on the crashed ship scenario with ships disabled, which was an absolute blast. Turns out the cargo holds on the ship contain most of what's needed for a very basic, if under-powered, mining ship.

My ships are perpetually under-powered. One small ship, six extremely cheap thrusters (1x1x1, don't burn the surroundings) added by the AAA mod pack, gyro, light, ore detector, two drills, and a small reactor. I hover at 30% going in a straight line. It might also be a little light-weight. Using the drills on an asteroid flings the ship all over the place.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Matz05 on August 25, 2014, 08:45:48 pm
So... I saw that this game was awesome and eventually got it -- because it is awesome.
The main thing bugging me about it ls lack of a Linux port and poor Wine support (I eventually got the 32bit version working with no sound or file integrity checks, but some severe graphics issues (spotlights, turret lasers, placement interface, muzzle flashes, etc. render as black voids), intermittent (and probably easily solvable) control issues, and general sluggishness make it less than enjoyable), but as I have a (almost unused in the past months until I got Space Engineers) Windows partition on my gaming PC, that's fine. Pity I won't be able to play at University though.

Are all the aforementioned servers dead, or is there still somewhere I could play with Bay12 people? A Bay12 server or a Bay12 faction on another server? Creative or survival, vanilla or modded, I just think the game will be even more awesome played with awesome people.

On the subject of gravity cannons, after seeing a youtuber (I think it was LastStandGaming) showcasing a Workshop ship, I experimented with rock-throwing cannons in Creative mode. Turns out you can use the same gravity generators as a gravity cannon AND a hyperdrive. Therefore, I made a 'freighter' that had what was apparently some kind of crew compartment (place for your assemblers, refineries, medbay... maybe some more cargo...) behind the front cargo containers actually full of armoured gravity generators (and a tiny pilot station in the back). It generated a 20g field (some SCIENCE is needed to find the speed limit for ore boulders, and the most efficient way to reach it, as mine was using less than half of the length of each generator's field) for a fair distance in front of it, and could either drop cargo from front connectors (this breaks it up into smallish (336?) boulders that still went through at least one block of station heavy armour) or turn on artificial mass blocks for rapid escape acceleration or RAMMING SPEED!

I haven't tried firing it on targets with spherical gravity generator shields, which will probably take direct hits less intensely and scatter glancing blows away from them.. (You can do that now, there are spherical gravity generators that can push or pull in a radius around them!)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on August 26, 2014, 01:39:14 am
Speed cap is ~144.4 for ore, I obtained that with a gravity cannon that produced a field of 360g

This didn't work too well though as I found the ore was actually passing through one layer of heavy armor and getting stuck INSIDE the second layer
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on August 26, 2014, 02:46:44 am
Speed cap is ~144.4 for ore, I obtained that with a gravity cannon that produced a field of 360g

This didn't work too well though as I found the ore was actually passing through one layer of heavy armor and getting stuck INSIDE the second layer
Even worse if you fire a missile while moving at max speed... it spawns *INSIDE* the launcher causing collision, explosion and general !!FUN!!.... Funny to see your adversary blowing himself up thinking he can straffe you haha.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on August 26, 2014, 07:48:59 am
Speed cap is ~144.4 for ore, I obtained that with a gravity cannon that produced a field of 360g

This didn't work too well though as I found the ore was actually passing through one layer of heavy armor and getting stuck INSIDE the second layer

Not necessarily a bad thing if your goal is to cause lots of damage. You could see it as glitchy AP. Then as the ship moves, the stuck ore will cause more and more damage.

If there's only one layer of armor, you could wreak havoc on internals and the pilot might not notice until the power goes out or their guns stop refilling themselves.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on August 26, 2014, 08:43:44 am
Yah, thats actually quite a good shotgun you got there.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Supercharazad on August 26, 2014, 10:52:08 am
Is there a Bay12 Space Engineers server? Because that'd be cool.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on August 26, 2014, 10:54:56 am
There was at some point.

And patience is still a virtue in the mines. Mostly because of explosive gas and unstable rock formations.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mookzen on August 26, 2014, 12:46:24 pm
The game is in many ways impressive to be sure, however I'm getting a strong 'waste of time' complex until meaningful pvp is implemented and shit is truly put to use.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ollobrains on August 28, 2014, 05:25:44 pm
Is there a Bay12 Space Engineers server? Because that'd be cool.
dont think so it hasnt achieved a critical mass yet
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on August 28, 2014, 05:38:17 pm
By the way, today's update brought CCTV. The patch notes video says that total remote control is going in, eventually.
So piloting drones from the safety of your giant carrier thing will be a reality soontm.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on August 28, 2014, 08:00:44 pm
If we go and use those in a forum community PVP server we wold probably need to add rules for them.

Like only being able to use them from the big cockpits...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Execute/Dumbo.exe on August 28, 2014, 08:04:21 pm
I was thinking about those gravity cannons and I Was wondering about the circular gravity generator, would it be possible to use those circular ones for sharp turns using it? Probably not, at the speeds you would be going, but it would be interesting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on August 28, 2014, 09:32:11 pm
I think you can, judging from what LSG managed to do with one.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on August 29, 2014, 09:31:02 am
IIRC, things attached to rotors are supposed to be separate "ships." I wonder if you could increase your acceleration by having a gravity generator on a rotor in front of some mass blocks not on the rotor.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: kaian-a-coel on August 29, 2014, 09:50:51 am
IIRC, things attached to rotors are supposed to be separate "ships." I wonder if you could increase your acceleration by having a gravity generator on a rotor in front of some mass blocks not on the rotor.
I think you don't even have to use a rotor trick.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on August 31, 2014, 02:36:09 pm
how is this game singleplayer?

enemy ship spawning and attacking you? how are enemy ship balanced?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on August 31, 2014, 02:45:56 pm
Well, they dont really attack, just go floating thru the region.
Asteroids on the other hand...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on August 31, 2014, 03:24:31 pm
The game's singleplayer at the moment has no real enemies. There's an option to enable "cargo ships" which sometimes spawns "military" ships, but they just fly around in the distance and then eventually disappear unless you go and attack them. Even then, they just fly in a straight line and only the turrets they might have will shoot at you. Other than that, you'll have to make your own enemies or get other players on a multiplayer server.

It's still an interesting sandbox though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Meta on October 09, 2014, 02:28:27 pm
Thread necromancy ahoy!

This game is free to play this week-end on Steam, starting now. If like me you never played/tested this game, it may be the right time to do so ! :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 09, 2014, 02:42:10 pm
Do it! This game is actually insanely fun, if you've got someone else to play with. I've been playing this on and off for the last couple weeks with a friend of mine, we've put in about 20 hours just messing around. There's a surprising amount of content for an early access game in there. What would make this game perfect in my mind is more stuff to do in survival + proc gen infinite worlds. Also, a way to make yourself able to die in creative mode would be fun too, or at least a way to toggle infinite ammo in survival mode. If they had that, it would be a near perfect game.

Something we did recently was build a whole fleet of ships in creative mode, and assign a ton with turrets on them to enemy AI. Then we tried to take them down. We got utterly destroyed, but it was pretty awesome. Also, there's already a bunch of mods that add new parts and skyboxes and etc. to the game, so those are worth checking out through the steam workshop.

If it goes on sale, but it. It's worth it.

Here's some screenshots:

Spoiler: Warning, Large Images (click to show/hide)

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: KingofstarrySkies on October 09, 2014, 05:02:32 pm
If my computer could run the damned thing without massive lag, I'd play more :c
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 09, 2014, 05:30:06 pm
Yeah, for all its awesomeness, it's a pretty CPU intensive game. Especially once you get into massive firefights like the ones in the picture. I was hosting though, so I was getting the brunt of the lag, and it wasn't too choppy except for during some big impacts. My friend said he was getting next to no lag, and I'm running it on a better computer, so take that as you will.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: rabidgam3r on October 09, 2014, 06:40:09 pm
Yeah, I saved up, bought it, and could barely run it.
Huge bummer, 'cause it looks really fun. Hoping I can get a better computer so I can play half the games in my library.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 09, 2014, 06:55:51 pm
Right, which of you has a server and feels like getting on TS?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 09, 2014, 07:48:08 pm
Feel free to use the B12 TS (http://www.bay12forums.com/smf/index.php?topic=141540.0). (At least, that's what I'm hosting, AFAIK.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 09, 2014, 09:35:05 pm
Everyone one there is still playing Archeage.

Bunch of nubs.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ollobrains on October 09, 2014, 09:54:40 pm
see if my system can run this
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 09, 2014, 10:37:04 pm
They are, but what says you have to? Anyone can make a channel, and if I'm around I'll make it semi-permanent for anyone I recognize.
I've got another 15 slots that haven't been used. Pretty sure that'll accommodate any Space Engy game that actually occurs.
And, worst case, or best, depending on how you look at it, I can just start a 2nd server. I've got the cores to spare for it. (Assuming there's nothing weird from TS itself when running concurrently.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Anvilfolk on October 12, 2014, 10:22:15 am
So I tried online survival but nobody was really playing with each other.

It also seems like it takes a long time to get anything done at all in Survival. Mining takes forever, etc. Am I missing something? I guess a mining ship with scoop of some sort is necessary, then focus on getting more refineries and assemblers?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 12, 2014, 10:41:16 am
Yah, you need to get ships ASAP, otherwise it takes forever.

Unless you go with 10x inventory and speed...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on October 12, 2014, 10:35:02 pm
You can make a starter mining ship in a online server from the first type of spawn ship (without making it un-flyable) and the only thing you'll need to mine is some sliver and rock if you want both to be powered that the same time. But once you have the miner it shouldn't take long to fix the spawn ship to %100 again.

Everyone one there is still playing Archeage.
Bunch of nubs.
Lol yer they got me playing that a little bit to. And I thing Ruskin's the only one I know who also owns SE.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: KingofstarrySkies on October 13, 2014, 10:36:50 am
Everyone one there is still playing Archeage.

Bunch of nubs.
sooo

much

fuuuuunnnnnnn
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sappho on October 14, 2014, 03:26:15 pm
Can anyone recommend a good, easy-to-follow tutorial for this game? I tried clicking the "tutorial" button in the menu but it said Steam overlay was disabled (even though it's set as enabled in the Steam client, it doesn't seem to be working). I looked up a tutorial on YouTube, but it was so fast-paced and complicated that it's not very helpful. The maker of the video seems to assume that everyone already sort of knows how to play and just wants some tips, or that everyone can remember a hundred key bindings as he rattles them off one after another...

I have to review this game and make a video for it within a couple of weeks, so I need to learn how to play as quickly as possible. Help please! It looks awesome, but so complicated... I thought maybe I could just figure it out by playing around with it but... Um... Nope. I did figure out how to fly a ship! But that was it. : /
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 14, 2014, 03:30:05 pm
Why do you have to? Ahwell.

If you play KSP, the movement controls are the docking ones there (with C instead of shift).
T and K open most things, toggle them, etc. Y is power, P is gear, number keys are hotbar items, ',' and '.' are for new hotbars, etc. etc.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sappho on October 14, 2014, 03:37:01 pm
I do not play KSP. This is my first space game, pretty much ever. So I'm a genuine newbie here.

I'm reviewing the game for the magazine I work for. (I got my very first press copy of a game! So excitement! Much journalist!) It's pretty sweet, but also pretty daunting, since I have to not only learn how to play the game, but also film a good let's play / review and edit it within a couple of weeks... In addition to all the other work I have to do. So it's exciting, but a little daunting.

I really need an in-depth tutorial. I don't understand what's happening here at all, how to properly control the ship or my character, what it is I need to do, how everything works, what all the things are... It feels a bit like the first time I played Minecraft without having read/watched any tutorials yet, except instead of vanilla minecraft, it's Tekkit, and I start on the moon. There aren't even any trees to punch!

This tutorial seems like it might be slow-paced enough for me: https://www.youtube.com/watch?v=Ym4yfTFhBkM
Does it look okay? Any better suggestions?
Thanks guys!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ogdibus on October 14, 2014, 03:46:44 pm
You might be better off asking questions about each thing, as it comes up, ideally while playing with other people.

I saw the "tutorial button" one, too.  I got the game over the weekend, and the tutorial really only explains some of the controls and the help menu.  I figured out most of the stuff by doing searches and experimenting by myself, because I don't know anyone. x3

Stuff that's important, but wasn't clearly explained to me in the tutorial:
Spoiler (click to show/hide)

Edit:  I like that tutorial that you linked to.  I've seen several videos about various parts of the game, and so far, this guy is the easiest to understand.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 14, 2014, 04:25:42 pm
Ya know, the thing with space engineers is discovery. Sure, there are tutorials out there that'll teach you to understand how components are put together and work, but your better off thinking of something you'd love to fly around in, and go about building that. Heck, people have built everything from shitty space cubes to gigantic space cannons with entire loading, breaching, and firing mechanisms. I guess what i'm trying to say is, it's a big game, but only as big as you want it to be.

To maybe help you out more though, considering that perhaps reviewing space engineers is a daunting task for one who is somewhat experienced with it, let alone someone who has never played the game, I would say check out laststandgamers on youtube, they've got a bunch of awesome videos showing off beautiful ships and feats of engineering, which they usually explain. Again though, there really is too much for just A tutorial. Maybe set some goals on aspects of the game you want to play around with.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ollobrains on October 14, 2014, 05:15:23 pm
id focus on the stuff u can do, the bigger stuff ends up being projects
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 14, 2014, 05:20:34 pm
You can make a starter mining ship in a online server from the first type of spawn ship (without making it un-flyable) and the only thing you'll need to mine is some sliver and rock if you want both to be powered that the same time. But once you have the miner it shouldn't take long to fix the spawn ship to %100 again.

Everyone one there is still playing Archeage.
Bunch of nubs.
Lol yer they got me playing that a little bit to. And I thing Ruskin's the only one I know who also owns SE.
I own SE! Should play some time with you guys. But yes, Ruskin's had me playing AA like a nub recently.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on October 14, 2014, 05:52:25 pm
Spoiler (click to show/hide)
Yes that'd be cool (And maybe somehow get Ruskin off AA to come play with us) we could even help Sappho learn how to play if she still needs help. (I'm on TS at the time of posting.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 14, 2014, 06:00:43 pm
Spoiler (click to show/hide)
Yes that'd be cool (And maybe somehow get Ruskin off AA to come play with us) we could even help Sappho learn how to play if she still needs help. (I'm on TS at the time of posting.)

I would come play if someone was hosting a server. I could host one at some point later in the week, but only for a few hours at a time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on October 14, 2014, 06:19:51 pm
I would come play if someone was hosting a server. I could host one at some point later in the week, but only for a few hours at a time.
Do you have the team speak IP?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 14, 2014, 06:35:37 pm
I would come play if someone was hosting a server. I could host one at some point later in the week, but only for a few hours at a time.
Do you have the team speak IP?

Nope.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 14, 2014, 06:52:04 pm
http://www.bay12forums.com/smf/index.php?topic=141540.msg5635461
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: SquatchHammer on October 14, 2014, 08:08:49 pm
I had just became a proud owner of Space Engineers and I have been having a huge issue. I am on the easy start one save and trying to mine. I mined successfully before but just a few minutes ago it had stopped gathering any ore that I mine out of an asteroid. Actually anything really, so with that I am stuck on how its not getting ore that it ground out. It's not even showing up as the little physics rocks that you can collect on "foot".

Please help me. :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on October 14, 2014, 11:05:41 pm
You might have hit the number of free floating objects limit. I believe there is a setting in the menus for adjusting how many physics objects your game can have at any one time. This would also be dependent on your computers virtual memory as having lots of floating objects can cause slow down, hence why there is a limit in the first place.

Drills also have a capacity limit that is rather low. Once that's hit they will not suck in any more ore and you have to empty them by collecting the ore via the little yellow hatch on the side of each drill head.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sappho on October 15, 2014, 12:49:34 am
Ya know, the thing with space engineers is discovery. Sure, there are tutorials out there that'll teach you to understand how components are put together and work, but your better off thinking of something you'd love to fly around in, and go about building that. Heck, people have built everything from shitty space cubes to gigantic space cannons with entire loading, breaching, and firing mechanisms. I guess what i'm trying to say is, it's a big game, but only as big as you want it to be.

To maybe help you out more though, considering that perhaps reviewing space engineers is a daunting task for one who is somewhat experienced with it, let alone someone who has never played the game, I would say check out laststandgamers on youtube, they've got a bunch of awesome videos showing off beautiful ships and feats of engineering, which they usually explain. Again though, there really is too much for just A tutorial. Maybe set some goals on aspects of the game you want to play around with.

Yeah, I'm not asking about strategies and plans and all that. I mean I'm literally standing on a rock in space with absolutely no idea what the hell is going on. I figured out how to walk around and how to interact with objects, but I know there's something about mining and something about building ships, and I have not the slightest clue how that works.

I've seen videos of epic space crashes, but although I figured out, by pure luck, how to get into a cockpit and fly a ship, I could never get it going very fast, and it just gently bumped into the asteroids. I've seen videos of people running around with tools, mining rocks and building space ships, but I don't even know where the tools are, how to use them, how they work. There's a bunch of stuff in the tool bar at the bottom of the screen but it doesn't seem to do anything when I select it and click. I am fully and truly lost here, and I'm just not the type of person who can figure these things out on my own. I'm the type of person who reads through the entire instruction manual before even looking at the actual thing I'm learning to use. After the first look I had at Minecraft, I managed to figure out how to walk around and to jump, and that was it. There being no directions and no tutorial, I quit after about an hour of frustration. It was over a year later, after watching many videos, that I finally decided to give it another chance and discovered at last how great it is. SE promises to be even more complex, so I really do need detailed instructions on how to play before I can start playing with it.

And I have to do that quickly, because the first draft of my video needs to be ready within a couple of weeks, and I have extremely little spare time to play the game (I have to do it at home in my spare time because the work computers are intended for word processing and can't handle most games). I don't need a long video, just a few minutes, but I have to get all original footage, and the video has to show some of the more interesting parts of the game, not just me running around in space like a lost little space lamb. So yeah, that's why I'm here begging for tutorials.

Also, as I mentioned, I can't seem to watch the "tutorial button" video. It gives me an error message when I click it. So I'm even more lost than I might otherwise be.

So I'll watch through this series I found, since it does seem to be the easiest to follow, and also look up laststandgamers -- thanks for that suggestion.

Assuming I can figure this out quickly enough, it would also be good to get some multiplayer footage, since that seems to be one of the more fun aspects of the game. If that server gets up and running, maybe I could jump on, film a few minutes?

Thanks guys!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 15, 2014, 01:18:06 am
F1 is your friend.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on October 15, 2014, 01:32:10 am
Assuming I can figure this out quickly enough, it would also be good to get some multiplayer footage, since that seems to be one of the more fun aspects of the game. If that server gets up and running, maybe I could jump on, film a few minutes?

Thanks guys!
Anyone can host a game for players to join from their computer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 15, 2014, 02:02:08 am
I can host a server Friday most likely. I'll post here closer to the date to let people know though.

Survival or creative? Also, opinions on mods?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sappho on October 15, 2014, 02:42:04 am
Assuming I can figure this out quickly enough, it would also be good to get some multiplayer footage, since that seems to be one of the more fun aspects of the game. If that server gets up and running, maybe I could jump on, film a few minutes?

Thanks guys!
Anyone can host a game for players to join from their computer.

My computer and my internet can't handle hosting a game, so I'd need to join someone else. You'd think that, it being part of my job to make these videos and review games, they'd help me buy a better computer. : / I'll be able to afford one in December, but in any case, there's nothing to be done about the internet. There is nothing faster than DSL in my area and the upload speed tops out around 10 kbps. : (
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alexandertnt on October 15, 2014, 05:57:57 am
I could never get it going very fast, and it just gently bumped into the asteroids.

I think this is due to inertia dampening.

By default, ships automatically try to zero their velocity (which should be displayed at the bottom right of the screen) by firing thrusters in the opposite direction they are travelling.

So if you take your finger off of W at any point while accelerating you will start to slow down. Plus, if you turn while travelling forward, it will try to stop movement in any direction other than the direction you are trying to move. If you are holding W and facing north, you will accelerate faster towards north. If you than turn right to face east, the thrusters on the left of your ship will fire to try to stop you drifting north and you will start to move east.

Try disabling inertia dampening (I think its the X key, but it should be in the controls menu if it isnt) and giving it a go. You will continue to drift in this mode, so make sure your lined up with your target if you are trying to ram anything since changing direction at high speed is slow and hard.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ogdibus on October 15, 2014, 09:38:21 am
The ores are out of themselves!

Right Mouse button will dig faster, without dropping rocks and ore.  That might not be what's going on, but just in case it is... x3
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: McTraveller on October 24, 2014, 10:17:11 am
I finally picked this up...so much time wasted enjoyed so far.  I'm up for tough learning curves so didn't watch or play any tutorials and am playing around on the "single platform" scenario in survival mode with meteor storms on 'Normal'.

Awesome bits so far:  Finally got enough resources by hand to start a mining ship.  Just got the drill put on - and a meteor took it out.  Got enough materials to build another drill, finished the ship, another meteor shower incoming. I fly away from the platform to try and get clear... and a meteor smashes through only my cockpit, killing me and leaving the rest of my ship drifting off into space

Very frustrating, as I don't have enough materials on hand to repair it before it drifts off... but awesome.

EDIT:
Also added are auto-turrets that will actually shoot incoming meteors!

http://forums.keenswh.com/post?id=6865865 (http://forums.keenswh.com/post?id=6865865)


Wait what!?!?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TalonisWolf on October 24, 2014, 10:58:39 am
Well hard to fail when there is no goal....

It's surprisingly easy to fail when you forget to make your ship able to turn.
That's not failure, it's success in one dimension!

May I sig this?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sappho on November 07, 2014, 03:33:45 am
Is there anyone around who could host a multiplayer session for a few minutes today? I just need a few shots of multiplayer footage for my video, which I'm putting together today. (I'd host, but my internet is too slow.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on November 07, 2014, 04:02:49 pm
Is there anyone around who could host a multiplayer session for a few minutes today? I just need a few shots of multiplayer footage for my video, which I'm putting together today. (I'd host, but my internet is too slow.)

I could most likely. I've hosted for friends and it's gone well, but they all live in the same city or the same house. I'm in Ontario, Canada, whereabouts are you located? I foresee lag if you're in Europe/Asia/Australia
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sappho on November 07, 2014, 04:03:26 pm
I'm in Europe. No worries, I found a public server and they helped me out, so it's all taken care of now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on November 07, 2014, 04:05:31 pm
I'm in Europe. No worries, I found a public server and they helped me out, so it's all taken care of now.

Alright, that's good!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: SquatchHammer on November 11, 2014, 05:12:16 pm
Nul and I are playing this game now. We had figured out a great way to get more materials fairly quickly. It involves one of us shooting the other, mainly Null shooting me or having myself ramming an asteroid in my suit.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on November 14, 2014, 07:41:06 am
I built a frigate, pretty effectively disabled a huge mining hauler, then realized I had no way to 'capture' the derelict.  Anyone have a solid design for grabbing ships?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on November 14, 2014, 09:08:13 am
Just dock with it, then fly the orginal ship if you have really good ping or are the host (make sure there is nothing behind your docked ship, otherwise the movement lag will rip it apart even as host).

Any tiny engine can get a ship moving if you turn off the stbilisers, it will just take forever - optimally you rig it up to move or just cut off what you don't need. I would often just go for some key components, weapons, ammo, cargo and leave any "plain" metal behind when doing raids on derlicts.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on November 14, 2014, 10:39:22 am
I was able to catch up to the ship and board it, but its reactor was blown out and I was locked out of the controls.  Since my frigate is around 1k tons, I figure that the next time I try to grab a ship, I should probably have a system in place to physically grab the hulk.  I'm thinking of trying to put together something with pistons and docking clamps.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Blargityblarg on November 15, 2014, 08:33:53 pm
I was able to catch up to the ship and board it, but its reactor was blown out and I was locked out of the controls.  Since my frigate is around 1k tons, I figure that the next time I try to grab a ship, I should probably have a system in place to physically grab the hulk.  I'm thinking of trying to put together something with pistons and docking clamps.

Hacking controls is as simple as grinding them down below the blue line before welding them back up again. You might need to do it separately for all the different components you want to control, but doing it to the command station is enough to let you fly the ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on November 16, 2014, 01:02:29 am
My gattling turrets seem to enjoy gutting reactors, makes ships very difficult to hack.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ogdibus on November 16, 2014, 03:54:22 am
Here's some stuff that helps with capturing cargo ships:
Many of these things can double as design goals.

Use a small ship with tightly grouped weapons, or fire your weapons individually.  Try to hit only the turrets.  You don't have to destroy all of the turrets, only the ones that can hit you.  Land on the cargo ship, and hack stuffs.  Fly the cargo ship home, with the small ship attached.  You will need to be good at minimizing collateral damage, and/or jury-rigging systems by grinding other systems.

If you want to fight with a Large ship, for some reason, take someone else with you in order to control a single turret. Turn off any other turrets unless you lose the active one, and need to switch.  That should mitigate collateral damage.  This will be difficult against military ships because of their missiles.

You could also use a large ship that carries a small drone.  Match speeds while you are still out of targeting range, and then use the drone to fight the turrets.  Land it back on the main ship afterward.  Grab the cargo ship with landing gear.  It's easier if you can see where the landing gear is while you are maneuvering.  Put your landing gear in a group, and put Auto On/Off and Release for the group in your hot-bar.  You'll need good engine and gyro power for pushing or towing the cargo ship.  See the "Steering trick" for methods of protecting your landing gear and tools without complex mechanisms, or awkward placement.


Steering trick:
You can put more than one control block on a ship.  They don't have to all face the same direction.  "Forward" will be relative to the one that you are using.  This can help you with things like landing, grabbing, and docking.  It also lets you do things like put several welders on one end, and several grinders on the other, and still be able to use them effectively.

If you left any turrets intact, shut off the generators before you hack them.   If you just leave them, they might shoot your stuff when you drag the ship home.  Turrets on solar ships will still work without generator power. 

About turret targeting:   Turrets lock on to systems when they attack a ship.  If you put decoys on your ship, don't put them right next to stuff that you want to protect, and make sure that they also get into lock-on range before other components.   The targeting system seems to prefer exposed components to armored components, as well as near ones to far ones.  You still probably want to armor your decoys, if you use them.  It's better to lose a decoy and some armor than any other block type.  They are easy to destroy, but also easy to replace.

Have a recovery vehicle prepared, just in case you die or your ship loses mobility and cannot be repaired on the spot.  Ideally, it should be able to grab and stop a ship that is spinning out of control.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on November 16, 2014, 06:10:58 pm
Nice thanks for the tips.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: SquatchHammer on November 17, 2014, 11:03:46 pm
Assaulted and captured a ship with only a grindsaw in my hands.... that is all.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on November 18, 2014, 08:39:42 am
Assaulted and captured a ship with only a grindsaw in my hands.... that is all.
Your death-count while trying?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on November 18, 2014, 10:42:27 am
He managed it with no deaths, but to be fair it was a solar sail type with just two anti-personnel guns, and very little ammo.  I then had to refit the damned thing and fly it back to our base.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on November 19, 2014, 10:00:23 am
I used to build a tiny ship, basically just a engine and a gyroscope and ram into things, but in time i upgraded;

Any ship. Big ships work fine.

Add many many (around 15-20) small decoys, and mount them in a basket/on a landing foot (Large landing foot can hold many many small decoys)

Fly towards target, match direction, release decoys, stop your ship (or just set it to stupid) and fling yourself after the decoys. The turrets will be very busy and you can take your time. Often if you aim well, the small decoys get lodged in the ship and drive it crazy - go in, stop the derlict somehow, hack if you want to, drive your big ship up and feed it to the grinder gods.

Alternativly; Use new derlict after you took what you want, slap 2-3 decoys on the inside, ram it into next derlict with your basker/landing gear.

Also easy to use for combat vs statics, just release warheads and decoys with your "basket/gear"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on November 24, 2014, 07:08:10 pm
He managed it with no deaths, but to be fair it was a solar sail type with just two anti-personnel guns, and very little ammo.  I then had to refit the damned thing and fly it back to our base.
Still nice.
-Snip-
Also Nice.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on November 30, 2014, 10:00:26 pm
Just a bump on this.  There's two things in particular that make this really interesting and fun right now.  1: Official modding support, including Steam Workshop.  2: In survival mode (and creative) you can build things, save them as a blueprint, put the blueprint in a projector, and the projector will make a hologram of that blueprint.  Welders can then start building on it immediately - including ship welders.  With timers, projectors, pistons, and welders/grinders, it's entirely possible to build an automated assembly line!

Projectors can also be used to repair vessels, by projecting the missing blocks over the existing ones, and then replacing them with welders.  So if you build a ship, save it as a blueprint, and it becomes damaged, you can much more easily rebuild it back to normal.  Projectors can also be used to mass produce missiles, mines, drones, turret buoys, or anything you want a lot of, really!

With that in mind: Anyone have thoughts on hosting a survival server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 01, 2014, 09:59:07 am
Has it got a headless server yet?
If so, I'll be fine with adding it to my startup, and then it'll be available the same hours as the TeamSpeak server.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 01, 2014, 02:05:26 pm
Yes, since like May: http://www.spaceengineersgame.com/dedicated-servers.html

My suggestions for world options:
Safe or Normal environment
3x Inventory Size
3x Assembler
3x Refinery
Realistic Welding
Realistic Grinding
Max Objects: Something reasonable, depending on your computer setup.
Max Size: 10-20km
Weapons Enabled
Trash Cleanup Enabled
Delete Respawn Ships: yes
Thruster Damage: yes
Cargo Ships: yes
Permadeath: no
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 01, 2014, 02:06:57 pm
Has it got a headless server yet?
If so, I'll be fine with adding it to my startup, and then it'll be available the same hours as the TeamSpeak server.
Alright, I'm waiting to see it happen.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 01, 2014, 04:58:48 pm
Ask, and ye shall receive.

Thanks for the suggested settings Girl.
I think it's able to be found on the Server list, but I'm not certain yet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 01, 2014, 05:04:27 pm
If it's Contested Space, then yes it's up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 01, 2014, 05:32:38 pm
It is, and good to know.
Setting it in my startup routine now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on December 01, 2014, 07:51:24 pm
I shall play if it go's up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 01, 2014, 09:20:21 pm
It's been up for a couple hours now, back when I thanked Girl for the settings.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BadLemonsXI on December 01, 2014, 10:04:40 pm
Im having a hard time finding it whats the server name?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 01, 2014, 10:19:57 pm
Server Name: B12 Sector (kinda obvious really)
Game/World Name: Contested Space
Server Location: USA (because apparently that matters?)
Server IP: Updated IP here. (http://www.bay12forums.com/smf/index.php?topic=141540.msg5635461)

If you can't find it, apparently it may not come up in search results, in which case, try looking through the list after sorting alphabetically. (as reported by BadLemonsXI)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: h3lblad3 on December 03, 2014, 10:24:46 am
I have a hard time figuring out just what in the world to do. I'm half tempted to start joining servers specifically so I can look at others' ships. Because I'm creatively inept.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 03, 2014, 12:18:58 pm
YouTube my friend. All the Tubes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: h3lblad3 on December 03, 2014, 01:33:27 pm
Eh, actually my biggest problem is my utter lack of sense of scale. I can't conceptualize sizes, for lack of a better way to put it. Like in Minecraft, my homes tend to be rather cramped because I have trouble building things the size I really mean them to be.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 03, 2014, 02:44:56 pm
Eh, actually my biggest problem is my utter lack of sense of scale. I can't conceptualize sizes, for lack of a better way to put it. Like in Minecraft, my homes tend to be rather cramped because I have trouble building things the size I really mean them to be.
In Spengineers, it basically breaks down to Form vs Function.  You can build small, compact, very efficient ships and people will love/hate them, depending how you use them.  Beautiful ships only matter if that's what you're aiming for.  Me and a friend were working on things in survival, and ended up small, ugly little boxes that did amazing jobs.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 03, 2014, 05:09:51 pm
The smaller it is, while still being fully functional, the more likely it can get out of the way of incoming fire without taking damage.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 03, 2014, 05:30:55 pm
Eh, actually my biggest problem is my utter lack of sense of scale. I can't conceptualize sizes, for lack of a better way to put it. Like in Minecraft, my homes tend to be rather cramped because I have trouble building things the size I really mean them to be.
In Spengineers, it basically breaks down to Form vs Function.  You can build small, compact, very efficient ships and people will love/hate them, depending how you use them.  Beautiful ships only matter if that's what you're aiming for.  Me and a friend were working on things in survival, and ended up small, ugly little boxes that did amazing jobs.
I have a ship I called The Flying Shoebox.

3 layers of spaced heavy armor, with gyros between the inner and middle hull to act as another layer of protection.
Front side is just a wall of rocket pods.

Looks ugly as sin, especially the second generation variant which has turret towers (with 4 gats and one missile turret per tower) on all 4 sides just jutting out like tumors, but it'll turn most of the pretty ships into slag and fly off with minimal damage.
So I'm quite happy with it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 03, 2014, 09:16:02 pm
Hey n9103, do you have any idea how to make it load a saved map consistently? The server runs smooth, which is cool, but it's not really fun to start from scratch every time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 03, 2014, 10:07:29 pm
It's not intentional. Trying a fix now.
For tonight, I've manually loaded the map with the most cumulative time on it so far.
I had no idea it was doing that. Why doesn't anyone tell me anything? ??? :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 04, 2014, 12:09:51 pm
Server Name: B12 Sector (kinda obvious really)
Game/World Name: Contested Space
Server Location: USA (because apparently that matters?)
Server IP: Updated IP here. (http://www.bay12forums.com/smf/index.php?topic=141540.msg5635461)

If you can't find it, apparently it may not come up in search results, in which case, try looking through the list after sorting alphabetically. (as reported by BadLemonsXI)
It matters when the server's not up during Eurotime  :'(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 04, 2014, 12:19:55 pm
I guess it matters mostly for Aussies, who will have ridiculously high pings to the server. Uptime isnt neccesarily related to location :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 04, 2014, 12:23:21 pm
So, what's everyone's favorite mods?  I'm loving the railguns, autocannons, and scatter cannons, as well as more armor slop types, armored thrusters, and more piston types - there's a 1x1x1 small ship piston that expands to 1x1x5 that makes tight drone designs really fun.  I need to find something to help armor up my cameras, though...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 04, 2014, 02:55:43 pm
There is an armored camera mod on the workshop.


What I need is a 3x3 or 2x2 large thruster, the standard 3x2s really tick off my OCD
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 04, 2014, 05:20:15 pm
What I need is a 3x3 or 2x2 large thruster, the standard 3x2s really tick off my OCD
Obviously not building large enough. Build 12x12 clusters ;)

It matters when the server's not up during Eurotime  :'(
Well, it's not up at all hours, but it is up for a good deal of time most week days. Generally, I'm more likely to have it running longer hours than posted.
If people are in the TeamSpeak, and I've got to leave for awhile, I'll generally leave it running, instead of standby.
Exception being when I head to bed. I try to post a warning at least 30 minutes out, but when it's time, it's time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 13, 2014, 05:51:07 pm
I just started playing this. Is there good documentation of conveyor systems? Also, is there a way to delete items like stone quickly (it gets annoying constantly throwing small fractions of the stone reserves off the station at a time)?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 13, 2014, 05:53:06 pm
Dont collect it, or dump it into a container you then blow up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 13, 2014, 05:54:45 pm
After thinking about it, using those item ejectors to throw them into space should do enough (as long as you set the game to remove items that get really far away).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 13, 2014, 05:56:00 pm
Yeah, I was going to say ejectors. That's basically what they're for.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 13, 2014, 06:16:23 pm
A few mods help, I think.  Automated Inventory Sorting is amazing.  You just name a cargo container by what you want it to hold, and it automatically puts things into those containers.  So just an ejector with [stone] in the name, and it'll chunk out stone.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 17, 2014, 03:02:44 am
So, I'm wondering if a few of you engineers can help with a problem. I've been trying to build a factory which can repeatedly build complex small ships with the press of a button. I dealt with most of the issues, but one remains I can't seem to solve: In order to repeatedly make ships, I've been using a merge block: both ends of the merge block are part of the blueprint, and when the ship is done, I deactivate one merge block and fly away. Then, for the second, third and so on builds, I have the bottom merge block, and the welders build the ship from the top merge block upwards. However, SOMETIMES (almost always if I've built the entire projection, less often if I only build part of it before flying away), when the welders get to the top merge block, they will "weld" it, but it will just disappear and thus the rest of the ship won't be built. Hand welder does the same thing.

Now, I can fix it by re-selecting the blueprint on the projector, but not just by turning the projector on and off. Thus, I can't automate my process- I need to keep going into the projector settings to reset it. Does anyone know why this is happening, or a workaround?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 17, 2014, 03:13:52 am
Maybe a silly question, but why not make only one merge block be part of the blueprint, and the part attached to the mothership be permanent?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 17, 2014, 03:16:57 am
It doesn't seem to count as an "attached block" that way. The result then is that nothing gets made at all, just as if you had a projection free-floating with no blocks attached, since the welding on projections requires an adjacent attached block. It's not like I actually build the bottom merge block more than once anyway, it just sticks around.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on December 17, 2014, 03:23:38 am
Most of the designs I've seen actually have the blueprint connected to the mother ship via a pipe, which then gets grinded away. :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 17, 2014, 03:27:31 am
Yeah, I originally had a design based on that, where the ship to be built it attached by a sprue, which is then ground off. However, I've found it pretty much impossible to get a design that doesn't leave behind a little bit of sprue (or worse, accidentally grind the ship a little). Since I want the process to be completely automated and not involve manually removing sprue, I've been trying to use the merge block method. It's great, when it works.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 17, 2014, 07:06:37 am
I bought this on sale but I can't build anything because the landing gears don't seem to attach properly and whatever im building just topples over. Any help?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neyvn on December 17, 2014, 07:33:11 am
So, I'm wondering if a few of you engineers can help with a problem. I've been trying to build a factory which can repeatedly build complex small ships with the press of a button. I dealt with most of the issues, but one remains I can't seem to solve: In order to repeatedly make ships, I've been using a merge block: both ends of the merge block are part of the blueprint, and when the ship is done, I deactivate one merge block and fly away. Then, for the second, third and so on builds, I have the bottom merge block, and the welders build the ship from the top merge block upwards. However, SOMETIMES (almost always if I've built the entire projection, less often if I only build part of it before flying away), when the welders get to the top merge block, they will "weld" it, but it will just disappear and thus the rest of the ship won't be built. Hand welder does the same thing.

Now, I can fix it by re-selecting the blueprint on the projector, but not just by turning the projector on and off. Thus, I can't automate my process- I need to keep going into the projector settings to reset it. Does anyone know why this is happening, or a workaround?
https://www.youtube.com/watch?v=5t0H4D_GLhU
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 17, 2014, 11:10:49 am
So, I'm wondering if a few of you engineers can help with a problem. I've been trying to build a factory which can repeatedly build complex small ships with the press of a button. I dealt with most of the issues, but one remains I can't seem to solve: In order to repeatedly make ships, I've been using a merge block: both ends of the merge block are part of the blueprint, and when the ship is done, I deactivate one merge block and fly away. Then, for the second, third and so on builds, I have the bottom merge block, and the welders build the ship from the top merge block upwards. However, SOMETIMES (almost always if I've built the entire projection, less often if I only build part of it before flying away), when the welders get to the top merge block, they will "weld" it, but it will just disappear and thus the rest of the ship won't be built. Hand welder does the same thing.

Now, I can fix it by re-selecting the blueprint on the projector, but not just by turning the projector on and off. Thus, I can't automate my process- I need to keep going into the projector settings to reset it. Does anyone know why this is happening, or a workaround?
https://www.youtube.com/watch?v=5t0H4D_GLhU
That's exactly what I'm talking about that bothers me, actually: He just leaves two pieces of sprue on. I've been trying to make a better solution but the merge block bug is bothering me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 17, 2014, 12:25:45 pm
I tried playing survival mode but literally couldn't find silicon! ANYWHERE!
I guess I'll just go do something else.

E:
Well, I just cheated in 1k silicon wafers.
:V

E2:
On the topic of projections, is there any way to make projected bombs fly away without having to put their buttons on the toolbar every time?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 18, 2014, 01:04:31 pm
ON SALE for like a week, currently 50% off, from $20 to $10 (USD).

You can use timers to trigger action groups that don't exist, but will exist.  They seem to work off name more than anything, I believe, so if you build a bomb/torpedo, set up the action groups, then launch it and use projectors to build the same ship with the same names and stuff, then it should remain in the action groups.  I've seen several auto-launchers using merge blocks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 18, 2014, 03:23:28 pm
ON SALE for like a week, currently 50% off, from $20 to $10 (USD).

You can use timers to trigger action groups that don't exist, but will exist.  They seem to work off name more than anything, I believe, so if you build a bomb/torpedo, set up the action groups, then launch it and use projectors to build the same ship with the same names and stuff, then it should remain in the action groups.  I've seen several auto-launchers using merge blocks.
Hey, can you show me one of these? It sounds like they worked around the bug I was having.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 18, 2014, 04:19:13 pm
Youtube around for things like 'torpedo launcher' or 'automatic projector' or such.  Basically run the projector, build whatever you're building, then set up the action groups.  Then when you manage to launch the item and use the projector to build a new one, the action groups should still be in place.  At least from what I've seen, as I haven't done any of these myself.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 18, 2014, 04:28:01 pm
I suggest also checking the channel of "Last Stand Gamers" and possibly "Video Sage". Both do tutorials for space engineers, and also just show off interesting things.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 18, 2014, 05:10:02 pm
I suggest also checking the channel of "Last Stand Gamers" and possibly "Video Sage". Both do tutorials for space engineers, and also just show off interesting things.
w4stedspace is also pretty good.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 18, 2014, 05:12:42 pm
Im gonna have to look that up, thanks for recommending a new channel for me to checkout Girlinhat.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 18, 2014, 05:51:07 pm
Youtube around for things like 'torpedo launcher' or 'automatic projector' or such.  Basically run the projector, build whatever you're building, then set up the action groups.  Then when you manage to launch the item and use the projector to build a new one, the action groups should still be in place.  At least from what I've seen, as I haven't done any of these myself.
Yeah, action groups are saved with blueprints now. That means you can save the blueprints with the thrusters on, for example, and your missile will skeedaddle as soon as it's detached. I've had issues trying to use merge blocks in projections though, so I'll look and see if anybody else has them working without bugging out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Flying Dice on December 18, 2014, 11:32:54 pm
I finally picked this up and am utterly stunned. It feels to me like the sort of engrossing experience that people always claimed Minecraft was, even though I never felt it. Got to say that I'm glad I watched a few videos first, though, both the tip about turning off the grav generator initially to save fuel and about the sheer grindiness of playing on realistic loads were incredibly helpful.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Karlito on December 19, 2014, 12:03:05 am
Alright, I also picked this up today. As far as I have been able to detect, there is no nickel or cobalt in any of the asteroids around me. I've managed to construct a small mining ship by salvaging pieces of the platform I started on, but I'm not really sure where I can take it from here. What's the best course of action from this point?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 19, 2014, 12:06:04 am
The ore may be further inside asteroids, might have to go a-drillin'.  Failing that, you can also turn on merchant/NPC ships and go tackle them, they can provide a wealth of resources.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Karlito on December 19, 2014, 12:08:51 am
Hmmm, is there a way to change ship drills to "destroy" mode? Don't really want to deal with 1000 metric tons of stone.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Nahere on December 19, 2014, 12:34:37 am
Right click, isn't it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Karlito on December 19, 2014, 01:00:11 am
Hmmm, I did set my drill to toggle on/off by pressing 1, but now it does seem that I can drag it into the toolbar and just use my mouse, huh.

Also, I am now lost inside an asteroid.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on December 19, 2014, 01:02:49 am
You can drag quite a few things to the toolbar to use them, especially with ships.

And the best thing about asteroids: No matter which direction you mine, you'll eventually get out unless you mine in a perfect circle.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Flying Dice on December 19, 2014, 01:04:56 am
Heh, I already almost died once when I got lost inside a really big natural tunnel network in one that was maybe ~200m in diameter, tunneled out with ~7% power left.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 19, 2014, 01:23:44 am
Hmmm, is there a way to change ship drills to "destroy" mode? Don't really want to deal with 1000 metric tons of stone.
Use an ejector block to get rid of the crap you don't want.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 23, 2014, 01:16:23 pm
How am I supposed to attack enemy ships? They kill me in seconds right now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 23, 2014, 01:18:06 pm
How am I supposed to even get close to enemy ships?
Lots of armor. ;)

Aside from that, you want to fly in to where you can see the lasers, but the turrets can't target you- usually that's between 800 and 1000 meters. You can often find a blind spot. Alternatively, fly in and ram out one of the turrets to make your own blind spot.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 23, 2014, 01:43:32 pm
How am I supposed to even get close to enemy ships?
Lots of armor. ;)

Aside from that, you want to fly in to where you can see the lasers, but the turrets can't target you- usually that's between 800 and 1000 meters. You can often find a blind spot. Alternatively, fly in and ram out one of the turrets to make your own blind spot.

I can't shoot at them because I have no magnesium anywhere. I have all the other ores, though. Should I just make a ship with several layers of armor and fly straight at it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on December 23, 2014, 02:02:04 pm
How am I supposed to attack enemy ships? They kill me in seconds right now.

Release some decoys and work fast : )
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 23, 2014, 02:07:11 pm
Decoy blocks and heavy armor are surprisingly effective.  You can build small drones with heavy armor and a camera, make sure the camera is fairly situated inside a pit of armor, and then some decoy blocks on the exterior.  Heavy armor is REALLY powerful stuff - a lot of youtubers will says "Oh this is only a bit thicker, look how I can blast it with my 8-pack rocket launcher!" or they show weapon designs being used on light armor and shredding stuff.  Fact is, large block heavy armor is nearly impervious to gattling gun fire, and can even take several missile shots without worry.  Especially if it's 2-3 thick, you become a real tank.

My advice on how to handle NPC ships though...
If you're approaching without a ship, know your angles of attack.  When you get to ~1,000m press tab to turn off the HUD, it'll give you a better view of the ship itself and help you see the shape and how to come at it.  Turrets have a blind spot, often it's the direct front of the craft.

If you're approaching with a ship, you either want a tank that can soak fire and use of enemy ammo, or you want to be quick and nimble and dart side to side, with enough armor to survive gattling fire but agile enough to avoid missiles.

I generally don't use external view, as I like the challenging realism of first person and cameras.  But if you are going third person to do things, you can take your starting ship and put a sheet or two of heavy armor on the front.  Use it to just ram the enemy ship.  You can often aim and take out turrets, or just flat out ram it and break it in half, then go collect the half that isn't armed and salvage it.

If you're not opposed to using mods, armored cameras are nice for being more durable, because turrets prefer to fire on exposed components more than just armor.  "Artificial asteroids" is also fun, it adds armor blocks that look like stone, for building covert bases, but they only cost gravel to put on small ships, and large ships take like gravel and a single pipe, so they're SUPER cheap and usable as disposable armor, in case you don't want to use up steel on armor plates.  Other options like railguns and battlecannons have longer range that turrets and can be used to snipe the ship from range, either to hit the turrets or to try and peg the reactor.

EITHER WAY, checking the wiki and looking at the ship models is probably the best thing you can do.  Just knowing their shape and where the turrets are is often enough to learn how to approach them in suit and take them over.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 23, 2014, 08:05:19 pm
Also, never fear to go in without a ship- with nothing but a handsaw or hand drill, you can actually take out a ship in such a way that it becomes defenseless against you and unable to fly. Then just come in with a ship and apply landing gear directly to it to hold it in place. Voilà, free ship.

I've tried that before, but I die before I get there.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on December 23, 2014, 10:50:05 pm
Most of the time i position myself straight in front of the ship at long range and let it bump me, then i grind my way in only ot be killed byt a frigging AP turret inside.....
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: flame99 on December 24, 2014, 12:40:52 am
This looks really cool. Probably going to get it soon. PtW for the moment.

Though, quick question; is the game CPU intensive? I only have a laptop on hand, and I'm afraid it won't be able to run well. Are there options to reduce the graphic quality?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 24, 2014, 03:18:59 am
CPU is a computing power issue, not a graphics issue.  In that case, it's kinda hit or miss.  You can tone down the settings on the world, like an out of bounds limit where ships/players are destroyed, automatically clean up debris (unpowered items moving away from players at a fair clip), reduce the number of asteroids, etc.  As a rough estimate, what's the "highest CPU" game that you've been able to play.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on December 24, 2014, 04:00:52 pm
As Girlinhat said, it's pretty variant. If a lot of shit is happening, then it can be extremely CPU intensive. I was playing with my roommate over lan, and we made some massive ships in creative mode and battled them. SE ended up tying up almost 6 gigs of RAM and a significant chunk of my decently powerful CPU. Of course, that was pre-optimization and bugfix updates; we did something like that recently and it was a lot less RAM and CPU intensive. It just depends on what you're doing really.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alexandertnt on December 24, 2014, 06:14:11 pm
The graphic options aren't great. My brother can't run it, and he has... well, graphics is the issue for him, and he has a NVIDIA Geforce 555M.

Odd, I have that same card and it runs fine for me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on December 25, 2014, 03:38:59 pm
So last update for 2014 is out, looks interesting to say the least, I'm really wondering how infinite proceduraly generated asteroids that eat no RAM work...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 25, 2014, 03:42:27 pm
So last update for 2014 is out, looks interesting to say the least, I'm really wondering how infinite proceduraly generated asteroids that eat no RAM work...

They work based on a seed. It's like how Minecraft worlds are gigantic but can be run even on relatively weak computers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 25, 2014, 03:45:09 pm
The same way Minecraft does???
Alright, Minecraft isn't a paragon of efficient memory use, but there's nothing that says all these asteroids have to be loaded at the same time.

E: ninja'd by darkstar.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 25, 2014, 03:46:24 pm
Besides, all random generation in computers works on a seed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on December 25, 2014, 03:55:27 pm
I'm more wondering what process they are using exactly to generate the voxel map while having, according to them, 'zero' RAM usage.  If it has to generate and store that data map for every asteroid encountered I don't really see (probably because I am not a programmer, and likely never will be) how they can avoid shifting the data storage to RAM.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 25, 2014, 03:58:42 pm
I'm more wondering what process they are using exactly to generate the voxel map while having, according to them, 'zero' RAM usage.  If it has to generate and store that data map for every asteroid encountered I don't really see (probably because I am not a programmer, and likely never will be) how they can avoid shifting the data storage to RAM.
Well, theoretically they could store it all in pagefiles :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 25, 2014, 04:16:49 pm
The idea is that rather than remembering each and every object, objects - as long as they remain unaltered - are removed when far away from the player and later regenerated using that same algorithm. For altered ones, I'm not sure, but it's most likely something like "these edits were done here" and it applies it to the generated area.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 25, 2014, 05:27:43 pm
It'd probably be more accurate to say "no additional RAM usage"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 25, 2014, 10:53:05 pm
As long as the procedural generation is discrete and reliable, then yea, just regenerate chunks on loading, and then apply a diff file/map to reapply any changes that have been effected.
When chunk is unloaded, either append recorded changes (if recorded) or replace diff file with the results of comparing the current chunk state with a freshly generated one.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 26, 2014, 03:04:08 am
Man. Lots of donut asteroids huh?

Anyway, has anyone managed to get exploration ships to spawn? I've flown around and haven't seen any.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on December 26, 2014, 04:00:57 am
Man. Lots of donut asteroids huh?

Anyway, has anyone managed to get exploration ships to spawn? I've flown around and haven't seen any.
From what i heard they are quite rare, station even rarer and since they dont have antenna running only eyeballing can find them if im not mistaken.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 28, 2014, 01:04:19 am
So I had an idea for themed battles.  We'd have a starting setup, like a massive industrial station with plenty of interior spaces and wide open corridors, and go to combat on it.  It could be using personal weapons or, preferably, constructing war machines.  The trick is, these machines must be walkers, or must be wheeled, or have other restrictions on use.  Then we'd have fighting over just supremacy, or controlling certain points, or perhaps trying to capture certain locations that can provide a resource bonus used to repair and re-arm.

One idea I had for limits would be... does anyone remember the show Junkyard Wars?  Basically, both sides would get a few ships, and from there they have to disassemble them and rebuild something they can fight with.  Additional ammo would be supplied, as it doesn't occur in many vessels.  So it'd be a challenge to see who could apply materials more effectively to create something powerful.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vgray on December 28, 2014, 05:37:08 am
For some reason, seeing this thread now makes me think of Red Faction, which I just got on sale from GOG a few days ago.

Don't ask me why.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on December 28, 2014, 05:46:40 am
Why Vgray, Why?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vgray on December 28, 2014, 05:54:36 am
I think it's the whole 'space miner' thing. Never mind the fact that Red Faction is set on mars.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 28, 2014, 09:24:22 pm
What's the best way to get up to speed on how to play? I already know how to move around and use menus, but I'm kind of confused as to which inventory gets used when crafting and what all the different items actually do.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 28, 2014, 09:48:29 pm
Basic shakedown?
Thrusters give you translation movement.
Gyros can be placed anywhere and give you rotation movement.
Seats are needed to pilot things.
Refineries turn ore into ingots.
Arc Furnace turns specifically iron, cobalt, and nickel into ingots, more quickly.
Assembler turns ingots into components.

The rest is pretty simple, really.  There's not actually that much complicated in the rules, it's just that the rules interact in very fun ways.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 29, 2014, 08:39:24 am
Yeah the tech tree is really shallow, at the moment the game has about as much depth as a box of Lego
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 29, 2014, 08:41:44 am
Yeah the tech tree is really shallow, at the moment the game has about as much depth as a box of Lego

Why have a tech tree when you can have a natural progression?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Puzzlemaker on December 29, 2014, 09:01:58 am
I mean, Legos is pretty fun.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 29, 2014, 12:59:31 pm
After thinking about it, don't we already have tiers? There's the player, various kinds of small ships, and various kinds of large ships. There isn't an explicit place where it tells you tiers, but they are in effect.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 29, 2014, 02:00:52 pm
I've made some progress. I note that it is absurdly difficult to climb up from the bottom of the tech tree, simply because you need a little bit of every resource to get started, and all you ever find is iron.

I was lucky enough to find a big asteroid that was mainly uranium ore, with a nearby clump of silicon (and, of course, plenty of iron). I was still unable to make any progress, though, because I couldn't get any cobalt or nickel. If I want to find them, I need to build a solar power thing and an antenna so I can find my uranium asteroid again... so I need to find some cobalt and nickel.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 29, 2014, 03:21:25 pm
In the early game, you really need to be fully mobile and be prepared to abandon an asteroid.  The active NPC ships that swing by with beacon and antennae, are good sources of materials if you can capture them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on December 29, 2014, 04:39:05 pm
Yeah the tech tree is really shallow, at the moment the game has about as much depth as a box of Lego
Yet years of my childhood got swallowed by the same box...

Also as for tiers it basicly goes as follow for me,

Starting: Astronaut mining, an assembler one refinery
Mobile: Small ship for mining, maybe a small armored shuttle for ship hunting one or 2 more machine.
Usefull: Conveyor between different inventory and assemblies
Efficient: Got a small ship for all job, engineering, shiphunting, mining, my mining ship can now mine more ( 20ish drill in front. ) Maybe starting out a big ship
Automated: Landing platform can now start welding blueprint by itself and my Big ship is taking form.

Well thats how it goes for me, it can vary for others.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 29, 2014, 04:42:04 pm
Yeah the tech tree is really shallow, at the moment the game has about as much depth as a box of Lego
Yet years of my childhood got swallowed by the same box...
Coincidentally, the physical depth of a box of Lego is directly tied to its metaphorical depth.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 29, 2014, 06:15:11 pm
The reason I used Lego as an example is because it's depth is what you make of it :D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 29, 2014, 09:18:13 pm
What cargo ships can be taken without a ship? So far, I've taken the two smaller miners and the smallest military ships, but I was unsuccessful with the larger miner. I haven't tried the civilian ones yet, but I've heard they're easy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on December 29, 2014, 10:00:50 pm
As exemplified earlier in the thread, the personal sail (solar sail type ship) can be taken out by an individual armed only with a grindsaw, it nets a huge amount of battery components when dismantled.  I haven't had much opportunity to try my luck against a variety of ships, the huge mining ship stands out as a target, as it is badly armed and has very poor turret coverage.  If you can take the smaller ones, taking the big boy shouldn't be a major problem, the big miltary ship on the other hand is a monster.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: h3lblad3 on December 29, 2014, 11:55:01 pm
What cargo ships can be taken without a ship? So far, I've taken the two smaller miners and the smallest military ships, but I was unsuccessful with the larger miner. I haven't tried the civilian ones yet, but I've heard they're easy.
Business shipments have the guns arranged on one side. To take them, merely go to their underside. They cannot hit you from there. Easy reactor components (2000!) from grinding down the large reactor there. Also like 8 solar panels.

Private Sails have the guns on the left and right, right behind the thrusters. Position yourself directly in front of them and the thrusters will block the firing path. Cut the interior wall and the thruster and move right in before they hit you. The private sail comes with ~5 solar panels and 3 batteries.

There are no booby traps on either of them, nor guns on the inside. You can take them easily without a ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 30, 2014, 12:16:07 am
You can also easily exhaust the ammo ships armed only with gatling, by adding heavy armor to your ship and coming in range.  Especially interior turrets do pathetic damage against large ship heavy armor, so you can just soak it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on December 30, 2014, 10:42:59 pm
Genned a new world with the unlimited-dense setting, asteroids aren't really genning in what I would call a 'dense' fashion, and are about 10k apart (some a little less, some a little more).  Still, it's fun to just head out and see what's there, downside, most 'roids appear to gen with only one or two ores.  That makes even basic exploration nightmarish for a good sized refinery ship.  Good: when you find a 'roid with uranium, you'll be set.  Bad: finding an asteroid with uranium is not easy.  Also, I know it's common sense, but don't forget to build a med-bay on your base ship, the universe is stupid large now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 31, 2014, 01:55:16 am
I could go for some kind of long-range ore scanner, for those times when you JUST. CAN'T. FIND. NICKEL. In fact, it kind of bugs me the way I end up thinking "Gold? Platinum? Pah, worthless, I need nickel dammit!"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 31, 2014, 02:08:19 am
I could go for some kind of long-range ore scanner, for those times when you JUST. CAN'T. FIND. NICKEL. In fact, it kind of bugs me the way I end up thinking "Gold? Platinum? Pah, worthless, I need nickel dammit!"
There's a modded ore detected that's like a 10km hemisphere.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on December 31, 2014, 02:34:36 am
Really?  I'm going to look that one up and subscribe to it, I think my rebuilt red ship needs to have some justification to exist beyond refining.

Edit: Looked at the workshop and found what I must assume to be the mod in question (2.5k range ore detector), but the comments section reveals an issue, and there is no confirmation of a fix, so I guess I won't be using it just yet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 31, 2014, 04:12:07 am
I could go for some kind of long-range ore scanner, for those times when you JUST. CAN'T. FIND. NICKEL. In fact, it kind of bugs me the way I end up thinking "Gold? Platinum? Pah, worthless, I need nickel dammit!"
I had the same problem, but with silicon. To the point where I edited my save to give me a bunch of silicon.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 31, 2014, 04:31:04 am
How do you hack ships now?

You used to just have to build or hack a control console, then you could use that to transfer ownership of all blocks to you

Doesn't look like you can do that anymore, looks like you have to hack each component individually.

So the question is: how do you hack the turrets without being blown away?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 31, 2014, 04:32:12 am
Hack the reactor and turn it off.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 31, 2014, 05:08:06 am
What if the reactors are surrounded by internal turrets?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 31, 2014, 05:14:40 am
Well, that's proper defense.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 31, 2014, 07:05:08 am
So best interior defense station is a reactor on a block surrounded by turrets that's on a landing leg that's locked to the deck? :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 31, 2014, 11:21:26 am
So best interior defense station is a reactor on a block surrounded by turrets that's on a landing leg that's locked to the deck? :P
Assuming you can power the turrets.  I've dabbled in some design theories that use merge blocks, batteries, and landing gear to create security systems that can survive a blackout.  Namely, when a character comes into sensor range, the small unit turns on its battery, turns on its landing gear, and turns off its merge block, keeping it perfectly in place and on independent power, preferably with a set timer that locks it back into place before the battery would run dry.  That way, as soon as someone enters the area, the turrets would go on independent power.

There's a LOT of really cool ideas you can use when you start getting creative with your power systems and separate your power grids.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: XXXXYYYY on December 31, 2014, 12:02:33 pm
So I had an idea for themed battles.  We'd have a starting setup, like a massive industrial station with plenty of interior spaces and wide open corridors, and go to combat on it.  It could be using personal weapons or, preferably, constructing war machines.  The trick is, these machines must be walkers, or must be wheeled, or have other restrictions on use.  Then we'd have fighting over just supremacy, or controlling certain points, or perhaps trying to capture certain locations that can provide a resource bonus used to repair and re-arm.

One idea I had for limits would be... does anyone remember the show Junkyard Wars?  Basically, both sides would get a few ships, and from there they have to disassemble them and rebuild something they can fight with.  Additional ammo would be supplied, as it doesn't occur in many vessels.  So it'd be a challenge to see who could apply materials more effectively to create something powerful.
And then one team makes a gravity drive missile and punches a hole through the other ship, killing the other team. :P (seriously, a generator+gravity generator+art. mass block missile is scary. As in, one missile (with a heavy armor block on the front) will punch straight through the default red ship, leaving a squarish hole in the middle. A bigger one, with more mass blocks+grav generators can pretty much instakill any players inside due to them suddenly smashing into the ceiling at 50G.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 31, 2014, 12:07:38 pm
Did you miss 'themed battles' where we don't go all out and we actually have some rules?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 31, 2014, 12:16:11 pm
Red ship is a piss poor target to test against weapons.
You can smash through to a sizable depth with just one of the small starter craft going at only 50m/s

If you want to test your weapons against a target pick one made of heavy armor.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 31, 2014, 12:55:42 pm
Red ship is a piss poor target to test against weapons.
You can smash through to a sizable depth with just one of the small starter craft going at only 50m/s

If you want to test your weapons against a target pick one made of heavy armor.
Pretty much. Light armor is so weak, I don't know why they even called it armor at all.
It's basically enough to keep you from depressurizing the ship if you trip and fall onto it, but that's practically all it's good for.
Heavy armor though, can actually withstand damage, and in layers, can be quite difficult to pierce. (Extreme weapons notwithstanding)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on January 01, 2015, 02:53:34 pm
The update is out and it added a programming block. It uses C#.  :D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on January 01, 2015, 03:07:16 pm
If I were capable of programming, I would care about having a program block.  Since I am not, I do not.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 01, 2015, 03:13:19 pm
If I were capable of programming, I would care about having a program block.  Since I am not, I do not.
Luckily there are plenty of dwarves who know how and love to program.  Expect an excessive amount of utility scripts to start appearing.  I was JUST talking last night about how I'd love to make a supersized ship with engines that pivot and lock but that it'd be a bitch to coordinate, and now I can just program it!  Shapeshifting ships are to become incredibly more streamlined in design.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: flame99 on January 01, 2015, 03:14:17 pm
Well, I've been intending to learn C# anyways, so I suppose this just gives me another reason to do it.

Bought the game, by the way; it runs pretty well, save a decent bit of lag whenever I enter or exit a ship. I haven't done much yet, but it seems really interesting so far.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on January 01, 2015, 03:20:03 pm
C# is an awesome language. That is all.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on January 01, 2015, 04:38:57 pm
Willy nilly i came here looking at the last comment like always and then... *why the heck are they talking about C# out of nowhere*. Scroll back up and.... C# programing block!!!!! Now that REALLY came out of nowhere and i am quite happy to see it. It opens up a lot of possibility and flexibility too. I always end up wanting to automate X-Y-Z but now with the programing block i finaly can!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 01, 2015, 08:20:07 pm
Coding block you say?

Awesome, might be able to get the independent landing gears on my mining rig to work now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on January 01, 2015, 08:21:52 pm
About how representative of the total game are the first ten minutes? I played it during its free weekend for about ten minutes and didn't really like it, even though it looks awesome now with the mod support and programming blocks and whatnot. I basically drifted over to an asteroid, got annoyed by the requirements for the solar panel, then quit. If I didn't like this, is there still a chance of liking the game itself at the current price?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 01, 2015, 08:38:36 pm
Solar panels are actually prohibitively expensive, honestly.  The game gets really 'good' when you can build a mining ship, or cheat one in to start with.  Ship drills are infinitely better than personal drills, and you'll start superstructures in no time.  Once you've got a big mining rig and can strip asteroids, you can start constructing large warships just for fun.

Or play in creative mode, which is also totally valid.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on January 01, 2015, 08:53:01 pm
First ten minutes on Survival do not represent the game at all. You only get returns on when you have some serious time invested.

First ten minutes on Creative does kind of represent 1/2 of the game, but not by much. You'll only scratch the surface.

Really, unless you're playing a simple game, 10 minutes isn't often enough time to get a good image of a game.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Anvilfolk on January 01, 2015, 11:25:50 pm
Also, is there a way to easily build things without having to go back for more materials ALL THE TIME?

There ought to be a docking feature so you could simply transfer materials quickly between ships. Instead of the connector business.

This is totally the kind of game that is infinitely more fun with someone else, playing cooperatively. My experience with "creative" online games is that everyone is in their own corner doing their own things, which kinda bums me out. Especially in public servers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 01, 2015, 11:34:33 pm
There ought to be a docking feature so you could simply transfer materials quickly between ships. Instead of the connector business.
Are you ah... using connectors correctly?  Two connectors pushed together makes them share the same conveyor grid, so you can just move items super easy...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on January 01, 2015, 11:37:00 pm
Is there any good way to start? The easy starts with the ships feel too easy for me, yet with the empty platform or rescue ship, I tire of mining each asteroid type pretty quickly.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 01, 2015, 11:42:28 pm
Is there any good way to start? The easy starts with the ships feel too easy for me, yet with the empty platform or rescue ship, I tire of mining each asteroid type pretty quickly.
You can search around the workshop for a mining starter ship with refinery.  With the yellow starting ship, you can also disassemble the door, collector, and connector for good parts and build a drill to mount on the front.  It also starts with a good number of engines, that you can take apart.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Anvilfolk on January 01, 2015, 11:52:31 pm
Are you ah... using connectors correctly?  Two connectors pushed together makes them share the same conveyor grid, so you can just move items super easy...

Herp! Thanks! I looked at youtube videos and saw everybody just kinda pooping mined resources into their bases. That... is pretty great.

I assume that if I want to be able to use more than my personal inventory to build things, a small building ship with a cargo bay is what I should be looking at? Right now my main trouble in building an initial spaceport is getting the materials that I need in my inventory to build everything. I find myself having to go back for specific things for every couple of blocks (conveyors need like, 10 different items). I was hoping that if there was stuff available in the station's inventory, they could automatically be used when building the station. But nope.

Is there any good way to start? The easy starts with the ships feel too easy for me, yet with the empty platform or rescue ship, I tire of mining each asteroid type pretty quickly.
You can search around the workshop for a mining starter ship with refinery.  With the yellow starting ship, you can also disassemble the door, collector, and connector for good parts and build a drill to mount on the front.  It also starts with a good number of engines, that you can take apart.

That was me today. Took forever to find every single ore type (damn you silicooooooooooonnnnnnnn) so that I could build something interesting. The good news is that apparently you don't need a lot of each. Looks like once you've found an inventory-load of all the ores, you're likely set up for making your own base/ship already. I really enjoy starting from zero, and building up from there. Even salvaging a ship seemed a little cheaty, so I just kept it working for the refinery. I'm about ready to transfer everything over to my station though!

That said, I'm definitely not playing on realistic. I'm doing survival mode with all the "speed up" settings set to max. I'm not big on grinding :P Can't wait to have mining ship with which to devour the small asteroids. Muahaha.


--- edit ---

Is there a Bay12 server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on January 01, 2015, 11:55:20 pm
If you start with the yellow ship, you have a good base to start taking cargo ships. Most of them can be taken with a spacesuit only. With a small disassembly ship built from disassembled engine parts from captured ships, you can quickly harvest them.

PPE: You have to start each block by hand, but it's faster to build them if you make a small welding ship with some cargo blocks of materials. IDK about large welding ships, but I'd guess that they are good for larger-scale projects.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on January 02, 2015, 12:22:46 am
I like the crashed red ship start, it's got a decent load of resources and you start with a refinery and assembler (and barely mobile platform) to get rolling.  It might be bit much if you want to do everything by hand, I don't so it works really well for me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on January 02, 2015, 12:34:52 am
I assume that if I want to be able to use more than my personal inventory to build things, a small building ship with a cargo bay is what I should be looking at? Right now my main trouble in building an initial spaceport is getting the materials that I need in my inventory to build everything. I find myself having to go back for specific things for every couple of blocks (conveyors need like, 10 different items). I was hoping that if there was stuff available in the station's inventory, they could automatically be used when building the station. But nope.
Pretty sure that if you connect cargo containers to assemblers, they'll pull in what they need.
Do note that just attaching them to the same structure (or each other) isn't sufficient. They have to be connected door-to-door, either directly mounted (awkward to work around), or via conveyors.

Quote
Is there a Bay12 server?
There's my server (check sig) and there are probably other semi-personal servers floating in and out of existence as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Anvilfolk on January 02, 2015, 08:39:39 am
Pretty sure that if you connect cargo containers to assemblers, they'll pull in what they need.
Do note that just attaching them to the same structure (or each other) isn't sufficient. They have to be connected door-to-door, either directly mounted (awkward to work around), or via conveyors.

The assemblers on my ship are already taking what they need. The problem is that if I want to build more than two or three pieces of my station, I have to go back and grab the materials. When it comes to conveyors and things, made up of 10 different parts, it's boring/annoying to get the right parts...

Tried finding the server but couldn't. Probably not online right now :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 02, 2015, 09:31:06 am
If you want to build stuff the super duper easy way you can always just edit your save and change it to Creative mode.
If you want to build stuff in survivor mode the best thing to do is get a hand full of the base materials (plates, pipes, interior plates, etc), then the best thing to do is just place the blocks - don't weld em, then make a tiny welding ship to do the actual construction hard work.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Nameless Archon on January 02, 2015, 02:25:49 pm
The assemblers on my ship are already taking what they need. The problem is that if I want to build more than two or three pieces of my station, I have to go back and grab the materials. When it comes to conveyors and things, made up of 10 different parts, it's boring/annoying to get the right parts...

Tried finding the server but couldn't. Probably not online right now :)
Solution to this is a welding ship.

To build in survival mode over the long haul, you really only lay down like one component (the one at the bottom of the list) which is just enough to get the frame of a part in place. Do that for a row or sheet of components, then hop in your welding ship, which is just a set of welders connected to cargo (containing all the parts you need). Welders will work like mining ships in reverse - adding components to whatever wireframes need "repaired" near the welders. Additionally, they weld in an area, making them not only faster but more efficient overall than hand welders.

You can carry dozens of steel plates, and if you're laying down your armor one plate per block and finishing with ship welders you will produce your ship much more quickly.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Anvilfolk on January 03, 2015, 12:35:50 pm
Thanks guys! That's what I figured!

Now I'm having a hard time plopping down a small welder (are there small welders?) on my small ship. It always becomes HUGE and won't connect. Oh well, I'll figure it out eventually.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on January 03, 2015, 12:41:33 pm
Ship welders are large, yah.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 03, 2015, 02:12:39 pm
You need to use a large conveyor tube for welders, small ones are too small
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 03, 2015, 02:56:37 pm
Thanks guys! That's what I figured!

Now I'm having a hard time plopping down a small welder (are there small welders?) on my small ship. It always becomes HUGE and won't connect. Oh well, I'll figure it out eventually.
What Zombat said. And you'll just have to design your ship around those bulky components.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on January 06, 2015, 11:54:02 pm
So im tired of playing alone, i have a game where im not that advanced, i RPed a scenario in my head and well im tired of playing alone. Im using a shitload of mod, but if you are interested to join my MP game, send a friend request to jocan on steam. I could use a few dwarf to play with me :D.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on January 07, 2015, 10:15:05 am
So just found out they put programming in the game...so I redownloaded :D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on January 07, 2015, 10:23:29 am
Had a bit of a dumb moment last night.

Started up my first game in several months, choosing an easy start unlimited world. I partially dismantled one of the larger ships to begin the process of building a world ship that would travel around mining asteroids. Then a mining ship popped up and I decided to go get it, forgetting that I turned off power to my platform to conserve power. I quickly remembered that I did so when I respawned in the middle of nowhere with no antenna to direct me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 07, 2015, 11:29:48 am
What are beacons like compared to antennas for max range/power consumption?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 07, 2015, 12:40:39 pm
What are beacons like compared to antennas for max range/power consumption?
Same range, drastically lower power consumption.  Beacons cannot be used to remote-control vehicles, so if you have no drones or have no need to access your ships from a distance, then a beacon is a great way to simply know where something is.

Also, two solar panels will support an antennae at max range.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: RebelZhouYuWu on January 07, 2015, 04:55:48 pm
What multipliers (if any) do you use on inventory and stuff when playing survival?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 07, 2015, 04:59:37 pm
I usually play with 3x inventory, because the default inventory size is prohibitively small.  Even with 3x you can only carry like 7 radio components, for instance.  However, as I'm progressing further and getting more ship storage and using more grinders/welders mounted on large ships, I'm more likely to tone it back down so that I can enjoy some large cargo infrastructure that actually serves a purpose.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: darkrider2 on January 07, 2015, 05:09:26 pm
I don't like that the assembler speed and efficiency are tied together as one option.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on January 07, 2015, 07:03:13 pm
Antenna on small ship can ony go to 5km, while beacon on small ship keep the 50 km, as for big ship its 50km on both antenna and beacon
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on January 07, 2015, 07:04:54 pm
What multipliers (if any) do you use on inventory and stuff when playing survival?
There is a mod that give 10x playerspace while kepeing 1x cargo container space on the workshop if you are interested.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 07, 2015, 07:12:39 pm
What multipliers (if any) do you use on inventory and stuff when playing survival?
There is a mod that give 10x playerspace while kepeing 1x cargo container space on the workshop if you are interested.
Don't mind if I do!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on January 13, 2015, 12:38:31 pm
Some of you may be interested in this little bit of news. (http://blog.marekrosa.org/2015/01/medieval-engineers_22.html)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on January 13, 2015, 12:42:02 pm
Ohhh I like the notion of that
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Eduardo X on January 13, 2015, 01:20:53 pm
I still don't trust them after the Miner Wars 2081 fiasco, but maybe I should.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on January 13, 2015, 01:33:02 pm
"Back then technology wasn’t ready for a full-scale approach, so the first phase of his “master plan” focused only on dynamic voxel terrain. This resulted in our first title, “Miner Wars 2081”.

The second phase started a year and a half before Medieval Engineers and materialized as our second title “Space Engineers” (Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future).

It is now time for the third phase, and we are proud to present Medieval Engineers."



I have a feeling Miner Wars was simply abandoned because it became irrelevant (to them) and they probably felt much better off as developers to scrap it and start new.

I don't think they will take the same approach with Space Engineers. But, considering it is just a "phase" like miner wars was its a distinct possibility I suppose. At least we know they are working on something very similar to it.

That being said they also made a few reassuring statements...primarily

"By creating a second engineering game, we are leveraging our existing technology and experience. "

and "The size of our team is nearing 40 people and we are still growing. There are separate teams for Space Engineers, Medieval Engineers and our secret AI project."
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on January 13, 2015, 01:45:17 pm
Parts of Medieval Engineers are bleeding back into Space Engineers (and vice versa) as well - the empty tab you may have noticed in your inventory regarding "Voxel Hands", procedural worlds, etc.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 13, 2015, 02:51:15 pm
"Procedural terrain generator (this is why we were able to easily add procedural asteroids to Space Engineers)"

Can't wait to fight the battle of Bosworth Donut   ;D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on January 13, 2015, 03:52:42 pm
"Procedural terrain generator (this is why we were able to easily add procedural asteroids to Space Engineers)"

Can't wait to fight the battle of Bosworth Donut   ;D
Yeah it seem 3 asteroid on 4 is a frigging donut...... and most of the other asteroid has a big ass hole in the middle and they ALWAYS have the same vector...... no matter the asteroid, the hole in relation to the sun on my map always goes in the same direction, like copy ppasting the same asteroid with a new noise filter to deform the terrain.....
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 13, 2015, 04:10:02 pm
Trebuchet built using individual parts based on actual physics, not just a 'trebuchet item' but a large macro build.  Time to build some terrifying dwarven siege machines!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 13, 2015, 05:06:05 pm
One the one hand, the first trebuchet you build will be fun.

On the other, the next fifty are going to be annoying.

Nonetheless, I'm excited about the possibilities, even if I'm not sure we'll have much reason to build historical-looking castles.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on January 13, 2015, 05:52:54 pm
One the one hand, the first trebuchet you build will be fun.

On the other, the next fifty are going to be annoying.

Nonetheless, I'm excited about the possibilities, even if I'm not sure we'll have much reason to build historical-looking castles.

Blueprints? :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on January 13, 2015, 05:57:05 pm
inb4minecraftclone
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 13, 2015, 06:29:50 pm
I think it actually looks sufficiently different from minecraft to avoid that criticism. Also, I wanna play it!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on January 13, 2015, 07:46:56 pm
Ho thee, I descend from on high the Space Engineers thread heavens and deliver this message: Take thy Medieval Engineers discussion to yon newly minted Medieval Engineers thread! Fare thee well, mortals!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: h3lblad3 on January 14, 2015, 02:51:40 am
Trebuchet built using individual parts based on actual physics, not just a 'trebuchet item' but a large macro build.  Time to build some terrifying dwarven siege machines!
My friends will have to contend with ballistae. Hopefully rapidfire ballistae.

Now, I just need to figure out how gravity weapons work in Space Engineers...
Is it possible to fire a "shell" with a spherical gravity generator and a warhead meant to counteract gravity-based defenses?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 14, 2015, 03:00:17 am
There's literally hundreds of videos about gravity weapons.  The biggest thing to consider, is that gravity generators can only go on large ships, so your ammo would have to be large, if it's self-driving.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: h3lblad3 on January 14, 2015, 03:15:40 am
It's not that I want it to fly via its own gravity generator, but rather that it have a gravity generator to combat the effects of other ships' gravgens. I guess figuring out how to set up the firing mechanism's gravgens to affect it would be a bit of an issue, though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on January 14, 2015, 03:26:09 am
I remember LastStandGamers making a missile that had a rock in it for something related to gravity. Can't remember for what purpose it was though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: C4lv1n on January 14, 2015, 11:53:46 am
I remember LastStandGamers making a missile that had a rock in it for something related to gravity. Can't remember for what purpose it was though.

Multiple opposing generators held the rock in place, on impact the gravity generator on the front would be destroyed (Or at the very least lose power) and the rock would be propelled out from the missile deeper into the ship. Sort of the same way a shaped charge warhead works but with gravity generators instead of shaped charges/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergarr on January 14, 2015, 11:59:30 am
Trebuchet built using individual parts based on actual physics, not just a 'trebuchet item' but a large macro build.  Time to build some terrifying dwarven siege machines!
I hope it's not going to end like in havoc engine, where physical bugs lead to ridiculousness.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on January 14, 2015, 12:01:49 pm
Trebuchet built using individual parts based on actual physics, not just a 'trebuchet item' but a large macro build.  Time to build some terrifying dwarven siege machines!
I hope it's not going to end like in havoc engine, where physical bugs lead to ridiculousness.

The trebuchet is largely a built structure, with the only actual moving parts being an axle for the swing arm (which it seems is similar to rotors in SE) and the rock.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on January 14, 2015, 12:15:13 pm
Also they are using a custom game engine...which means they have complete control over physics and how it works in their game...so they can fix issues like that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on January 14, 2015, 08:47:22 pm
I remember LastStandGamers making a missile that had a rock in it for something related to gravity. Can't remember for what purpose it was though.

Multiple opposing generators held the rock in place, on impact the gravity generator on the front would be destroyed (Or at the very least lose power) and the rock would be propelled out from the missile deeper into the ship. Sort of the same way a shaped charge warhead works but with gravity generators instead of shaped charges/
From what I saw there was a warhead right behind the front panel, so that when it impacted the warhead detonated.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on January 14, 2015, 09:10:01 pm
Trebuchet built using individual parts based on actual physics, not just a 'trebuchet item' but a large macro build.  Time to build some terrifying dwarven siege machines!
I hope it's not going to end like in havoc engine, where physical bugs lead to ridiculousness.

The trebuchet is largely a built structure, with the only actual moving parts being an axle for the swing arm (which it seems is similar to rotors in SE) and the rock.

I will say though; the image of a trebuchet juddering itself to pieces, flipping over to squash the engineer and flinging itself at high speed into the castle walls is quite an amusing one.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: flame99 on January 14, 2015, 11:53:57 pm
Trebuchet built using individual parts based on actual physics, not just a 'trebuchet item' but a large macro build.  Time to build some terrifying dwarven siege machines!
I hope it's not going to end like in havoc engine, where physical bugs lead to ridiculousness.

The trebuchet is largely a built structure, with the only actual moving parts being an axle for the swing arm (which it seems is similar to rotors in SE) and the rock.

I will say though; the image of a trebuchet juddering itself to pieces, flipping over to squash the engineer and flinging itself at high speed into the castle walls is quite an amusing one.
So...My attempts at building a miniature trebuchet in real life? :P

But seriously, it was impressive how often and how badly that thing failed. We did get it working considerably more often eventually, but it still hit us instead of the target pretty often.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on January 15, 2015, 02:55:21 am
You know, I've been looking at that list of cross-over features from Marek's blog post about Medieval Engineers, and one thing in particular is very interesting to me as applied to Space Engineers. Structural integrity. Would that perchance mean that, if one took a long-necked ship (like the default blue), and rammed another ship into the thin section, the entire thing could snap in half without all the blocks in the section having to be destroyed by ramming? Would big explosions potentially create such stresses?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 15, 2015, 04:30:48 am
I hope so.


If only so us flying brick ship builders can laugh even more at the pretty, flimsy, Star Trek designers.  :D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 15, 2015, 06:53:22 am
You know, I've been looking at that list of cross-over features from Marek's blog post about Medieval Engineers, and one thing in particular is very interesting to me as applied to Space Engineers. Structural integrity. Would that perchance mean that, if one took a long-necked ship (like the default blue), and rammed another ship into the thin section, the entire thing could snap in half without all the blocks in the section having to be destroyed by ramming? Would big explosions potentially create such stresses?
I think it also means that like, on the blue ship, if the red ship rammed into it from the side, and hit the front bulb, it might snap at the 'neck' as you'd expect it to, instead of simply damaging the impact site.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on January 29, 2015, 08:24:41 pm
Latest update just introduced the ability to modify parts of asteroids "by hand", which without a doubt is sweet. No longer do asteroid base builders like me need to worry and worry about digging too much and permanently ruining the looks. Though it's only available in Creative mode.

Also, from what I saw from LSG, you can now set things up to fire specific weapons with buttons and stuff rather than the special hotkey that fires all weapons of the type.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 29, 2015, 09:21:55 pm
Weapons can fire from terminal, which also means by programming blocks, timers, and sensors.  Traps can be 300% more ‼FUN‼ now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on January 29, 2015, 09:30:51 pm
What, you mean thrusters ionizing you and squishy walls arent !!FUN!! enough?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on January 29, 2015, 10:45:28 pm
Now you can do that, WHILE being shot!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on January 29, 2015, 10:46:39 pm
True.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 07, 2015, 03:07:23 pm
Whelp.  Looks like I wasted my money with this game.  Tried to play it, runs like crap on my computer as soon as I start a world.  And when I say that, it's running less than 5, maybe 1 or 2 over, per second.  Tis a shame.  Was looking forward to playing it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 07, 2015, 08:46:31 pm
Could be your graphics card settings. Check if it is actually using it or not.

Mine's only a 256 or 512 mb card.

I did have 2 thoughts of what might help.  First is unlikely, but does anyone know of any mods to increase performance?  Second is, would going on a server help, as that would take up a fair amount of the workload, freeing up some of my computer?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on February 07, 2015, 10:29:07 pm
In my experiences, servers work worse than SP.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 07, 2015, 10:35:57 pm
If the lag is graphical, a server won't help. You need a better video card. If you have a 512 card you are right at the minimum spec and shouldn't have expected it to run very well to begin with.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 07, 2015, 10:50:17 pm
Could be your graphics card settings. Check if it is actually using it or not.

Mine's only a 256 or 512 mb card.

I did have 2 thoughts of what might help.  First is unlikely, but does anyone know of any mods to increase performance?  Second is, would going on a server help, as that would take up a fair amount of the workload, freeing up some of my computer?

If you're using internal graphics (which I suspect you are) then it will mostly just run terribly regardless.

If you define 'terribly' as less than 60, I will be completely fine with that.  If you define it as less than 30, I'm fine with that as well.

In my experiences, servers work worse than SP.

I know on similar games I got less lag when I was on a server.

If the lag is graphical, a server won't help. You need a better video card. If you have a 512 card you are right at the minimum spec and shouldn't have expected it to run very well to begin with.

True, but I was also planning on dropping the graphical level to below 'Normal' for at least a minor performance boost.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 08, 2015, 12:22:27 am
You said you have either a 256 or 512 card. Did you figure out which?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 08, 2015, 01:19:43 am
You said you have either a 256 or 512 card. Did you figure out which?

512 dedicated, but there's apparently 1520 MB shared system memory that is added into that for a total graphics memory of 2032 MB.  Not entirely sure what the shared system memory is.  I don't think its RAM, as I have 4 (3.47 'useable') GB of that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: HissinhWalnuts on February 08, 2015, 02:12:08 am
I've been messing around with both walkers, and the new sensor weapon activation, and this is a view I got when putting them against a few turrets.
Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 08, 2015, 02:22:26 am
Shared system memory only comes with integrated graphics cards, not dedicated ones.
For the record, Intel GPU = non-dedicated graphics.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 08, 2015, 02:46:45 am
Shared system memory only comes with integrated graphics cards, not dedicated ones.
For the record, Intel GPU = non-dedicated graphics.

I have an integrated AMD.

Edit: And saying 'only comes with integrated' doesn't really explain what it is.

I've been messing around with both walkers, and the new sensor weapon activation, and this is a view I got when putting them against a few turrets.
Spoiler (click to show/hide)

Have a video or .gif of it being used?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: HissinhWalnuts on February 08, 2015, 12:27:46 pm
Unfortunately no, as I lack both recording software, and knowledge to use it, nor do I have the knowledge to make gifs as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 08, 2015, 06:48:34 pm
I have an integrated AMD.

Edit: And saying 'only comes with integrated' doesn't really explain what it is.
http://lmgtfy.com/?q=Shared+system+memory&l=1 (http://lmgtfy.com/?q=Shared+system+memory&l=1)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 08, 2015, 10:06:35 pm
So i watched a video on medieval engineer about placing block *inside block*, we all know if you place a button on wall you cannot place a light on ceiling... But in medieval you can override that and place it anyway, i cannot wait to see that implemented in space engineer. I mean it BETTER get in in... as they are using the same engine they might be testing it in medieval to port it over space engineer later on?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on February 08, 2015, 10:22:28 pm
If they do that than we need interior walls too.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on February 09, 2015, 02:16:07 am
Could be your graphics card settings. Check if it is actually using it or not.

Mine's only a 256 or 512 mb card.

I did have 2 thoughts of what might help.  First is unlikely, but does anyone know of any mods to increase performance?  Second is, would going on a server help, as that would take up a fair amount of the workload, freeing up some of my computer?

If you're using internal graphics (which I suspect you are) then it will mostly just run terribly regardless.

If you define 'terribly' as less than 60, I will be completely fine with that.  If you define it as less than 30, I'm fine with that as well.


I define terribly at less than 5, in this case.

I can run Space Engineers better than terribly in that case. I mostly stay around 12 FPS when not doing excessive amounts of building or destroying. I got an Intel HD4000 on this tabet. But I avoid playing Space Engineers on it regardless, I think it overstresses the processor. Or at least the cooling system. That poor fan sounds like it applying for a job in a turbojet when I'm playing it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 09, 2015, 02:26:01 am
If they do that than we need interior walls too.
There is a few mod with station walls and stuff, but not many ppl use them as it occupy a block... But with their new system we could have armor/wall/button-stuff all in the same block.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on February 09, 2015, 08:40:50 am
Could be your graphics card settings. Check if it is actually using it or not.

Mine's only a 256 or 512 mb card.

I did have 2 thoughts of what might help.  First is unlikely, but does anyone know of any mods to increase performance?  Second is, would going on a server help, as that would take up a fair amount of the workload, freeing up some of my computer?

If you're using internal graphics (which I suspect you are) then it will mostly just run terribly regardless.

If you define 'terribly' as less than 60, I will be completely fine with that.  If you define it as less than 30, I'm fine with that as well.


I define terribly at less than 5, in this case.

I can run Space Engineers better than terribly in that case. I mostly stay around 12 FPS when not doing excessive amounts of building or destroying. I got an Intel HD4000 on this tabet. But I avoid playing Space Engineers on it regardless, I think it overstresses the processor. Or at least the cooling system. That poor fan sounds like it applying for a job in a turbojet when I'm playing it.

ya that's uh... that's still not great friend. I mean what do you define as excessive? Also be wary of wearing out your fan. It's happened to me before.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on February 09, 2015, 09:04:52 am
ya that's uh... that's still not great friend. I mean what do you define as excessive? Also be wary of wearing out your fan. It's happened to me before.
Yeah, I know it's not great. I'm playing on a tablet, I don't exactly expect stellar performance! :P
Still, 12FPS is not entirely unplayable if you want to just build around for a bit. But it's probably less performance than I'd expect out of something like this, true. I play KSP at much better framerates, even with relatively big craft on screen.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on February 09, 2015, 11:25:33 am
"Procedural terrain generator (this is why we were able to easily add procedural asteroids to Space Engineers)"

Can't wait to fight the battle of Bosworth Donut   ;D
Yeah it seem 3 asteroid on 4 is a frigging donut...... and most of the other asteroid has a big ass hole in the middle and they ALWAYS have the same vector...... no matter the asteroid, the hole in relation to the sun on my map always goes in the same direction, like copy ppasting the same asteroid with a new noise filter to deform the terrain.....
I found one asteroid which looked like a thumb would look if the fingerprint ran all over and had no nail. There was one hole in it which led into a massive and confusing cave system.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 16, 2015, 05:13:42 pm
Is there a bay 12 server set up?  I managed to finagle something to get it working and I would like to see if it would survive on a server.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 16, 2015, 07:35:39 pm
Mine is still running, probably 8-12hr/day depending on which day.
Posted a bit back about it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 16, 2015, 07:45:16 pm
Mine is still running, probably 8-12hr/day depending on which day.
Posted a bit back about it.

You have a strikethrough in the link to the IP that says it is dead.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 16, 2015, 08:19:18 pm
Ah, right you are. My bad.
In truth it doesn't matter, since it's on the public list. But the current IP is the same as it was.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 16, 2015, 10:25:16 pm
Ah, right you are. My bad.
In truth it doesn't matter, since it's on the public list. But the current IP is the same as it was.

When is it online?  Tried finding it and it didn't show up.  Unless you renamed it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 16, 2015, 10:45:51 pm
Server name is still B12 Sector. World name is Losing≈Fun.
Last time I helped someone find it, it turned out they were searching by game name instead of server name, so that's a possible problem.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 16, 2015, 10:58:01 pm
Server name is still B12 Sector. World name is Losing≈Fun.
Last time I helped someone find it, it turned out they were searching by game name instead of server name, so that's a possible problem.

It's not showing up when I search for it.  And I know I am looking in Servers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 16, 2015, 11:05:42 pm
Well, all the configs seem fine on my end, but I haven't actually logged in in atleast a month, so I guess I'll try troubleshooting it.
I would suggest adding me on steam to further facilitate the process.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on February 20, 2015, 06:06:53 am
So... Its free to play for the next two days... Dont we have a server somewhere?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 20, 2015, 07:48:50 am
I had one up but weekly updates were annoying and people stopped playing so its not up any more I believe.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on February 20, 2015, 09:08:18 am
Server would be cool, mhmm...

*whitelist one thou*
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 20, 2015, 10:07:49 am
playing during the free week is not advisable. Servers I've seen all are laggier than the connection from Earth to Curiosity, with random people constantly connecting and disconnecting
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on February 20, 2015, 10:09:01 am
Which is why I am asking if we have our own, so I dont add to that mess.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 20, 2015, 01:09:27 pm
I had one up but weekly updates were annoying and people stopped playing so its not up any more I believe.

Then there are those odd connection problems.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 20, 2015, 01:15:56 pm
I had one up but weekly updates were annoying and people stopped playing so its not up any more I believe.

Then there are those odd connection problems.
And the instances of ships spinning out of control or just glitching out because physics.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 20, 2015, 01:25:29 pm
Woohoo, free weekend! Finally I get to see what the fuss is all about.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 20, 2015, 01:32:09 pm
I had one up but weekly updates were annoying and people stopped playing so its not up any more I believe.

Then there are those odd connection problems.
And the instances of ships spinning out of control or just glitching out because physics.

Wait a sec...you're not the person who's server I tried to connect to.  My mistake.  Yours might have had the problems, but I can't know.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 20, 2015, 01:48:42 pm
I've got the server that's got mysterious connection problems.
All settings and configs say it should be connectable, but it isn't.
if anyone's got non-obvious or mentioned solution, feel free to say so.

If anyone wants to try and connect:
173.78.33.160:27016
Server Name: B12_Sector
Game Name: Contested Space

E: Underscore, but won't make a difference since it should come up with just B12.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on February 20, 2015, 03:02:16 pm
I dont see it on the list.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 20, 2015, 05:30:46 pm
I dont see it on the list.

Apparently it connects with his local system just fine, but doesn't show up on the internet.

Going to be trying a server by the name of =VX9= Pvp.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 22, 2015, 03:48:13 pm
Played this a bunch during the free weekend, it's kind of fun, but...

In survival, it takes forever to mine minerals -> refine them -> build stuff -> build ship. It gets kind of tedious after a while.

Unless.....

You die and respawn in a survival ship, then you can take it apart for a massive amount of free materials

But if you're going to do that, you might as well play in creative mode.

But...

If you play in creative mode it all feels kind of pointless since you have infinite everything. Why bother building a ship that can eat a whole asteroid when you're just going to eject all the minerals into space anyway?

Maybe i'll just wait till it's actually finished (and 75% off instead of 40%)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 22, 2015, 03:57:22 pm
Using the advanced options you can speed up the refining, welding, and grinding processes, I believe.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on February 22, 2015, 03:58:07 pm
Eh, it's not terribly fun to play alone. I only ever play with a friend of mine, and we'll play creative, give ourselves an hour to build a ship, then pit them against eachother. It's a blast. I've put about 30 hours into the game just playing around with him.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on February 22, 2015, 05:59:39 pm
Played this a bunch during the free weekend, it's kind of fun, but...

In survival, it takes forever to mine minerals -> refine them -> build stuff -> build ship. It gets kind of tedious after a while.

Unless.....

You die and respawn in a survival ship, then you can take it apart for a massive amount of free materials

But if you're going to do that, you might as well play in creative mode.

But...

If you play in creative mode it all feels kind of pointless since you have infinite everything. Why bother building a ship that can eat a whole asteroid when you're just going to eject all the minerals into space anyway?

Maybe i'll just wait till it's actually finished (and 75% off instead of 40%)
You can get the best of both worlds by turning Cargo Ships on.

You'll find NPC ships fly through your area of space which you can then attack and board, then chop up for parts.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 22, 2015, 09:15:44 pm
I played a little with a friend and we attacked an NPC ship (iirc civilian sail). His cockpit got destroyed before he could even do anything (later i found out he didn't bother adding the bulletproof glass for some stupid reason) so his ship was just sent spinning out of control and lost.

My ship didn't have any guns, I just had some grinders on there... and they all got destroyed before I could grind it. Fortunately it used all it's ammo (I guess? it stopped shooting) killing my grinders so I just tried to ram it to make it stop so we could board it.

Instead of making it stop, I completely destroyed my ship (I lived, somehow) and blew half the enemy ship up.

Then we floated around in space for a while, I made it back to the station and my friend died of suffocation along the way.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on February 22, 2015, 09:46:17 pm
If you approach the sails head-on, you can take them with only a space suit. Same goes for several other cargo ships - if you approach from the right spot, you can take them without a ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on February 23, 2015, 02:34:51 am
With the sails, I've also had luck just flying around and draining the ammo off the turrets by having them shooting at you and dodging the shots. Obviously quite risky, and you obviously won't get the ammo, but it works and you don't need any special equipment or any special knowledge, and you risk only what you have in your inventory (which you should dump somewhere safe). But I don't suggest doing it for other ships, I think they have more ammo, and they definitely have more turrets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 24, 2015, 12:12:55 am
Broke down and bought it just before the sale ended. I hate early access and I hate encouraging early access.... but all I could think about all day was blocksblocksblocksblocks so meh. Even if they do abandon it completely I guess it's fun enough right now to get my money's worth.

Joined some random server, didn't have the option for the big rescue ship (probably for the best I guess) so I just picked a respawn ship. It plopped me down in the middle of space with no people or buildings in sight anywhere. Head to a nearby asteroid and.... holy crap it's HUGE. Like... wow. Are the procedurally generated asteroids just much bigger?

Anyway, turns out my ship has an assembler, but no refinery. Spend a half hour slicing up the ship to build a refinery and move the assembler to the station platform. Finally comes time to move the reactor, slice it up and rebuild it, slice up the cockpit to build a station terminal.... and suffocate to death *just* before I can finish the station terminal to recharge. Seriously 5 more seconds and it would have been finished enough to use.

Welp. Someone's going to get a free refinery/assembler (and various broken chunks of ship) at some point I guess. Do corpses count as misc items and get cleaned up after the limit is hit, or will it persist there and someone might find my body slumped over the half built console eventually?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 24, 2015, 12:17:53 am
Welp. Someone's going to get a free refinery/assembler (and various broken chunks of ship) at some point I guess. Do corpses count as misc items and get cleaned up after the limit is hit, or will it persist there and someone might find my body slumped over the half built console eventually?

Depends on server settings.  By the way, which server is it?  I would like to join you in your endeavor, if I can find you on the server, of course.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 24, 2015, 12:24:38 am
Welp. Someone's going to get a free refinery/assembler (and various broken chunks of ship) at some point I guess. Do corpses count as misc items and get cleaned up after the limit is hit, or will it persist there and someone might find my body slumped over the half built console eventually?

Depends on server settings.  By the way, which server is it?  I would like to join you in your endeavor, if I can find you on the server, of course.

I honestly don't remember, I picked the first server I saw that didn't have mods and didn't have crazy 10x everything, and I quit after I died. Sorry :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on February 24, 2015, 08:01:17 am
I'm lazy so I enjoy the 10/100x inventory space/speed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 24, 2015, 08:34:00 am
tbh after doing the 1/1/1 resource grind up to a large ship once (20-30 hours) I will never again play survival at 1x realistic settings until the game is about 1000x more stable. It was devastating watching the ship I'd just sunk 15+ hours into suddenly physics-bug and spin off at high speed into an asteroid to promptly shatter into a dozen pieces for no reason other than I tried to dock it to a connector.

No rotors, no pistons, no fancy stuff. Just a sudden physics glitch with the forces involved in the connector and poof, ship has achieved lightspeed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: h3lblad3 on February 24, 2015, 08:40:09 am
This is why I refuse to play with autosaves on.

I've had a couple friends get on and check my stuff out. Eventually, something stupid happens and I lose something that was important to me (mothership exploding because something was hooked up to the connector, for example). At which point, I always mention, "THIS. This is why I turn off autosaves."
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 24, 2015, 09:17:49 am
After 4 days of heavy lifting, I finally managed to build myself up from a humble Asterods+Rescue Ship start to my first large Mining Ship. (well, half ship. The right half, specifically. fortunately, its components are mirrored and redundant so half a ship is just as good as a full one). Complete with refinery, arc furnace and assembler...

I kinda like the 1x limitation forcing you to make at least the small construction ship to be able to bring the materials to your site. I did disable Permadeath tho, after dying once and having to reset all permissions from the Advanced panel, plus losing my GPS bookmarks :P No fun. Every time I've died is because the Low Energy alert isn't loud enough or I got distracted and forgot to pause outside a ship while doing house chores :-/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 24, 2015, 11:58:31 am
I still use small welding ships just for ease of access and transport capacity. Even with 10x inventory for your spaceman you can't carry shit and welding is painfully slow on big builds. I have a small ship with changeable tool heads, one with a welding array and one with a grinding array.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 24, 2015, 12:26:04 pm
I'm not sure the welding machines are actually faster than hand welders, sometimes I think it's slower (but you can potentially weld something like 4 blocks simultaneously). At least when using a single welder machine. One thing that bothers me is that you can't place blocks (or I haven't found a way) or see the progress of the job. Also, ship welders require line of sight, and they still play the welding effect if there's an incomplete block behind another but within range, except no work gets done. This happened to me trying to make a small ship, it didn't finish welding the gyroscope behind another block and I had to saw it off and then weld the gyro by hand (I was using a projector). But the thing would keep trying to weld it anyway.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 24, 2015, 12:43:40 pm
When I say welding array, think a 12x12 array connected to large cargo containers. It is faster.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on February 24, 2015, 01:08:07 pm
One thing that bothers me is that you can't place blocks (or I haven't found a way) or see the progress of the job. Also, ship welders require line of sight, and they still play the welding effect if there's an incomplete block behind another but within range, except no work gets done. This happened to me trying to make a small ship, it didn't finish welding the gyroscope behind another block and I had to saw it off and then weld the gyro by hand (I was using a projector). But the thing would keep trying to weld it anyway.

Projectors man. There are tons of things out there with automated creation lines with welders and projectors, hell, someone even made a ship vending machine.
As for the incomplete welding then, welders on pistons as close in as possible, withdrawing from the areas very, very, VERY slowly.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 24, 2015, 09:25:45 pm
Been messing with a dedicated server a little bit, it seems like there's no way to make it private, or password protect it, or even make a whitelist... the only option is to whitelist through a steam group or just leave it open and hope some idiot does not kamikaze your base with a rescue ship.

That's.... annoying. Like, really annoying. How hard could it possibly be to make an option for private? The game already allows it when you host through the client.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on February 24, 2015, 10:02:02 pm
Keen is one of those software houses that wants to do everything themselves, including making all the mistakes that multiplayer games have made over the past decade.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 24, 2015, 10:18:27 pm
Let me know when there's bay12 server running somewhere please, or when we decide on an existing server to conquer for Armok :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 24, 2015, 11:28:39 pm
Let me know when there's bay12 server running somewhere please, or when we decide on an existing server to conquer for Armok :)

Are we able to get the shade of blood in game?  Granted, we would probably darken it (further?) or just use plain black for stealth purposes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on February 25, 2015, 04:29:32 am
Let me know when there's bay12 server running somewhere please, or when we decide on an existing server to conquer for Armok :)

Are we able to get the shade of blood in game?  Granted, we would probably darken it (further?) or just use plain black for stealth purposes.
You can make custom colors, so yes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 25, 2015, 07:12:51 am
Been messing with a dedicated server a little bit, it seems like there's no way to make it private, or password protect it, or even make a whitelist... the only option is to whitelist through a steam group or just leave it open and hope some idiot does not kamikaze your base with a rescue ship.

That's.... annoying. Like, really annoying. How hard could it possibly be to make an option for private? The game already allows it when you host through the client.
You can! You can tie a dedicated server to a specific steam group, which means only members of that group will ever see your server.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 25, 2015, 08:51:35 am
Welp... it seems I shouldn't use large thrusters on my large ships. They must be bugged somewhat or I crashed it into something without noticing, because I went to check and it was completely gone (and the blocks around it slightly damaged).

I've read about the bug in small ships, something like the exhaust plume overlaps the engine itself or blocks that aren't even behind it, but haven't found anything about large ships.

I guess it's time to refit it with a big array of small engines instead.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 25, 2015, 10:06:44 am
honestly I'd just turn off thruster damage for now because its so buggy
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 25, 2015, 10:12:13 am
Yeah, good idea. Do you know if servers usually have it turned off?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 25, 2015, 10:12:57 am
Yeah, good idea. Do you know if servers usually have it turned off?
Depends on the server mod. I usually do just because of general bugginess but my server isn't up any more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on February 25, 2015, 11:25:27 am
I had fun building crappy mine-towers (just a stick with gravity blocks on one end and a drill on the other, plus some storage), add some flashy lights and it gives off a nice mine-roid vibe, plus harvesting them after a while is fun.

Once one fullfilled his Duty and left the astroid on the other end, flying off into space, flinging about, his beacon forever more showing us his journey throu the universe.

I tend to have a tiny thing with a cargo box, for moving stuff, looting, docking up, raiding and just a ol miner for... mining and some pile of refinerys and assemblers (very) slowly shuffling along somewhere else.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 25, 2015, 04:59:28 pm
Ugh.

Well, building using projections by carefully moving one tiny block at a time doesn't work. The best way is to move all over looking for points where the welders start sparking, because it doesn't just place blocks in valid places inside some radius, it uses some sort of weird pathing algorithm which decides which next block to build from the position you're at. But the really bad part: projection building SUCKS at placing gyroscopes. I just built a complicated ship and managed to weld everything (at 10x with 6 welders) but it placed EXACTLY 0 gyroscope (blueprint had 8 ). ARGH!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 25, 2015, 05:54:28 pm
It will place block only if the block as a connection to another block. https://www.youtube.com/watch?v=xr7bvjXOkac. You just need better planning or use a mod with bigguer radius welders. I personally like the *laser welding* mod.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 25, 2015, 09:06:04 pm
It will place block only if the block as a connection to another block. https://www.youtube.com/watch?v=xr7bvjXOkac. You just need better planning or use a mod with bigguer radius welders. I personally like the *laser welding* mod.

Yes and no. It will only place connected blocks (which is what I meant by "valid"), but there are a lot of other factors, such as if all the surrounding blocks are finished, and will select a certain order. So, just because it can be placed it's not guaranteed that it will be the next block, even if it's right in front of the welder and has an adjacent complete block.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 25, 2015, 09:38:13 pm
Ok, maybe I can ask for some ideas here.

I'm trying to figure out a way to make an automated ship grinder platform. Tested pistons, but there are some problems, same that I see in videos on the net: while you can "push" a ship towards the grinders, actually crushing the ship destroys some of the blocks (dropping scrap), and it damages the walls, and/or the piston itself.

The only other way I can imagine this can work would be to shove the ship between two movable walls instead of crushing it. So, it would alternate moving the bottom and the top platform, always giving enough space so that the ship isn't crushed. Alternatively, move both platforms in parallel up and down...

Thoughts?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 25, 2015, 10:08:39 pm
can't you use sensors to make the pistons start and stop moving?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 25, 2015, 10:31:08 pm
I'm heading into the "IFDGaming Universe [Procedural]" server.  It has a max size of 64, so it should be fairly good, hopefully.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on February 25, 2015, 10:39:10 pm
I just realized that I can use merge blocks and connecters to transfer cargo without manually moving everything between cargo containers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 25, 2015, 11:36:03 pm
can't you use sensors to make the pistons start and stop moving?

That's a good question, still, they would have to alternate to avoid crushing the ship.

Another alternative could be to park the ship above a grinder pit, attach a small reactor on the top and a Mass generator, then put a gravity generator on the other side of the grinders.

EDIT: Yeah, that didn't go well. In fact even just falling towards the grinders seems to sometimes explode parts, but a lot less than crushing them. Eventually, the ship turns around and the reactor/mass gets destroyed and the thing just floats away.

In the end, I think nothing beats dismantling a ship by hand (meaning manually, not using the hand grinder). AND carefully in order to avoid floating debris :/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on February 26, 2015, 01:19:34 am
Nah, you just need a crusher plate. More easily controlled feed rate and also it's a CRUSHER PLATE!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 26, 2015, 01:37:49 am
can't you use sensors to make the pistons start and stop moving?
Yes i had a setup like that once but was for grinder and making them stop, but could easiliy be reversable i believe.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on February 26, 2015, 08:00:28 am
I watch too much LSG and whenever I end up attempting to make a ship I feel woefully inadequate!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on February 26, 2015, 09:07:06 am
Ok, maybe I can ask for some ideas here.

I'm trying to figure out a way to make an automated ship grinder platform. Tested pistons, but there are some problems, same that I see in videos on the net: while you can "push" a ship towards the grinders, actually crushing the ship destroys some of the blocks (dropping scrap), and it damages the walls, and/or the piston itself.

The only other way I can imagine this can work would be to shove the ship between two movable walls instead of crushing it. So, it would alternate moving the bottom and the top platform, always giving enough space so that the ship isn't crushed. Alternatively, move both platforms in parallel up and down...

Thoughts?

I've got one that is a giant box tube, down the far end the entire wall is grinders
At the top I have a lid on a rotor that flips up, on the inside of this lid I have stacks of pistons that are all merged into a platform made of blast door segments.

It mostly works without exploding violently... mostly.


I'd share it but the save file is on my home computer not my work laptop, apparently steam cloud doesn't work with this game?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 26, 2015, 09:11:03 am
I just realized that I can use merge blocks and connecters to transfer cargo without manually moving everything between cargo containers.

conncetors, yes. Merge blocks, no. Merge blocks do not transfer goods
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on February 26, 2015, 10:01:41 am
I just realized that I can use merge blocks and connectors to transfer cargo without manually moving everything between cargo containers.

conncetors, yes. Merge blocks, no. Merge blocks do not transfer goods

The idea is that there's a cargo ship that merges and then uses connectors to connect to whichever kind of ship I'm using. Rather than separate storage for welding, grinding, mining, and manufacturing, I can use only one or two inventories that can be moved around.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 26, 2015, 10:18:41 am
The connector can lock like a landing gear when next to another connector with the same diameter, and when its locked it shares inventory, merge block is well... a bit overkill.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on February 26, 2015, 10:25:32 am
The merge block helps with the connection a bit to stop the ships from flying apart.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 26, 2015, 11:07:03 am
It does, but it does also come with risk. The magnetic force of the merge blocks is so strong that it can damage or even rip apart one of the two merged objects. Isn't supposed to happen, but it does sometimes. I had to break down and rebuild my asteroid drill, because the merge blocks connecting kept destroying the piston.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on February 26, 2015, 02:31:54 pm
Ok, maybe I can ask for some ideas here.

I'm trying to figure out a way to make an automated ship grinder platform. Tested pistons, but there are some problems, same that I see in videos on the net: while you can "push" a ship towards the grinders, actually crushing the ship destroys some of the blocks (dropping scrap), and it damages the walls, and/or the piston itself.

The only other way I can imagine this can work would be to shove the ship between two movable walls instead of crushing it. So, it would alternate moving the bottom and the top platform, always giving enough space so that the ship isn't crushed. Alternatively, move both platforms in parallel up and down...

Thoughts?

I've got one that is a giant box tube, down the far end the entire wall is grinders
At the top I have a lid on a rotor that flips up, on the inside of this lid I have stacks of pistons that are all merged into a platform made of blast door segments.

It mostly works without exploding violently... mostly.


I'd share it but the save file is on my home computer not my work laptop, apparently steam cloud doesn't work with this game?

Annnnddd.... here it is:
http://steamcommunity.com/sharedfiles/filedetails/?id=399318068

Its a prototype so its not that big, you won't able to fit in anything much bigger than the rescue ship
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on February 26, 2015, 07:06:02 pm
Wait, you all make it that complicated?

Whatever happend to a gravity generator under the grinders and a mass block on the ship to be grinded?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on February 26, 2015, 07:23:29 pm
When the mass block or generator ends up getting eaten, it stops working...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 26, 2015, 07:36:15 pm
Okay... something about the last update made my shipbuilding harder, now apparently it will place blocks even if my builder ship is in the way making them explode instantly...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 26, 2015, 10:18:50 pm
When the mass block or generator ends up getting eaten, it stops working...
So place it at the back/far end? It's not like it takes that long to install, or that you need to be inside to grind.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 26, 2015, 10:34:56 pm
When the mass block or generator ends up getting eaten, it stops working...
Also it doesnt always make it fall in straight line unless you pinpoint the exact center of mass, while the grinder on wall with detector once installed, you simply park up and let the system work it up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on February 26, 2015, 10:38:32 pm
Solution; K, information tab, show center of mass.  Congratulations, you now know where to place the mass block.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on February 26, 2015, 10:41:04 pm
Even if inperfect, it still eats up 80%-ish of any ship even if your bad at placing the block. Then place another, if you really care. Not the most elegant solution, but far faster then others. Also mostly if the mass block gets eaten, the main object is still moving towards the grinders anyway, so w/e.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 26, 2015, 10:48:35 pm
Nope, I tested it. It bounces off and the grinders push it away even more strongly, so be ready to chase half of your ship, heh eh.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 27, 2015, 12:38:52 am
Sounds like you had gravity too high.
.1 (or less even) is plenty for a slow operation like this.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 27, 2015, 12:52:29 am
Sounds like you had gravity too high.
.1 (or less even) is plenty for a slow operation like this.

How can gravity be too high when the artificial mass gets disabled? Since the ship won't be affected by gravity at all?
That's when the grinders push it and it floats away.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on February 27, 2015, 12:53:54 am
Sounds like you had gravity too high.
.1 (or less even) is plenty for a slow operation like this.

How can gravity be too high when the artificial mass gets disabled? Since the ship won't be affected by gravity at all?
That's when the grinders push it and it floats away.

why not just unweld it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 27, 2015, 02:41:31 am
If the gravity's too high, then it's going to bounce/jitter a lot more when it's contacting the grinders, resulting in more velocity when the mass is removed.
But like I said, if you put it at the far end, what does bounce off/out isn't going to be worth the effort, as any situation which would employ something like this would also have an unlimited (if slow) supply of ships to grind. Far better to spend the effort/time on hijacking the next ship than chasing down the last pieces of the last ship.

Oh, and in case you're referring to the mass not being able to use the main power supply anymore, obviously if you're gonna install an artificial mass, might as well install a small reactor with a pittance of uranium as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 27, 2015, 08:56:12 am
Yes, I installed small reactors too.
The velocity at which the ship floats away isn't relevant, since it will just keep going.
Depending on the ship design, it might not be worth it, or it might be a ton of upward thrusters that get lost in space.



...

EDIT: Aaaand... my left large thruster blew up again. Pretty sure I had it when, during and after I parked my large ship (to a connector pipe, using the external camera a lot). But then I disembark and it's gone, and the blocks around it are damaged. What gives? Thruster damage is off, there isn't any floating debris... something fishy is going on. And now I have to make hundreds of thruster components again (or respawn and grind yet another rescue ship :()
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on February 27, 2015, 10:41:52 am
I'd love for the engine to better optimised and to have servers that just straight up have a max limit of a million or more objects, so space-trash all over the place is a real hazzard that forces good armor and new creative ways to get about (and armoring your base).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 27, 2015, 11:24:41 am
Anyone know the current practical limit on debris? (How much before significant slowdown)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 27, 2015, 11:55:45 am
That depends drastically on your computer. However, I doubt that having enough objects to give a sense of "space trash all over the place" will ever be practical.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 27, 2015, 11:57:36 am
I figure anything north of 5k should be enough. But no idea what the performance hit would be, particularly for others.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 27, 2015, 12:00:43 pm
Actually, if you want space trash, you'll need a mod that adds just a little drag to your debris. Otherwise, any debris created will stay unwavering on a vector away from all civilization, or until it hits an asteroid.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 27, 2015, 12:21:31 pm
Yeah, you usually need a planetary gravity to get debris in orbit. Otherwise they're just projectiles getting further away forever.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 27, 2015, 05:21:51 pm
Actually, if you want space trash, you'll need a mod that adds just a little drag to your debris. Otherwise, any debris created will stay unwavering on a vector away from all civilization, or until it hits an asteroid.
In fact as soon the debris falls under .2ms seconds? i think it will make it stop should you go away and come back. Anything faster will not be affect, i think its something about flaoting point rounding or the-like.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 27, 2015, 05:37:53 pm
I decided I had enough fun for now on survival, so I'm gonna focus on building biglargehuge ships on Creative.

And to do that, I'm going to take inspiration from the ugly modular shipbuilding method. And merge blocks. Using a 9x9 imaginary grid for each module (can use more than one "block" of those. The edges are reserved for joints tho). I hope they soon include conveyor/merge block hybrids of some sort, for now I'm using Connector blocks. There's no way that is going to backfire on me somehow...

Already working on my Command Module aka the Bridge.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 28, 2015, 07:38:13 am
Well if you place conveyor next to a merge block on both side they will connect, but will render the merge block inoperable by after as the conveyor will be connected as if you palced it manually and will form a solid connection instead of temporary like merge blocks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on February 28, 2015, 09:40:23 am
There are some merge less conveyor tubes as a mod on the work shop
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 28, 2015, 02:28:12 pm
There are some merge less conveyor tubes as a mod on the work shop

Found one in the Nexus, but none in the workshop. Was trying in vanilla first, I should test if that connection thing is true.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on March 09, 2015, 10:35:31 pm
I've been busy building a base on my TS group's server, and took some time off to design a claw fighter.
If anyone's interested, I put it up on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=405607661

It might be fun to get a few people together for some dogfights!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on March 10, 2015, 12:18:45 am
I've been busy building a base on my TS group's server, and took some time off to design a claw fighter.
If anyone's interested, I put it up on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=405607661

It might be fun to get a few people together for some dogfights!

If we could get a server.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on March 10, 2015, 03:44:08 am
as long as dedicated servers will go on windows it will be a pita to host and keep them up :/
(talking as I tried to keep a 7 days to die server up)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on March 10, 2015, 05:58:16 am
as long as they're doing weekly updates I won't be hosting a server. PITA
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on March 10, 2015, 06:20:25 am
as long as they're doing weekly updates I won't be hosting a server. PITA

Oh lol this made me laugh hard.
Normally, people complain about NOT having weekly updates
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alexandertnt on March 10, 2015, 06:22:38 am
as long as they're doing weekly updates I won't be hosting a server. PITA

Oh lol this made me laugh hard.
Normally, people complain about NOT having weekly updates

Those people aren't trying to host a server :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on March 10, 2015, 07:23:18 am
as long as they're doing weekly updates I won't be hosting a server. PITA

Oh lol this made me laugh hard.
Normally, people complain about NOT having weekly updates

Those people aren't trying to host a server :P

exactly. not gonna pay a window server license to host a game.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on March 10, 2015, 08:18:07 am
Communists ;D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on March 10, 2015, 09:23:46 am
For what it's worth, I'm pretty sure you can get your server to restart with regular windows. Have Windows Events restart the server on thursdays by shutting it down (might require a batch script to kill the process, kludgy I know) and then just starting it through a shortcut. Alternatively, if you're more of a programmer than I am, you can probably configure a script to check for news page updates every so often and restart the sever when, say, there's an update with four or more numerical characters in the title.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on March 10, 2015, 12:35:09 pm
There's a dedicated server (http://www.spaceengineersgame.com/dedicated-servers.html) for this from Keen.
The server executable has the option to install itself as a service.
This service will/can autostart when the server/computer is started/logged in. (adjustable through windows services)

I've personally had this, and a TS3 server both running on my desktop, and had uptime of over 95% (because of a couple non-local power failures,) with time between restarts as long as (I think) 13 days, and rarely less than 4.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on March 10, 2015, 12:40:16 pm
I've personally had this, and a TS3 server both running on my desktop, and had uptime of over 95% (because of a couple non-local power failures,) with time between restarts as long as (I think) 13 days, and rarely less than 4.

Don't forget the weird 'not connecting to the internet list' thing.  I have thought of another reason that might be: Maybe you made a whitelist steam group for it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on March 10, 2015, 01:55:45 pm
There's a dedicated server (http://www.spaceengineersgame.com/dedicated-servers.html) for this from Keen.
The server executable has the option to install itself as a service.
This service will/can autostart when the server/computer is started/logged in. (adjustable through windows services)

I've personally had this, and a TS3 server both running on my desktop, and had uptime of over 95% (because of a couple non-local power failures,) with time between restarts as long as (I think) 13 days, and rarely less than 4.
Yes, that is great but weekly updates means that people with steam auto-update will be bugging you to update/restart the server.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on March 10, 2015, 02:10:07 pm
Language warning
@Zan:
Nope. Nothing like that, and it would have to be set in the server config, which it isn't. My only assumption is that my ISP is a cunt. Kind of surprising, since they were so good about it for so long.

@forsaken:
Can't be helped. If people are committed to a specific server, particularly one based around a community, they should be in touch with the admin and/or have a way of being told when the server updates and/or get their panties unbunched and wait for the server to catch up to the last update that broke connectivity.
Steam still notifies you (via blue/yellow text in games list) than an update is pending to SE. Those kind of patches aren't weekly, so it's not a constant event. If the player's too immature to deal with this, then you shouldn't be bothered by not catering to them.
That said, I was usually available via the TS for issues and the few times someone said something, I solved the issue in short order.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on March 10, 2015, 03:45:44 pm
You can rent a dedicated server for pretty cheap (like $10 - $15  month or something). If you have a group of people just pass the hat around (so to speak) and you should be able to collect enough to rent a server for a few months.

However in my experience multiplayer is incredibly poorly optimized. I tried about a dozen servers and none of them (even the ones with no-one else on the server) had a simspeed better then 0.6 or so. It's not just me either since my friend with a computer that's MUCH better then mine also had similar simspeed issues (his were slightly better but not a lot better).

Low simspeed causes a LOT of problems and desyncs so everything is laggy, ships warp around everywhere, you can't walk around in a moving ship without randomly getting thrown into space, etc.

Until they do some serious multiplayer optimization, large (or even medium) scale multiplayer games are not really viable.

Edit: I actually found a server with 1.0 simspeed so I guess it's possible, though it seems to be a relatively new server (didn't find anything built anywhere) with a limited worldsize, so I guess I'll see if it stays high or if it eventually degrades as people build. (name is something like 666devildogs if anyone is curious)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on March 14, 2015, 09:12:29 am
This got a much-needed update that adds directional conveyors which can be set to only let some things through.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on March 14, 2015, 11:26:50 am
This got a much-needed update that adds directional conveyors which can be set to only let some things through.
Or you know... this?

http://steamcommunity.com/sharedfiles/filedetails/?id=321588701

You go to a cargo container, type what you want in its name, amount, blacklist, make it pull or no, share inventory or no. No need to build 3 different block to let item trough or pull/push.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: HissinhWalnuts on March 14, 2015, 02:21:36 pm
Some people like vanilla.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on March 14, 2015, 02:46:23 pm
Some people like vanilla.
Oh like those vegan? I mean give me a single real and good reason to go vanilla instead of tweaking the game to your liking, just 1 good please, saying its less complicated is not a good one because it is not. ( i mean installing a mod ).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: HissinhWalnuts on March 14, 2015, 02:53:11 pm
To some like me, I'm just not interested by the kinds of mods they put out. But some people find it to be more authentic to be in vanilla, and if you don't find that to be a reason, we shouldn't have to follow your wants, we can like vanilla if you don't.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sean Mirrsen on March 14, 2015, 03:21:50 pm
I like to play games, especially games in heavy development, in vanilla, mostly because so that when I inevitably have a problem, I certainly know that I have a problem with the game itself, and not with one of the mods, and can report it accordingly.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on March 14, 2015, 07:24:30 pm
I like to play games, especially games in heavy development, in vanilla, mostly because so that when I inevitably have a problem, I certainly know that I have a problem with the game itself, and not with one of the mods, and can report it accordingly.

This. When people play an alpha / early access game, quite a few of them play to help develop it, and report bugs. Mods complicate that unnescessarily, and potentially waste dev time trying to find a bug that's not there in vanilla. Then again, it is a dev's choice to allow moddability, and also a dev's option whether or not to put a "please do not report bugs when using mods" line in the bug forum's main topic.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on March 14, 2015, 11:03:10 pm
And to add to the other points, there's the issue of having to either get used to saves that break more frequently than usual, or forcing SE not to update until you've gotten an update of the mod that's compatible with the new version.
Not saying this happens all the time, but it is *a* reason to prefer Vanilla.
Personally, I think Sean's point is the best reason.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on March 15, 2015, 06:29:36 am
I like to play games, especially games in heavy development, in vanilla, mostly because so that when I inevitably have a problem, I certainly know that I have a problem with the game itself, and not with one of the mods, and can report it accordingly.

This. When people play an alpha / early access game, quite a few of them play to help develop it, and report bugs. Mods complicate that unnescessarily, and potentially waste dev time trying to find a bug that's not there in vanilla. Then again, it is a dev's choice to allow moddability, and also a dev's option whether or not to put a "please do not report bugs when using mods" line in the bug forum's main topic.
Well that is a good reason, but i was more talking about mod in general, sorry if i wasnt clear enough. I bow to the reasons :). Gave my point of view and you gave yours and i respect them. To be honest i never saw these coming hehe.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on March 15, 2015, 07:16:48 am
Theres also the problem that mods can't be used online unless the server owner adds them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on April 20, 2015, 10:55:26 pm
That is glorious and horrible.  I am now imagining pvp servers where whole planets are cordoned off by man-made Kessler syndrome except for tightly timed windows, once they get some serious orbital mechanics work done.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 21, 2015, 12:26:45 am
I'm sure any server will die long before Kessler syndrome sets in, if it's not set to remove garbage.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on April 25, 2015, 05:39:33 pm
Ok, seems they added oxygen farms that don't need ice. Don't know what the tradeoff is for uranium use tho, but they need sunlight.
I suppose using solars you'd end up having unlimited oxygen now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on April 25, 2015, 06:45:33 pm
And they are going to be redoing multiplayer soon to deal with the lag.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on April 25, 2015, 08:04:48 pm
And they are going to be redoing multiplayer soon to deal with the lag.
Source?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: KingofstarrySkies on April 25, 2015, 08:08:30 pm
That is glorious and horrible.  I am now imagining pvp servers where whole planets are cordoned off by man-made Kessler syndrome except for tightly timed windows, once they get some serious orbital mechanics work done.
Space Engineers becomes Every Sci-Fi War Ever simulator.
GIBE
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergarr on April 25, 2015, 08:57:23 pm
10 million dollar, out-of-pocket AI development that they just opened up (http://blog.marekrosa.org/2015/04/introducing-our-general-artificial_8.html)
Are they serious with that "exponential growth" claim?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on April 25, 2015, 09:06:41 pm
10 million dollar, out-of-pocket AI development that they just opened up (http://blog.marekrosa.org/2015/04/introducing-our-general-artificial_8.html)
Are they serious with that "exponential growth" claim?

That a self-improving system improves exponentially? Yes.

A truly self-improving function would appear to improve exponentially at first, yes. More accurately, it would improve logistically because it would eventually reach some limits.

Of course, there the matter of determining if they make an actual self-improving function.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergarr on April 25, 2015, 09:09:52 pm
10 million dollar, out-of-pocket AI development that they just opened up (http://blog.marekrosa.org/2015/04/introducing-our-general-artificial_8.html)
Are they serious with that "exponential growth" claim?

That a self-improving system improves exponentially? Yes.
Biological ecosystem is a self-improving system, but it sure as hell doesn't improve exponentially.

I don't see why it should even improve exponentially. I mean, what's the reasoning behind it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on April 25, 2015, 09:13:15 pm
They aren't factoring limiters such as memory capacity, signal speed, heat, or available power.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on April 25, 2015, 09:26:43 pm
You could also argue for exponential growth because of the fact that the increase in efficiency is proportional to the efficiency.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergarr on April 25, 2015, 10:18:06 pm
The math, though, is where the exponential part comes in.


So, if it takes an AI time n to make its ability to process 2x faster, that would imply that it would then take n/2 time to do another leap by 2x, then n/4, then n/8, and so on. As the time decreases by a factor of 2^n, the speed increases by a factor of 2^n. Hence the exponential.

NinjaEdit: And yes, physical constraints aren't being taken into consideration here.
And this math is patently and obviously wrong, since
1) there's no process which can guarantee the multiplicative increase in power with a fixed investment of thinking and it obviously can't exist, since:
2) there are limits to how much algorithms can be improved. Mathematical limits, not physical. And these limits cannot be circumvented by some "superior" way of thinking.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on April 25, 2015, 10:48:37 pm
I hope the AI isn't as buggy as Space Engineers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on April 25, 2015, 11:17:26 pm
I hope the AI isn't as buggy as Space Engineers.
I'm sure it will be while it is in alpha like SE is now. I mean really what an ignorant statement.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Reelya on April 26, 2015, 02:02:42 am
10 million dollar, out-of-pocket AI development that they just opened up (http://blog.marekrosa.org/2015/04/introducing-our-general-artificial_8.html)
Are they serious with that "exponential growth" claim?

That a self-improving system improves exponentially? Yes.
Biological ecosystem is a self-improving system, but it sure as hell doesn't improve exponentially.

I don't see why it should even improve exponentially. I mean, what's the reasoning behind it?

Well, a biological system isn't truly self-improving, since it requires generational passage to improve. It's not a particularly apt comparison. It would be better to compare it to... as if you could re-write the structure of your brain to make it better. The math, though, is where the exponential part comes in.


So, if it takes an AI time n to make its ability to process 2x faster, that would imply that it would then take n/2 time to do another leap by 2x, then n/4, then n/8, and so on. As the time decreases by a factor of 2^n, the speed increases by a factor of 2^n. Hence the exponential.

NinjaEdit: And yes, physical constraints aren't being taken into consideration here.
Humans have a lot of physical constraints on the size of our brain that aren't specific to the brain itself. i.e. the amount of energy the body can provide, the size of the skull etc. Obviously artificial systems will scale much differently since they don't have to be constrained to one "box". Distributed computing is a thing.

We already have learning algorithms which have improved a ton of that hardware. For example they use genetic algorithms to fine tune the physical structure of CPUs. Since this optimization code could have run on that same CPU in the first place, that is already a case of a computer using AI techniques to improve itself. So the concept of sufficiently well-programmed computers being able to improve their design isn't pie in the sky, it's already a fact. And it really doesn't need us to make a "conscious" device. The factors that govern a computers facilities are pretty much driven by concrete rules, which regular computers can perfectly well process, and the goals for optimization can definitely be coded in logic too. One advantage of computer-driven design is that computers don't break things down into abstract levels like we do, they deal directly on the level of individual predicates, thus their designs are often things humans would never have thought up, since they cut across levels of abstraction. They can deal with extremely complex mathematical relationships without needing to "abstract" things to understand it.

Here is an example of an antenna for satellite/earth communications. It's machine evolved and a huge advance on existing antennas. By looking at it, it's pretty clear than no human engineer working from basic design principles would come up with this. This kind of thing is basic proof that human design skills have a lot of blind-spots that automated design cuts through.
(http://t0.gstatic.com/images?q=tbn:ANd9GcTYiH_9chL1chJklqDz2EZLzDyLQaypVk118O5bNwPzZOFyrUV4)
We'd have to be really arrogant to think that we're anywhere near perfect in e.g. programming computers. We break things down into code that's easy for a human to read. It's clearly far from an efficient use of the computer's processing.

The real question is - can a computer design new software to achieve goals that we tell it to. (i.e. we just specify predicates for the outcome of the program, then another program designs the new software). If we can make this, it can clearly be fed it's own specs and be asked to come up with something better. There might be a counter-argument that the program won't be able to deal with things more complex that it is. But this is bullshit basically. Programs work on datasets, and the datasets can be much bigger and more complex than the actual program itself. i.e. a video player can be a very small application, but can deal with huge data streams.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on April 26, 2015, 07:06:39 am
<eloquently formed informative post>
Have some carrot cake (http://i.ytimg.com/vi/4DST0DEHAkA/maxresdefault.jpg).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alway on May 14, 2015, 03:02:59 pm
Big news and some novel stuff: http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Puzzlemaker on May 14, 2015, 03:08:42 pm
Big news and some novel stuff: http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html

Ohhh shiiiit that's awesome!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on May 14, 2015, 03:09:19 pm
Thats big news. Cool.

And I just started playing again the other day too. I kinda want to find a good (non-laggy, populated) pvp server to play on w/ some people.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on May 14, 2015, 03:21:06 pm
Big news and some novel stuff: http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html

That 100,000 fund for Total Conversions is interesting...I wonder if this means that one or two of the Total Conversions will be taken on as additional games, with the creators hired?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on May 14, 2015, 04:03:56 pm
Big news and some novel stuff: http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html

Fucking starred and watched. Definitely forking that shit when I get some time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 14, 2015, 04:05:15 pm
I hope the AI isn't as buggy as Space Engineers.
I'm sure it will be while it is in alpha like SE is now. I mean really what an ignorant statement.

(http://www.thepolicyshop.co.uk/wp-content/uploads/2012/10/car-break-down.jpg)

Stop being so pissed off Simon... That car we sold you isn't broken... It's just in alpha.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 14, 2015, 04:19:17 pm
I hope the AI isn't as buggy as Space Engineers.
I'm sure it will be while it is in alpha like SE is now. I mean really what an ignorant statement.

(http://www.thepolicyshop.co.uk/wp-content/uploads/2012/10/car-break-down.jpg)

Stop being so pissed off Simon... That car we sold you isn't broken... It's just in alpha.
If you knowingly purchased a car before it was off the assembly line would you complain about the wheels not being attached?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 14, 2015, 06:14:23 pm
They are working on two games that they are forcing themselves to update every week, plus some unrelated AI project, plus possibly some unannounced third game.

I can't help but think they've just burned themselves out and are basically trying to tactfully say "we give up, fix it for us".

I can't see this ending well. If "code mods" automatically download when you join a server (like current mods) there's no way in hell I'm ever touching multiplayer again, because that's just asking for malicious mods to infect your computer.

Edit: Nevermind, they specifically say you can't upload these mods to the workshop because of security risks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on May 14, 2015, 06:37:23 pm
Except for the part where they explicitly stated they will continue to update Space Engineers at the same pace.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on May 14, 2015, 07:19:33 pm
They also said they will not shrink any of those team should they move to a third game. Sadly i cant seem to find that quote...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 15, 2015, 02:44:38 am
I hope the AI isn't as buggy as Space Engineers.
I'm sure it will be while it is in alpha like SE is now. I mean really what an ignorant statement.

(http://www.thepolicyshop.co.uk/wp-content/uploads/2012/10/car-break-down.jpg)

Stop being so pissed off Simon... That car we sold you isn't broken... It's just in alpha.
If you knowingly purchased a car before it was off the assembly line would you complain about the wheels not being attached?

There's a good reason they don't sell cars before they're off the assembly line...

I guess it comes down to if you're pro-consumer or pro-corporation.

I for one believe that it's the sellers responsibility to provide a fair product to the consumer and not engage in dubious anti-consumer practices not the consumers job to have to avoid them. And my country regulates against such practices.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 05:30:57 am
There's a good reason they don't sell cars before they're off the assembly line...

I guess it comes down to if you're pro-consumer or pro-corporation.

I for one believe that it's the sellers responsibility to provide a fair product to the consumer and not engage in dubious anti-consumer practices not the consumers job to have to avoid them. And my country regulates against such practices.
You started the car analogy, you can't claim it doesn't fit now. By buying alpha software you are literally walking into a factory and purchasing a car which isn't quite done being designed, let alone built. You're buying a prototype which you know will be missing core features and full of bugs and problems.

You are choosing to purchase a lemon.

These things are made abundantly clear. The space engineers website says on its buy page: "Space Engineers is still in development. Everything in the game is subject to change."

And if that wasn't enough, we have the internet. There are thousands of websites you could research the product on to find out its current state. You cannot go into this purchase uninformed unless you choose to do so. It isn't the seller's responsibility to educate you, it is their responsibility to not mislead you. Nobody can force you to be a smart consumer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 15, 2015, 08:07:56 am
There's a good reason they don't sell cars before they're off the assembly line...

I guess it comes down to if you're pro-consumer or pro-corporation.

I for one believe that it's the sellers responsibility to provide a fair product to the consumer and not engage in dubious anti-consumer practices not the consumers job to have to avoid them. And my country regulates against such practices.
You started the car analogy, you can't claim it doesn't fit now. By buying alpha software you are literally walking into a factory and purchasing a car which isn't quite done being designed, let alone built. You're buying a prototype which you know will be missing core features and full of bugs and problems.

You are choosing to purchase a lemon.

These things are made abundantly clear. The space engineers website says on its buy page: "Space Engineers is still in development. Everything in the game is subject to change."

And if that wasn't enough, we have the internet. There are thousands of websites you could research the product on to find out its current state. You cannot go into this purchase uninformed unless you choose to do so. It isn't the seller's responsibility to educate you, it is their responsibility to not mislead you. Nobody can force you to be a smart consumer.

All of this does not change the fact that in many countries the whole process of early access is anti-consumer at best and borderline illegal or even illegal [depending on whether the game gets made and finished or not] at worst.

There's a reason that games are the only products that you can buy early access... They're still viewed as distractions or kids toys by most of society so generally no-one cares enough to do anything about it. If the automobile industry was attempting early access they would be hit with so many lawsuits that it would immediately rip open a hole in time space and Hitler's mustache and Stalin's mustache would fall out of it and proceed to arm wrestle over who would receive the honor of personally dismantling the automobile industry.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 08:40:23 am
All of this does not change the fact that in many countries the whole process of early access is anti-consumer at best and borderline illegal or even illegal [depending on whether the game gets made and finished or not] at worst.

There's a reason that games are the only products that you can buy early access... They're still viewed as distractions or kids toys by most of society so generally no-one cares enough to do anything about it. If the automobile industry was attempting early access they would be hit with so many lawsuits that it would immediately rip open a hole in time space and Hitler's mustache and Stalin's mustache would fall out of it and proceed to arm wrestle over who would receive the honor of personally dismantling the automobile industry.
So your argument is that we should put laws in place to regulate people's behavior because people can't be trusted to make the correct decision even when they are well informed?

I've heard that argument before, but applied to drug laws. At least there it makes some sense to me, because an addictive drug can actually inhibit your decision making skills and causes a whole host of psychological effects which make you want more of that drug.

It sounds like you want the law to be a buffer between people and bad decision making. I don't think I'd like to live in your world.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on May 15, 2015, 09:24:37 am
Sounds more like he's saying that companies should be held accountable, rather than continuing to allow any early access (including kickstarting!) project to simply walk away if they feel like it, leaving the customer no legal recourse.

I'm not the one to define those responsibilities, but I do agree with the general idea.
Early Access != hobby project, buying an EA game != making a donation.

And cars are sold before they're fully assembled all the time. Hell, before they even start being assembled. Pre-orders by the public and contract orders by dealers. There's a certain number they'll make, but that's in addition to all the ones that have already been sold. If the company fails to deliver the product as described, the customer is entitled to a refund.

Physical analogy not good enough for you?
Lets look at freelance graphic artists then. They get contracted to make assets for a product to a certain standard the company outlines. Artist fails to create these, or creates assets that fall outside the standard, they either wouldn't be paid, or would be liable in court.

Being that I've not seen a single case of an Early access game being sold without being licensed, they are all contracted works.
"as-is" is often thrown in there in an attempt to CTA, but that doesn't mean it's a valid stipulation. If a court decides a reasonable person would expect something, and that something is not provided/done/etc, then the court would find the company liable.
Furthermore, they could be held criminally liable under false advertisement among other things.


But the cost of going to court in the first place generally allows these kind of incidents to happen without legal consequence. So this is all just a fart in the wind.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 15, 2015, 09:29:48 am
It sounds like you want the law to be a buffer between people and bad decision making. I don't think I'd like to live in your world.

I don't know what world you're living in but that's pretty much the definition of the law for the rest of us.

If it wasn't then:

Ponzi schemes would be legal.
Drink driving would be legal.
Lighting a bonfire in a public park without taking all the necessary and proper safety measures as well as finding an appropriate area would be legal.
Drugs would be legal...

The list goes on and on and on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 09:46:13 am
It sounds like you want the law to be a buffer between people and bad decision making. I don't think I'd like to live in your world.

I don't know what world you're living in but that's pretty much the definition of the law on the one that I live on.
Well hell, let's outlaw cake and icecream too. They're bad for you and so eating them is a bad decision right? Only wholesome nutritious food is allowed.

Sounds more like he's saying that companies should be held accountable, rather than continuing to allow any early access (including kickstarting!) project to simply walk away if they feel like it, leaving the customer no legal recourse.
Fair enough, I'd love that to happen to but its not what this discussion was about. The original statement was that buying early access was like buying a broken car, which is simply false. There is some variation to the wording used, but in the case of SE it says pretty clearly that you are buying a product still in development. It's like buying a clay pot before the artist is done making it and then complaining because it's just a wet lump of clay.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 15, 2015, 10:10:51 am
It sounds like you want the law to be a buffer between people and bad decision making. I don't think I'd like to live in your world.

I don't know what world you're living in but that's pretty much the definition of the law on the one that I live on.
Well hell, let's outlaw cake and icecream too. They're bad for you and so eating them is a bad decision right? Only wholesome nutritious food is allowed.

In the spirit of being hyperbolic in the other direction let's legalize ponzi schemes, drunk driving and meth...

Laws against anti-consumer practices are there to protect you. They're not something to rail against unless you actually want corporations to mess with you worse than they already are and between day one DLC, overbearing DRM, early access, pre-orders and geo-locking/pricing believe me you are being messed with.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 10:17:35 am
It sounds like you want the law to be a buffer between people and bad decision making. I don't think I'd like to live in your world.

I don't know what world you're living in but that's pretty much the definition of the law on the one that I live on.
Well hell, let's outlaw cake and icecream too. They're bad for you and so eating them is a bad decision right? Only wholesome nutritious food is allowed.

In the spirit of being hyperbolic in the other direction lets legalize ponzi schemes, drunk driving and meth...

Is the world a better place yet?
Surely you don't think they're the same as purchasing an early access game? We can debate this without a strawman I think, but if you insist on using one then I will address it. The laws in place to stop those activities are there because all three can do irrevocable harm to another or, in the case of drugs like meth, can alter your ability to make decisions so badly that you cannot stop your self-destructive tendencies without intervention.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 15, 2015, 10:20:20 am
The laws in place to stop those activities are there because all three can do... harm to another

How can you not understand that this is exactly the reason anti-consumer laws are there? They are there to protect your interests.

If there were no laws the corporations would take as much as they could from you while giving you as little as they could. They're not humanitarian organizations.

Early access flies dangerously close to breaking these laws and arguably has broken them in several past instances regarding other more dubious early access titles.

This may seem hard to believe but I'm not trying to antagonize you. I am just shocked that you think early access is an acceptable business model.

To be fair to Space Engineers it is probably one of the better examples of an early access title. I don't believe in any way that it's a scam or anything like that. But that doesn't excuse early access as a business model in my mind.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on May 15, 2015, 10:25:11 am
The laws in place to stop those activities are there because all three can do... harm to another

How can you not understand that this is exactly the reason anti-consumer laws are there? They are there to protect your interests.

If there were no laws the corporations would take as much as they could from you while giving you as little as they could. They're not humanitarian organizations.

Early access flies dangerously close to breaking these laws and arguably has broken them in several past instances regarding other more dubious early access titles.

I think it really only does that in the case of a game not coming to fruition...which is fine if there was a law protecting that...but buying into early access and then whining that it should be illegal because it was more buggy and unfinished than you thought is your fault and your own problem really...not to mention it will get better in time presumably so you really don't need a government entity holding your hand and telling people to give you your money back because you had a different impression of what it was at the current time vs what it is supposed to become.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on May 15, 2015, 10:33:54 am
Y'all better start amplifying your relaxed states right now. The Toad, he don't get mad so often, but when he gets a'swingin' that ban hammer, ain't nobody gonna walk outta that thread but him. *Picks up beat up old guitar, puts on hat, and saunters right out the back door with conservative haste.*
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Puzzlemaker on May 15, 2015, 10:39:04 am
Y'all better start amplifying your relaxed states right now. The Toad, he don't get mad so often, but when he gets a'swingin' that ban hammer, ain't nobody gonna walk outta that thread but him. *Picks up beat up old guitar, puts on hat, and saunters right out the back door with conservative haste.*

I agree, lets re-rail this.  OPEN SOURCE SPACE ENGINEERS

AWESOME
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 10:41:41 am
How can you not understand that this is exactly the reason anti-consumer laws are there? They are there to protect your interests.

If there were no laws the corporations would take as much as they could from you while giving you as little as they could. They're not humanitarian organizations.

Early access flies dangerously close to breaking these laws and arguably has broken them in several past instances regarding other more dubious early access titles.

This may seem hard to believe but I'm not trying to antagonize you. I am just shocked that you think early access is an acceptable business model.

To be fair to Space Engineers it is probably one of the better examples of an early access title. I don't believe in any way that it's a scam or anything like that. But that doesn't excuse early access as a business model in my mind.
I do understand what you are saying, I just protest your statement that it is analogous to drunk driving or other criminal behavior.

How would you define a completed game? Is Kerbal Space Program a complete game? Did they exit early access in a manner acceptable to you? It's arguable that KSP is missing several features which were discussed at the beginning of development. A complex resource system for one.

What about Elite Dangerous? No offline play, missing many features. Sure they plan to add them in... what if they don't?

To construct a system of law to protect the consumer from this behavior, you first have to define the success state. Was it okay for stardrive to slap a 1.0 on their current version and release it, calling it done? Stardrive's release state had several bugs, broken features and some encounters that just didn't plain work.

What about X Rebirth? That game was a mess on release and still is today after going though 2.0 and 3.0 're-releases'. Does it get a pass because it didn't have an early access phase so releasing garbage is okay? Isn't that also anti-consumer?

Or are you only focused on cases where someone charged for early access or had a kickstarter campaign and then failed to deliver anything at all? or is it okay if they deliver half the features? 75%? is it okay if it's a bit buggy but playable?

Y'all better start amplifying your relaxed states right now. The Toad, he don't get mad so often, but when he gets a'swingin' that ban hammer, ain't nobody gonna walk outta that thread but him. *Picks up beat up old guitar, puts on hat, and saunters right out the back door with conservative haste.*
Nobody here is upset or anything, we're having a discussion which is very much on topic for this game. I'm not sure anything we've said is 'ban worthy' or why you would even threaten that, but alright. I'll stop, since people are upset.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on May 15, 2015, 10:48:35 am
I will say though that open source is an amazing step...a shame so many good but bugged games dont or have not done the same...especially after the devs drop it and move on
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: The13thRonin on May 15, 2015, 10:56:44 am
Y'all better start amplifying your relaxed states right now. The Toad, he don't get mad so often, but when he gets a'swingin' that ban hammer, ain't nobody gonna walk outta that thread but him. *Picks up beat up old guitar, puts on hat, and saunters right out the back door with conservative haste.*
Nobody here is upset or anything, we're having a discussion which is very much on topic for this game. I'm not sure anything we've said is 'ban worthy' or why you would even threaten that, but alright. I'll stop, since people are upset.

Nobody is upset [to my knowledge]. Some people seem to think that when two opinions meet and don't automatically agree it is harassment or something... As if group-think is something to actually desire and discussion or debate is a bad thing. Ironically the people who do this often forget that backseat moderating is itself frowned upon.

Our discussion however is to be fair probably getting a little away from Space Engineers, so when I get time we can pick up this discussion over the PM system if you'd like. I'd like to address your last points.

Back on-topic: Are there any good guides for this game? It is like impossibly difficult for my old brain to beat the learning curve alone...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 11:08:09 am
I thought our discussion was pretty civil actually. I'm not sure what we did to make people upset.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on May 15, 2015, 11:40:06 am
It seemed to be getting pretty personal to me, but hey.

Back to Space Engineers, I'm actually rather interested in the Planetside Engineers aspect. It looks like planets will be awesome. Player-built planetside cities, massive mines, orbital space stations... it all sounds awesome.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 11:41:18 am
It seemed to be getting pretty personal to me, but hey.

Back to Space Engineers, I'm actually rather interested in the Planetside Engineers aspect. It looks like planets will be awesome. Player-built planetside cities, massive mines, orbital space stations... it all sounds awesome.
I'm curious how they're going to work in entire cities when even moderately sized ships have performance issues.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on May 15, 2015, 12:13:02 pm
It seemed to be getting pretty personal to me, but hey.

Back to Space Engineers, I'm actually rather interested in the Planetside Engineers aspect. It looks like planets will be awesome. Player-built planetside cities, massive mines, orbital space stations... it all sounds awesome.
I'm curious how they're going to work in entire cities when even moderately sized ships have performance issues.

Maybe that's why they are allowing modders access to the full source.  So that the community can find areas to streamline performance.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on May 15, 2015, 01:25:54 pm
I would assume they'd end up being mostly physics-less.
Taking generalized damage, or even damage per block, but not having any mass/infinite mass.
Physics calculations are one of the most resource-intensive things you can do in a game. (The other being uncompressed high resolution textures. *shrug*)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on May 15, 2015, 01:27:21 pm
I would assume they'd end up being mostly physics-less.
Taking generalized damage, or even damage per block, but not having any mass/infinite mass.
Physics calculations are one of the most resource-intensive things you can do in a game. (The other being uncompressed high resolution textures. *shrug*)
That would go against the entire theme space/medieval engineers is pushing though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on May 15, 2015, 01:52:23 pm
Large Size. High Complexity Geometry. High-fidelity Physics.  Pick two.
Barring a greatly increased minimum and recommended requirements, not much of a way around this.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 15, 2015, 06:24:54 pm
It seemed to be getting pretty personal to me, but hey.

Back to Space Engineers, I'm actually rather interested in the Planetside Engineers aspect. It looks like planets will be awesome. Player-built planetside cities, massive mines, orbital space stations... it all sounds awesome.
I'm curious how they're going to work in entire cities when even moderately sized ships have performance issues.

Maybe that's why they are allowing modders access to the full source.  So that the community can find areas to streamline performance.

Which brings us back around full circle to my earlier point of "we give up, fix it for us"

Maybe I'm just bitter because the last, what, 3 - 2 months of updates have been incredibly lackluster and have broken the game more than improved it and they keep telling us that the good stuff is "coming soon" but it never seems to show up.

Another thing I just considered, there's virtually no server authority on anything (part of the reason there's so many problems like exploding landing gear etc), and pretty much all info about the game (player locations, etc) are sent to every client... that means people can use the source to program a cheat client (that looks like the real client to the server) to do damn near anything and the server will just accept it without complaint.

This will change with the new multiplayer... but that's *months* away.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on May 15, 2015, 06:31:17 pm
But they aren't giving up. That's the thing.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on May 15, 2015, 07:38:43 pm
Maybe I'm just bitter because the last, what, 3 - 2 months of updates have been incredibly lackluster and have broken the game more than improved it and they keep telling us that the good stuff is "coming soon" but it never seems to show up.

It could be the updates are like that as they are laying the groundwork, but wish to release updates often, so have to keep it in at least a somewhat playable state.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: SOLDIER First on May 15, 2015, 07:57:19 pm
Moving around in spehss is very difficult.
As is remembering which key rotates a block which way when facing what direction.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on May 15, 2015, 10:00:21 pm
As is remembering which key rotates a block which way when facing what direction.

I leave the rotation hints on for that reason.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on May 16, 2015, 01:12:53 am
They're actually doing multiplayer again practically from scratch. I will have proper server authority and compartmentalization and free booze for everyone.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on May 17, 2015, 08:51:25 am
Moving around in spehss is very difficult.
As is remembering which key rotates a block which way when facing what direction.
Doesn't help that those keys change depending on your orientation. The hints are a must.

As for moving around, inertia damper is your friend (but they don't do well on road trips :P) and if precision is needed, then cancelling/waiting for your velocity to mostly nullify before pointing in the new direction and orientation and then proceeding.
Changing more than one plane and orientation while moving is quite difficult to account for, and often disorienting.

Alternatively, consider changing the keys to support a movement style that's more natural for you. For instance, you may prefer if W and S were your vertical controls instead of forward/reverse thrust, or A and D were rotational instead of strafing.
Personally, I've more or less adapted to the defaults, but I know several other free-movement games had different controls for moving.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Supercharazad on May 17, 2015, 10:16:35 am
The controls become natural after a few hours.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on May 17, 2015, 10:01:18 pm
Woah. (https://www.youtube.com/watch?v=R7hnbbiIPvY)

Also Interesting. (https://www.youtube.com/watch?v=68L6ilrV5ig)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on May 29, 2015, 11:51:08 am
Wow! DirectX 11 makes the game look sooo much better. The Sky box especially.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 30, 2015, 08:04:28 pm
Loaded it up to check DX11

The lighting effects are amazing - really, really nice.... but they also seem to be really, really random. Standing in my ship facing one direction it's PITCH BLACK like can't see anything.... turn around without moving and it's super bright. I'm not sure exactly why, I turned off all the lights and beacons and anything else that might be generating light. I've also had it fade from light to dark at random just by moving forward a few feet, or going inside an asteroid cave sometimes I can see the whole thing like it's daylight, and others I can't see anything at all (all this with suit lights off)

Everything seems really washed out too, light the brightness is set to max... but as far as I can tell, there's no brightness slider. It's not my screen, I have the brightness on that set very low since I usually use it at night. Especially in the sun, but even inside with suit lights on, it's just so faded and washed out. Black looks grey, even the UI is incredibly washed out.

Performance is also really terrible. Previously floating in empty space I'd get 100 - 150 fps, now I get.... like 20. Floating around my base used to be 50 - 60, now it's like 10 - 15. I tried turning all graphic options down and it did nothing to help. So much for the "small improvement" in performance.

Maybe it will get better, but right now I'll have to stick to DX9.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on May 30, 2015, 08:07:08 pm
Loaded it up to check DX11

The lighting effects are amazing - really, really nice.... but they also seem to be really, really random. Standing in my ship facing one direction it's PITCH BLACK like can't see anything.... turn around without moving and it's super bright. I'm not sure exactly why, I turned off all the lights and beacons and anything else that might be generating light. I've also had it fade from light to dark at random just by moving forward a few feet, or going inside an asteroid cave sometimes I can see the whole thing like it's daylight, and others I can't see anything at all (all this with suit lights off)

Everything seems really washed out too, light the brightness is set to max... but as far as I can tell, there's no brightness slider. It's not my screen, I have the brightness on that set very low since I usually use it at night. Especially in the sun, but even inside with suit lights on, it's just so faded and washed out. Black looks grey, even the UI is incredibly washed out.

Performance is also really terrible. Previously floating in empty space I'd get 100 - 150 fps, now I get.... like 20. Floating around my base used to be 50 - 60, now it's like 10 - 15. I tried turning all graphic options down and it did nothing to help. So much for the "small improvement" in performance.

Maybe it will get better, but right now I'll have to stick to DX9.
The changing brightness is supposed to be your character's eyes "adjusting" to the brightness or darkness, but its a bit buggy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on May 30, 2015, 10:53:27 pm
Great. Another game with High Dynamic Retar... I mean Range. ::)
Maybe it's my love of carrots growing up, but HDR lighting has always been damn annoying and always too slow to be realistic for me.
And devs who implement it without offering a disable just kill my interest in the game.

Of Orcs and Men got maybe 5 minutes of play from me because the HDR is so pronounced and un-disableable.
Not even a CL option that I could find documented anywhere. Doesn't help that it was developed for consoles over PCs.

Anyways, I'm not particularly a fan of the way they're implementing DX11. It would seem that they intend to discontinue support for DX9 soon after they get all the DX11 textures finished, or so the trailer's wording leads me to believe. While I have no problem using DX11, I know many, if not all, video drivers support 9 better than 11.
Also, I believe the speed increase is only realized if they're not using all the new options that DX11 brings, which of course they're trying to do.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on June 16, 2015, 04:48:01 pm
If anyone at some point starts a server for this, tell me please. Have been out of the loop in terms of Space Engineers for a while but would love to give it another try in MP.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on June 24, 2015, 09:21:24 pm
So, people said I was wrong when I said I was afraid they were basically running out of ideas and opening the source was them giving up.

Then this comes along: http://www.n3rdabl3.co.uk/2015/06/space-engineers-interview-marek-rosa-early-access/

Maybe I'm misinterpreting it but reading between the lines a little it seems like they are basically saying they are frustrated and fed up with the SE code and it's limitations are trying to wrap the game up and ship it out. They do seem to come right out and directly say planets are the last major feature then bugfixes/polish and release.

Curious what other people make of it.

(I'm not referring to the obviously hypothetical SE2 mention which is used as an example, but to the whole article)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on June 25, 2015, 06:32:43 am
As someone with 91 hours in space engineers I think they've done a fantastic job so far. If they put in planets and stable multiplayer code and allow mostly-infinite exploration/generation ala minecraft then I'll be happy.

Mostly the stable multiplayer code is what I want. It's a nightmare building anything in multiplayer when things just randomly spaz out and asplode
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on June 25, 2015, 08:59:57 am
As someone with 91 hours in space engineers I think they've done a fantastic job so far. If they put in planets and stable multiplayer code and allow mostly-infinite exploration/generation ala minecraft then I'll be happy.

Mostly the stable multiplayer code is what I want. It's a nightmare building anything in multiplayer when things just randomly spaz out and asplode

I suppose that's true (I have a lot more then 91 hours, I've gotten my money's worth) but I feel like the game is pretty deeply flawed right now, and I was hoping they'd fix it.

I guess a lot of it depends on what they consider major features. Is a re-balance of the "economy" (such as it is) a major feature? Is a "travel mode" of some sort a major feature? Is a working, relatively balanced armor/weapon system a major feature? Is AI/NPCs a major feature (ME got peasant workers to mine for you, etc)?

I feel like this is all stuff they are basically going to leave to modders, which ok for single player but it means a fragmented multiplayer community and I was really kind of hoping this would end up a fun multiplayer game eventually.

(also they already have infinite worlds, though everything is almost exactly the same everywhere so there's not much reason to explore)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on June 25, 2015, 09:56:44 am
Is it better now? When I messed with it before once you got >100k from the 0/0/0 coordinate it got really laggy and new asteroid spawning was unreliable
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: dennislp3 on June 25, 2015, 09:58:59 am
They altered the coordinate system...so yes that bit is fixed
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on June 25, 2015, 10:05:22 am
They altered the coordinate system...so yes that bit is fixed
Oh excellent.

Yeah once planets are in and they have a good solid multiplayer system I really don't care what they do. Mods will take care of the rest, allowing us to customize our servers to our heart's content and having the game be open source just means it will be supported long after the original devs lose interest.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on June 25, 2015, 11:00:39 am
Well, with planets some "superscience" sort of travel will be necessary, unless every planet is going to be 100 km from each other.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on June 25, 2015, 11:25:38 am
I recall a 'warp drive' mod at some point which iirc teleported your ship between beacons or something? It was a while ago.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on June 25, 2015, 01:00:28 pm
Well, with planets some "superscience" sort of travel will be necessary, unless every planet is going to be 100 km from each other.

Yeah they probably will be 100km apart, since even remotely reasonable distances aren't going to work here...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on June 25, 2015, 01:02:29 pm
I'm waiting on a stargate mod that adds in random stargates around the infinite world with wrecks and hostile spawns around.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on June 25, 2015, 05:53:27 pm
I believe they have states that planets will be "not to scale" on the blog previously. Really, they need only be large enough to appear flat to a player standing on the surface.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on June 25, 2015, 11:28:40 pm
New update, amazing, specially in context of the last few updates 8)


"Yo, now you can have a rotated station, so you don't have to use a rotor to aim your solar panels at the sun!"

Everyone redesigns their bases to remove the rotors.

"Hey guys, now the sun rotates around so you better get those rotors workin'!" /trollface




Note: Speengineer guy, btw, the word is "revolve". Rotate means around its own axis. I was very confused when I read that the sun "rotates" every 24 hours. I was like... uh, so, what difference does it make which side of the sun is facing us?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vicomt on June 26, 2015, 03:01:33 am
about the sun revolving, I've heard that currently, you don't need to change the orientation of solar panels, they still use the original vector for the sun's position to determine maximum output.

It's probably a bug.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on June 26, 2015, 03:03:18 am
Note: Speengineer guy, btw, the word is "revolve". Rotate means around its own axis. I was very confused when I read that the sun "rotates" every 24 hours. I was like... uh, so, what difference does it make which side of the sun is facing us?
Heh, give them a break, they all speak Czech natively.
about the sun revolving, I've heard that currently, you don't need to change the orientation of solar panels, they still use the original vector for the sun's position to determine maximum output.

It's probably a bug.
Also, Czech education regarding light and the sun is iffy.  ;D
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Icefire2314 on June 27, 2015, 11:07:21 pm
I loved space engineers but it stopped working on my computer like 20 updates ago. I've tried looking up why (It starts but my screen goes black and then nothing happens. It's still responding, however and will close on command) but nothing conclusive came up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on June 28, 2015, 12:15:55 am
Updated your gpu driver lately?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Icefire2314 on June 28, 2015, 12:35:17 am
I don't think so, unless it's automatic.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on June 28, 2015, 01:06:39 am
(This assumes that you've already tried a fresh install of SE, to ensure it's not simply a bad game file somewhere silently failing.)
Often is by default if you install the software suite that you have to install to get the driver.
Possibly even through windows update depending on the chipset and settings you use.
Both updating, and not updating could be the source of the problem since they've been transitioning to DX11.
I would guess some of the framework prior to the reveal/announcement was already being put in place to validate it's stability and compatibility.
Quite possible that your (I assume) semi-obscure setup isn't common enough to have been specifically patched by now, to account for some sort of unexpected behavior.

Standard graphics troubleshooting advice applies. DXDiag; Rollback driver; Install updated driver; Uninstall driver reboot and install fresh copy of driver.
Fully possible that this isn't the vector of your problem though, since this is kinda shot in the dark advice.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on June 28, 2015, 11:22:57 am
I loved space engineers but it stopped working on my computer like 20 updates ago. I've tried looking up why (It starts but my screen goes black and then nothing happens. It's still responding, however and will close on command) but nothing conclusive came up.
Any other GPU intensive game works? If not it could be your power (PSU dieing) being too low. Also on another note.... I had a similar issue but the problem wasnt my computer, it was my whole damn power system in the appartment that was defunct, if i start the microwave i blow a fuse, if i start the oven and im streaming my computer to the TV it goes out sporadicly, not enough amps flowing in my appart so either something blow up or stop working a few miliseconds.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on June 28, 2015, 05:34:09 pm
Also, Czech education regarding light and the sun is iffy.  ;D

So, one could say the school system of the Czech Republic is... still stuck in the dark ages?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Flying Carcass on June 28, 2015, 08:44:01 pm
Also, Czech education regarding light and the sun is iffy.  ;D

So, one could say the school system of the Czech Republic is... still stuck in the dark ages?

Boooo! Booooo!
/throws fruit
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on June 30, 2015, 12:52:31 pm
Well, with planets some "superscience" sort of travel will be necessary, unless every planet is going to be 100 km from each other.

They don't need any sort of "superscience" warp drive or FTL at all.

Right now our ships are slow. Really, really, really slow. High end sports cars actually drive faster than our spaceships go. The only reason they are slow is physics issues, to be more specific collision issues - it only calculates physics 60(iirc) times per second. So if you're moving 100m/s that's 1.6 meters per physics step. Small blocks are 0.5 meters, so if you hit a 1 small block thick wall at max speed with a properly designed small ship you can already warp through it right now (in theory, I have not tested it). Increasing the speed limit will make that much, much worse.

So all they have to do is add some sort of "travel mode" that when enabled, adds a large bounding box to the front of your ship and uncaps the speed. If anything hits, or ends up inside the bounding box it just disables travel mode and rapidly slows you down to the current speed cap. If they wanted to be real fancy, they could even make the size of the box adjust every physics step, based on your speed. Even if they capped the ultimate max speed at lightspeed, the bounding box would only have to extend ~5,000 km in front of you. That sounds huge, but if they clumped asteroids together in fields which were spaced far apart from each other so that space really was mostly empty space, then even traveling at lightspeed would not cause a big problem. Things like time dilation would have to be ignored but I think that's acceptable.

Then we could have an actual, real, to scale solar system to play in, as well as adding fun new engineering challenges... like maybe thruster/fuel pods for interplanetary travel, or even just making carriers have a practical purpose instead of being just for fun like they are right now.  Spacing the gameworld out like that would also have a huge amount of upsides, it feels like such a waste that 99.9% of every game world is practically impossible to explore right now.

The only downside I can see is people would be able to "emergency brake" by unmerging a single armor block or maybe even just jumping out of the cockpit. They could disable merge blocks and stop people from exiting seats while in travel mode, but it could probably still be abused somehow.

But I don't know if they are even considering anything like that, or if they think 104.4 m/s is "good enough".

Fun facts: if I did my math right, with 100 m/s^2 acceleration, given the game's simplified physics you could hit lightspeed in ~12.5 days. Since our infinite worlds are not actually infinite, you couldn't reach that speed without running out of space though. If you were somehow able to instantly reach lightspeed, it would take you almost 2 hours to travel from one end of the gameworld to the other (about one hour to travel from the center to one edge) so the world would still be pretty big even if you made ships with massive acceleration.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on June 30, 2015, 01:51:48 pm
Sad thing with this idea is that in mutliplayer we already see that 1.6 meter step increment, when host is moving at full speed while you are on foot inside the said ship you tend to clip backward. The travel speed mode would also require no free floating/live person not buckled or inside a cryopod. Another thing to consider, what happens if somebody get out of the seat/pod while in travel mode? disable the ability to exit seats and such? that could work and only keep under 100ms speed walkable.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on June 30, 2015, 02:15:02 pm
Sad thing with this idea is that in mutliplayer we already see that 1.6 meter step increment, when host is moving at full speed while you are on foot inside the said ship you tend to clip backward. The travel speed mode would also require no free floating/live person not buckled or inside a cryopod. Another thing to consider, what happens if somebody get out of the seat/pod while in travel mode? disable the ability to exit seats and such? that could work and only keep under 100ms speed walkable.

The only downside I can see is people would be able to "emergency brake" by unmerging a single armor block or maybe even just jumping out of the cockpit. They could disable merge blocks and stop people from exiting seats while in travel mode, but it could probably still be abused somehow.

Another option would be to make it so astronauts don't disable travel mode, so that you can still walk around in single player. Walking in ships in multiplayer is, like you mentioned, completely broken anyway so this won't really make it any worse and it's pretty unlikely you will randomly run into an astronaut in deep space so it shouldn't cause any collision problems.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on June 30, 2015, 03:49:32 pm
Not trying to nit-pick, as I feel it's a reasonable flaw in the nit-pick of the original statement, but achieving any substantial fraction of lightspeed would be super science.
The current record for a manned space craft is only about 11km/s. Meanwhile c ~ 300,000,000km/s
That's about 20 million times faster than anything we've ever built. If going over a million times faster than anyhas ever gone doesn't count as superscience, then I don't know wtf could count.

FTL on the other hand, sorta fits more in the magic than science category for the time being, as there are no signs it's possible, and many signs it's not.
That teleporter stuff doesn't count, since at the distances they've achieved, the speed of light is indecernable from instantaneous, when accounting for measurement errors.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on June 30, 2015, 07:00:15 pm
Light speed is 300,000 kms, three hundred thousand, not 300 million.  it's 300 million meters per second.  And the only issue with hitting it is available reaction mass, we can accelerate without any difficulty other than requisite time to reach C (4-5 Gs of acceleration is a human limitation that can be decreased by flooding the cabin).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on June 30, 2015, 07:28:58 pm
Light speed is 300,000 kms, three hundred thousand, not 300 million.
Ah, yes, my bad on that point. 20 thousand times faster.
The rest still stands.
Theory != Actual
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 01, 2015, 12:13:59 am
Not trying to nit-pick, as I feel it's a reasonable flaw in the nit-pick of the original statement, but achieving any substantial fraction of lightspeed would be super science.
The current record for a manned space craft is only about 11km/s. Meanwhile c ~ 300,000,000km/s
That's about 20 million times faster than anything we've ever built. If going over a million times faster than anyhas ever gone doesn't count as superscience, then I don't know wtf could count.

FTL on the other hand, sorta fits more in the magic than science category for the time being, as there are no signs it's possible, and many signs it's not.
That teleporter stuff doesn't count, since at the distances they've achieved, the speed of light is indecernable from instantaneous, when accounting for measurement errors.

Well, ok, yes and no.

Yes, it's some kind of superscience because like NullForceOmega said it's a problem of reaction mass (and energy), and it would require quite a lot of one or the other (or both) using our current level of technology, depending on what sort of drive you built.

However, it's "superscience" that's already in the game. 50m/s^2 using currently existing unmodded ingame thrusters would be difficult (especially on large ships) but not impossible. Using a gravity drive (which 100% is unrealistic "superscience" I wish they'd remove) it's pretty trivial to achieve.

So I guess, I should be more accurate and say it wouldn't require any more superscience than our already existing thrusters that apparently run on space magic, or the physics breaking gravity drive.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on July 01, 2015, 02:48:25 am
The engines in space engineers run on electric charge alone. I say, hand wave with something like particle accelerator mumble proton mass mumble mumble ten coulombs at relativistic velocity mumble and then you go really fast!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on July 01, 2015, 01:59:43 pm
Caterpillar drive.  All E.M. all the time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 09, 2015, 02:27:23 pm
.......and after all that, we just get a magical "superscience" jump drive that teleports your ship after all.

So much for the semi-realistic nature of the game (though I suppose that was already long gone, between gravity drive, spaceballs, and the silly way we mine).

I'm actually not too upset, I think overall it's a good thing for the game. Now they can work on clustering resources so they can focus where the players interact to certain points on the map. You can hide your base 100000000 km away so it does not get raided, but if you still need to fly to the asteroid clusters, you still need to interact with other players which means PvP etc.

Now they just need to sort the netcode out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on July 09, 2015, 02:55:36 pm
It was inevitable. Either you have a jump drive, or everyone lives within the same tiny asteroid cluster. Then trying to force multiple planets into that. Spending a month on sublight to travel to Mars or whatever is out of the question I think. Only other alternative I can think of is time acceleration, which in multiplayer is weird and would effectively be like a jump drive anyway.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 09, 2015, 03:27:39 pm
I hope this change mean they are willing to consider shields too.

The square-cube law means armor is absurdly impractical at protecting your ship. Doubling the guns will double your firepower... but in order to double your protection you need to multiply your armor by *8*.

Without a shield generator of some sort the optimal ship design will always be "a wall of gatling turrets as large as your computer can handle" because the only thing that matters is firepower.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on July 09, 2015, 09:38:34 pm
It would be pretty cool if instead of having some abstract "shield value" there was angled shields so that you have to put them around your ship to get good coverage.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on July 09, 2015, 10:28:46 pm
I hope this change mean they are willing to consider shields too.

Why not have a plating that can be grinded through easily and is not able to be used structurally, but is immune to Gatling weapons and completely stops explosive weapons for one hit?

.......and after all that, we just get a magical "superscience" jump drive that teleports your ship after all.

Why didn't they just uncap speed and have physics besides collision stop applying after the current maximum to prevent ships from shredding?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Execute/Dumbo.exe on July 09, 2015, 10:46:37 pm
I hope this change mean they are willing to consider shields too.

Why not have a plating that can be grinded through easily and is not able to be used structurally, but is immune to Gatling weapons and completely stops explosive weapons for one hit?

.......and after all that, we just get a magical "superscience" jump drive that teleports your ship after all.

Why didn't they just uncap speed and have physics besides collision stop applying after the current maximum to prevent ships from shredding?
But it's space, why would going much faster than the current speed maximum shred your ship without removing certain aspects of physics?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on July 09, 2015, 11:50:23 pm
Plus the already mentioned physics frames are more or less incompatible with both higher speeds and reasonable collisions. (i.e. pick one)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on July 10, 2015, 01:17:34 am
Powerful computers can handle a speed cap a good deal higher than the default. However, as speeds climb into the hundreds of meters per second, reacting to anything depends on having a great framerate. There's the matter of draw distance too, if that's too low with a high speed cap you might have a surprise collision with an asteroid before you can do anything.

So, the speed cap is set pretty conservatively, to make the game less awful to play on mediocre setups. I'm sure that having playable dogfights (as opposed to shooting at a streak of color for a split second before turning around to do it again over and over) was a factor in the low speed cap too.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on July 10, 2015, 09:44:13 am
Why not use vector collision detection, if frame rate is an issue?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 10, 2015, 03:33:44 pm
I hope this change mean they are willing to consider shields too.

Why not have a plating that can be grinded through easily and is not able to be used structurally, but is immune to Gatling weapons and completely stops explosive weapons for one hit?

How could they make it not able to be used structurally? Just make it unable to "connect" except for one side? Then you couldn't layer it.

IMO (if they aren't going to add shields) large ship heavy armor (and large ship blast doors and *maybe* airtight hanger doors) should be immune (or 99.9% reduced damage) from gatling turrets. It's really obscene how fast they slice through it because they can all focus fire on the exact same point. Rockets don't have the same problem because if they focus fire, the first rocket blows the rest up and only one does damage.

Then people would just build walls of rocket launchers, but at least they have to be manually aimed and rockets are expensive so it would be a little better.

Powerful computers can handle a speed cap a good deal higher than the default. However, as speeds climb into the hundreds of meters per second, reacting to anything depends on having a great framerate. There's the matter of draw distance too, if that's too low with a high speed cap you might have a surprise collision with an asteroid before you can do anything.

So, the speed cap is set pretty conservatively, to make the game less awful to play on mediocre setups. I'm sure that having playable dogfights (as opposed to shooting at a streak of color for a split second before turning around to do it again over and over) was a factor in the low speed cap too.

The game process 60 physics updates per second no matter how fast your computer is. Even the current speed limit is enough to warp very small objects through each other.

They could increase the physics updates per second (unless there's some limit in havok) but that would severely impact performance, even on high end computers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on July 10, 2015, 06:46:07 pm
They could increase the physics updates per second (unless there's some limit in havok) but that would severely impact performance, even on high end computers.

Why not just make it a setting that only applies to single player and changes to what the server uses when joining that server (server being set when one is launched)?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 10, 2015, 11:25:44 pm
They could increase the physics updates per second (unless there's some limit in havok) but that would severely impact performance, even on high end computers.

Why not just make it a setting that only applies to single player and changes to what the server uses when joining that server (server being set when one is launched)?

Because it wouldn't make much difference, it would be a lot of work for nothing. Doubling the speed would require them to double the physics UPS, which would more or less double the CPU load. Even high end computers would struggle with double the CPU load, and for what? 208.8 is still far, far too slow.

They can't really increase the speed enough to matter without making the game grind to a halt on any existing hardware.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 10, 2015, 11:42:24 pm
IMO (if they aren't going to add shields) large ship heavy armor (and large ship blast doors and *maybe* airtight hanger doors) should be immune (or 99.9% reduced damage) from gatling turrets. It's really obscene how fast they slice through it because they can all focus fire on the exact same point. Rockets don't have the same problem because if they focus fire, the first rocket blows the rest up and only one does damage.

What, did they nerf heavy armor? Last I knew, heavy armor made cannon fire near useless.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 11, 2015, 01:22:13 am
IMO (if they aren't going to add shields) large ship heavy armor (and large ship blast doors and *maybe* airtight hanger doors) should be immune (or 99.9% reduced damage) from gatling turrets. It's really obscene how fast they slice through it because they can all focus fire on the exact same point. Rockets don't have the same problem because if they focus fire, the first rocket blows the rest up and only one does damage.

What, did they nerf heavy armor? Last I knew, heavy armor made cannon fire near useless.

Heavy armor has never made cannon fire useless, and I have no idea why people think it does.  A large heavy armor block has 15,000 integrity.  Gatling guns do 60 damage per shot at 600 RPM - which equals 600 dps. Thus a single gatling turret takes 25 seconds to punch through a heavy armor block.

Sounds good right? But you're never going to encounter only a single gatling turret on an actual warship. Let's say the enemy has 5 of them (which is still a pretty low amount). Now that block is shredded in 5 seconds.  Or more likely, I built a smallish warship that has 12 gatling turrets it can bring to bear on the same target. That's about 2 seconds to punch through a layer of heavy armor.

You're building a small ship? small ship gatlings have 700 rpm with the same damage, so 700 dps. A wall of 25 gatling guns is cheap as hell and will punch through a large heavy armor block in less than one second (actually I'm not 100% sure 25 gatlings will focus on a single block so maybe not).

Layer more armor? sure. But heavy armor is heavy, and you need to cover the whole ship since you can't know what part will be shot at. Turrets and gatling guns are both *very* cheap, and reasonably light so you can stack tons of them on there.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on July 11, 2015, 05:21:20 am
Can't you make decoy pods, with decoy blocks surrounded with heavy armor? Heh.

I remember someone showing off an automated factory that shat out armored decoys to confuse turrets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Creaca on July 11, 2015, 10:42:48 am
Quote
Layer more armor? sure. But heavy armor is heavy, and you need to cover the whole ship since you can't know what part will be shot at. Turrets and gatling guns are both *very* cheap, and reasonably light so you can stack tons of them on there.

This is a point I'll disagree on. One of the major parts of ship armor design (And really any design involving armor) is engineering yourself with limitations for your task.

If you're going to be designing a Destroyer meant for attacking a Station or other Heavy Warship, you'll likely want your Bow heavily armored for taking the brunt of punishment from Slow Moving or Immobile targets. You can afford to be less armored on your Aft side because the targets your designing around aren't likely going to be able to capitalize on that.

As just an offhand real life example, you can look at Tank design. Or, perhaps far more relevant, ship design. https://en.wikipedia.org/wiki/Category:Naval_armour

Adding more firepower to counter heavy armor is a perfectly reasonable strategy, however (And this is extremely the case for small fighters) is every weapon is also a vulnerability.

Each Turret is a  block with less defense than a typical light armor block, and (Unless you're a masochist or only designing ships to work in Creative mode) an armor-less conveyer system beneath it.

And while each Gatling gun is a very cheap block that can en masse chew through heavy armor, you do have this balanced around fact that the Turrets you're flying into will chew through undefended weapons much quicker, at a farther range.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on July 11, 2015, 11:41:22 am
That's why in real life, plinking heavy tank armors with machineguns will do 0 damage no matter how many are shot at it, and you actually need to make bigger cannons. The thicker the armor, the bigger the cannon just to make a dent. No hit points.

Still, the arms-vs-armor race will favor the weapon side but it's not as ridiculous as when you have the death of a thousand papercuts.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on July 11, 2015, 12:25:41 pm
Heavy armor need a damage threshold or damage reduction thingy, if it does less han say X damage apply no damage.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 11, 2015, 05:57:02 pm
Spoiler (click to show/hide)

The problem is you seem to assume your huge warship needs to be damaged by another huge warship or base. That's not true, it's actually the opposite.

small gatling guns do *more* dps than a gatling turret (700 vs 600 rpm), and you can shove ~25 of them in the same space as a single gatling turret. You armor only the front? great, I take my utterly disposable 25 gatling wall fighter and fly behind you and carve a hole straight through your ship from out of turret range using camera zoom. You say turrets will chew through you at longer range but that's simply not true, gating gun range is ~1,000m (not sure of the exact number) while max turret range is 800m exactly and camera zoom makes it trivial to "snipe" slow moving (aka heavy armored) ships.

Also, you say each turret has less armor than an armor block. This is true - but that's kind of meaningless for two reasons:

1. you have to destroy every single gatling turret, The effective health of just armoring your ship with gatling turrets is much higher, due to the fact that I can ignore the overwhelming majority of your armor blocks but you can't ignore any of my gatling turrets.

2. every gatling gun I have is more dps that's focusing on YOUR turrets. Since you wasted resources on armor instead of turrets, I will have more of them, which means I have more dps on less targets... which means I kill all your turrets and you sit there, armored and useless.

If armor could somehow protect your turrets, or maybe if turrets were not so insanely accurate you'd have a point, but that's now how the game works.

....of course in the end what really happens is we get in range of each other and the server crashes because the netcode/optimization is so terrible
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 11, 2015, 10:17:53 pm
 Eh, thats when you get missiles. When you can make programmable cruse missiles out of a turret and a drone core, and probably also a program block, and with the fact that you can disable a gun without destroying it, and the strategy of using stone armor... The list goes on.

 The fun thing about space engineers is that you dont have to rely on the simple, precreated weapons, they give you tools to make, say, a swarm of drones that home in on a target and then open up to reveal missile pods galore, or shield systems using medical components, or anything else you can think of...


And, before I forget, placing welders within the armor to repair it as needed. Make a job harder than otherwise possible.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 11, 2015, 11:58:38 pm
Eh, thats when you get missiles. When you can make programmable cruse missiles out of a turret and a drone core, and probably also a program block, and with the fact that you can disable a gun without destroying it, and the strategy of using stone armor... The list goes on.

 The fun thing about space engineers is that you dont have to rely on the simple, precreated weapons, they give you tools to make, say, a swarm of drones that home in on a target and then open up to reveal missile pods galore, or shield systems using medical components, or anything else you can think of...


And, before I forget, placing welders within the armor to repair it as needed. Make a job harder than otherwise possible.

I think you're talking about the wrong game, SE does not have drone cores or stone armor. You can make guided missiles using some tricks with the programming block, but I've yet to see one that's capable of delivering good damage + survive the 8+ seconds of turret fire required + remain maneuverable enough to track a moving target + not being insanely expensive.

Self repairing armor is also an interesting idea, but it lags servers really bad so it's a great way to get your ship deleted. It would also work just as well to self-repair turrets, and since armor blocks don't repair faster it would actually probably swing things even more in favor of the turrets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Creaca on July 12, 2015, 01:21:38 am
Quote
The problem is you seem to assume your huge warship needs to be damaged by another huge warship or base. That's not true, it's actually the opposite.

Well now, to be fair, it was designed to be weak to fighters, because its job wasn't to handle fighters. With the hypothetical ship design I was talking about, it was about creating
Quote
a Destroyer meant for attacking a Station or other Heavy Warship

One of the key concepts of engineering is building a tool for the task at hand, like your design for a extremely armed light ship that uses its greater range and maneuverability to damage slower, well armored targets.

Of course, what makes this game as fun as it is, is there's no 'gotcha' perfect design. A ship covered with 25 Gatling guns will find itself in dire straits when faced with far more maneuverable interceptors with only one or two Gatling weapons or a Missile launching system.

Though, as you point out. Most of the meat of this game is rotting on the bone when PvP is all but impossible outside of small groups of 4 or so.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mattk50 on July 12, 2015, 10:29:26 am
I hope this change mean they are willing to consider shields too.

The square-cube law means armor is absurdly impractical at protecting your ship. Doubling the guns will double your firepower... but in order to double your protection you need to multiply your armor by *8*.

Without a shield generator of some sort the optimal ship design will always be "a wall of gatling turrets as large as your computer can handle" because the only thing that matters is firepower.
This provides the motivation for building more than just the biggest monolithic capital ships you can. More smaller ships become more effecient but don't rule out the possibility of a flagship. All this would be really nice if you could have enough ships ingame actually functional without everything lagging to a halt.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Icefire2314 on July 12, 2015, 01:58:16 pm
I loved space engineers but it stopped working on my computer like 20 updates ago. I've tried looking up why (It starts but my screen goes black and then nothing happens. It's still responding, however and will close on command) but nothing conclusive came up.
Any other GPU intensive game works? If not it could be your power (PSU dieing) being too low. Also on another note.... I had a similar issue but the problem wasnt my computer, it was my whole damn power system in the appartment that was defunct, if i start the microwave i blow a fuse, if i start the oven and im streaming my computer to the TV it goes out sporadicly, not enough amps flowing in my appart so either something blow up or stop working a few miliseconds.

I would say so but off the top of my head I can't say.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 12, 2015, 03:53:29 pm
I hope this change mean they are willing to consider shields too.

The square-cube law means armor is absurdly impractical at protecting your ship. Doubling the guns will double your firepower... but in order to double your protection you need to multiply your armor by *8*.

Without a shield generator of some sort the optimal ship design will always be "a wall of gatling turrets as large as your computer can handle" because the only thing that matters is firepower.
This provides the motivation for building more than just the biggest monolithic capital ships you can. More smaller ships become more effecient but don't rule out the possibility of a flagship. All this would be really nice if you could have enough ships ingame actually functional without everything lagging to a halt.

I'm not seeing how this is true. Armor is terrible on large ships, but that just makes it even more terrible on smaller ships. If it takes me 4 seconds to punch through the armor of a large capital ship, than it only takes me two seconds to punch through your smaller ship's armor. If my large ship has 25 turrets and your small ship only has 5, then I disable your ship's offensive power even quicker, and render you helpless.

If turrets were less accurate, maybe you'd have a point since they would miss smaller ships a lot... but they are incredibly accurate even at max range, and at mid to close range they are damn near 100% accurate.

Just forget small ships, unless you are using them to snipe from out of turret range (which is something that should be removed from the game, I think). They can't last against turret fire at all, small armor blocks just don't have enough integrity and turrets are too accurate to "speed tank".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on July 12, 2015, 09:33:55 pm
Just forget small ships, unless you are using them to snipe from out of turret range
Well, that's exactly what I interpreted his posts as addressing. *shrug*
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 12, 2015, 09:45:30 pm
I think you're talking about the wrong game, SE does not have drone cores or stone armor. You can make guided missiles using some tricks with the programming block, but I've yet to see one that's capable of delivering good damage + survive the 8+ seconds of turret fire required + remain maneuverable enough to track a moving target + not being insanely expensive.
By stone armor I am talking about projectors that emit stone, which is then kept with the ship via a gravity field.
Quote
Self repairing armor is also an interesting idea, but it lags servers really bad so it's a great way to get your ship deleted. It would also work just as well to self-repair turrets, and since armor blocks don't repair faster it would actually probably swing things even more in favor of the turrets.
Surely they wouldent lag the server when off. Just turn each bit on as needed, and there you go.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on July 16, 2015, 12:53:25 pm
So I made a warp drive, went 200km away, and almost immediately ran into not just on but two derelict ships about 100m apart.

One was smaller (but still a big ship), but it was full of resources and had an active antenna when I found it. I'll probably replace some small engines and reactors with their larger variants to help it's acceleration and then use it for exploring.

The other ship was gigantic. It had dozens of thrusters and was very asymmetric. Although it had lot of things in it, it had no spare parts or ore in storage. I'll probably use it for spare parts.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 16, 2015, 01:22:10 pm
Please do.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on July 17, 2015, 07:07:55 am
And an image.

Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on July 17, 2015, 12:21:00 pm
How well do jumpdrives work with big heavy things on the end of pistons?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on July 17, 2015, 12:23:44 pm
That derelict has inspired me.

My next ship is just going to be a sprawling mess where I put all my stuff and machines and add engines as it grows. Kinda like my bases, but mobile and airtight.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on July 17, 2015, 01:10:56 pm
How well do jumpdrives work with big heavy things on the end of pistons?

I haven't tested that particular case, but jumpdrives don't appear to cause any actual force; they just cause a visual warping and then change your location.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on July 17, 2015, 01:41:46 pm
How well do jumpdrives work with big heavy things on the end of pistons?

I haven't tested that particular case, but jumpdrives don't appear to cause any actual force; they just cause a visual warping and then change your location.
Exactly, its a simple X,Y,Z change no actual movement. I WANT BSG FTL jump effect on ship when they move out :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on July 17, 2015, 03:00:22 pm
You say simple... but we are talking floppy cock pistons here.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on July 17, 2015, 03:01:55 pm
I had no problems warping with four ships linked together with landing legs. Warping doesn't apply any force to your ship at all; it just changes the coordinates.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on July 17, 2015, 03:55:05 pm
Ugh, why does this game cost $25? Is it worth it? A game I want to compare it with is Starmade, and the issues I have with it are that ships tend to end up as giant rectangles of shields and lasers. Do big ships in this game tend to all look the same due to how tedious it can be to build a big ships and/or the nature of hat a ship is built from and one thing being better than another?

Another thing would be resources. What resources are used to make ships, how many of them are there, and how rare are some compared to others?

And finally, what are the best moments in the game you have experienced?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on July 17, 2015, 04:01:46 pm
As a StarMade player, I can say that other than being in space and made of blocks, the games are nothing alike.  StarMade is a shooter with player-built ships/stations, Space Engineers is a survival game with player built ships/stations.  Since all ships (not made in creative) are constructed block by block there can be some similarities in design, such as all refining systems being clumped together, reactors in engine rooms, etc.  But ultimately, no, every ship will not look the same.  Resources are easy, bore into asteroid for everything, uranium for fuel is the most difficult to find, but with proper energy management (give it some thrust then shut off everything and fall towards your destination, turn it back on and brake when you get close) you should be fine.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on July 17, 2015, 04:15:42 pm
As a StarMade player, I can say that other than being in space and made of blocks, the games are nothing alike.  StarMade is a shooter with player-built ships/stations, Space Engineers is a survival game with player built ships/stations.  Since all ships (not made in creative) are constructed block by block there can be some similarities in design, such as all refining systems being clumped together, reactors in engine rooms, etc.  But ultimately, no, every ship will not look the same.  Resources are easy, bore into asteroid for everything, uranium for fuel is the most difficult to find, but with proper energy management (give it some thrust then shut off everything and fall towards your destination, turn it back on and brake when you get close) you should be fine.

Survival? So the game has water/food/oxygen?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 17, 2015, 04:19:04 pm
Ugh, why does this game cost $25? Is it worth it? A game I want to compare it with is Starmade, and the issues I have with it are that ships tend to end up as giant rectangles of shields and lasers. Do big ships in this game tend to all look the same due to how tedious it can be to build a big ships and/or the nature of hat a ship is built from and one thing being better than another?

Another thing would be resources. What resources are used to make ships, how many of them are there, and how rare are some compared to others?

And finally, what are the best moments in the game you have experienced?

IMO, no, it is not worth it right now. The game has a *lot* of potential, and it might be great some day....but not right now. Unless you like using creative mode to build huge, completely impractical "showpiece" ships there's really not much to do.

Single player has basically no content at all, there's a few NPC ships to shoot but they aren't real enemies. Multiplayer is... playable.... but it's too broken and unbalanced to provide a good experience.

On the plus side, it's got much better graphics than starmade and if you put effort in, you can make nice looking ships. The optimal shape is still a flying brick just like starmade, but that's just physics and there's nothing they can do about it.

There's 9 1/2 resources (1/2 is stone/gravel which is only used to make one thing and is generally trash). Iron and stone are incredibly common, everything else is about equally common. All resources are available in massive deposits, once you find an asteroid that contains them it's a realistically unlimited amount unless you're building some massive computer-melting ship. Resource management is absolutely not an aspect of the game.

TL;DR if you like building spaceships you can't use for anything it's ok. If not, wait till it's finished and check back.

Fake edit: the game has oxygen (which is a complete non-issue that can mostly be ignored) and energy (which can also mostly be ignored after you find your first uranium deposit). No food/water, and (afaik) no plans to add them. The "survival" aspects of the game are very, very minimal.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on July 17, 2015, 04:22:20 pm
Then wait I shall.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on July 17, 2015, 04:22:25 pm
Oxygen, and power actually, water and food aren't in yet (I believe I saw something in their plans for hydroponics and recyclers.)  The vast majority of it right now is managing power tho', your suit has a power meter, you recharge on a ship or station, if you have oxygen enabled you can create fully sealed craft and stations so you can move around without your helmet (it even models decompression to an extent), I don't know if they are actually part of the base game yet (there is an option to enable them) but planets with atmospheres and their own gravity are planned.  The game is also very configurable, with a great many options when setting up a new world.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on July 17, 2015, 04:29:06 pm
It's an early access game with a lot of potential and a lot of really buggy mechanics. Wait for it to mature.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on July 17, 2015, 04:33:33 pm
Yeah pretty much that ^^.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on July 17, 2015, 06:57:46 pm
There are some mods that make it more exciting. Isn't there one that makes the AI-controlled ships start going towards your base rather staying a few km away?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 21, 2015, 01:53:57 pm
Ugh, why does this game cost $25?

Just in case you're still considering it, it's in the current humble bundle for $18

I'd still say it's probably not worth $18, but if you're interested in the other games in the bundle anyway maybe it would be worth it to you.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on July 21, 2015, 04:01:31 pm
With the average likely to stay between 4-5$, you could reason that SE is only 13$ at the moment.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on July 25, 2015, 09:54:16 pm
Curious, did anyone else know that you can apply gravity to small ships by adding @small?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Trapezohedron on July 25, 2015, 09:57:17 pm
Curious, did anyone else know that you can apply gravity to small ships by adding @small?

you must tell me how

i need this for my garbage collector to work
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on July 25, 2015, 09:58:32 pm
Curious, did anyone else know that you can apply gravity to small ships by adding @small?

you must tell me how

i need this for my garbage collector to work

Here's where I saw it. (https://youtu.be/K38VqZg6ptg?t=3m25s)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 25, 2015, 10:13:23 pm
Thats with a mod.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on July 25, 2015, 10:21:57 pm
Well, more like ~30 mods.
In anycase, unless it's changed (haven't played in a hot minute) the artificial mass block will let small ships be affected by gravity.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on July 25, 2015, 10:28:52 pm
Thats with a mod.

Okay, which one?  All the ones I see just add parts for construction, not modify the gravity generator.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on July 25, 2015, 11:25:25 pm
 Its something like "natural gravity mod"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on July 29, 2015, 08:43:34 pm
Probably everything I'll say or I did has already been done, but..
I hate KSH with a passion, but a friend asked me to play with him so I finally got to test this out and explore this game.
Even though I bet it currently is as polished as it ever was, this was my experience with it every time I tried to make anything with some slight complexity (https://www.youtube.com/watch?v=Sdg8d1-jzIg).

Trying to automate stuff at this point is probably dumb. I did make autopilot/remote ships usable for myself simply by strapping a sensor in front of the ship though, but you'd have to program it in order for the autopilot to really be useful.
With a satellite, I can send a remote miner to nearby asteroids and remain in base while it travels to/from the asteroid, and it also lands by itself.
I kind of felt proud after making all that work, given that everything not-basic would break and take a long while to make work.

Maybe it's because I like making things too compact, to the point that hangar doors are too small to fit the ships I want to bring in (like in the video). This makes stuff not work, annoys me, and makes the experience much worse on most creative/sandbox games for me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 30, 2015, 02:13:28 pm
So inventory mass now counts against total ship mass. I haven't got a chance to test it out yet, but I feel like keen just made gravity drives mandatory. Thruster performance on large ships was already incredibly terrible..... and now all ships are going to have *significantly* more mass due to cargo.

For example a single large-scale small cargo container holds 15,625L of cargo. All ore is 2.7 kg per L. So a single small cargo container full of ore adds just over 42 tons to your ship's mass. For comparison, a heavy armor block is only 3 tons, so each full small cargo container is equal to adding ~14 heavy armor blocks to your ship.

And that's all on 1x cargo. I think people who use 10x cargo are in for a huge surprise when they find out their ships can't even move anymore.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on July 30, 2015, 03:35:16 pm
I really hope they make gravity drives not work any more. In a game that is attempting to be "realistic" they're just a fucking joke.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 30, 2015, 03:55:37 pm
I really hope they make gravity drives not work any more. In a game that is attempting to be "realistic" they're just a fucking joke.

I absolutely agree. Even if you argue gravity generator is needed for gameplay purposes (I disagree, I never build them and do just fine with jetpacking everywhere) you can simply make them not work on the same (or attached) grids, or even better make them apply an equal and opposite force as they should, so firing a slug moves your ship back too.

However, that said, don't get your hopes up - the official forum (which seems like the only thing they read) is absolutely full of people who for some reason will practically defend the gravity drive to the death and if you suggest they remove it you will get flamed into oblivion.

So I've pretty much given up on having them removed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on July 30, 2015, 04:11:06 pm
Yeah, and the devs don't seem terribly dedicated to realism any more. For example, I understand the game requirement for the the jumpdrive but there has to be a different way to do it. Give people the tools they need and they can deliver. What about a high speed cruise drive or something?

..so many things are just incongruent in the game. It lacks an overall cohesive direction, lacks any kind of real goals.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on July 30, 2015, 04:23:10 pm
Just a question, will any of you try Empyrion (http://store.steampowered.com/app/383120/) out?

I know it looks ugly, but my feel for it is that it sits between StarMade and Space Engineers, which is something I'd totally love to try out.
So I'm curious/wondering how many people from the SE and SM 'clans' will actually join the imminent space-bandwagon that may happen if this game is as fun as it looks (in its current state).

[Of course, there's also Blockade Runner. But I found that game like 5 years ago and it still looks/operates the same, which makes it seem fishy AF. Never bought or actually played it, though.]
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on July 30, 2015, 04:31:06 pm
Empyrion

Please, go on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 30, 2015, 04:32:43 pm
I haven't tried it, but like I said in the empyrion thread when I read about it, it makes me think I bought the wrong space builder game.

I hate to buy another early access game, but depending on the price I might get it when steam starts selling it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on July 30, 2015, 08:04:20 pm
I have stopped buying early access games altogether myself so no I won't be trying empyrion for now
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on July 30, 2015, 08:30:09 pm
Looks like a game I'd like to try, if it isn't overpriced for e.a.

Specially love the mining beams. I've always wanted mining beams, that just remove all the blocks in their path. The interior-decorating part is also nice, animals and stuff look straight out of Fallout games.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on July 31, 2015, 12:27:36 pm
After trying out the new cargo mass thing, I really have to wonder WTF keen was thinking. Yeah, it's more realistic, but it was pants-on-head retarded to add this before they did a balance pass on propulsion.

Small welder drones/ships have become impossible to make - to get a cargo container full of components moving you need a ton of thrusters, which means it's not small anymore. Large block mining ships have to have tiny cargo holds because of how terrible large thrusters are, and my mothership that has my components and refined ore on it has become completely immobile even after I doubled the thrusters.

Yeah, eventually it would probably have been a good change, but why now? It's just a completely random thing they added out of nowhere that has made the game much worse.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on August 04, 2015, 10:48:42 am
I think gravity drives being supported is because it's the only real way around the otherwise painfully slow max speed. And apparently now accelerating is near-impossible too?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on August 04, 2015, 11:15:05 am
I mean this is a science fiction game anyways, I fully support mechanics like this. By slightly changing what is possible, you open up a slew of new engineering possibilities
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on August 04, 2015, 11:29:50 am
I think gravity drives being supported is because it's the only real way around the otherwise painfully slow max speed. And apparently now accelerating is near-impossible too?

I think you mean the jump drive, which is a totally separate block

Gravity drive is, well, it's this:
Spoiler (click to show/hide)

Except with a gravity generator instead of a magnet.

It's also horribly overpowered compared to thrusters (cheaper, uses much less power, produces massive amounts of thrust)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on August 04, 2015, 02:03:56 pm
Funny thing is... in that image the magnet would be attracted toward the metal in a force equal than the metal is attracted to the magnet thus canceling the *intended movement force*

On another note.... When is the mass effect drive coming? or was it reactor? you know the thing every ship has aboard that *reduce* ship mass in mass effect?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on August 04, 2015, 02:16:32 pm
Funny thing is... in that image the magnet would be attracted toward the metal in a force equal than the metal is attracted to the magnet thus canceling the *intended movement force*
Yes, that is the point. Gravity drives are ridiculous and only work because the game doesn't conserve momentum.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: se5a on August 04, 2015, 03:42:32 pm
I think the key is to not see the stock SE as a game, but see it as an engine.

Then go make a mod.
there was a project to do more realistic physics (ie offset thrusters create torque) which sounds like it could be fun. its talked about in the source code section of the keen forums.
I'd be interested in checking out an realism mod if done well.

As far as multiplayer problems go, the Transend servers are pretty good, the guy who runs them is got some fairly heavy modding going on, which helps a huge amount with the lag and other problems we're maxing them out at 26 players often without much problem. though if you're after realism then it's no better than stock.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on August 04, 2015, 09:35:28 pm
I think you mean the jump drive, which is a totally separate block
No, I thought that gravity drives allowed you to go faster than the max speed. Apparently I remembered wrong though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: darkrider2 on August 04, 2015, 10:07:36 pm
I think you mean the jump drive, which is a totally separate block
No, I thought that gravity drives allowed you to go faster than the max speed. Apparently I remembered wrong though.
Nah they just let you hit the speed limit in under a second IIRC.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mattk50 on August 07, 2015, 04:51:27 am
I think you mean the jump drive, which is a totally separate block
No, I thought that gravity drives allowed you to go faster than the max speed. Apparently I remembered wrong though.
sometimes the max speed counter said you were going over max due to a calculation error when using extremely high power gravity drives, but it was the same speed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on August 25, 2015, 03:42:20 pm
....
I'd be interested in checking out an realism mod if done well.
....

Definitely agreed, although frankly I only want two things baseline, four would be perfect:

-Torque, as you said earlier.
-Reaction Mass based propulsion. Until EM drives are proven to work, let's assume the standard model is mostly correct.

-Grav Generator reaction forces: Equal and opposite reaction forces between gravity generators and the things they're interacting with.
-Heat Management: A big feature, definitely, but not impossible.

With the first two, I'd be happy with the realism. With the second two, I'd be ecstatic.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on August 25, 2015, 04:06:41 pm
EM drives have been proven to be possible, insofar as you trust the leading authority on the matter.
"RF resonant cavity thruster" is what they're calling it, and it's been validated by NASA/JSC.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: andrewas on August 25, 2015, 04:53:12 pm
EMDrive has been proven to generate thrust. This leaves three options:

It has an exhaust that we haven't detected yet.

Its a photon drive - although experiments are giving it much too high an efficiency to be a photon drive, hence all the excitement.

Its a reactionless drive - in which case, physics is completely and utterly wrong.

I know which option I'd bet on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on August 25, 2015, 04:59:32 pm
In case anyone did not know, they have frozen features for a short time of bugfixing and polishing existing features. (http://forum.keenswh.com/threads/update-01-096-bug-fixing.7366471/)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on August 25, 2015, 07:15:26 pm
EMDrive has been proven to generate thrust. This leaves three options:

It has an exhaust that we haven't detected yet.

Its a photon drive - although experiments are giving it much too high an efficiency to be a photon drive, hence all the excitement.

Its a reactionless drive - in which case, physics is completely and utterly wrong.

I know which option I'd bet on.

Last I read they still had a few things to rule out before they said it was really, really, REALLY the thruster. Nothing's been officially published yet (so far as I know). I'm optimistic, but hey.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on August 25, 2015, 07:18:55 pm
EM drives have been proven to be possible, insofar as you trust the leading authority on the matter.
"RF resonant cavity thruster" is what they're calling it, and it's been validated by NASA/JSC.

I really wish people would stop bringing this up, the EM drive has not been proven to work or validated. I'll just post there here (http://blogs.discovermagazine.com/outthere/2014/08/06/nasa-validate-imposible-space-drive-word/) because it explains it better than I could, but the TL;DR is NASA's official statement is
Quote from: NASA
“This is a small effort that has not yet shown any tangible results.”

Furthermore, if it did work it would violate both the second law of motion, as well as being capable of generating infinite amounts of energy from nothing (violating conservation of energy). That does not mean it's absolutely impossible of course, but it means it's significantly more likely there was a measurement error or some effect they forgot to take into account (for example I read one expert who suggested the microwaves might be knocking loose some atoms off the back which was causing the tiny amount of thrust).

In case anyone did not know, they have frozen features for a short time of bugfixing and polishing existing features. (http://forum.keenswh.com/threads/update-01-096-bug-fixing.7366471/)

I find it amusing that the bugfixing patch fixed a bunch of bugs most people have never heard of, and created a ton of new crash bugs (which have mostly been fixed by now, to be fair).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on August 25, 2015, 10:47:01 pm
There are those skeptical of the existence of life anywhere else in the Universe as well.
If believing that there's at least a two in 100 billion chance that they're wrong makes me a nut, then I'll take my tinfoil hat anytime.

Just because something appears to violate a previously valid law, does not mean that it actually is, that there are no exceptions to that law, or that the law itself is not flawed.
Skepticism is fine, but to dismiss it out of hand is certainly not a scientific mindset.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on August 26, 2015, 04:20:57 am
People used to think newton's laws were the be all and end all.

Until we started looking at planets outside of the earth and found their orbits didn't quite add up, and that's when Einstein came up with general relativity, which stated that gravity actually bends space time so something close to a high gravity object like the sun would travel at a slower time aspect.
Which mercury does
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on August 26, 2015, 05:47:24 am
People used to think newton's laws were the be all and end all.

Until we started looking at planets outside of the earth and found their orbits didn't quite add up, and that's when Einstein came up with general relativity, which stated that gravity actually bends space time so something close to a high gravity object like the sun would travel at a slower time aspect.
Which mercury does

The difference is that newton's laws were mostly correct, just incomplete. We had to build on top of them, basically just extend them a bit. If the EM drive works like it's creator says it does, it means we've been completely wrong about our understanding of how the universe works and we'd almost literally have to start completely over.

I think most EM drive supporters don't really realize just how big of a deal that would be. If it actually worked, the fact that the EM drive might let us travel to the stars in a relatively reasonable period of time would probably be the least amazing thing about it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on September 01, 2015, 09:49:15 pm
Shameless plug for the ship I built today. Came out much better than the first prototype.

http://steamcommunity.com/sharedfiles/filedetails/?id=510647991
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on September 02, 2015, 06:49:30 am
Has anyone played Empirion?

How does it compare to space engineers?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on September 02, 2015, 09:51:28 am
Has anyone played Empirion?

How does it compare to space engineers?

Kinda less polished.
Universe is a single, non-randomized solar system.
Ore deposits are limited and predetermined.
You can land on planets with gravity.
There are critters.
Apparently large ships are useless.
You craft the blocks in a machine but when breaking them down you get the materials, which have to be crafted again.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on September 02, 2015, 09:39:24 pm
Has anyone played Empirion?

How does it compare to space engineers?

There's a thread about it here (http://www.bay12forums.com/smf/index.php?topic=152199.msg6396562#msg6396562)

I have not played, but it looks like the TL;DR is that it's a more survival focused game.... but that it's also a lot earlier access than SE is. In other words - there's not very much to do right now, but eventually it will probably end up being more "game" and less "sandbox" compared to SE.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on September 05, 2015, 05:23:13 am
So from today's hotfix:

Quote
fixed collisions dealing almost no damage

Apparently what they mean by that is  our ships were just way too tough so they changed it and now all blocks are made of tinfoil and filled with old dynamite, and even the slightest bump or tap with an asteroid or other ship causes them to explode. Trying to weld with a welder ship is nerve-wracking because tap it slightly too hard and whatever you were welding explodes, mining is a bit of a gamble because bumping the asteroid can smash your ship up... and create big chunks of floating ore which can float into your ship and break it even more.

I was actually pretty happy when they said they were doing bugfixing, but at this point I think I want the old bugs back :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on September 25, 2015, 09:14:32 pm
Couple of updates:

7 days ago: Things to shoot you (pirate bases and drones). (http://forum.keenswh.com/threads/update-01-100-drones-pirate-bases-bugfixes-and-planetary-teaser-updated-09-18-15.7368279/) Cargo ships apparently also call for help, but I haven't seen such help so far. Also, teasers on planets.

Yesterday: Travelling things that shoot you. (http://forum.keenswh.com/threads/update-01-101-landing-gear-fix-performance-improvements-small-ship-turrets.7368647/) Unfortunately, there's also a fix for jetpack energy usage... so your energy is going to drop like a brick if you fly around too much. You'll need to bring a support ship with you on your cargo ship hijacks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on September 25, 2015, 09:22:08 pm
Or use drones.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on September 26, 2015, 11:34:20 am
Did they implement the new multiplayer engine yet? They've been working on it for six months... The originally said it would take eight weeks.

Perhaps they're rolling it into the planets update, which would presumably be a big structural change as well.

Still, the only reason I haven't played space engineers in half a year is because the multiplayer engine is so bad.

That said, at least they fixed clamps.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on September 26, 2015, 11:59:01 am
The order of development they posted has the new netcode coming after planets were implemented. I'm sure its being worked on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on September 26, 2015, 12:16:23 pm
Where would that list be? i think i missed it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on September 26, 2015, 02:49:50 pm
Where would that list be? i think i missed it.
http://blog.marekrosa.org/2015/04/guest-post-by-ondrej-petrzilka-space_17.html
That's where they announced that the new netcode is coming, back in April, but have since said that planets/scenarios have been the focus for now as they want them ready and done before they tackle the netcode so people will be able to play with them right away once multiplayer is fixed.

They don't give a timeframe for any of it as its all continued alpha development. I'd expect it to take another 2-3 months realistically.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on September 26, 2015, 04:23:50 pm
Where would that list be? i think i missed it.
http://blog.marekrosa.org/2015/04/guest-post-by-ondrej-petrzilka-space_17.html
That's where they announced that the new netcode is coming, back in April, but have since said that planets/scenarios have been the focus for now as they want them ready and done before they tackle the netcode so people will be able to play with them right away once multiplayer is fixed.

They don't give a timeframe for any of it as its all continued alpha development. I'd expect it to take another 2-3 months realistically.

Must be working under the belief that whatever fix they wind up implementing for the netcode now might prove to have a whole host of unseen problems when those two features are implemented.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on September 26, 2015, 05:13:02 pm
Yeah. I guess planets are a huge change in how the voxel side of the engine works and renders things, so they want to get that ironed out first.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on October 12, 2015, 08:57:03 am
At some point during the past two weeks, VideoSAGE started up a new season. Direwolf20 of modded Minecraft fame also started a series of his own. This made me want to get back into it.

After 30 hours (including the destruction of BFS Overkill MK1 after several hours of construction and no backup save), I came up with this thing. (http://steamcommunity.com/sharedfiles/filedetails/?id=533887379) That screenshot was taken before my most recent set of modifications, which include a strip of modded station grinders on top of the jump drives. I'm a little disappointed that I had to cover up three faces of said drives but having floors throughout my ship is nice.

The last time I played was before jump drives and oxygen were added. I'm proud to say that this is both jump (1000km with four drives full) capable and pressurized (though just the bridge as refineries are leaky in the configuration I've got).

Once I get a hangar up for the welding ship that's pictured latched onto the side, I'll be able to drill entirely through asteroids.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DarkGhost on October 20, 2015, 05:46:14 pm
Did they implement the new multiplayer engine yet? They've been working on it for six months... The originally said it would take eight weeks.

Perhaps they're rolling it into the planets update, which would presumably be a big structural change as well.

Still, the only reason I haven't played space engineers in half a year is because the multiplayer engine is so bad.

That said, at least they fixed clamps.

To answer you :
The netcode ain't changed yet but we're still working on it (as a moderator, we're helping abit too, after all).
Current status is unreleasable, but atleast it has shown some improvements at some point. But then there is some sync issues that you would HATE to see, wouldn't take "that" long to fix, but since the focus is set on planets, well ... Can't say much, eh.


(And yes, I never posted here before. Just been an active reader, but a ghost'ish poster)
Where would that list be? i think i missed it.
http://blog.marekrosa.org/2015/04/guest-post-by-ondrej-petrzilka-space_17.html
That's where they announced that the new netcode is coming, back in April, but have since said that planets/scenarios have been the focus for now as they want them ready and done before they tackle the netcode so people will be able to play with them right away once multiplayer is fixed.

They don't give a timeframe for any of it as its all continued alpha development. I'd expect it to take another 2-3 months realistically.

Must be working under the belief that whatever fix they wind up implementing for the netcode now might prove to have a whole host of unseen problems when those two features are implemented.



Hence why the decision of doing a bugfix period. That was purely to fix most problems that would make the planet release unplayable. (Hint at the ship RAM usage when it's far away, and such).

Sincerely yours,
DarkGhost
KSH Moderator

Edit : Ty for the notice ... That fail.  :(
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on October 20, 2015, 06:32:13 pm
Think you messed up the quoting a bit there.

Minor bit of curiosity, is all the stuff you are rewriting being done in a way that would reduce later work in making a Linux or Mac port?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DarkGhost on October 20, 2015, 06:47:35 pm
Think you messed up the quoting a bit there.

Minor bit of curiosity, is all the stuff you are rewriting being done in a way that would reduce later work in making a Linux or Mac port?

Quote-mess fixed, ty for that notice !
The netcode change wouldn't change anything on the Linux/MAC port. Steam network is the previous/current netcode. Future one will be RakNet (the one used by Rust).
AFAIK, both are compatible with Linux and MAC. (Atleast, Steam network code is compatible with Linux. Gotta check for MAC, never been too interested to it)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 20, 2015, 10:55:03 pm
I love net 3.0.

(1.0, you went to websites and read stuff from companies. 2.0, you went to websites and said stuff to companies. In web 3.0, you just say stuff and companies come to you...)

In all seriousness, cool beans. I'm glad to hear that netcode is still being worked on, and I'm totally on board with planets being the priority right now; there is something at works (ish) in place, and planets are REALLY REALLY REALLY cool.

I can't wait to play out The Martian in Space Engineers...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DarkGhost on October 21, 2015, 07:28:34 am
Actually, let's list the major changes that are being worked on (as in not released yet, can't speak of their precise state due to NDA) :


Planets : Well. You know the deal already, I think ? It has been spoken about again and again both by players and teased by developpers in the update videos.

Netcode : Switching from Steam network code to RakNet. Current issues being mainly about synchronisation. "Rubber banding" effect as reduced drastically. UPS and FPS are constant now (even on a non-server desktop as host using the 64-bits dedicated server executable).

Multi-threading : No information were given at all. It's still worked on, that's all can be said, unfortunately.

There is no news about a possible port to Linux/MAC, but pretty sure it could happen once the main features are released due to simple logic. Who would port an unfinished game ? It would just drastically increase the work that has to be done, plus all the bugs differing from one OS to another, and so on.

NPC/AI : Pirate drones are there. <hint> Those "ships" are smarter than you actually think. </hint>
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 21, 2015, 07:32:17 am
NPC/AI : Pirate drones are there. <hint> Those "ships" are smarter than you actually think. </hint>
Oh god. Did you guys tie in the AI project to space engineer's hostile craft? Are they learning?!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DarkGhost on October 21, 2015, 07:44:07 am
NPC/AI : Pirate drones are there. <hint> Those "ships" are smarter than you actually think. </hint>
Oh god. Did you guys tie in the AI project to space engineer's hostile craft? Are they learning?!

Not at that point, nope. That's what everyone wants to do, but it ain't "that" close to be done. I'm more thinking of "Survival smartness".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 21, 2015, 08:47:54 am
I have noticed that they're very reluctant to run over into my gunwall.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on October 22, 2015, 08:35:57 pm
Nice update. Finally batteries aren't useless for ships with reactors.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 23, 2015, 03:24:49 pm
Planets, man! Planets!

I'm looking forward to plaaaaanets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on October 23, 2015, 03:54:43 pm
New doors! You can pass through said doors at any angle!

This means the space bugs can probably fit through them easily as well if you accidentally leave a door open but let's not talk about that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DarkGhost on October 27, 2015, 08:59:18 am
If you missed the Live stream for the second anniversary :
http://www.twitch.tv/keencommunitynetwork/v/22056603 (Skip at 5 minutes)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on October 27, 2015, 04:33:26 pm
ROFLCOPTER!!!! They muted the audio of the livestream... what copyrighted material they have on them is most likely from themself.... Some company or system really need a check up....

Edit: Big fail... sem i had my cound going to the TV and my TV was off when i saw the message and then scrolled trought the video with no sound...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 27, 2015, 05:14:21 pm
This means the space bugs can probably fit through them easily as well if you accidentally leave a door open but let's not talk about that.
I think they are too big for that. I hope.

In other data, what do you all think of the hydrogen thrusters, and the aggravating way that they dont have ice splitting correctly into two parts hydrogen and one part oxygen...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 27, 2015, 05:20:42 pm
And why is nobody mentioning that it doesn't take oxygen to burn the hydrogen?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on October 27, 2015, 06:11:19 pm
And why is nobody mentioning that it doesn't take oxygen to burn the hydrogen?

One of the threads in the Space Engineers subreddit had a discussion about that. The consensus appeared to have been that the hydrogen thrusters heat up and eject hydrogen, not burn it. Sadly, I lost the link.

I'm more curious about how oxygen generators turn (pulling numbers out of rear ends here) ice into, let's say, five units of quantum gas which is a superposition of hydrogen and oxygen until you collapse it into one or the other by introducing gas storage of a particular type. Sage did some tests on the matter (https://www.youtube.com/watch?v=NQ3TN381aco) if you're interested.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 27, 2015, 08:04:39 pm
So it's a resistojet, not a rocket. Weird
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on October 27, 2015, 08:09:36 pm
So it's a resistojet, not a rocket. Weird

No, it's a rocket. It just accelerates its exhaust through (probably nuclear) heating rather than through explosions.

Edit: Actually there's not enough information to tell whether it's a resistojet or a thermal rocket.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 27, 2015, 08:13:19 pm
From what I could tell it does not seem to use any power...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 27, 2015, 08:25:17 pm
I think what it really is, is a lazy implementation.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on October 27, 2015, 09:27:52 pm
I think what it really is, is a lazy implementation.

Might have been they only wound up getting as far as they did by the time the Thursday update came along and it had been a 'it works without causing crashes, toss it in for the players to mess with'.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 27, 2015, 11:49:38 pm
I think it might be a really crappy fusion torch.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 28, 2015, 04:16:26 am
I think it might be a really crappy fusion torch.
fusion takes power...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on October 28, 2015, 07:06:08 am
Not to keep beating a radioactive horse but this thing we can already make (https://en.m.wikipedia.org/wiki/Nuclear_thermal_rocket) needs heat, not electricity.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on October 28, 2015, 12:56:05 pm
(response to removed post removed)

Anyway, the cool thing about nuclear fusion is that when you get a small number of protons to bond together and become an atom of higher atomic number, you get energy out (a LOT of energy), up until iron I think, after which you lose energy. After that point you get energy out through nuclear fission again, which is the technology we're currently capable of, since nuclear fission in heavy elements is easy to induce/happening on its own. Nuclear fusion releases HUGE amounts of energy, but also takes huge energy to start. Stars are self-sustaining nuclear fusion reactions, mostly using hydrogen as fuel, with ignition heat coming from a critical mass of hydrogen heating under its own gravity (IIRC).

Anyway, it seems unlikely to me that the hydrogen thruster would be a fusion torch, because if we could do that we wouldn't be using fission reactors for most of our power. The nuclear thermal rocket makes sense, if these hydrogen reactors used power (which could be explained away as potential electrical output lost to heating hydrogen, or the hydrogen being heated electrically, which would be too inefficient for a real rocket but in this game hey, we can have huge space ships with tons of reactors onboard). If it ran on hydrazine, it would probably just be called "rocket fuel" in game and there would be some process involved in making it. Hydrazine is harder to make than plain hydrogen. It's not ion thrusters because, again, the energy in those is mostly from electrical charge so we would see power draw.

I think the hydrogen thrusters operate on the principal of "it looks like a big rocket, so it goes fast! And red ones go fasta!" Keen haven't ever been in this for precise physics anyway (see: thrust acts on center mass in the thruster's vector no matter where thrusters are placed).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 28, 2015, 02:02:50 pm
We're missing something here- the fission reactors can't possibly be simple modern fission because they can stop and start the reaction freely, and can even scale consumption.

Clearly, Space Engineers have access to something that manipulates atomic forces in a strange way. Reactors can pop uranium atoms freely, so maybe there's a small system like that in hydrogen engines that snaps hydrogen together. Presumably this takes energy, but maybe it's a trivial amount and there's enough excess energy from the thruster activating to fuse more material.

I'm looking forward to a harder-science engineers mod where we have a whole suite of engine types and reactors and reaction mass... Maybe even something like how KSP interstellar works where thermal energy can be produced in one place and sent to heat exchangers and pumped into the engines while charged particles are used directly for power.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on October 28, 2015, 02:59:49 pm
I really hope theyll do an optimisation or mod loading overhaul because it takes me 10 minute to load a god damn game EVERYTIME!!!! even if i just want a quick reload.....
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 29, 2015, 01:33:27 am
I'm... actually really really excited for Space Engineers. I think they're going in the right direction. Once we have planets and sensible netcode, I'd be happy with more balancing alone, especially since so much of it is moddable.

That said, I don't think I'd play stock SE even after planets are in- I'd want a much more complicated energy/fuel/resource ecosystem. I want to build a multi-stage reactor core with specific blocks for specific functions. I think the tech tree as it stands is a great idea, but it needs to be broader and rely on something other than the raw resources available. Maybe staged assembler tiers? Or maybe specific machines to make specific parts, like a plate mill for steel plates all the way to a nanoassembler for superconductor cabling.

Lots of varied energy sources- maybe geothermal that can only be built on planets. Building massive particle accelerators to produce antimatter for fuel would be fun.

More engine types! They don't need to be delta-v or twr accurate, but the distinctions are definitely a good idea (like, fighters with chemical rockets for high acceleration and low duration compared to cruisers with NERVAs. Or get antimatter and never worry about lack of thrust again.

I still think there's room for procedural planets, and I suspect that's planned at some point.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on October 29, 2015, 04:01:35 am
yeah procedural planet are planned they said so in their last stream if i remember right, also even asteroid were not procedural at some point and it became procedural after a while.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Trapezohedron on October 29, 2015, 05:21:19 am
the only thing i hate about spengeers is that deformation values for hull are too low and too soft.

a 12 minigun battery will shred everything if you keep pointing at it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Toady One on October 29, 2015, 12:25:06 pm
(removed silly argument, Ispil/Sergius should review forum guidelines)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 29, 2015, 01:36:31 pm
the only thing i hate about spengeers is that deformation values for hull are too low and too soft.

a 12 minigun battery will shred everything if you keep pointing at it.

Agreed. I think they aught to have different structural components. Aluminum and titanium might be interesting materials to add, since we mostly use them for commercial and military aircraft/satellites respectively. Iron/nickle-iron/steel make sense considering how common they are, of course, and some glassy steels are comparable to titanium in specific strength from what I understand. Still, making a steel frame with titanium armor and aluminum deck plates (each one being a specific block type) would be badass.

So while you can punch through aluminum sheets with bullets, lasers, or unpowered hand tools, a steel plate will probably ignore most of that and a similar mass of titanium might be somewhat stronger. Throw in exotic materials like woven carbon nanotubes or whatever and you've got a serious armor system.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 29, 2015, 02:15:45 pm
What cost?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on October 29, 2015, 02:16:39 pm
I just stopped playing during the bug fixing phase. I did look at the update log every once in a while though. I hope that when I do start to play again, the game will be much more awesome.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on October 29, 2015, 03:01:19 pm
I, for one, wasn't super impressed with the 2nd Anniversary stream where the guy mentioned you probably shouldn't drill much on planets. Why have this big sphere of resources if you can't exploit it? I doubt it's something as simple as a few bugfixes. The stream seemed to let on that they're keeping the original state of the planet and any digging will be saved as a diff from that original.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 29, 2015, 03:37:25 pm
So while you can punch through aluminum sheets with bullets, lasers, or unpowered hand tools, a steel plate will probably ignore most of that and a similar mass of titanium might be somewhat stronger. Throw in exotic materials like woven carbon nanotubes or whatever and you've got a serious armor system.
Pass the Neutronium, please. ;)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on October 29, 2015, 03:40:45 pm
So while you can punch through aluminum sheets with bullets, lasers, or unpowered hand tools, a steel plate will probably ignore most of that and a similar mass of titanium might be somewhat stronger. Throw in exotic materials like woven carbon nanotubes or whatever and you've got a serious armor system.
Pass the Neutronium, please. ;)
If  you could somehow shoot neutronium out of a gun, it would probably make a clean hole straight through the other ship because of how dense it is. It wouldn't be all that destructive.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 29, 2015, 03:42:14 pm
also it would probably shoot your ship backwards rather than the neutronium forwards because of how dense it is.

Also it would just explode immediately. There are a lot of problems.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on October 29, 2015, 03:44:54 pm
also it would probably shoot your ship backwards rather than the neutronium forwards because of how dense it is.

Also it would just explode immediately. There are a lot of problems.
And then, your ship would be pulled in, ripped apart by tidal forced, and crushed into a tiny ball. Not a good projectile.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 29, 2015, 04:56:53 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on October 29, 2015, 05:00:13 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
We know it exists in neutron stars, but containing it is impossible with today's technology.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 29, 2015, 06:28:24 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
We know it exists in neutron stars, but containing it is impossible with today's technology.
We have no idea what is really inside neutron stars. Matter as we know it can't actually exist in that kind of environment, which is why its called neutron-degenerate matter. Neutronium would be a fictional material composed of tightly packed neutrons. I don't know under what conditions such a thing could exist.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 29, 2015, 06:34:49 pm
I, for one, wasn't super impressed with the 2nd Anniversary stream where the guy mentioned you probably shouldn't drill much on planets. Why have this big sphere of resources if you can't exploit it? I doubt it's something as simple as a few bugfixes. The stream seemed to let on that they're keeping the original state of the planet and any digging will be saved as a diff from that original.

Wait, why shouldn't you drill on planets? Isn't that half the point?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 29, 2015, 06:47:50 pm
So... why did y'all assume I was talking about using it as a weapon?
Particularly since the part I quoted was directly dealing with armor/structure?

Also, why are you guys trying to apply total realism to a game with, among other currently unrealistic elements, a gravity generator?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on October 29, 2015, 06:55:52 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
We know it exists in neutron stars, but containing it is impossible with today's technology.
We have no idea what is really inside neutron stars. Matter as we know it can't actually exist in that kind of environment, which is why its called neutron-degenerate matter. Neutronium would be a fictional material composed of tightly packed neutrons. I don't know under what conditions such a thing could exist.
Watch this video (https://www.youtube.com/watch?v=ZW3aV7U-aik) It explains it pretty well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on October 29, 2015, 07:38:35 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
We know it exists in neutron stars, but containing it is impossible with today's technology.
We have no idea what is really inside neutron stars. Matter as we know it can't actually exist in that kind of environment, which is why its called neutron-degenerate matter. Neutronium would be a fictional material composed of tightly packed neutrons. I don't know under what conditions such a thing could exist.
Watch this video (https://www.youtube.com/watch?v=ZW3aV7U-aik) It explains it pretty well.
At 3:10 it says we're not even sure what goes on inside the core. The beginning says that the outer layers might be a matrix of iron nuclei. So I say again, we have no idea what the stuff in a neutron star is like. It's all best guess, because our physics models break down in those environments
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on October 29, 2015, 08:02:32 pm
I, for one, wasn't super impressed with the 2nd Anniversary stream where the guy mentioned you probably shouldn't drill much on planets. Why have this big sphere of resources if you can't exploit it? I doubt it's something as simple as a few bugfixes. The stream seemed to let on that they're keeping the original state of the planet and any digging will be saved as a diff from that original.

Wait, why shouldn't you drill on planets? Isn't that half the point?

My understanding of the stream is that they're keeping the original state of the planet around. Wild-ass guess time, this could be accomplished by storing the position and random seed for a given planet but I have no idea if that's how it's actually implemented. Drilling on the planet would then be a diff between the old state and new (read: we know what the planet looked like to start, we know what you did to it, add those together to find out what it looks like now). Some mining would be fine in that instance but it would be expensive computationally if you were to accrue too many diffs.

Again, this is a wild-ass guess based on the stream and how at least one other open-world game with mining and crafting does/did things.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on October 29, 2015, 08:17:34 pm
They said in the stream that it would be unwise to drill straight through a planet from one side to the other, but they didn't say it would be impossible. I presume this to mean that absurd levels of mining (like, more than it's reasonably to expect to do in any normal game) may take absurd levels of memory.

But yeah, mining on planets is definitely in.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on October 29, 2015, 08:37:37 pm
They said in the stream that it would be unwise to drill straight through a planet from one side to the other, but they didn't say it would be impossible. I presume this to mean that absurd levels of mining (like, more than it's reasonably to expect to do in any normal game) may take absurd levels of memory.

But yeah, mining on planets is definitely in.

Someone's probably going to make a miner that drills through planets automatically within a week of the update.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Flying Dice on October 29, 2015, 10:32:32 pm
They said in the stream that it would be unwise to drill straight through a planet from one side to the other, but they didn't say it would be impossible. I presume this to mean that absurd levels of mining (like, more than it's reasonably to expect to do in any normal game) may take absurd levels of memory.

But yeah, mining on planets is definitely in.

Someone's probably going to make a miner that drills through planets automatically within a week of the update.

Spoiler: Only a miner? (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on October 29, 2015, 11:03:39 pm
FWIW, I made an asteroid cutter on a whim a good while back. Just after the conveyors were added.
Was quite a bit of fiddling, but quite pleasing when it cut most of it without any effort other than starting it (ever so slowly)

Not that it was very useful, of course, since the only way of automatically transferring the resources away from the cutter was a complete mess at best :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on November 02, 2015, 01:00:25 pm
Have they fixed mining nuking your computation speed yet?

My mining rig with a 7x7 drill head makes the game run to a crawl when it bites the roid.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on November 02, 2015, 01:41:10 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
We know it exists in neutron stars, but containing it is impossible with today's technology.
We have no idea what is really inside neutron stars. Matter as we know it can't actually exist in that kind of environment, which is why its called neutron-degenerate matter. Neutronium would be a fictional material composed of tightly packed neutrons. I don't know under what conditions such a thing could exist.
Watch this video (https://www.youtube.com/watch?v=ZW3aV7U-aik) It explains it pretty well.
At 3:10 it says we're not even sure what goes on inside the core. The beginning says that the outer layers might be a matrix of iron nuclei. So I say again, we have no idea what the stuff in a neutron star is like. It's all best guess, because our physics models break down in those environments
What if the inside of such mnonster were in fact mini blackhole but not big enough or strong enough to crack the neutron *shell*?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on November 07, 2015, 07:33:18 pm
If anyone is interested in in some PVE/city building in 10/10/10 survival
I've been playing in Falcons Server quite a bit and am building a public area at

GPS:Freeport - Public City:1115.49:5323.77:-3213.83:

http://space-engineers.com/server/27593/ (http://space-engineers.com/server/27593/)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 07, 2015, 09:00:44 pm
How long does it generally take to join a server? I waited about five minutes and nothing happened.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on November 08, 2015, 03:25:38 am
I've been assuming, but don't know for sure, that planets are going to require a new game. Don't suppose they ever said anything about it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 08, 2015, 07:57:09 am
I've been assuming, but don't know for sure, that planets are going to require a new game. Don't suppose they ever said anything about it?

Planets will be part of space engineers, not another game afaik.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on November 08, 2015, 08:00:13 am
Saw this game in action.

HOLY COW was it sooo boring.

If I ever get this game I am never EVER going to try it solo. It just takes too long to do even the most basic of actions.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on November 08, 2015, 08:07:58 am
I've been assuming, but don't know for sure, that planets are going to require a new game. Don't suppose they ever said anything about it?

Planets will be part of space engineers, not another game afaik.
I'm sure they meant starting a new game, as opposed to continuing a save.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on November 08, 2015, 08:20:39 am
I've been assuming, but don't know for sure, that planets are going to require a new game. Don't suppose they ever said anything about it?

Planets will be part of space engineers, not another game afaik.
I'm sure they meant starting a new game, as opposed to continuing a save.

Yep. Been holding off in getting back to it as I believe I'll need a new world.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on November 08, 2015, 10:33:08 am
How long does it generally take to join a server? I waited about five minutes and nothing happened.

You have to download the existing map from the server each and every time you join - that is the long delay you are experiencing. Yeah, it does take several minutes minimum to get.

I know you got into the game last night, but I'll leave this info here in case anyone else wants to join.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on November 08, 2015, 11:10:19 am
I know you got into the game last night, but I'll leave this info here in case anyone else wants to join.

Is there anything that would cause a directx9, 32-bit computer to mess up?  My Linux computer is the only one up to spec to be able to play the game, and I've been unable to figure out how to get the 64-bit WINE working, plus I can't figure out if directx11 is supported yet or not.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on November 08, 2015, 11:15:42 am
I know you got into the game last night, but I'll leave this info here in case anyone else wants to join.

Is there anything that would cause a directx9, 32-bit computer to mess up?  My Linux computer is the only one up to spec to be able to play the game, and I've been unable to figure out how to get the 64-bit WINE working, plus I can't figure out if directx11 is supported yet or not.

I run game in dx11 on windows 64bit natively. There are a tremendous number of bugs out there - so there's a good chance it's broken for your particular configuration. In last few patches asteroid rendering was completely broke and fixed within a 1 month cycle.






Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 08, 2015, 04:23:16 pm
How long does it generally take to join a server? I waited about five minutes and nothing happened.

Depends on how many mods the server has, and how much "stuff" is in the world. Typically it should only take a minute or two for unmodded servers, and those servers you see with hundreds of mods can take 10+ minutes to download them all (yes, every single time you join)

I've been assuming, but don't know for sure, that planets are going to require a new game. Don't suppose they ever said anything about it?

Yeah, they said somewhere that planets will require a new world generation.

Saw this game in action.

HOLY COW was it sooo boring.

If I ever get this game I am never EVER going to try it solo. It just takes too long to do even the most basic of actions.

You can make it go faster, most people seem to do at least 3x cargo (so you can carry more), 2x welding speed, faster refining speed, etc. All 1x everything is kind of a drag after a while.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on November 08, 2015, 04:30:31 pm
There are many problems with using neutronium. The first is assuming that the substance exists and could be produced or contained in any way. :P
We know it exists in neutron stars, but containing it is impossible with today's technology.
We have no idea what is really inside neutron stars. Matter as we know it can't actually exist in that kind of environment, which is why its called neutron-degenerate matter. Neutronium would be a fictional material composed of tightly packed neutrons. I don't know under what conditions such a thing could exist.
Watch this video (https://www.youtube.com/watch?v=ZW3aV7U-aik) It explains it pretty well.
At 3:10 it says we're not even sure what goes on inside the core. The beginning says that the outer layers might be a matrix of iron nuclei. So I say again, we have no idea what the stuff in a neutron star is like. It's all best guess, because our physics models break down in those environments
What if the inside of such mnonster were in fact mini blackhole but not big enough or strong enough to crack the neutron *shell*?
In such a case I would look hard to see if the neutron star doesn't have any suspicious satellites with Inhibitor devices at the center.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on November 08, 2015, 04:44:52 pm
Saw this game in action.

HOLY COW was it sooo boring.

If I ever get this game I am never EVER going to try it solo. It just takes too long to do even the most basic of actions.

You can make it go faster, most people seem to do at least 3x cargo (so you can carry more), 2x welding speed, faster refining speed, etc. All 1x everything is kind of a drag after a while.

In all fairness to the game the person was making a huge project and I was just watching them build wall block after wall block.

More people would have made it quite a bit more bearable.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on November 08, 2015, 07:05:34 pm
Saw this game in action.

HOLY COW was it sooo boring.

If I ever get this game I am never EVER going to try it solo. It just takes too long to do even the most basic of actions.

You can make it go faster, most people seem to do at least 3x cargo (so you can carry more), 2x welding speed, faster refining speed, etc. All 1x everything is kind of a drag after a while.

In all fairness to the game the person was making a huge project and I was just watching them build wall block after wall block.

More people would have made it quite a bit more bearable.

Yeah doing lots of mining / welding by hand takes AGES on x1. I suppose that's the point though. Even a Small Ship with a single drill can mine about 5 times as fast as you can and the same goes for the welding.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 08, 2015, 07:15:38 pm
Saw this game in action.

HOLY COW was it sooo boring.

If I ever get this game I am never EVER going to try it solo. It just takes too long to do even the most basic of actions.

You can make it go faster, most people seem to do at least 3x cargo (so you can carry more), 2x welding speed, faster refining speed, etc. All 1x everything is kind of a drag after a while.

In all fairness to the game the person was making a huge project and I was just watching them build wall block after wall block.

More people would have made it quite a bit more bearable.

You can also make a ship-mounted welder that has an area of effect so you can weld more than one block at a time, and the ship can carry a LOT more than you... makes things go by significantly faster. If the person you were watching was welding a huge armor wall by hand... that's probably about the most boring thing possible in the game.

You can even do tricks with pistons and such to make a sort of a 3d printer for spaceships so that as long as you have all the parts in storage, you just press one button and it "prints" the ship automatically.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on November 09, 2015, 12:42:23 am
The game is definitely more fun with more than one person tho'.  Dividing up the work makes things much more enjoyable.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on November 09, 2015, 03:44:21 am
I found the biggest thing to do in the game is to be more productive, i.e. weld everything faster, build a mineship, build a refinery, build a bigger mineship, build a bigger refinery, combine both, repair after you slam it into a laggy astroid.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on November 11, 2015, 02:12:36 pm
Word is that planets are coming tomorrow.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aklyon on November 11, 2015, 03:43:43 pm
The word can still be that, then. It just takes a massive penalty to its mysteriousness to make up for the straightup announcement.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on November 12, 2015, 03:46:18 pm
Planets are out!

Looks like a serious step forward for space engineering in general.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on November 12, 2015, 05:05:24 pm
I'm going to test this out right now!

Now the biggest updates I'm hyped for are the networking improvements and multicore support, so I can actually enjoy this on multiplayer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on November 12, 2015, 06:02:50 pm
Its decently fun, I've been playing the Earth EZ start and I'm having to start over a few times because !fun! happens to me. AI attacks unpredictably too which makes yearn for a partner as I cant salvage AI downed craft and mine for necessary minerals to keep my base running at the same time. Most recent restart I've had to take was that my gattling turret ran out of ammo and I didn't have the minerals to make more (all while discovering this while under attack). I had just repaired 1/3 of my solar arrays after previous attacks..
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on November 12, 2015, 07:30:49 pm
I'll give planets another crack tomorrow, but they might require a PC upgrade on my part. Still, they're very awesome. :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 14, 2015, 08:52:35 pm
So I thought of something.

Planets have resources everywhere, and spacecraft can be made autonomous with programming. You can also use blueprints and welders to create new ships, and this can be controlled with programming. So, shouldn't it be possible to make a ship/rover that slowly mines the planet and replicates itself?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 14, 2015, 09:45:14 pm
You could still scour the surface.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: evilnancyreagan on November 14, 2015, 10:10:56 pm
I've owned this for over a year, I think it's time to finally install it!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: USEC_OFFICER on November 14, 2015, 10:18:12 pm
Planets have resources everywhere, and spacecraft can be made autonomous with programming. You can also use blueprints and welders to create new ships, and this can be controlled with programming. So, shouldn't it be possible to make a ship/rover that slowly mines the planet and replicates itself?

If you do do such a thing, make sure not to set its replication behaviour to 999. Sure, that way you'll make a lot of probes in a short amount of time, but they'll almost attempt to break any friendly ships into their component parts and quickly become a menace to Hyperspace travellers. I'll show myself out now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 15, 2015, 12:07:34 am
There have been some proof-of-concept self-replicating ships on the forums, but they were done in creative because it's hard to get enough resources in survival with just asteroids.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: alway on November 15, 2015, 12:23:56 am
Its decently fun, I've been playing the Earth EZ start and I'm having to start over a few times because !fun! happens to me. AI attacks unpredictably too which makes yearn for a partner as I cant salvage AI downed craft and mine for necessary minerals to keep my base running at the same time. Most recent restart I've had to take was that my gattling turret ran out of ammo and I didn't have the minerals to make more (all while discovering this while under attack). I had just repaired 1/3 of my solar arrays after previous attacks..
You can also disable those ships from the advanced options in the worldgen. The 'enable drones' option.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: se5a on November 15, 2015, 12:59:17 am
...If you do do such a thing, make sure not to set its replication behaviour to 999. Sure, that way you'll make a lot of probes in a short amount of time, but they'll almost attempt to break any friendly ships into their component parts and quickly become a menace to Hyperspace travellers.

I'll give you some imaginary points for that reference.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: sluissa on November 15, 2015, 09:25:10 am
Maybe it's just me, or maybe I should just turn the pirates off, but the constant siege of pirate drones keeps me from doing anything constructive on a planet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 15, 2015, 02:35:38 pm
Maybe it's just me, or maybe I should just turn the pirates off, but the constant siege of pirate drones keeps me from doing anything constructive on a planet.

I find that the drones force me to be careful with how I split my time between mining/scavenging, building new ships, and repairing my base/defense. I'm not quite to the point that I have a ship to go blow up the nearby pirate base, but I'm getting much closer to having something that can take it out and I actually have some resources to work with.

One question, though: Does destroying a pirate base stop drones from spawning there?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 15, 2015, 02:40:43 pm
I started with Easy Earth Start. Looked around the base a bit while drones were attacking and found the fighter, decided to go find where they came from.

Mild spoiler. Not really, but just in case.

Spoiler (click to show/hide)

So basically I took control of the place spawning the drones without any damage to my fighter craft and was all patting myself on the back and stuff. I go to hook my ship up to a connector on the landing pad and remember I had power flipped off. So I flipped the power back on... and this happens:

Missile turret now under my control shoots antenna on roof, which apparently is still seen as enemy. Supports under antenna are destroyed, antenna isn't damaged much.

Antenna, now devoid of support, falls over off the roof onto landing pad.

Explosions. Ship is bisected along the narrow bits holding all the engine pods on. Engine pods fall off and bounce around the uneven landing pad a bit, exploding and tearing away a bit of the landing pad - already damaged in my assault. Ship, now missing the engines from one side, tilts over and falls through the hole. More explosions.

So I went from a successful mission - having captured a base with near zero damage to my fighter (just very minor armor damage); to a completely botched mission with my fighter in pieces on the ground and me stuck way away from my base. All with the flip of a power switch.


TheDarkStar:

Not sure yet if the other pirate base on the planet will send drones yet, but this one seems to be disabled and not spawning more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Immortal-D on November 15, 2015, 06:15:38 pm
Someone I missed this game until recently.  Picked it up today, and I am blown away.  The manufacturing possibilities reminds me a lot of Minecraft's IndustrialCraft mods.  If anyone would like to muck about in Creative Mode (the Planets patch seems to have made stability a problem on an serious server), just drop me a line.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: USEC_OFFICER on November 15, 2015, 07:59:40 pm
I'll give you some imaginary points for that reference.

Thank you. I'll treasure them forever.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: tryrar on November 15, 2015, 11:47:56 pm
I can no longer play this game.

The heat coming from my laptop while playing melted the end of my power cord, starting an electrical fire and nearly gave me a flaming vasectomy.

 :o

Please tell me you're joking
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 16, 2015, 12:01:47 am
I really, really wish I was.

 :o

Yeah, maybe you should stop. Are you OK and is your laptop still usable?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: se5a on November 16, 2015, 12:50:24 am
that sounds more like a fault in the powercord or plug. if there was a bad connect there it could have heated up enough to do that.
heat from the game would have heated up the cpu and graphics chips, which would be cooled and the heat spread out.

That being said, the high load would have caused the problem with the cord/plug to be worse.

is it under warranty still?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on November 16, 2015, 03:28:25 am
Is there a mod or configuration that makes building stuff a tad easier without being full out creative?

Like my biggest gripe is not finding resources and installing parts, but having to build a frigate bringing two pipes at a time back and forth forever.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on November 16, 2015, 07:03:05 am
Two words: "WELDING SHIP."  Have a nice day.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on November 16, 2015, 08:13:06 am
Is there a mod or configuration that makes building stuff a tad easier without being full out creative?

Like my biggest gripe is not finding resources and installing parts, but having to build a frigate bringing two pipes at a time back and forth forever.

You can place items from cockpits, according to an update. Do so from NullForceOmega's WELDING SHIP.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 16, 2015, 09:13:04 pm
Yeah a small agile welding ship goes a long way.

My most basic one that I always build asap is simply a cockpit with two welders and some thrusters.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 16, 2015, 09:16:46 pm
Is there a mod or configuration that makes building stuff a tad easier without being full out creative?

Like my biggest gripe is not finding resources and installing parts, but having to build a frigate bringing two pipes at a time back and forth forever.

Other than a welding ship (which decreases the build time of ships by at least five times and probably more) you can also get mods that add welders with extended ranges.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 16, 2015, 09:48:05 pm
Well, I finally get a chance to try planet update out and.... planets require dx11. Not a good sign, but my card technically does support dx11 so I'll try it...

I load the game up, it takes ~8 minutes to load. I finally load, and I'm getting less than 1 fps. How low? I'm not sure, but it was something like 1 minute per frame, I damn near force closed it before the second frame rendered. Apparently I started in a ship that was in space, but all I saw was a view of the planet out the window, and by the time the game rendered the next frame the ship had hit the planet and was completely destroyed other than two random armor blocks sitting in a crater (I only survived because it was in creative mode).

Once on the planet, the fps was better.... but it was basically hovering between 1 - 2 fps. I dumped all the graphics settings to minimum, then dropped my resolution way down and got 8 - 10 fps  and graphics so bad it looked like I was playing an 8-bit nintendo game.

I was siting at a solid 60 UPS the whole time, which kind of gives me some hope that my computer can handle them and I just need a new video card, but I can't justify buying a new video card since every other game I own runs perfectly fine on the one I have.

I admit I was not expecting them to run perfect on my computer, but this is just...it's so bad. After all the hype and waiting, I can't even really play them at all.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on November 16, 2015, 10:07:00 pm
Intel/Integrated graphics?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aklyon on November 16, 2015, 10:10:32 pm
Intel/Integrated graphics?
The two are essentially the same thing.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 16, 2015, 10:19:33 pm
Intel/Integrated graphics?

Nope, radeon hd 5770

I know it's old but i can run almost every other game I've tried perfectly fine - the only exception I can think of is ARK which run notorious poorly... and even then after tweaking it I managed to run ARK much better than I can run SE planets

Also looking at benchmarks, my card is not really that bad compared to some of the cheaper low/mid end cards I've seen recommended to play SE on.

I mean, I'm not expecting 100 fps, or even 60 fps, I know it's old... but if I could at least get 30 fps so I could play without getting a headache I'd be happy enough.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 16, 2015, 10:41:15 pm
I wouldn't be surprised if the next three or four patches focus almost entirely on making planets hurt performance less. I can play planets at just enough FPS that things usually look smooth (so 24-26), but I would get more like 30-50 without planets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 17, 2015, 12:20:58 am
Planets are smooth for me, the only issue is the load time. Takes just over 3 minutes to load in. I'm running an i7 3770 CPU with a GTX 670.

Once I'm in things are good, though. I can hop in the crazy rover thing that I built from the blueprint provided in easy earth start and go driving over 400 kph mowing down trees and stuff without any graphical lag.

I never did get a chance to build the dropship blueprint thing, the first drone attack took out the projector. I may have to start a new game just to see if it's any good, the ground vehicle is fun.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on November 17, 2015, 04:19:36 am
Turn shadows to low to gain like 30 fps on planets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on November 17, 2015, 05:41:06 am
Sigh, if I even look at Terran planets up close, FPS falls dramatically. On planet, FPS is consistently >20 FPS. Martian planets are only a little better, a little above 20 FPS on planet. I'd guess it's my GPU since the benchmarks of the suggested video cards are significantly better. You don't realize how inferior mobile versions of graphics cards are until you benchmark them against the standard ones.

Guess I'm not going to be playing on Terran planets smoothly until they either optimize them or I get a more powerful computer. I can apparently handle earthmoons with about 40-30 FPS though. At least there's that. If only there was a start that would only generate a moon--the moon start generates a Terran planet too.

Turn shadows to low to gain like 30 fps on planets.
Maybe for you, but for me I only got about 5 FPS from standing on a moon and changing the settings.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on November 17, 2015, 11:05:27 am
I've been getting a solid 70-80 fps on high settings on the Martian planet. Then again, I have a GTX 970 and an i7 4790K.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on November 17, 2015, 11:55:15 am
Yeah my beefy computer handles planets just fine. But you guys arnt missing too much because planets are not very stable right now. I've lost two savefiles already to corruption and another error already.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 17, 2015, 02:05:09 pm
Hey Tarran. Just for you, here's a save with moon start and all the planets deleted. Asteroid density set to high (you have to fly a ways from the moons to see any, though - unless you turn up view distance). Not sure if you can handle the other 2 moons or not but they are both there too for your exploration. You can edit whatever settings you like by opening Sandbox.sbc with a text editor and changing things.

The pirate bases are probably still floating in space where the planets were since all I did was erase the planets.

https://drive.google.com/uc?export=download&id=0Bw4jSI5meNgsSnFwUnRSS2U1OXM
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on November 17, 2015, 03:15:51 pm
I've been getting a solid 70-80 fps on high settings on the Martian planet. Then again, I have a GTX 970 and an i7 4790K.
I have the same setup, and I noticed I was getting 40-50 FPS much of time on the Terran planet, at night in particular. I probably could have been less greedy and turned a few settings down below Ultra, but the REALLY short, square, visible lighting distance around your character was bothering me anyway, so I'm waiting for the Thursday update and whatever optimization it brings.

Also, am I missing a way to rotate the new base station blocks when I'm creating them? It doesn't seem like I can rotate them, so of course when I try to make a building out of a station on a planet, its surface is never flat with the ground. In fact, I wish there was an auto-rotate-to-gravity button so I didn't have to eyeball it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on November 17, 2015, 03:38:11 pm
Hey Tarran. Just for you, here's a save with moon start and all the planets deleted. Asteroid density set to high (you have to fly a ways from the moons to see any, though - unless you turn up view distance). Not sure if you can handle the other 2 moons or not but they are both there too for your exploration. You can edit whatever settings you like by opening Sandbox.sbc with a text editor and changing things.

The pirate bases are probably still floating in space where the planets were since all I did was erase the planets.

https://drive.google.com/uc?export=download&id=0Bw4jSI5meNgsSnFwUnRSS2U1OXM
Oh hey, thanks!

I'm sure the pirates won't mind. They probably weren't making much use of the planets anyways.

Also, am I missing a way to rotate the new base station blocks when I'm creating them? It doesn't seem like I can rotate them, so of course when I try to make a building out of a station on a planet, its surface is never flat with the ground. In fact, I wish there was an auto-rotate-to-gravity button so I didn't have to eyeball it.
Wait, what? Did they not add rotation options for stationary buildings? Wow, they didn't.

I mean, such problems were visible even before planets were released officially--dwarf planet asteroid/s on the Workshop highlighted it quite clearly. I don't see how they expect people to enjoy planets when you can't make use of stationary buildings properly on half or more of the planets' surface.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on November 17, 2015, 04:58:19 pm
seamless planets! now, if you want to actually see them, let me load for 10 minutes and use all your ram plus some from your neighbors

it was kind of working tho, but the first drone attack killed it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: RadtheCad on November 17, 2015, 05:33:09 pm
I've been playing on a dedicated chan server, I think that might take the strain off of your system.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on November 17, 2015, 07:00:29 pm

Also, am I missing a way to rotate the new base station blocks when I'm creating them? It doesn't seem like I can rotate them, so of course when I try to make a building out of a station on a planet, its surface is never flat with the ground. In fact, I wish there was an auto-rotate-to-gravity button so I didn't have to eyeball it.
Wait, what? Did they not add rotation options for stationary buildings? Wow, they didn't.

I mean, such problems were visible even before planets were released officially--dwarf planet asteroid/s on the Workshop highlighted it quite clearly. I don't see how they expect people to enjoy planets when you can't make use of stationary buildings properly on half or more of the planets' surface.


Try Pressing B when you have the station block up. It should rotate it to the direction of the planet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on November 17, 2015, 08:14:05 pm
Oh, I didn't know they added a station rotation function; I guess I haven't paid enough attention to the changelog or something. Strange that it isn't the standard, though. Thanks!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 17, 2015, 10:59:57 pm
Tweaked my settings some more and adjusted some stuff in my video card options, plus setting flora off in the world generation options and I managed to get it to run at ~15 fps at 1920x1080 (with every other graphical option disabled or set to the lowest) which is.... still not that great, but at least I could play around with planets a little bit.

Easy start earth starts you off under attack, as in there's an enemy drone already incoming when you load in. I kind of wish they gave you a little more time to check the base out or something before the attacks started (yeah I know you can disable drones in the options), but I guess it's not too bad since the base turrets managed to kill it before it could do too much damage, and you also start with a halfway decent fighter ship.

It's surprisingly fun fighting off drones and trying to salvage bits and pieces, or drop whole wrecks into your grinder pit. Shooting the drones and watching them crash and explode is pretty funny, and flying around in gravity is just different enough to keep it interesting.

Ultimately it feels a little too hectic for a single player though, because the drones just come in too fast and you have to spend all your time blowing them up so there's no time to try and find magnesium to make more ammo or build a better attack ship to actually blow the enemy base up (attacking it with the starting fighter was a dismal failure). I imagine it would be really, really fun with 2 - 3 players though since you could take turns flying the fighter, salvaging wrecks, repairing the base, and building new ships.

Other than the FPS issues I'm actually rather impressed so far, it's like a whole new game and I haven't even tried to build a rocket to get into space yet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 17, 2015, 11:21:15 pm
The pirate base can be defeated fairly easily if you stay out of range. I ended up putting rockets and gatlings on my miner and took out the turrets and antenna of the pirate base; now I just need to clear out some interior turrets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 18, 2015, 12:34:24 am
The pirate base can be defeated fairly easily if you stay out of range. I ended up putting rockets and gatlings on my miner and took out the turrets and antenna of the pirate base; now I just need to clear out some interior turrets.

This is probably the best way, but I hate doing it because camera zoom sniping feels like such a huge cheat/exploit. A single small ship with the bare minimum required to fly and a single fixed gatling + camera can trivialize all AI enemies (usually even drones since they often fly straight for you), it's just so... bleh. If you're going to do that, why not just use spacemaster mode to delete the turrets instead?

I really hope they intend to rebalance combat at some point. Fixed gatlings should not have a longer range than the turrets do since it makes them mostly useless, but on the other hand turrets shouldn't be so absurdly deadly either (especially against small ships).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 18, 2015, 10:38:58 am
Huh, I never realized how easy it is to modify scenarios. I don't see a way to get the game to accept modded ones other than replacing the core file, though.

Nice for setting up your own games though. I set up a start with all the pirates from an Easy Earth start but the actual start of the empty solar system one. So I'm on my own in a lander, but the system is still full of pirates. Should be fun.


Anyone else have issues with deposits being way away from where they are detected? I finally found my uranium deposit after digging exploratory tunnels all over the dang place. It was picking up as 100 meters below ground where I landed, I found it about 50 meters below ground 150 meters or so from where I landed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on November 18, 2015, 03:36:23 pm
The ore detector I think just locates one random spot of ore in a large deposit. The main deposit could be somewhere else.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on November 18, 2015, 03:52:17 pm
I want gas giants so I can make a Giant System map. It could have rings of asteroids and "planets" in close proximity. I suppose you could even make an accurate Jovian System map...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on November 18, 2015, 04:13:37 pm
I don't think that you could make a planet that big without the game dying. I would suggest having the gas giant as part of the skybox, and the moons would look like their going around it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on November 18, 2015, 04:24:27 pm
The ore detector I think just locates one random spot of ore in a large deposit. The main deposit could be somewhere else.
IIRC It calculates the exact center of the entire deposit. This point may or may not actually have ore, because most of the deposits are irregular in shape.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 18, 2015, 05:24:00 pm
Planetary deposits must be huge then, because Uranium deposits are crazy hard to find ore in on planets. Detector will show ore 60 meters below ground directly under my ship. I'll dig all over the dang place until I finally find a vein of it, and it's 10 meters below ground and 150 meters away from my ship.

You basically have to either make the place swiss cheese until you locate a spot, or strip mine the entire area. I was trying to use a mobile drilling platform thing that I could fly around and park over resources before extending the drill heads downward, but the resources aren't localized enough for it to find anything but stone. I have a 3x3 drill head with a shaft that lowers down slowly and it just makes big deep empty holes and rarely finds anything.

It's ok for getting iron and nickel and stuff but when it comes to ores like uranium it's faster to hand drill tunnels everywhere until you find it.

Guess I need to design another mining vehicle. My mining ship wasn't stable enough with the gravity, once it got weight in it the atmospheric thrusters stopped controlling the wobble and it clipped the side, went spinning, and smashed all the drill heads off. And my mining ground vehicle works well, but the wheels keep disappearing on it for no apparent reason. Pain to keep having to jack it up and replace the wheels.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on November 18, 2015, 10:16:05 pm
I don't think that you could make a planet that big without the game dying. I would suggest having the gas giant as part of the skybox, and the moons would look like their going around it.

Well, I figure that since gas giants are effectively uniform (except for the decorative cloud patterns) we could simply make it be a really big gravity field, a region with gradually increasing fog effects, and then a thing that kills you and destroys ships.

Adding the option to harvest hydrogen is a reasonable but not essential concept.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 19, 2015, 03:43:13 pm
Patch day has come, and it's a very tiny one with a few bug fixes + the game automatically aligns new grids with gravity for you (saving you the trouble of pressing b) I guess it was too much to expect any sort of significant performance increases anytime soon, but I'm a little sad anyway. Maybe next week.

There's also a free weekend starting today if anyone wants to try the game out, or has friends who might want to try it out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on November 19, 2015, 04:03:34 pm
after much mucking about, I managed to get planets playable. biggest change came from render distance.


also, this game has the weirdest reflections:
http://gfycat.com/AppropriateSadCony
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephansteras on November 19, 2015, 04:21:26 pm
Just picked this up since it is 50% off on steam right now. Got any good tips for someone who's never played before?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aklyon on November 19, 2015, 04:29:48 pm
Just picked this up since it is 50% off on steam right now. Got any good tips for someone who's never played before?
Two words: "WELDING SHIP."  Have a nice day.
Also, Mining ships are far better at holding on to all of your mined rock than trying to mine yourself.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on November 19, 2015, 07:40:02 pm
Just picked this up since it is 50% off on steam right now. Got any good tips for someone who's never played before?

Do stuff by hand, build ships to do what you did by hand. Looting is faster then mining at first. Check controls. If possible, don't play alone. Avoid public multiplayer, maybe?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on November 19, 2015, 08:06:05 pm
If possible, don't play alone. Avoid public multiplayer, maybe?

The Bay 12 Teamspeak (http://www.bay12forums.com/smf/index.php?topic=149414.msg6104014#msg6104014) will be hosting a server with planets tonight, to see how it goes. Everyone who wants a group to play with (on our server, or any other server) is invited to join for coordination and communication.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on November 20, 2015, 12:50:09 am
also, this game has the weirdest reflections:
http://gfycat.com/AppropriateSadCony
Wow that is pretty weird. Is it trying to reflect what's on the other side of the glass or something?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 21, 2015, 06:52:16 am
Are ore markers supposed to be accurate? I dug a tunnel down to one that said silver, but all I get is stone. And no, I did not use the tunnel mode to dig through it. The marker is still there, floating in the air.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on November 21, 2015, 06:54:25 am
We just had a discussion about this, ore markers calculate the exact center of the deposit, so if it's moon-shaped for example there wont actually be any ore at the center.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 21, 2015, 08:33:29 am
So if you want to figure out where the ore is, just dig in a line in both directions until you find it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on November 21, 2015, 08:35:00 am
the deposit could also be shaped like a cube with circular holes in the middle of each side. there is no best solution ¯\_(ツ)_/¯

i guess that would work most of the time, though :v
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 21, 2015, 09:38:07 am
the deposit could also be shaped like a cube with circular holes in the middle of each side. there is no best solution ¯\_(ツ)_/¯

i guess that would work most of the time, though :v

But don't ore veins have to be continuous?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on November 21, 2015, 09:52:23 am
the deposit could also be shaped like a cube with circular holes in the middle of each side. there is no best solution ¯\_(ツ)_/¯

i guess that would work most of the time, though :v

But don't ore veins have to be continuous?

yes, but they don't have to be convex
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on November 21, 2015, 07:42:46 pm
I don't think they actually are continuous, I think the ore deposits can be multiple small veins.

Uranium, for instance, seems to spawn as multiple tiny veins spread across a huge area.

In creative I made a core drilling ship that uses pistons and a drill to dig straight down 60 meters (using 30 pistons). I pasted 16 of them in a 4x4 pattern on top of a ore spot for Uranium. Only one of them actually found any uranium.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on November 22, 2015, 08:35:14 am
What are drills on pistons like now?

I remember building a drilling rig about a year and a half ago, which ended up being huge because the drilling head was itself was massive due to the amount of thrusters and gyros I had to use to stabilise it
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 22, 2015, 10:29:37 am
Just got done with my first little project: a planetary drilling car.


Result: Dismal failure. As expected.

Spoiler (click to show/hide)

Tries to flip itself over when changing the arm position. I also still haven't quite figured out conveyors/sorters. It's supposed to eject stone out the sides, while dumping ore into the collector on top. Trying to drive it is difficult as well.

I did learn quite a bit on how to get rotors to work. Weight distribution aside, the mining arm(s, since they're not connectable) do work, and I also have a working rear hatch/ramp.


By the way, on planets, are there more ore deposits the deeper you go, or is it just randomly found everywhere?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on November 22, 2015, 12:57:47 pm
It would be nice if the tutorials in this game actually explained how to split stacks.

E:
So, I did the tutorials and now I'm in the quickstart world... What do I do now?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on November 22, 2015, 02:41:23 pm
It would be nice if the tutorials in this game actually explained how to split stacks.

E:
So, I did the tutorials and now I'm in the quickstart world... What do I do now?
I haven't actually played since planets. Does quickstart start you on a platform on an asteroid? Or on the surface of earth?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on November 22, 2015, 02:51:32 pm
Surface of the earth, it seems, in a sizeable base.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on November 22, 2015, 02:54:56 pm
Surface of the earth, it seems, in a sizeable base.
Then I am not the person to ask. From what I hear, you should figure out a way to get rid of the nearby pirates.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 22, 2015, 03:09:49 pm
Surface of the earth, it seems, in a sizeable base.
Then I am not the person to ask. From what I hear, you should figure out a way to get rid of the nearby pirates.

Yeah, kill the pirates. Once the pirate base is inactive (meaning the antenna and beacon are damaged to the point that they stop working or lose power), no new drones spawn.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on November 22, 2015, 04:44:40 pm
You can do this fairly simply using rockets from a good distance away.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 22, 2015, 06:16:35 pm
You can do this fairly simply using rockets from a good distance away.

I just stuck a gatling on the starting miner ship and sniped the turrets and antenna and beacon.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 26, 2015, 01:36:09 pm
Spoiler: Built a mining rig (click to show/hide)

Controls are a pain in the ass. There's no way, at least without modding, to simply hold down a button to extend(or retract) the piston. I either have to toggle extend/retract, plus set a hotkey for changing the minimum/maximum ranges, which is a single hotkey each(5 total). For the rotors, I have them set to increase/decrease velocity, so that's 2 keys per rotor, 6 total. And one final hotkey to toggle the drill.

Also, the drill tends to launch ore everywhere rather than collecting it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on November 26, 2015, 01:55:07 pm
Consider adding a gravity generator.

Also, pistons and rotors tend to explode.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on November 26, 2015, 07:29:18 pm
Unless there's been a recent tweak to it, simply setting the rotor's force (kN) low enough will avoid spontaneous destruction.
Haven't used pistons yet, but I'd be surprised if the same wasn't true.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on November 29, 2015, 12:18:54 am
 So, having finally managed to acquire the game, here I ask if the server is still a thing.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 29, 2015, 12:26:02 pm
I'm curious how everyone else is dealing with planetary mining. I've spent more time than I like to admit over the last couple of days thinking about it and I can't figure out anything that really seems to work well.

Flying miners are very easy to build and operate, both "scoop" miners that swoop in to get ore, and up and down tunnelers. The problem is that atmos thrusters can't really carry very much ore (even after the 20% boost) so you need to add lots of them, which require lots of power, which adds mass, and it all spirals out of control very easily. You end up consuming huge amounts of power, and lots of time making small trips.

I have not tried hydrogen thruster miners, it feels like despite the huge abundance of ice to make fuel hydrogen tanks are just too big for how long they last for it to be really practical.

I've never been able to get driving miners to work very well. Pistons aren't long enough, and stacking them adds a horrible amount of wobble even with tool shake off. I tried making ones with rotor arms (both side and forward) but drills are so heavy they throw the balance off and make it a nightmare to drive. I have had some success but overall it seems more trouble than it's worth, especially since wheel vehicles are apparently very buggy and randomly fall through the ground and/or have the wheels vanish (have not had either problem yet myself, though)

Ultimately I feel like the best solution to planetary mining is "don't, just scrap everything to build a space rocket and mine asteroids". and if you absolutely need to mine a certain ore, just take the hand drill to it. Which makes me kind of sad since space is better than planets in every other way too and if the best thing to do at the start of the game is go straight to space and ignore planets forever.... why did they spend a year building them?

Edit:
So, having finally managed to acquire the game, here I ask if the server is still a thing.

As far as I know, there's no B12 server. Multiplayer is still kind of a train-wreck so I'd stick to singleplayer or to small 2 - 3 person localhosted games until they get around to fixing the netcode.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on November 29, 2015, 12:42:58 pm
what about a mining vessel carried around by a wheeled thing?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on November 29, 2015, 12:47:04 pm
The most effective way of mining that I know is to dig out a long ramp and put collectors at the bottom, then mine using the hand drill so the ore chunks roll down to the collectors.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on November 29, 2015, 01:45:33 pm
what about a mining vessel carried around by a wheeled thing?

The most effective way of mining that I know is to dig out a long ramp and put collectors at the bottom, then mine using the hand drill so the ore chunks roll down to the collectors.

These are both pretty good ideas, thanks. I'm going to test them both out next time I get a chance. I'll be honest, I totally forgot the collector block even existed since I haven't used it in so long. I'll probably try to make a truck with collectors on the back to park on the bottom of the ramp so it loads it's self up, ready to go

Also part of my problem was I did the math wrong on how much ore an atmos thruster can carry (probably confused kN and N at some point) so the flying miners ended up not quite as bad as I originally thought they were. They still use too much power (imo, since I have not found a uranium patch yet) to be practical to fly around the planet with a hold full of ore, but with a carrier to unload on and carry it around to save power it should work pretty good.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on November 29, 2015, 01:46:10 pm
Unless there's been a recent tweak to it, simply setting the rotor's force (kN) low enough will avoid spontaneous destruction.
Haven't used pistons yet, but I'd be surprised if the same wasn't true.
Yeah having the infinite force on rotor cause an infinite force against the locking location wich mean well... its like the landing gear or anything is hitting the locked object at an infinite speed, you need to set it much lower than the locking force of the landing gear else it goes boom.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on November 29, 2015, 01:48:25 pm

Also part of my problem was I did the math wrong on how much ore an atmos thruster can carry (probably confused kN and N at some point) so the flying miners ended up not quite as bad as I originally thought they were. They still use too much power (imo, since I have not found a uranium patch yet) to be practical to fly around the planet with a hold full of ore, but with a carrier to unload on and carry it around to save power it should work pretty good.
You wont find uranium on planets ever, htey onlye spawn on asteroid from what ive read somewhere.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on November 29, 2015, 02:02:02 pm
I found a substantial uranium deposit on my survival planet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on November 29, 2015, 02:07:29 pm
Also have uranium next to my earth planet base. I believe it is platinum you are thinking of.

-Edit-

From the 1.108 patch notes,

"platinum is found only on moons and asteroids, uranium is rare on planets"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mookzen on November 29, 2015, 03:47:02 pm
So, is there meaningful persistence and PVP yet ?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on November 29, 2015, 03:51:01 pm
Uranium is simply 'rare' on planets. It still shows up. Platinum is exclusive to asteroids (and moons maybe?)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on November 29, 2015, 04:14:59 pm
So, is there meaningful persistence and PVP yet ?
That's been in for ages, but everybody is waiting for the new net code to do serious multiplayer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on November 29, 2015, 04:36:28 pm
So, is there meaningful persistence and PVP yet ?
That's been in for ages, but everybody is waiting for the new net code to do serious multiplayer.
That being said, there's nothing really wrong with doing 2v2 or so, network-wise.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 29, 2015, 07:25:45 pm
This is odd. I built a welding/grinder ship. The cargo containers are on the back of the vessel, with various conveyors to the tools on the front. The lights on the tubes are on. I cannot, however, move any resources from the rear cargo container(only one accessible to the outside) to anywhere else on the ship - not even the cargo container right next to it with a conveyor block in between - except a single motor. Maybe a few other things, like a single computer. Everything else is blocked, including stacks of motors greater than one. Plenty of room in the destination points.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on November 29, 2015, 07:50:49 pm
Are you using small tubes? Many things cannot traverse the small tubes.

Also make sure there is adequate power
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 29, 2015, 07:55:33 pm
Are you using small tubes? Many things cannot traverse the small tubes.
Now I find this out. >_<

Damn, and I thought I designed it well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on November 29, 2015, 08:09:19 pm
Small conveyors can send ore and ammo, so fighters and miners only need small conveyors. But construction/deconstruction ships need big conveyors.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on November 29, 2015, 08:12:30 pm
Can they send missiles? Missile blocks dont have small attachment points, so I assume they cant...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on November 29, 2015, 08:19:35 pm
Can they send missiles? Missile blocks dont have small attachment points, so I assume they cant...
no, they can't send missiles, but I normally stick my reloadable missile launcher directly on top of a crate, so I never have to worry about it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on November 29, 2015, 09:22:55 pm
 Do small conveyors block gasses? It seems like they block gasses. Which is a pain in the ass if its true.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on November 29, 2015, 09:49:21 pm
Do small conveyors block gasses? It seems like they block gasses. Which is a pain in the ass if its true.

Wait, you can a hollow interior of a small ship that's filled with gas?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on November 29, 2015, 10:01:06 pm
Sortof. They have vents, but no doors.

However, I was talking about oxygen and, more importantly, hydrogen.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 30, 2015, 10:41:12 am
Redesign my construction ship. Had to make it bulkier than before, with large conveyor lines sticking out of the ship. Also figured out how to place blocks from the cockpit. Apparently, you cannot place new vessels directly, at least from a small ship. I'm pretty sure I've seen a video of a gravity cannonship using automated welders to fabricate ammo separate from the main vessel - assuming it's not actually building them attached to the vessel then using an automated grinder to separate it. PRE-EDIT: Actually, it does exactly that. Video I was talking about. (https://www.youtube.com/watch?v=c-iPmqwLzfM)

Used my ship to build a small beacon "ship"(immobile, attached via the starting landing gear) on another asteroid. Then I forgot that none of the components(battery, solar panel, antenna, beacon) have a control panel, so I had to fly back and one on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on December 01, 2015, 04:35:51 am
look at the sand worm digging

https://www.youtube.com/watch?v=tfyKE1csuB0

<3
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephansteras on December 01, 2015, 12:40:14 pm
That's pretty awesome.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on December 01, 2015, 05:18:20 pm
THE SPICE MUST FLOW
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 03, 2015, 09:08:38 pm
I just spent most of my evening building an atmospheric attack transport for a contest. Most of the features on it work, including the rather nifty folding ramps and niftier rotating engines(this one kinda bugged out, can't figure out why). Except, it gets next to nothing on vertical lift. Worse, I can't seem to get a stable platform built to take off from; it just rolls off. I tried spawning one in the upper atmosphere to try and fly it. It gets extreme forward thrust, but also gets the same vertical thrust a brick does. Cue face-planting a mountain from low orbit. Might be too heavy. The folding ramps, which also protect the occupants when raised, are heavy armor blocks(armor is a requirement however).

Contest details. (http://steamcommunity.com/app/244850/discussions/0/492379159716765439/)

PRE-EDIT: It also seems that engines on rotors do not work properly, according to some posts I read(which may well be old). Strangely, the engines I rotated did work, in that the craft's flight dynamics did change. I flew into the ground faster.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on December 03, 2015, 09:32:45 pm
New update out: Includes more tiers for handheld tools. And, more importantly, performance improvements. I don't have the exact numbers, but I think I've had a couple additional FPS added on when playing on Terran planets this update, but then again I was playing with low view distance. Your results may vary.

Edit: Also, everyone may want to tone down tool speed if you plan to use the most advanced new tools... Grinding and welding a light armored block in literally a game-tick is a bit extreme.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 03, 2015, 10:42:06 pm
As the engines don't provide a great deal of atmospheric thrust to start with, making even basic flying mining ships highly limited in capacity, I can't imagine a fighter would fly if it's using heavy armor.
If ditching most of the armor to make it mostly decorative isn't an option, then I can only recommend more engines.
Also, armor isn't a requirement according to the link, though I can understand not wanting to rely on agility alone. ;)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 04, 2015, 06:10:32 am
Also, armor isn't a requirement according to the link

I did misread "can be armed and armored" as "must be armed and armored". >_<

Still, the armor I do have is all in sensible locations.


PRE-EDIT: Turns out the engines on the rotors weren't working. I managed to (sorta) fix it by using thrust override settings, but that's pretty clumsy. I also have a problem with the rotors(all of them, including the deployment ramps' rotors) refusing to work. Beyond that, it's "flyable", about as flyable as a VTOL craft is in Space Engineers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on December 04, 2015, 11:57:43 am
The only thing I need is for this game to be stable in all to most circumstances, god knows when that happens...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 04, 2015, 01:21:21 pm
It might be nice to model temperature to some degree. Settling on Mars and not needing to worry about the cold just doesn't seem right.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 04, 2015, 01:47:15 pm
New update out: Includes more tiers for handheld tools. And, more importantly, performance improvements. I don't have the exact numbers, but I think I've had a couple additional FPS added on when playing on Terran planets this update, but then again I was playing with low view distance. Your results may vary.

Edit: Also, everyone may want to tone down tool speed if you plan to use the most advanced new tools... Grinding and welding a light armored block in literally a game-tick is a bit extreme.

I gained a few FPS too - maybe 2 - 4 depending on the circumstances. Not a lot, but every little bit helps I guess.

As for the tool upgrades it all feels really... meh to me. Sure it's nice to go a lot faster, but I find that the majority of time spent building something by hand is running around and collecting the correct parts anyway. I also already do all medium to large scale welding/grinding projects with a utility ship and that's still even faster than a mk.4 tool under any reasonable circumstances.

On top of that, it's hardly any progression at all since the tools are so incredibly cheap. T2 is pretty much skippable since T3 is available right from the start of the game if you disassemble an oxygen bottle or something for silver. T4 can be gotten early on if you loot the pirate base, and if not you need tons of platinum to build ion thrusters anyway so it's basically free once you get into space (or the moon).

I feel like they are doing it the wrong way. If they wanted progression, it should not have been hand tools but better ship tools (or more modules for existing tools) since using a ship instead of hand tools is already the natural progression.

Edit: Or maybe even some kind of "research" option that costs 100x as much as building a hand tool, but permanently upgrades all hand tools for your faction or something. So you research grinder Mk.2 and your grinder just works faster forever, and if someone new joins the faction his grinder works faster too, etc.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 04, 2015, 03:22:01 pm
For a weekly update, I think the addition of tiers is great, and rather well-implemented. They're not supposed to be expensive on their own; they give you a reason to store backup tools and materials. Before, the ability to manufacture tools was irrellevant. Now, if you die with your tier-3 welder while you're out of the base, then you either need to head out and take on the aliens with your tier-I stuff, make new stuff if you still have the silver, or make use of the primitive tools you start out with.

I think it's a good direction and will probably tie into the suit upgrade system later on, and I'm almost certain that it'll get extrapolated to ship tools, possibly via upgrade modules.

Its main weakness is the limited number of raw materials. I kind of wish carbon and aluminum were present- maybe titanium and tungsten. Then making advanced tools could be even more difficult...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 04, 2015, 04:01:32 pm
I'm still waiting for the game to become more stable. Game just crashed when I was attempting (for the first time) to pick up some debris with landing gear to drop it into the easy start grinder pit.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 04, 2015, 04:07:03 pm
Its main weakness is the limited number of raw materials. I kind of wish carbon and aluminum were present- maybe titanium and tungsten. Then making advanced tools could be even more difficult...
IMO the issue with progression currently is that there are nearly no elements that are more difficult to get than other elements- progression is flat, you have everything or you don't, and you're going to focus on getting everything early on. Starting on a planet and needing to go to space for platinum is a start, though it's still no more difficult than getting your first base established really. To have a proper progression there needs to be more uncommon materials that are either quite rare, or somehow directly associated with danger (pirates, aliens, meteor showers) or difficulty (slow to mine? Always far from ice?)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on December 04, 2015, 04:13:45 pm
if you want progression I can't recommend enough empyrion. having a blast. building is quite simplified tho. like, a weird mix of the simpler concepts from space engineers and starmade.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 04, 2015, 07:09:27 pm
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 04, 2015, 09:45:06 pm
Its main weakness is the limited number of raw materials. I kind of wish carbon and aluminum were present- maybe titanium and tungsten. Then making advanced tools could be even more difficult...
IMO the issue with progression currently is that there are nearly no elements that are more difficult to get than other elements- progression is flat, you have everything or you don't, and you're going to focus on getting everything early on. Starting on a planet and needing to go to space for platinum is a start, though it's still no more difficult than getting your first base established really. To have a proper progression there needs to be more uncommon materials that are either quite rare, or somehow directly associated with danger (pirates, aliens, meteor showers) or difficulty (slow to mine? Always far from ice?)

I agree this is a huge problem, and I think it's made much much worse because the progression seems to be trying to be planet -> moon -> space, but it's just so easy to get into space. I'm relatively sure you could just saw the atmos engines off the lander, build some hydrogen engines, and just go without doing anything on planets at all (maybe mine a little ice for fuel). Once you're in space it's just a matter of flying around looking for an asteroid with platinum and/or ice and then you're set, you've completely skipped early/mid game (such as it is). Space is just better in every way than planets are so there's not even any reason to go back to them later unless you want to pew pew some spiders for laughs.

Planets look amazing, they did a really good job with them, but they really need more of a reason to exist beyond "they look cool".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 04, 2015, 10:57:48 pm
Well yeah. They introduced them a handfull of updates ago.

It's gonna take time to get them fully integrated.

I totally agree they need more things to do on them- Space needs more things to do when you get there, too. I'm not sure what that will be.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 05, 2015, 07:12:32 am
Someone still needs to strip mine a planet totally, even if it doesn't work.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 05, 2015, 07:42:10 am
Someone still needs to strip mine a planet totally, even if it doesn't work.
After you go 7 kilometers below the surface, it automatically culls all blocks as if they were garbage. Here is a video (https://www.youtube.com/watch?v=a4QoDJUQmcE).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 05, 2015, 07:52:28 am
Yeah, I know, sadly. 7 km all around the planet is a lot of planet tho.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 05, 2015, 08:27:48 am
IRL, most strip mines are rarely more than 1km deep, often much less, since they cover a large area.
Regular shaft mines though, have gone over 3km.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 05, 2015, 08:41:26 am
I am not talking in the way of "realistic" strip mine.
I just want to remove as much of planet as I can.
EDIT:
Speaking of strip mining, but planets totally should have some ultra-rare resource (Unobtanium?) so you would actually want to have giant mobile mases, giant flying whatevers shooting rockets at blue kitty cats or something.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 05, 2015, 06:12:54 pm
I put the transport gunship through a quick combat test consisting of one shooting at another.

Against rockets... it probably should avoid getting hit by rockets. Against guns, after a significant amount of direct fire(the shooting transport I was flying flipped over, limiting my aiming options) wrecked on of the rocket launchers(repairable), and shot out both of the feed lines for the machine gun. The passenger compartment which was strafed over a few times was mostly undamaged. Except the front-most seat, which needed a few interior plates of repairs. Not sure if the guy sitting in that seat would have been killed, though.

Flying it is still a bit tricky. It automatically pitches forwards, even when idling. Inertial dampers don't seem to slow it down enough, and it's hard to judge the correct pitch/roll to cancel momentum and slow down enough to land. It can land, if it's slow enough. Unfortunately, the test area I'm using is pretty rough terrain, making landing really difficult. I suppose the correct tactical use would be to drop troops when hovering low rather than risk a crash-landing.


EDIT: My latest attempt at doing something was a method to manufacture and launch torpedoes. The torpedo design itself is fairly decent, basically a large hydrogen thruster(and tank), a connector(for the fuel), a battery, a warhead, a sensor, and some plates to protect the warhead. Annoyingly, it takes a while to fuel, somewhere around 5 seconds for 1%. I don't know if I can speed it up using more oxygen generators or more connectors, or both.

The prototype for the fuel connector(from the launch platform) works, but the welder assembly needs a lot of work. I haven't learned to script yet, so I can't use a programmable block to set up a one-button system for that, but I figure with pistons and timer blocks it might be doable.

So far, I've yet to hit anything with the test launches(which are hard to set up, see above), but manually detonating the warheads is... underwhelming. The front blows away, but the armor surround the rest of the warhead just blows outwards. I may have inadvertently set up a shaped-charge armor penetrator but I'm not sure how much damage it'd really do. The test ship is one that's a box of heavy armor plates with guns and thrusters; I faceplanted one right into a planet at top speed and even the glass windows on the front weren't even broken.

Right now, the sensor just checks for a neutral or enemy ship in a short distance directly in front of it, and if it finds one, it detonates the warhead. I may want to change that to setting the timer on it instead to give time for ramming into the target's hull.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 06, 2015, 03:18:56 pm
I kind of want jet engines and fuel cells. Fuel cells combine hydrogen and oxygen (and air filters set to suck would work just fine) to produce electricity. Jet engines combine hydrogen and oxygen to produce thrust, and require proportionately very little hydrogen per unit thrust, but they can't produce electricity and only work in atmosphere.

Existing atmospheric thrusters are apparently electric turbines, which explains the motor components.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 06, 2015, 03:34:41 pm
I kind of want jet engines and fuel cells. Fuel cells combine hydrogen and oxygen (and air filters set to suck would work just fine) to produce electricity. Jet engines combine hydrogen and oxygen to produce thrust, and require proportionately very little hydrogen per unit thrust, but they can't produce electricity and only work in atmosphere.

Existing atmospheric thrusters are apparently electric turbines, which explains the motor components.

This comes close to that. (http://steamcommunity.com/sharedfiles/filedetails/?id=560085989)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 06, 2015, 03:46:41 pm
EDIT: My latest attempt at doing something was a method to manufacture and launch torpedoes. The torpedo design itself is fairly decent, basically a large hydrogen thruster(and tank), a connector(for the fuel), a battery, a warhead, a sensor, and some plates to protect the warhead. Annoyingly, it takes a while to fuel, somewhere around 5 seconds for 1%. I don't know if I can speed it up using more oxygen generators or more connectors, or both.

The prototype for the fuel connector(from the launch platform) works, but the welder assembly needs a lot of work. I haven't learned to script yet, so I can't use a programmable block to set up a one-button system for that, but I figure with pistons and timer blocks it might be doable.

So far, I've yet to hit anything with the test launches(which are hard to set up, see above), but manually detonating the warheads is... underwhelming. The front blows away, but the armor surround the rest of the warhead just blows outwards. I may have inadvertently set up a shaped-charge armor penetrator but I'm not sure how much damage it'd really do. The test ship is one that's a box of heavy armor plates with guns and thrusters; I faceplanted one right into a planet at top speed and even the glass windows on the front weren't even broken.

Right now, the sensor just checks for a neutral or enemy ship in a short distance directly in front of it, and if it finds one, it detonates the warhead. I may want to change that to setting the timer on it instead to give time for ramming into the target's hull.

Warheads are just not very good for torpedoes (even though that's probably the main reason they exist). Small warheads have too small of a damage radius and large warheads require a large block grid which is just way too bulky/expensive.

You also need to armor it because a single stray bullet will detonate it otherwise, but the armor also absorbs a good portion of the blast making it less effective. You also need a sensor to detonate it at just the right time - detonate it too far away and even more of the blast is wasted, set the sensor range too close and delays/lags will make it not explode before it rams the enemy - which is actually a bad thing.

You can't just ram the torpedo into the enemy to detonate it for two reasons. First because ramming damage is really random and unreliable, sometimes it will hit and explode correctly... but probably 80%+ of the time the warhead is destroyed without detonating. Second, because a warhead explosion WILL NOT set off another warhead - it simply destroys the block with no extra boom, so a sensor must set them all to detonate at the exact same time unless you only have a single warhead.

Finally, the main reason warheads are a waste is that just building super cheap blast doors and slamming them into the enemy does massive amounts of damage and iron is basically free. Why bother with an expensive, difficult to build powered torpedo setup when you can use inertia to fling a slab of iron at the enemy and do basically the same amount of damage? For example a 3x3x5 (iirc) small ship grid of blast doors (225 steel plates total) attached to a merge block (forget the cost, it's cheap) and nothing else flung at max speed punched straight through the heavy armor top of arventagis, took out the large reactor... and then kept going and punched straight out the other side.

TL;DR - warheads bad, make lots of blast doors and either fling them at the enemy with inerta or drop them on the enemy like bombs.

I kind of want jet engines and fuel cells. Fuel cells combine hydrogen and oxygen (and air filters set to suck would work just fine) to produce electricity. Jet engines combine hydrogen and oxygen to produce thrust, and require proportionately very little hydrogen per unit thrust, but they can't produce electricity and only work in atmosphere.

Existing atmospheric thrusters are apparently electric turbines, which explains the motor components.

The problem with fuel cells is we can only get hydrogen from ice right now, presumably through electrolysis. That would mean it would cost the same amount of energy to generate the hydrogen as you got from recombining it with oxygen (actually you'd get less back due to inefficiencies). So either they cheat and just magically make it generate more power, then discard the water that would be produced by the reaction so we can't reuse it (and why not? They've already thrown realism completely out of the window) or it ends up just being a battery with a different name.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 06, 2015, 04:33:17 pm
Yeah, it's an energy storage method. That's fine; unlike batteries, we can recharge fuel cells instantly so long as you have hydrogen at your base, and fuel cells can have higher peak output and proportionately denser energy storage, perfect for higher-performance vehicles.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 06, 2015, 05:48:36 pm
Apparently, you should be using blast doors...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 06, 2015, 05:54:33 pm
The problem is they're going to be slowed down (how much? Someone should test) in atmosphere and might not deal that much damage.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 06, 2015, 05:56:38 pm
I've yet to see anything (noticeably) slowed down by atmosphere.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 06, 2015, 06:43:02 pm
Probably not worth modeling because top speed is less than terminal velocity.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 06, 2015, 06:45:55 pm
So, is orbital bombardment with warheads effective, or should I use some other payload?

If the enemy has no defensive turrets, just dropping warheads on them works great (remember warhead explosions destroy other warheads without setting them off, so stage your drops) but in that case you might as well just land and grind them down.

If they have turrets you could try dropping heavy armored decoys first, then dropping warheads right after. The problem is I've found decoys are very unreliable these days (not sure if it's a bug or a balancing feature) so they will probably end up taking a bunch of warheads out anyway.

I admit I have not tested dropping blast door blocks on planet bases yet, but it works really really well against ships so it should probably work great against bases too. Just remember with no AoE accuracy is very important so stick a camera on there somewhere to help aim. The big advantage here is if you use a grinder separation mechanism (instead of merge blocks) you literally only need steel plates so you can stuff your inventory full and if you miss a few times while perfecting your aim it's not a big deal.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 06, 2015, 06:57:11 pm
no AoE accuracy
Cluster bombs.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 06, 2015, 07:11:34 pm
no AoE accuracy
Cluster bombs doors.
FTFY :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on December 06, 2015, 08:02:52 pm
Alright. I'll consider blast door parts. Should make for an interesting weapon. Probably less of a chance of digging a hole through the planet this way too.
You can't go more than about 4km down, if I'm remembering my Science correctly. Blocks just disappear and any tools you hold get forcibly taken out of your hands, so there's no way to dig any more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on December 06, 2015, 08:20:08 pm
Alright. I'll consider blast door parts. Should make for an interesting weapon. Probably less of a chance of digging a hole through the planet this way too.
You can't go more than about 4km down, if I'm remembering my Science correctly. Blocks just disappear and any tools you hold get forcibly taken out of your hands, so there's no way to dig any more.
Do rockets (the weapon) get deleted?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 07, 2015, 08:03:25 am
Woot, my attack transport is almost submission-worthy. Turns out the biggest issue with flying it was that I forgot side thrusters.

Last thing I need to test is its actual combat capacity.


EDIT: Combat tests done. Damage against large grid-type targets was fairly underwhelming, even against light armor blocks. Then again, it's not supposed to break through a battleship hull anyhow.

Tests of shooting it were much more interesting. A sustained spray from a gatling turret did easily-repairable damage to the loading ramp. A rocket turret also did survivable damage. Interior turret did a single steel plate's worth of damage to a thruster, that's all.

Using the battleship cannons from the Mexpex modpack(+Mk1 Coilgun)... went entirely as expected for guns that are larger than the target in question. First test with the Coilgun crashed the game, second test(from further away) vaporized it. The Mk1, Mk2, and Mk3 Battleship cannons gibbed it. The only good thing about the unlikely situation of an atmospheric troop transport taking on an interstellar battleship is that those cannons have ridiculously slow turret traverse speeds.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 07, 2015, 12:23:44 pm
Alright. I'll consider blast door parts. Should make for an interesting weapon. Probably less of a chance of digging a hole through the planet this way too.
You can't go more than about 4km down, if I'm remembering my Science correctly. Blocks just disappear and any tools you hold get forcibly taken out of your hands, so there's no way to dig any more.
Do rockets (the weapon) get deleted?
Not sure. The youtube video I watched didn't test that. There's not much of a point though, since after that depth (7km) there's not much more you can do with the space. It's already the perfect oubliette.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on December 07, 2015, 04:03:09 pm
I'm just thinking that if they don't get deleted, it could be possible to drill a hole all the way through a planet with them. The only thing to really do would be to jump in with your character and see how far you can go :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 07, 2015, 04:07:11 pm
I want an tunnel through whole planet to go to other side sanic fast. Also other stuff.
Speaking of other stuff - did anyone try to build an actual city, as in more complicated than bunch of boxes? I would totally want to see an huge metropolis with metro and such, and then just rain fire on it from orbit.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on December 07, 2015, 04:18:40 pm
I want an tunnel through whole planet to go to other side sanic fast. Also other stuff.
Speaking of other stuff - did anyone try to build an actual city, as in more complicated than bunch of boxes? I would totally want to see an huge metropolis with metro and such, and then just rain fire on it from orbit.
Oh God! Think of the Lag!!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 07, 2015, 04:21:22 pm
Well, it's not like slideshows can't be entertaining.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 07, 2015, 06:29:49 pm
Playing around with torpedoes again. Got this one one a small grid and doesn't look too ugly even with the connector on top. I learned that Timer Blocks are extremely useful for setting up multiple actions to performed with a single command. Timer Blocks also have a "Trigger Now" function. With them, I can toggle the thruster, unlock the landing gear arm the warheads, set a separate timer to blow the warheads after a while in case it misses, and arm the impact sensor.

Not sure if the test fire detonated them all simultaneously, since the sensor sets a 2-second timer on all the warheads at once. I think one triggered on impact(vaporizing the rest), but the hole left in the test target was centered around the center of the torpedo - 8 warheads are arranged in a ring around and behind the impact head(a blast door edge pointing forwards) with some light armor plates in front of them. Left a nice hole cutting entirely through a layer of heavy armor and a layer of light armor behind it, big enough to fly through - the same armor that battleship cannons and planetary impacts had trouble with.

The next trick to it is getting it to fire semi-remotely(from the controls of the launching ship, anyhow). I finagled a bit with RC blocks, but they're awkward to use and require an antenna(which makes everyone see it) or laser antenna(too big, haven't figured them out). I'm thinking of, while the torpedo is connected to its fuel line, to set up some Timer Blocks to give it a second or so disconnect the line then launch.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 08, 2015, 08:16:36 pm
Quick question: Do small conveyors transport hydrogen?

Actually, how would I best go around making a compact hydrogen thruster ship? The idea is to use it as a shuttle/miner-type thing, but I can only really afford a really small ship right now.
Originally the idea was to just have an onboard oxygen generator and have it fuel a series of small hydrogen thrusters.
Buut the hydrogen tank is waay too big for my current design's form factor, and is now bringing up doubts if I can even do it without the hydrogen tank. (both in terms of storage and hydrogen fueling)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 08, 2015, 09:47:42 pm
It does transport hydrogen. After all, the hydrogen thruster has small conveyor ports on it. However, I've found that the generation capacity of a single oxygen generator is pretty slow, takes awhile to fuel a single tank(from a few thousand ice), which I've found lasts about 30 seconds at full burn(large thruster). You may want to have a couple of generators per thruster and/or stick to low thrust. Do note that both the small oxygen generator and hydrogen thruster have a large conveyor port that ought to work if you attach them to one another.


I haven't tried direct generator-thruster connections though. Not sure if that will work. Probably.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 08, 2015, 10:38:59 pm
Quick question: Do small conveyors transport hydrogen?

Actually, how would I best go around making a compact hydrogen thruster ship? The idea is to use it as a shuttle/miner-type thing, but I can only really afford a really small ship right now.
Originally the idea was to just have an onboard oxygen generator and have it fuel a series of small hydrogen thrusters.
Buut the hydrogen tank is waay too big for my current design's form factor, and is now bringing up doubts if I can even do it without the hydrogen tank. (both in terms of storage and hydrogen fueling)

Hydrogen is not really intended for the main propulsion of a regularly used ship. It's for getting into space, and for maneuvering in space (or on a moon) till you find platinum and that's about it.

There's really no way to make a compact hydrogen ship, you're either going to need lots of tanks or lots of generators to keep it going - especially on a planet where it has to constantly fight gravity.

Atmos thrusters probably have a better thrust to weight ratio anyway after you factor in the tank and/or oxygen generator mass.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 08, 2015, 10:45:56 pm
Gaaah. I really dislike how ore distribution in SE works gameplay-wise.

I end up having to travel across the [world/galaxy] to get all the different materials stockpiled. If I run out of a certain material, I have to hunt for that deposit. God forbid if I run out of more than two stockpiles.
I cannot get anywhere with the star system start. This time, I tried to go straight to orbit and salvage the lander into a hydrogen-based ship. The one I was talking about. Which turns out to be a complete failure due to reasons mentioned already. Before, I tried making an atmospheric thruster driller ship (which also failed due to the fact that making a hole big enough for the ship with drills is hard), but mining on planets is annoying, and the aforementioned ore distribution makes it even worse. I've yet been able to find group of deposits close together.

I just can't get anywhere. None of my vehicle designs ever work, and if they do work at all, I have to ferry them across the planet to get enough a certain material.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 09, 2015, 05:40:12 am
It's luck. My recently started world had deposits of gold, multiple iron, and uranium close together.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Tarran on December 09, 2015, 06:26:07 am
One thing to do if you haven't done so already; if you find an ore deposit, flag it with your GPS. You'll still have to find it in the first place, but you won't have to find it a second time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 09, 2015, 02:52:55 pm
Alright. I'll consider blast door parts. Should make for an interesting weapon. Probably less of a chance of digging a hole through the planet this way too.

https://www.youtube.com/watch?v=41QJappHeMQ&feature=youtu.be

Here's an example (not my video), I'm not sure if he's using heavy armor blocks or blast doors, and his is a lot fancier than just dropping them straight down but you can get a general idea of the damage just plain kinetic projectiles can do.

Note that he does use warheads but only to separate the projectiles, the damage is purely from kinetic force alone.

A much simpler system could be created using a projector, welder, and grinder to automatically drop them over and over till you ran out of steel plate. It wouldn't have the fancy spread from the gyro/explosive separation but it would be significantly cheaper to operate.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 09, 2015, 03:17:20 pm
Alright. I'll consider blast door parts. Should make for an interesting weapon. Probably less of a chance of digging a hole through the planet this way too.

https://www.youtube.com/watch?v=41QJappHeMQ&feature=youtu.be

Here's an example (not my video), I'm not sure if he's using heavy armor blocks or blast doors, and his is a lot fancier than just dropping them straight down but you can get a general idea of the damage just plain kinetic projectiles can do.

Note that he does use warheads but only to separate the projectiles, the damage is purely from kinetic force alone.

A much simpler system could be created using a projector, welder, and grinder to automatically drop them over and over till you ran out of steel plate. It wouldn't have the fancy spread from the gyro/explosive separation but it would be significantly cheaper to operate.
It would be nearly automated planetary bombardment, but I guess some of it can be removed as trash if there's no remote control block.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 09, 2015, 03:25:47 pm
Trash collection only works out of view sight of a player (I'm not sure what the actual range is, it might depend on the world's view distance).

The guy in the video is trying to build a cruise missile of sorts, so he needs the remote control blocks to stop it from being deleted while it flies around the planet. If you're dropping them from a ship you are controlling it probably shouldn't be something you need to worry about unless you're dropping from the very edge of gravity or something like that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 09, 2015, 03:29:18 pm
I'm trying to figure out a tunnel-building/rail-building system where a module with drills and constructors creeps along, building its own pistons and conveyors. right now all I can think of has two parallel conveyor lines and a piston/connector setup on one, a single connector on the other.

First it disconnects the stationary connector, then disassembles it. It then extend the piston (drills running) and builds three sections of conveyor, and then finally a connector. It connects to the new connector, then disassembles the piston/connector setup. It then builds three conveyor segments, a collapsed piston/connector arrangement, and starts from the top. It still seems too complex to me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 09, 2015, 03:53:15 pm
Are you trying to make a train track, or trying to make some kind of auto-mining thing? or just drill a tunnel? or something else?

If I'm understanding what you're trying to make correctly it seems like it might be possible but it's going to be really complicated - depending on the goal of the project there's probably a much easier way to do it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 09, 2015, 07:08:13 pm
I want to make a rig to dig arbitrary tunnels, ideally including horizontal ones, and if possible add things like a lining, conveyor access, and lighting. It makes the most sense to include a connection to the conveyor shaft so that it doesn't need onboard storage and power.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 09, 2015, 07:49:29 pm
I want to make a rig to dig arbitrary tunnels, ideally including horizontal ones, and if possible add things like a lining, conveyor access, and lighting. It makes the most sense to include a connection to the conveyor shaft so that it doesn't need onboard storage and power.
Heh, I wonder if someone has made a train that lays its own track already.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Graknorke on December 09, 2015, 07:53:34 pm
I want to make a rig to dig arbitrary tunnels, ideally including horizontal ones, and if possible add things like a lining, conveyor access, and lighting. It makes the most sense to include a connection to the conveyor shaft so that it doesn't need onboard storage and power.
Heh, I wonder if someone has made a train that lays its own track already.
0/10 game has no penguins (https://youtu.be/iC53b7IVk4A)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 09, 2015, 08:19:52 pm
Aaand save game corruption, ruining my ship. I leave the game for a bit to let it turn to day and recharge my base batteries, and everything, everything, breaks. When I get in my ship, nothing seems to register except for turning my ship. I had to mess around with connector and landing gear settings (even though landing gear were never activated) to launch my ship, but then the thrusters didn't activate at all. Not even taking power. Setting thrust override didn't do anything.

I save+reload to try to fix it, and look! It's working again. Except my ship somehow has a way higher power consumption than when I last checked? What? How? So then I can't get my crashed and flipped ship flying again because I need to use thrusters to flip it.
I load an earlier save. ..It's somehow the exact same situation? I know auto-save isn't the culprit here (WHY DOES AUTOSAVE SAVE ONTO YOUR CURRENT SAVE FILE?!), and I know this save should be the ship docked at my platform.
I load an even earlier save, which should be the docked ship before the first flight (and before hooking up to the platform via connector). Somehow the ship's broken? What?? The landing gear of the ship just disappeared. And I still have that huge power consumption that wasn't there before.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 09, 2015, 08:37:46 pm
I want to make a rig to dig arbitrary tunnels, ideally including horizontal ones, and if possible add things like a lining, conveyor access, and lighting. It makes the most sense to include a connection to the conveyor shaft so that it doesn't need onboard storage and power.
Heh, I wonder if someone has made a train that lays its own track already.
Hm. Probably wouldn't be too hard. Would require the train to move slow enough to repeatedly build and grind down a holoprojector which is part of the 'rail' grid. Also since these grids don't align with the planet in any way, the farther you go in a straight line the further off the ground you'd be, because curved planet vs straight lines. Overall probably not a great solution. Better to dig monorail tunnels through the core.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 09, 2015, 08:54:18 pm
I planned to use it to drill sub-2-km long tunnels and shafts. I think those will mostly fit inside the planets as they exist.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 09, 2015, 09:22:39 pm
You're probably better off making a drilling ship to drill them manually. You can make a tunnel really quickly if you're just using right mouse button to destroy instead of left to mine.

Use a flying ship, override the gyroscopes (but don't touch any of the sliders) to keep it going perfectly straight, then just slowly cruise along holding RMB till the tunnel is as long as you want it to be. When the tunnel is done you can come back and add whatever blocks you want after.

That's how I'd do it, anyway.

Aaand save game corruption, ruining my ship. I leave the game for a bit to let it turn to day and recharge my base batteries, and everything, everything, breaks. When I get in my ship, nothing seems to register except for turning my ship. I had to mess around with connector and landing gear settings (even though landing gear were never activated) to launch my ship, but then the thrusters didn't activate at all. Not even taking power. Setting thrust override didn't do anything.

I save+reload to try to fix it, and look! It's working again. Except my ship somehow has a way higher power consumption than when I last checked? What? How? So then I can't get my crashed and flipped ship flying again because I need to use thrusters to flip it.
I load an earlier save. ..It's somehow the exact same situation? I know auto-save isn't the culprit here (WHY DOES AUTOSAVE SAVE ONTO YOUR CURRENT SAVE FILE?!), and I know this save should be the ship docked at my platform.
I load an even earlier save, which should be the docked ship before the first flight (and before hooking up to the platform via connector). Somehow the ship's broken? What?? The landing gear of the ship just disappeared. And I still have that huge power consumption that wasn't there before.

Autosave is bad and you shouldn't ever use it. Just remember to manually save every now and then yourself, and make a backup save every few hours (it's a lot easier now with the save as button)

Don't know what else to say about your problem, the game is full of tons of screwy bugs... you can open spacemaster mode (alt-f10 iirc) and use the creative tools to fix it - it's not really cheating if you're just fixing a bug.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 10, 2015, 06:42:13 am
It's luck. My recently started world had deposits of gold, multiple iron, and uranium close together.

And not 1km away, nickel, silicon, and magnesium. If I could only get some cobalt, I could get off this damn rock.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 10, 2015, 06:19:04 pm
new update - now ore apparently spawns in rocks on the surface of the planet too. Unless this is a setup for some kind of new scenario they are working or or something I guess I just don't see the point - the only way to start out is either easy start which gives you a free miner ship, or in an atmos lander (or I guess yellowship on a moon?) which can easily be ground down to build a basic mining ship. Also now that jetpack lasts so much longer it's not exactly hard to just hand drill straight down to get ore either.

Apparently you have to start a new world to get the ore rocks to spawn, I don't think I'm really going to bother with that.

Edit: People are saying they show up in old worlds too, I didn't notice any in my survival world but I didn't look very hard either.

Also they broke upgraded tools - equipping say, advanced or elite drill just equips the regular drill... even if you don't have a regular drill in your inventory. Some people have claimed the game crashes if you don't also have the normal tool in your inventory but I haven't noticed that with the drill, at least (the drill is only upgraded tool I use). I guess that will probably be fixed tommorow
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 10, 2015, 08:04:11 pm
Just for funsies, I've started up a little server. It's got planets, it's got survival, it's got a few extra block mods and the spawn ship is limited to the atmospheric lander. Just look for Boatmurdered in the server browser. For now, it's not up 24/7, but I've got it running for the moment. Feel free also to join the teamspeak, as linked in my signature.

{Edit: Actually working now! Helps to run the server program in admin...}
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 10, 2015, 11:06:22 pm
Its really !!FUN!! when you try to build a ship on a planet and it flips itself as you are building it...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 11, 2015, 12:44:19 am
Just for funsies, I've started up a little server. It's got planets, it's got survival, it's got a few extra block mods and the spawn ship is limited to the atmospheric lander. Just look for Boatmurdered in the server browser. For now, it's not up 24/7, but I've got it running for the moment. Feel free also to join the teamspeak, as linked in my signature.

{Edit: Actually working now! Helps to run the server program in admin...}

I'll (probably) join the server in a few days when I have time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 11, 2015, 01:32:33 am
Server crashed.

I had just finished that ship too... It dident even flip during construction!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 11, 2015, 01:48:43 am
Server crashed.

I had just finished that ship too... It dident even flip during construction!
sorry, I'm out right now. I'll restart it when I get home.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 11, 2015, 01:52:11 am
It seems to have restarted on it's own.

The rest of the lander is gone, almost certainly removed by auto trash cleanup since only armor blocks were left.

Also the ship I had built is gone, I'm not sure what happened to that since it was powered auto trash cleanup should not have touched it. Your mining ship also looks like it's missing since I don't see the beacon anywhere.

I guess that's the !!fun!! part of alpha games :p

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 11, 2015, 02:37:32 am
Huh. It probably has to do with the save it loaded? I only have it set to autosave every 15 minutes. In any case I've restarted the server just now for good measure.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 11, 2015, 03:17:37 pm
I should ask, is the server properly appearing in the browser for you guys, or have you all just been joining by friends list?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on December 11, 2015, 04:19:48 pm
it appears in the browser fine for me. Although right now it's incompatible because their was apparently a SE patch a hour ago.

Edit: they have been doing a lot of patches, not just their weekly one, ever since planets release.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 11, 2015, 05:47:27 pm
Cool, I'll restart it next time I'm home.

E: Server is online.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 11, 2015, 09:29:14 pm
I really want KSP Interstellar style reactors. So you choose different reactor technologies and generators and heat exchangers and everything, you glue them together, and you start it up. Make it so that if you don't run your engines right, you're in danger of melting down the cores or running out of coolant.

One nice factor is that combat damage might hit your coolant tank, might hit your charged particle generator, or might hit your reactor core, and each kind of damage will have a different effect.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 11, 2015, 09:40:03 pm
I really want KSP Interstellar style reactors. So you choose different reactor technologies and generators and heat exchangers and everything, you glue them together, and you start it up. Make it so that if you don't run your engines right, you're in danger of melting down the cores or running out of coolant.

One nice factor is that combat damage might hit your coolant tank, might hit your charged particle generator, or might hit your reactor core, and each kind of damage will have a different effect.

...And of course, some enterprising Bay12er will weaponize this, creating a missile that's intentionally designed to overload, preferably in the vicinity of the target but, knowing this community, it may as well detonate at launch. And then we'll weaponize that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on December 11, 2015, 09:40:44 pm
What I would really like is for engines to put torque on a ship if they are not placed exactly through the center of mass. Of course, the game would put some thrusters at lower power automatically to maintain balance, but It would make really efficient engine placement more prominent.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: se5a on December 12, 2015, 03:15:33 am
After it went open source there was a comiunity project to do just that.  They did succeed feom memory,  but ive not keeped an eye on it, not sure if its still alive or if it eventualy died.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: QuakeIV on December 12, 2015, 03:45:31 pm
By default ships do that, gyroscopes automatically compensate though, and do so with relatively little energy.

e: At least last I checked they did, try firing the engines on a ship with no gyros.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 12, 2015, 09:56:30 pm
Playing with a fighter against a larger AI-controlled corvette(set the faction to Space Pirates, and the turrets shoot you). The corvette was built mainly as a heavy armor shell, with the command seats up front and the reactor, cargo bays, life support, etc. in back, and it was armed with a Mexpex Heavy Defense turret(no-AI version), and two gatling turrets. The fighter had two machine guns mounted under the cockpit, and two folding wings with two 2x2 pods of rocket launchers (8 launchers).


After a few runs, the only noticeable damage to the fighter was some denting to one of the wings, and the loss of one of the guns. After a rocket salvo to the rear of the corvette, the turrets stopped firing. I had to cut in through the flight deck up front to confirm my suspicion: the reactor took a hit. Oddly, nothing managed to get through the armor section of the rear compartment, nor did I ram it(until after the test). It was still pressurized, as evidenced by nearly being blown out the hole I made in the front when I cut open the door to the rear(both are individually pressurized) by the depressurization. But the reactor was still damaged below where it still works. It was also emitting a green cloud.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 13, 2015, 12:37:29 am
So, I have this WIP ship designed to escape the planet's gravity:
Spoiler: WIP Ship (click to show/hide)

It's obvious no where near done. I still want to add drilling, cargo, thrusters, probably a connector port, etc.

But what I'm wondering is with that 'type' of size (will be extended back a bit further for things like batteries and cargo, but will more or less remain the same form factor), how many oxygen generators/hydrogen tanks do I need to have it escape orbit? Right now it has 3 oxygen generators and 2 hydrogen tanks, but is that enough?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 13, 2015, 02:52:41 am
The number of hydrogen tanks you need depends on the final mass of the ship, since a heavier ship will need more boost. I also haven't done the math for carrying ice + generator vs more tanks, so I'm not really sure if it's worth bringing generators instead of more tanks. Generally speaking though, for a small grid ship two tanks should get you into space without much fuel left to maneuver/land, 3 is much better, and 4 will provide plenty of fuel.

I have to ask though, why are you making a small grid spaceship anyway? Without a refinery or assembler you can't really do anything when you get there. I guess in theory you could fly to an asteroid or the moon and mine a bit, then land and refine it.... but without a jump drive that's going to be a *long* trip for just one load of ore (and it's also going to require significantly more fuel to land with a hold full of ore too).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 13, 2015, 06:52:29 am
Today I learned from the Steam forums that you can reattach rotor heads. I knew you could detach them, but I didn't know you could reattach. I haven't tested it yet, but I think this might prove to be extremely useful.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 13, 2015, 08:52:50 am
I believe attaching a small rotor head to a large rotor was one of the ways people mixed small and large grids.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DerrickMoore on December 13, 2015, 01:47:55 pm
Hello, just wanted to say Hi and introduce myself, I'm a total DF and SE noob, but I know enough to have fun getting killed in interesting ways.

(I haven't figured out how to surf my way down to a planet ala DarkStar, wait..., yes, I just did, a solar panal, or a battery attached to a few blocks and a gravity generator, I am going to go surf to death from space now.)

Anyway, I've been playing on the server, I had to since I saw a server name that could only have come from DF, Murderedboats, hah. Actually, I'm not playing so much as crashing into it, but I did figure out how to fly the lander, but I always seem to land on the nightside and crash into the server.

well, the time-out for the next available lander is almost due, eventually I'll be on the dayside for landing. Thanks for putting the server up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on December 13, 2015, 01:51:36 pm
Artificial gravity does not work in an actual gravity field.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: RadtheCad on December 13, 2015, 05:42:10 pm
(2 Posts spread out since april 2013?  That's the most impressively low postrate I've seen.)

I've been wondering:  does SE actually use accurate newtonian mechanics for acceleration?  KE = 1/2mv^2 (i.e.  KE = m * dv * (u + v)/2), and so on?  If so, does this apply to spinning objects attached to rotors, as well?

If so, how long do you guys guve it before someone mods in a rotor that can use induction from rotation to generate electric current in order to store energy in massive blast-door flywheels?

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DerrickMoore on December 14, 2015, 12:13:35 am
(2 Posts spread out since april 2013?  That's the most impressively low postrate I've seen.)

it is better to remain silent and be thought a fool, than to open your mouth and remove all doubt.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 14, 2015, 12:18:12 am
Some kind of flywheel energy generation mod would probably be possible, but you might as well make a "free energy from nothing" mod instead because that's what it would end up being.

SE physics are semi-realistic, but there are a ton of holes and exploits and broken stuff too. For example with rotors, a small rotor only consumes 200W but it can accelerate many tons of mass to max speed more or less instantly so it's basically generating free power. Even if you fixed that, there's all sorts of other exploits with gravity generators and shifting mass in cargo containers and various other things.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on December 14, 2015, 12:21:28 am
Someone should make a long hallway attached at one end to a rotor on a station. Then spin that long hallway as fast as the rotor can go, and try to walk inside the hallway as far as the game will allow.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 14, 2015, 12:29:38 am
I want a block that I can use like a well to produce ice without me going out and mining lakes. And maybe something where I could put a geothermal generator underground to generate electricity. It would give planetside bases and advantage to compensate for being on the bottom of a gravity well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: RadtheCad on December 14, 2015, 06:30:27 am
Maybe some kind of structure you have to submerge in ice, simulating drawing and cracking water from a lake?  It could endlessly 'extract' ice at a given rate, sinulating the lake being refilled by rainfall.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 14, 2015, 06:41:09 am
Maybe something that converts the output of an oxygen farm into ice?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 14, 2015, 10:30:34 pm
Cool, I'll restart it next time I'm home.

E: Server is online.

Just to let you know, there was a random hotfix today (absolutely no idea what it fixed/broke) so while the server is still up it's out of date and nobody can join.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on December 15, 2015, 05:02:24 pm
I do not know if this was seen before, but this man should be applauded. (https://www.youtube.com/watch?v=Y2djOLS_Nxw)  That margin of error is insane.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on December 15, 2015, 05:10:16 pm
I do not know if this was seen before, but this man should be applauded. (https://www.youtube.com/watch?v=Y2djOLS_Nxw)  That margin of error is insane.
MLG.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 15, 2015, 05:30:18 pm
Server is back up after a power outage, with shorter days/nights as a bonus.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 15, 2015, 05:41:13 pm
I do not know if this was seen before, but this man should be applauded. (https://www.youtube.com/watch?v=Y2djOLS_Nxw)  That margin of error is insane.
MLG.

Nice cannon. Glad I'm not the only one who actually liked Spirits Within.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: DerrickMoore on December 17, 2015, 11:56:34 am
Am I the only one getting an error message "Host has left the game" when I try to log onto the server?

Server says one other person is playing in the list, but whenever I try to join, I get that message. I seem to be able to join other servers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 17, 2015, 03:40:49 pm
Am I the only one getting an error message "Host has left the game" when I try to log onto the server?

Server says one other person is playing in the list, but whenever I try to join, I get that message. I seem to be able to join other servers.
It looks like the server had indeed crashed. I've restarted it.

I must say, SE is not the most stable program in multiplayer. :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 17, 2015, 07:18:27 pm
They updated today - this time for animated atmospheric thrusters.


Does anyone know the altitude a sensor will activate on a planet? I put one on a stationary tower a few meters up off the ground, set all the detection ranges to 1m, and set it to only detect asteroids(which seems to also mean planets), and it's still triggering. Turning off detecting asteroids shows it's not detecting.

Attempting to make a device dropped from orbit to slow itself down for landing. I have no doubt it will fail horribly and hilariously, but at least I want the landing thrusters to fire.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 18, 2015, 06:58:50 am
They updated today - this time for animated atmospheric thrusters.


Does anyone know the altitude a sensor will activate on a planet? I put one on a stationary tower a few meters up off the ground, set all the detection ranges to 1m, and set it to only detect asteroids(which seems to also mean planets), and it's still triggering. Turning off detecting asteroids shows it's not detecting.

Attempting to make a device dropped from orbit to slow itself down for landing. I have no doubt it will fail horribly and hilariously, but at least I want the landing thrusters to fire.

You're probably best off just testing that in creative mode by flying a ship with the sensor on it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: RadtheCad on December 18, 2015, 08:35:31 am
In fact, what with the current nature of the game, I'd say that all ship testing is better done in creative.  There's just too big a chance the game decides it doesn't like what you did and takes revenge for your misdemeanours.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 18, 2015, 08:25:38 pm
Hmm, might as well use a remote control and land it manually. I tried using a tug to push it towards the planet. After enough speed, the whole thing started to tear itself apart before the game crashed. Might also want to turn off the dampeners on the thing as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 18, 2015, 11:18:08 pm
They updated today - this time for animated atmospheric thrusters.

It's nice to see after 6+ months of getting weak patches because they were working on planets, now that planets are finished we are back to getting solid patches  ::)

I know, I know, alpha, lots of bugs to fix, things break, be patient, etc etc. I think I'd be a little less bitter about it if they were actually fixing the bugs they said they fixed. However, at least two major ones (falling through the world, big mining lag) have not been fixed or improved at all despite them saying they are fixed, old bugs keep showing back up (such as the projector cheat which was fixed and is now possible again for at least a month) and generally the game just seems to get slightly worse over time instead of better.

I really should probably just delete it and try and forget about it till it's finished, I guess I don't have the patience for early access.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 19, 2015, 12:43:04 am
 I think they are working on netcode again.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 19, 2015, 12:50:45 am
I really hope so. It's nearly unplayable right now on planets unless you're on LAN
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 19, 2015, 01:32:07 am
I really hope so. It's nearly unplayable right now on planets unless you're on LAN
Yeah, I can't wait for new netcode. In space there's room for improvement, but it's basically playable since they made some changes to reduce unneeded data being sent to clients. On planets... I fall through the ground whenever I mine, and that's as a client connected to a dedicated server on the same computer. There's also the physics madness that happens whenever you anchor landing gear to a planet surface. It's just plain buggy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 19, 2015, 02:10:17 am
Is the server up right now, Sensei? I was able to join yesterday but I haven't been able to find it in the server browser at all today.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TD1 on December 19, 2015, 09:37:37 am
Ptw
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 19, 2015, 10:25:13 am
Does anyone else get a bug where the world generator ignores the settings for it and creates a creative Easy Start on an Earth-like planet with no mods?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 20, 2015, 05:58:53 am
Is the server up right now, Sensei? I was able to join yesterday but I haven't been able to find it in the server browser at all today.
It's been up since then, but nobody's joined. There was probably a tiny update. I'm restarting it now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TD1 on December 20, 2015, 10:49:51 am
There's a server? Is it okay if I join? I'm new to the game, but I'm sure I can learn.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on December 20, 2015, 11:13:38 am
It should be fine. its a open server. its under boatmurdered - bay12 or something like that in the server list. (ip-wise you can ask sensei his ip via pm if you prefer that. you can also ask him for the teamspeak ip for the bay12 teamspeak too if you want).
(theres no password).
I just put up a insanely simple space station in orbit by going straight up from the dfc-land base.
Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TD1 on December 20, 2015, 11:32:46 am
I searched for the server name boatmurdered - Bay12, but nothing came up. Is it location specific or something?
Found it!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 20, 2015, 02:22:19 pm
Built a flat sort of ship with a mining arm that comes out the back. The arm is made of three rotors and pistons. It mostly works. The mining arm is barely long enough to mine the ground under the ship when it's landed. Getting the arm folded back into the ship is finicky, as one time it got caught against the wall of its encasement and eventually tore through.

Spoiler: Pics for clicks (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 20, 2015, 04:17:32 pm
I love it. I've been thinking of trying something like that as a planetary miner- maybe a drill arm that folds down?- and it's nice to see it put into practice.

New Boatmurdered is going well. There's something satisfying about putting steel plates on building skeleton until it's complete.

If anyone wants to plan out a few more base sections, I'll assemble them next time I'm online.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 21, 2015, 05:11:00 pm
i think the server went down
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 21, 2015, 06:12:01 pm
I'm on it right now and everything seems fine.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 21, 2015, 06:23:21 pm
i wasnt able to find it in the browser list today.. i'll try again.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on December 21, 2015, 07:03:11 pm
I love it. I've been thinking of trying something like that as a planetary miner- maybe a drill arm that folds down?- and it's nice to see it put into practice.

New Boatmurdered is going well. There's something satisfying about putting steel plates on building skeleton until it's complete.

If anyone wants to plan out a few more base sections, I'll assemble them next time I'm online.

You mean the landing pad area out back that I had started is done? Nice!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 22, 2015, 09:03:27 pm
Yeah, and we have an office/command tower.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vendayn on December 22, 2015, 11:23:16 pm
So...how is Space Engineers? Still pretty popular here on bay12?

I tried ark for a few minutes but asked for a refund (painted dinosaurs is a big fat nope)

Have my eye on Wurm Online as well (I posted in wurm online thread too). SE looks cheaper though, Wurm isn't on a very big sale.

Looking for a bit of an exploration/building game. With maybe survival aspects. One game I did like that looks to remind me of space engineers in a way is shores of hazeron, but I know that game is vastly different. But going from space to planet is pretty nice.

Whats everyones thoughts on SE?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on December 22, 2015, 11:23:52 pm
I own it now but haven't played it quite yet. I should probably try single player a bit THEN try to join someone.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 23, 2015, 05:12:59 am
I'm waiting until new netcode happens. Once that is in I will likely host up a server
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on December 23, 2015, 08:54:09 am
I'm waiting until new nervous happens. Once that is in I will likely host up a server

Given the lack of context I have. I literally sounds like you can't host a server until you get your new nervous system installed.

Which, I guess is fair. I can't do much without a nervous system either. :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 23, 2015, 10:17:14 am
So...how is Space Engineers? Still pretty popular here on bay12?
Whats everyones thoughts on SE?
It was really quite popular on launch, but the number of bugs hurt the number of those sticking around, and the lack of optimization slowly whittled away those that were mostly interested in the MP aspects.
In general, the space part is relatively bugless and decently optimized, but with the addition of planets there's a whole new slew of bugs and badly needed optimizations for them, so it seems most people that were waiting for the space part to be in a finalized form have extended their scope to include the planets as well.

Personally, I've been working on my backlog of other games too much to be able to really give it another go after the post-release honeymoon phase was over, though it's still installed and waiting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: gomez on December 23, 2015, 04:11:21 pm
Since they added planets it has become unplayable for me. In order to use a planet scenario you have to have the DX11 renderer enabled, which for me crashes to desktop after a couple of minutes play.

I have no probs with the DX9 setting but then I cant have planets.

I was hoping that last weeks patch might fix this issue that many people are having, but ...

They updated today - this time for animated atmospheric thrusters.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 23, 2015, 07:38:17 pm
The Banana Slug SSTO works unloaded but it's dangerously unstable when fully loaded, and I suspect that it wouldn't make it all the way to orbit. I need a break. If anyone wants to scrap the prototype by the eastern landing pad, go ahead.

There are now freezers in the main building.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 23, 2015, 09:04:36 pm
Where are you guys set up on the planet?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 23, 2015, 09:38:59 pm
i think the server needs a restart... it is not responding and cannot rejoin it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 23, 2015, 10:23:15 pm
I'm waiting until new nervous happens. Once that is in I will likely host up a server

Given the lack of context I have. I literally sounds like you can't host a server until you get your new nervous system installed.

Which, I guess is fair. I can't do much without a nervous system either. :P
should have been netcode. Autocorrect
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 24, 2015, 12:42:13 am
I assumed it was some weird cool hip way of saying netcode.

I mean, I guess netcode is kind of like the nervous system??
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 24, 2015, 07:49:29 am
Another weekly update. Some minor bug fixes(including a memory leak, apparently), and a guide for modding planets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mullet Master on December 24, 2015, 11:40:07 am
If you are looking for a long-term survival server with some intelligent modding, consider my friend's server Apophis 99942.
This is a public server which emphasizes building infrastructure on the planet before making it into outer space. Even with 10x/10x/10x it should pose a challenge for even veteran players to get into space.

You can only spawn in an atmos lander, and you can only have one active medbay so no teleporting in between ships/structures/etc by suicide.


(http://i.imgur.com/Mo6DwSZ.png)
http://space-engineers.com/server/37728/ (http://space-engineers.com/server/37728/)




Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 25, 2015, 05:02:06 am
Boatmurdered Server is back up, again. It was frozen this morning, so I restarted it, and now after Christmas Eve dinner I came home to find the application wasn't even open at all.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 26, 2015, 09:17:24 pm
server stopped responding again
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 27, 2015, 01:46:18 am
server stopped responding again
Holy damn this thing crashes a lot! If somebody knows a way to detect when it's crashed and restart it automatically, clue me in on it. Anyhow, it's back up until it crashes again.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Killgoth on December 27, 2015, 02:05:11 am
Early Access coming to Steam on October 23rd, $14.99 (http://www.spaceengineersgame.com/steam-early-access-announcement.html)

Quote
The initial release on Early Access will focus on core mechanics: creative mode building, physics simulation and destruction. Additional features will be released in following updates.

Prior to the Early Access launch day, a walk-through “early tutorial” video will be released. This video will demonstrate the state of Space Engineers on day one. Customers who are willing to purchase the game will see what they are getting.

Further information will be released as well: system requirements and a list of features split into three categories: finished features, work in progress and temporary disabled.

Not sure if I'll be putting my fifteen dollars down this early, but they've stated that we'll at least have a clear picture of what's actually done in the game when it goes on early access (sounds like just basic engine stuff). I still worry about whether they will be making actual content, but fun things come to mind... build ships/fleets and have a Team Deathmatch? Try to mine for resources and expand in a dangerous, shifting asteroid field? Sounds like there's potential there.
I have spent no rl $ but this man sounds like someone you should listen to.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 27, 2015, 01:16:03 pm
server stopped responding again
Holy damn this thing crashes a lot! If somebody knows a way to detect when it's crashed and restart it automatically, clue me in on it. Anyhow, it's back up until it crashes again.
Projectors and such tend to crash servers, I hear. Unless that's been fixed now. And a ton of drills etc.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 27, 2015, 03:15:25 pm
server stopped responding again
Holy damn this thing crashes a lot! If somebody knows a way to detect when it's crashed and restart it automatically, clue me in on it. Anyhow, it's back up until it crashes again.
Projectors and such tend to crash servers, I hear. Unless that's been fixed now. And a ton of drills etc.

Neither of which really exist on the server right now
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 27, 2015, 05:41:23 pm
server stopped responding again
Holy damn this thing crashes a lot! If somebody knows a way to detect when it's crashed and restart it automatically, clue me in on it. Anyhow, it's back up until it crashes again.
Projectors and such tend to crash servers, I hear. Unless that's been fixed now. And a ton of drills etc.
How about asteroid density? Could be too dense.
Neither of which really exist on the server right now
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on December 27, 2015, 05:43:42 pm
server stopped responding again
Holy damn this thing crashes a lot! If somebody knows a way to detect when it's crashed and restart it automatically, clue me in on it. Anyhow, it's back up until it crashes again.

I don't know of a way to detect it, but maybe having a program that shuts down the server then restarts it at an hour when few people are on?  If it goes down, it would just be restarted later on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Girlinhat on December 27, 2015, 05:50:07 pm
Does Space Engineers have a standalone server program?  If so, it should be relatively easy to write a bit of code that runs on the desktop 'if server.exe isn't running or responding, then open server.exe'
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 27, 2015, 08:23:50 pm
Just make sure it also kills the unresponsive server.exe as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 29, 2015, 04:09:48 pm
Required a full reboot this time, but the server is up! There's even people on!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on December 29, 2015, 10:44:26 pm
Required a full reboot this time, but the server is up! There's even people on!

Might need another restart: server MIA from server list
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 30, 2015, 03:51:14 am
I was on for a few minutes just now and it's working great. I added a projector subsystem for demonstrating custom ships.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 30, 2015, 07:45:02 am
I was on for a few minutes just now and it's working great. I added a projector subsystem for demonstrating custom ships.
Projectors have been known to crash servers before. So be careful.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on December 30, 2015, 11:00:12 am
Also being crow and looking at the wrong spawn screen apparently crashes it.
..its also currently down :(
Dev's keep fixing crash bugs, but there's always more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 30, 2015, 11:30:34 am
Are ship drills/welders/grinders still broken?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 30, 2015, 12:44:31 pm
Are ship drills/welders/grinders still broken?
Broken how?

Also, making an attack vehicle to take out the nearby pirate place if you saw my ugly ass boatlooking thing :P

(I had a nice big ship going until when I grinded down a piston, it made my ship slam into the ground for some reason and blow half of it up)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 30, 2015, 03:31:01 pm
I was on for a few minutes just now and it's working great. I added a projector subsystem for demonstrating custom ships.
Projectors have been known to crash servers before. So be careful.

Craaap, I never heard of that. I'll take it down then.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 30, 2015, 03:44:15 pm
I was on for a few minutes just now and it's working great. I added a projector subsystem for demonstrating custom ships.
Projectors have been known to crash servers before. So be careful.

Craaap, I never heard of that. I'll take it down then.
It apparently eats up a lot of server CPU :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on December 30, 2015, 05:50:32 pm
Attempted to join the server, couldn't find it in the listing.  Roughly how long does it take to show up for everyone else?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 30, 2015, 05:51:00 pm
Attempted to join the server, couldn't find it in the listing.  Roughly how long does it take to show up for everyone else?
I had an accident on the server
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on December 30, 2015, 05:53:31 pm
yes, someone ^^^^^^ crashes the server quite often, it is thus, not up atm.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on December 30, 2015, 07:34:29 pm
Oh good, hopefully nothing to do with my projector follies.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 30, 2015, 07:36:39 pm
It's got something to do when I suicide and it renders bases :p
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 31, 2015, 05:25:10 pm
My Internet is down, plus I'm house sitting, so the server may remain down for a bit.

I've looked into a few programs that can restart the server automatically though, so later I'll probably be using that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 31, 2015, 06:50:38 pm
They added something called Cyberhounds. And everyone hates them. Everyone.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on December 31, 2015, 06:55:55 pm
They added something called Cyberhounds. And everyone hates them. Everyone.
we can disable them!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 31, 2015, 07:31:52 pm
They added something called Cyberhounds. And everyone hates them. Everyone.
They're creepers basically, except they explode if they can't path to you.

So build a hover base, or a base on tall stilts I guess.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on December 31, 2015, 07:39:54 pm
Or a wall with multiple killzone entrances? That seems most simple.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on December 31, 2015, 07:42:01 pm
Or a wall with multiple killzone entrances? That seems most simple.
yeah. Early on though you might be better off with stilts.

Or a big hole they fall into. I wonder if that would work
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on December 31, 2015, 09:00:32 pm
They added something called Cyberhounds. And everyone hates them. Everyone.

They are basically meteors version 2.0. Build turrets and keep mining magnesium for ammo forever or everything explodes. I don't really know what they were thinking, once they finally fix the button to disable them people are just going to shut them off forever..... just like meteors.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on January 01, 2016, 12:15:45 am
 You can get parts off them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on January 01, 2016, 12:22:22 am
Or a big hole they fall into. I wonder if that would work

Due to the fact they explode when they can't path to you, and their explosions warp the ground, if someone made a moat around their fort, would the resulting explosions wind up making the moat more formidable over time?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 01, 2016, 04:35:38 am
Why, I have picked an excellent time for the server to be offline. See you in a couple days!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on January 01, 2016, 07:17:32 pm
its patched into cyberhounds being optional, and for the moment its off by default i think. (also you can turn spiders off now too apparently)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 02, 2016, 05:04:55 pm
The server is back up! Cyberhounds are disabled. What's even better, though, is I have begun using the handy program Restart On Crash (http://w-shadow.com/blog/2009/03/04/restart-on-crash/). This means that, yes, you should be able to play even after Crow crashes the server (incidentally crow, do you think your client may be crashing because your graphics settings are too high?)

So play on!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on January 02, 2016, 05:38:38 pm
The thought hadn't crossed my mind, it was maxed out so I tweaked it down a bit, so we'll find out if that was the problem :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 03, 2016, 05:48:09 pm
Any recommendations on mods that add crew quarters-ey stuff? Rows and rows of cryo-tubes and medbays don't quite make a ship look like a good place to die live.


EDIT: Almost got the first ship-mounted torpedo assembly/launch bays ready. Nearly had to scrap the whole thing(at least half an hour's work) because the conveyor line to the cargo bay was off-center of the torpedo deck. It fixed through a rather... unsymmetrical method, and I have a bit of OCD about symmetry. Still have two worry about installing the welders and fuel lines. Plus, the torpedoes' thrusters are opposite each other a few blocks away, so they might lance one another on launch. There's room to put a blast wall, but probably not a welder to repair the blast wall.

And I have to finish fixing the damn timing sequence for the torpedo launch. Still a bit iffy. While I could solve the issue by installing a simple reactor, that would add an additional and tedious step to launch(manually adding a bit of uranium), and create a dependency on resources outside what it's construction. As it is, all it needs is the hydrogen provided via a connector to the launching vessel that also provides a path for launch commands. Perhaps there is a mod that adds a hydrogen generator, but I'd rather not have a mod dependency either.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on January 03, 2016, 11:14:49 pm
connector to the launching vessel that also provides a path for launch commands. Perhaps there is a mod that adds a hydrogen generator, but I'd rather not have a mod dependency either.
Don't oxygen farms work? :p
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 04, 2016, 07:31:57 am
Not for small grid craft, which the torpedo is. Furthermore, oxy farms don't provide electricity(that's solar panels), and in any case would require the torpedo to be fired in direct sunlight, something found a bit lacking in the armored carapace of a warship. The whole issue is because the battery doesn't seem to automatically go to Discharge mode even if the external power source(the connector), which prevents more than a small amount of power usage, keeping the engine from firing. And in Sandbox mode, it seems to work differently.


Also having a problem severing it from the projector array. A grinder placed one block away(but still on the same ship grid) does not cut through, even if one block close puts the grinder inside the block trying to be cut(preventing placement). A small thruster(small grid) cannot cut through a light armor steel beam proving 9/11 was an inside job even though the block looks like it's being burnt and deformed(which was reversible with a welder), and a large thruster exploded. Haven't tried a small hydrogen thruster on low output, but I need to figure out if small conveyors can move hydrogen(I'm assuming) or ice.

EDIT: Solved that problem, using Merge blocks. And grinders do not cut their own grid after all. Now a slight issue where it hits something in the launch bay, causing it to flip. Should be easy enough to correct. I think it's hitting the fuel connector, since in this test(in Creative) I'm not bothering to connect it. Even if not, a gyroscope ought to keep it straight.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 05, 2016, 06:01:51 pm
I think we need to move to a marslike or even lunar planet. I haven't yet built a lunar landing craft (and presumably it's best built in orbit) but I intend to launch a mission along those lines soonish.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on January 05, 2016, 06:56:03 pm
I think we need to move to a marslike or even lunar planet. I haven't yet built a lunar landing craft (and presumably it's best built in orbit) but I intend to launch a mission along those lines soonish.
There's a crashlanded ship of mine with a jumpdrive there :P possibly. I don't think I saw it break though.
But the Pig faction got there first!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 05, 2016, 06:59:53 pm
Fun fact: rotors suck. I used them on the projector array, since when attaching one to the main ship I accidentally got it slightly off and needed to rotate it to get it upright. If the main ship goes fast enough and turns, it'll shear the projectors right off. During one test, a planetfall test, they came while off falling towards the planet(ship was horizontal, going to hit the bottom). One of them punched a massive hole in the bottom, the floor of the bridge, and the top of the ship - 3 layers of heavy armor, and one layer was below the projector array, the others were above. And where it hit on the top layer of the armor was a corner, so it actually hit several armor blocks.

By comparison, when the ship hit the planet, the bottom hull was banged up, but had few hull breaches and less than the expected internal damage. A few small blocks of light armor did more damage than ramming a planet. I should note though that the ship only had one gravity generator(at the rear), and the torpedo bay(and command bridge located right above) was the edge of its effect, part was in it and part out. That could of muddled the physics.


I am also assuming that it was the rotors that snapped off rather than the connectors. I don't think connectors break like that, though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on January 05, 2016, 07:33:52 pm
The only time I use them is for lifting landed ships for repairs/modifications, and even then I have to be really careful.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 05, 2016, 08:59:26 pm
Here's the non-graphical mods I use:
Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 06, 2016, 06:46:35 am
Finally got a torpedo launch system that reliably fires - at least in Creative. I think batteries work differently in Survival. I had to start it in Recharge mode, then I toggle it off, then turn on Discharge, then Semi, all with the same timer block. Even better, it's capable of reloading and firing again, though it takes some minor reprogramming of the launch controls(just got to find the timer block that starts it on the G-menu list). I stripped the rotors off and rebuilt the projectors, so hopefully no more massive hull breaches from going to fast.


Now, hopefully it'll work under combat conditions. Damage-wise, it did tear right into a layer of heavy armor, destroying some of the internals of the target ship. The biggest flaw was that the launching ship's own guns targeted the torpedo, but I think the torp was too fast to actually hit.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 07, 2016, 02:52:10 pm
Server is up with the new update! Not much new this week, they enabled modding for medical rooms and fixed some odd crashes here and there (but no word about not falling through the world while mining).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 07, 2016, 03:24:07 pm
Working on a heavy hydrogen cargo lifter. Anyone have anything specific they'd like to have brought to orbit? Only $2,000/kg.

The lifter itself will be re-purposed on orbit because landing on hydrogen thrusters is annoying.

EDIT: Nevermind.
http://forum.keenswh.com/threads/inventory-issues-in-mp-01-116.7377827/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 07, 2016, 05:40:26 pm
I don't know if it's a bug, but changing the ownership of docked connectors causes them to disconnect, even if you're changing the ownership of both attached connectors at the same time.


I also found out that what I had thought was fixing the timing sequence of my torpedo project seems to have broke again upon reloading the world. Might have also been the ownership issue above causing it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on January 09, 2016, 02:01:59 pm
I was on the server for about 5 minutes then it dropped my connection. Server is still 'up' but unable to join it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on January 09, 2016, 09:22:27 pm
I was on the server for about 5 minutes then it dropped my connection. Server is still 'up' but unable to join it.
Likewise, it also says you've been on the server for 7 hours :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 09, 2016, 09:27:14 pm
I was on the server for about 5 minutes then it dropped my connection. Server is still 'up' but unable to join it.
Likewise, it also says you've been on the server for 7 hours :P
Darn, looks like the auto restart program didn't realize when it hung rather than properly crashed. I'll get to it when I have, maybe tonight.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Facekillz058 on January 10, 2016, 09:04:40 am
Has anyone had a problem where the game won't download mods when they try to connect to a server? All I get is an error saying that it could not be done.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 11, 2016, 10:21:32 am
New UESC contest. (http://steamcommunity.com/app/244850/discussions/0/458605613407420041/) This time a defense station. Limit is 750 blocks - a very difficult limit, but I think I've managed it.

EDIT: Wow, badly misread the rules. They wanted two designs, one focusing on designing a hangar for fighters, and one on weapon systems. I thought they wanted one that encompasses both.

Spent a total of at least 6 hours putting it together. Then I'm told they want two separate designs.


And the kicker is I managed to fit both concepts in the design within the block limits.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on January 11, 2016, 05:17:02 pm
New UESC contest. (http://steamcommunity.com/app/244850/discussions/0/458605613407420041/) This time a defense station. Limit is 750 blocks - a very difficult limit, but I think I've managed it.

EDIT: Wow, badly misread the rules. They wanted two designs, one focusing on designing a hangar for fighters, and one on weapon systems. I thought they wanted one that encompasses both.

Spent a total of at least 6 hours putting it together. Then I'm told they want two separate designs.


And the kicker is I managed to fit both concepts in the design within the block limits.

Submit it, let them tell you no
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 13, 2016, 06:45:35 am
Once again misread the rules, and my new fighter station design worked a lot like the first one. Some significant reworking, and I actually got it done with 750 blocks exactly. Actually, I could remove a few control seats, so it'd be slightly less. The hardest part was the assembly array for new fighters. It actually works, and can completely assemble an entirely new fightercraft. Unfortunately, the piston head for the main welders broke off when I retracted it after assembly - meaning the fighter has to be flown out of the array before the pistons can be retracted.


EDIT: There, finished it. Somehow had significantly less than the block limit, so I got some other stuff in, like LCD screens with instructions on how to not break everything.

Spoiler: Screenie (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 14, 2016, 02:37:46 pm
Update today! My server started automatically when the game updated, which was cool, but it also didn't close the instance of the server running the old version. Anyway there's not actually much going on in the update, but we do have new roadmap (http://blog.marekrosa.org/2016/01/the-ksh-roadmap-for-2016-space_14.html).

Quote
One of our top priorities is to improve multiplayer. It is not only about network coding, but is also related to game logic optimizations. We are working on a method where we put all non-real-time game-logic in a secondary thread.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 14, 2016, 02:41:20 pm
Yeah, the road map is pretty good. Mostly what was expected, no bad surprises. The new weekly video format is much better.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on January 14, 2016, 04:15:45 pm
I have to admit I'm a little disappointed by how sparse it is. There's a lot of "fix this obviously broken crap" and not very much "add new stuff".

Don't misunderstand me, the game really really needs the broken stuff fixed, even more than it needs new blocks/features..... but on the other hand it's a little disappointing that they don't even seem to have any sort of new features planned at all - as far as I can tell the only new thing they even have listed is new guns for the engineer (not even new ship guns).

I was kind of hoping the roadmap would be more "this is where we plan on taking the game" instead of "this is a list of broken stuff we're going to fix eventually".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 14, 2016, 06:16:15 pm
Is anyone else having problems with connectors? Mine aren't sticking anymore. I bump into a pair of docked connectors and it flies apart. Do both ends of the connector need to have a constant power source now?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on January 14, 2016, 06:41:03 pm
Is anyone else having problems with connectors? Mine aren't sticking anymore. I bump into a pair of docked connectors and it flies apart. Do both ends of the connector need to have a constant power source now?
What strength do you have on them?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 14, 2016, 07:31:52 pm
I tried both the default 0.03% and 100%, and yes I made sure that both connectors had 100%. One is a small grid connector, the other is large - it's how I've been setting up fighter and torpedo construction arrays. The odd part about is, when I kick the small connector(which is by itself, only a projector was on it) loose, it's still lit up green, which indicates that it thinks it's attached and has power. It's black if it has no power, white if it has no power but isn't in range to another connector, and yellow if it has power and is aligned with another connector. The large connector was white.


PRE-EDIT: Well, that was odd, it stopped doing it when I loaded the game again.


EDIT: Goddamn, the design of this game isn't making this easy. Four a quad-shot torpedo launcher, I had to make four separate blueprints, which means I have to edit four separate blueprints at a time if I need to change something for the torpedo design. This is because the launch mechanism activates a saved group of thrusters(with max override) via a Timer Block, but since all of them share a group name(geniusly called "Thruster Group"), triggering the Timer Block on one torpedo will fire the thrusters(but not other things like separate the torpedo from the launch bay) on ALL of them. This prevents firing one at a time. So, I made four blueprints, each with its own thruster group name("Thruster Group 1", etc)... and it wasn't until after that I realized that I A) should have renamed the thrusters by blueprint to identify them later(see below, though B makes it moot), and B) could have also had the launch timer block fire each individual thruster which is well within the means of a timer block. And since I am not sure if B removed the need for separate blueprints, I have to make make the same edit to four different blueprints instead of one.

I've also discovered an entirely new issue. If all members of a group are removed from the parent craft to which the group is saved(say, via high velocity undocking), even if that group was added to the parent by methods such as projector welding rather than control panel hijinkery, then that group will disappear from the parent craft, EVEN if more members with the group name are added back to the parent craft through similar methods such as projector welding. This makes the use of timer blocks for group actions pointless for repeat firing without manually re-creating the group via control panel hinjinkery, which would require both extra work for the operator, and making the same edit to four different blueprints to easily identify each torpedo's thrusters.

And if all that wasn't enough, when test firing, one of the projectors broke loose - this time an actual undock, both lights were yellow - probably from the recoil of a nominally recoilless system. Good news is, one of the torpedoes accidentally clipped one of the fighters by the hangar station; the explosion vaporized half the craft, including mostly heavy armor.

EDIT2: Aaannd now the connectors are coming loose again. They're staying green on both sides.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 19, 2016, 11:36:21 pm
Sorry Guys, I borrowed some stuff and went out to settle the moon.

It went OK until I was a few km away and I suddenly took 98% damage while sitting in a cockpit. I got out to build a medbay and I instantly died due to not having a helmet.

So there's a ship full of crap floating in the middle of nowhere north of the moon.

There's plenty of power and it is resting so it probably won't get cleaned up as junk, but I'm not going to get around to flying out there again anytime soon.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on January 20, 2016, 12:54:42 am
Sorry Guys, I borrowed some stuff and went out to settle the moon.

It went OK until I was a few km away and I suddenly took 98% damage while sitting in a cockpit. I got out to build a medbay and I instantly died due to not having a helmet.

So there's a ship full of crap floating in the middle of nowhere north of the moon.

There's plenty of power and it is resting so it probably won't get cleaned up as junk, but I'm not going to get around to flying out there again anytime soon.
My ship should have enough gold on my ship so you could build a warpdrive and warp there :P and a few thousand uraniums huehue
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 20, 2016, 02:28:59 am
Sorry Guys, I borrowed some stuff and went out to settle the moon.

It went OK until I was a few km away and I suddenly took 98% damage while sitting in a cockpit. I got out to build a medbay and I instantly died due to not having a helmet.

So there's a ship full of crap floating in the middle of nowhere north of the moon.

There's plenty of power and it is resting so it probably won't get cleaned up as junk, but I'm not going to get around to flying out there again anytime soon.
For the record, I only have junk cleanup set to target linearly moving, non-powered objects.

Anyway, I just logged on, found your ship, and cut-and-pasted it to the Space Bus Stop. It is now safely docked there.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 21, 2016, 11:51:17 pm
Do you mean the small grid mining ship?

If so, I must say no, no it is not my ship. Although I may just borrow it and go ship hunting. Once I've found my ship I'll build a medbay and return the small miner before continuing on to THE MOON.

My ship is a large grid hydrogen-fueled cargo ship. It was definitely designed to be one-use.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 22, 2016, 12:28:57 am
Ok I give up. Apparently "space" is a concept beyond the capacities of Space Engineers.

After I got in the rough area of my lost ship, which took 20 minutes, the server (or the connection) died, kicking me and leaving the miner plunging towards the moon.

I'm not touching Space Engineers for a while.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 22, 2016, 01:53:37 am
Ok I give up. Apparently "space" is a concept beyond the capacities of Space Engineers.

After I got in the rough area of my lost ship, which took 20 minutes, the server (or the connection) died, kicking me and leaving the miner plunging towards the moon.

I'm not touching Space Engineers for a while.
Server log says you timed out. For once, it's not my fault!

That said, yes, MP is very much wanting for stability.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on January 24, 2016, 05:29:37 am
I've started a small outpost on europa (mars moon). I stocked it with some ingots and it's got the very basics (medbay, refinery, assembler, antenna, reactor). If anyone wants to build there, feel free to use anything in storage to build whatever you want, also go ahead and modify the base if you'd like (it's...awful basic right now).

The FPS is a LOT better on moons than on planets so if you had performance trouble on earth, give it a try. Lower gravity + less jetpack fuel use + lower "orbit" distance means it's a lot less annoying to build stuff too. Europa even has a thin atmosphere so atmos engines will work.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on January 24, 2016, 09:38:36 am
the server is apparently undead again. (pretending to be up, but not)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 24, 2016, 01:52:17 pm
Server is up again!

Any recommendations for a server restarting program that's better at spotting when the server is just frozen, rather than closed? Alternatively, can someone point me to a tutorial on reading from the command console in Java/C#/Python/whatever? I could make my own script if necessary, that closes the server if there have been no new messages on the server console window for several minutes and the last message is not about someone leaving.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on January 25, 2016, 05:55:38 am
Server is up again!

Any recommendations for a server restarting program that's better at spotting when the server is just frozen, rather than closed? Alternatively, can someone point me to a tutorial on reading from the command console in Java/C#/Python/whatever? I could make my own script if necessary, that closes the server if there have been no new messages on the server console window for several minutes and the last message is not about someone leaving.


assuming windows

https://social.technet.microsoft.com/Forums/en-US/1b847682-576a-429d-980b-bbc153ca5d24/tcp-ports-monitor-and-service-restart?forum=operationsmanagerauthoring

assuming linux

https://scottlinux.com/2014/10/19/use-monit-to-monitor-and-restart-unhealthy-services-in-linux/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on January 25, 2016, 03:20:41 pm
Giant image (Flying a Large ship in 1/4 earths gravity on the moon)
Spoiler (click to show/hide)

2 large thrusters was basically perfectly balanced with 1/4 earth gravity.. (i had 4 on the back, but was testing it out, and thus only using the 2 on the bottom). So perfectly that even though it was stable with me in the flight seat, the second i got out, it unbalanced and started to fall, i got back in, and managed a 'gentle' landing denting my back of my ship but causing no real damage before taking back off with my back 4 large thrusters.
..it was done for science.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 25, 2016, 03:23:13 pm
Ok, I might join the moonbase project so long as I'm not flying long distance.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 25, 2016, 08:31:48 pm
I'm designing a large mining ship, something meant to take off a big chunk of an asteroid or so, and I'm in the middle of figuring out the crew quarters. I've got a few modpacks of interior decorating so that the crew bay is a bit more than a few rows of cryotubes. How much crew would such a ship need given the following specifications?

Things already designed:
Engine cluster, consisting of 5 Large Hydrogen thrusters, and about 10 Large (Ion) Thrusters. Plus some small thrusters for dealing with the other axes of motion.
Fuel room, has about 8 Hydrogen Tanks that feed right into the thrusters.
Reactor/Oxygen deck, with 6 Large Reactors, 8 Oxygen Generators, and 6 Oxygen Farms receiving sunlight from a window on top.
Cargo bay, with 64 Large Cargo Containers and a docking port beneath the ship. I did some math and that should be able to hold somewhere around 11 million iron ingots.
Airlocks in between bulkheads.
Two crew quarters for junior officers, consisting of a single bed, table, ceiling lamp, and an adjoining(and poorly lit but airtight and vented) bathroom with a personal shower and toilet.
^-This was a bit too large for every crewmember.
Two crew quarters accommodating two crew, with a bunk bed, lockers, and countertop. Haven't constructed the ceiling/vents yet.

Things to do:
Finish crew deck, including communal bathrooms and galley.
Refinery deck, with systems to sort different materials into different refineries and arc furnaces, as well as sort out waste rock for later ejection via connectors.
Mining rig, with multiple drills to tear through asteroids, plus a localized gravity well to suck in loose ore into collectors.
Shuttle bay, for the launching and recovery of auxiliary craft such as mining shuttles.
Command deck, containing bridge and posh accommodations for senior officers.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on January 25, 2016, 09:07:32 pm
 I finally get back on the server, spend round about two and a half hours design a beautiful smallship, promptly crash its heavy ass into the moon, help get it back into orbit, only to have my game crash in an interesting way.

 Namely, it stopped displaying any changes to anything. It also refused to let go of that screen.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on January 25, 2016, 09:21:56 pm
I finally get back on the server, spend round about two and a half hours design a beautiful smallship, promptly crash its heavy ass into the moon, help get it back into orbit, only to have my game crash in an interesting way.

 Namely, it stopped displaying any changes to anything. It also refused to let go of that screen.

If it is what it sounds like, it happens to me a lot - I'd say it's the most common crash I get. I'm not sure exactly what causes it, unfortunately, it seems to be more or less random. Sometimes I can play for hours and it's fine, sometimes it locks up 5 minutes after joining.

Anyway, I made it to the alien planet/moon and didn't find any spiders, did they get disabled when dogs were disabled? On the plus side I found some pirates and marked the locations so I have someone to play with if I ever get around to building a warship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 25, 2016, 10:26:57 pm
I'm reasonably sure spiders are enabled. I've not actually tested, though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on January 26, 2016, 12:35:52 am
are pirates actually on? or is it just the remnants of when it was on? if they arent on, i'm definitely in favor of them being on as long as it isnt insanely problematic.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 26, 2016, 05:37:02 am
are pirates actually on? or is it just the remnants of when it was on? if they arent on, i'm definitely in favor of them being on as long as it isnt insanely problematic.
I disabled cargo ships, there should still be pirate bases and drones.

The reason cargo ships are disabled is because they were crashing on earth by the dozen, and were doubtless going to bog the server down if left unchecked.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on January 26, 2016, 05:30:01 pm

The reason cargo ships are disabled is because they were crashing on earth by the dozen, and were doubtless going to bog the server down if left unchecked.

Isnt there a way to filter through ownership in the garbage collector?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 26, 2016, 08:39:07 pm
Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates), powered and may or may not be stationary.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Skyrunner on January 27, 2016, 03:43:12 am
Space Engineers on a server sounds fun.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 27, 2016, 06:46:43 am
Construction of the ridiculously massive mining ship continues. Got refineries placed with various sorters to give 3 refineries for each resource except iron/cobalt/nickel(these will get arc furnaces). While I have sorters intended to split refining jobs between refineries, I don't have the timer blocks in yet to switch them, and I haven't figured out the design for placing the arc furnaces.


Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chattox on January 27, 2016, 09:10:49 am
If I joined the Bay12 forum would someone be willing to show me the ropes? I got this game pretty much when it first released on steam EA, and couldn't get my head around it then, and it only seems to have gotten more complex since.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Skyrunner on January 27, 2016, 10:21:09 am
edit3: so apparently the planetary lander has all the things I need.

edit 4: too lost, I should probably play single player first >.>
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 27, 2016, 02:10:26 pm
edit3: so apparently the planetary lander has all the things I need.

edit 4: too lost, I should probably play single player first >.>
What you want to do, is log on when someone else is on, and have them invite you to the faction. Then you can spawn at a base people have already set up, where the basic resources you'll need have been gathered.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on January 27, 2016, 04:56:33 pm
If I joined the Bay12 forum would someone be willing to show me the ropes? I got this game pretty much when it first released on steam EA, and couldn't get my head around it then, and it only seems to have gotten more complex since.

I'd recommend trying to make a ship on Creative first, in space, just to get the basics down. Simple things to note :

Unless you want to make a drone, you'll need a cockpit to drive a ship. In Small Ships this will be a front - facing, fighter - style cockpit. In Large Ships you can have these or alternatively the Command - Console looking things - they all serve the same purpose.

Nuclear Reactors give power, and need to have uranium to work in Survival. In Creative, just having enough to generate power will work.

Thrusters generate force in the opposite direction to which they are pointed. You want at the very least a backwards and a front thruster, otherwise you'll have to do an about turn whenever you want to stop.

Gyroscopes are what affect your turning rate - if you're building a fighter you probably want a comparatively larger amount than on a SotL. (Ship of the Line)

Weapons require ammo to function in Survival, but not Creative - go nuts.

Oxygen is a fairly new addition. Oxygen Generators make Oxygen out of Ice (In Survival) and pump it into rooms via vents. Basically, if a room looks airtight, it probably is. Try to make your ship airtight.

Conveyors are probably the trickiest thing to get your head around. The Conveyor block acts like a Six - way conveyor, whereas the tubes are Two - way. Basically, make sure all your weapons, nuclear reactors, oxygen vents, assemblers etc. are conveyored in together so they can use the Ship's resources. Some redundacy is probably advisable if you're making a combat craft so that one unlucky shot doesn't rek the Ship.

Landing Gear - Activate them with P when they're close enough to lock onto a Station or surface. You probably want Landing Gear on most of your ships.

Button Panels are very useful for making your Ship feel like it's something out of Star Trek / Star Wars / BattleStar StarLactica etc. You can assign up to four functions to each panel, from opening hangar doors to making the Ship's hidden warhead storage explode and the Ship Self - Destruct. (This is very satisfying if the enemy has boarded it and you have no hope of survival.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on January 27, 2016, 05:57:59 pm
Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates)

If it is owned by something (dead) does that count as owned or unowned? I also didnt think factions could exert ownership?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 27, 2016, 06:13:13 pm
Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates)

If it is owned by something (dead) does that count as owned or unowned? I also didnt think factions could exert ownership?

Depends on world options, there's an option to have dying reset ownership to None.

I'm pretty sure factions can own objects, since Space Pirates is a built-in faction. You can also set objects own by to be shared with your faction.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on January 27, 2016, 06:38:04 pm
You can also set objects own by to be shared with your faction.

Yes I know that, but ive never seen an option to transfer something i or someone else owns to a faction
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 28, 2016, 06:44:44 am
The drill rig for the mining ship is done. I didn't have time to get a screenshot, but it's effect on the smaller asteroids is quite impressive. I don't think a single asteroid would fill entire cargo bay - and that's with the stone as well.

All that's left is the bridge, quarters for senior officers, then polish.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on January 28, 2016, 09:12:21 am
Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates)

If it is owned by something (dead) does that count as owned or unowned? I also didnt think factions could exert ownership?

When you log out of the server you "die", so it will list you as (dead) on all your stuff. When you log back in, the (dead) goes away (yes it's kind of dumb). It still counts as owned so, for example, turrets won't shoot something that belongs to a dead player who's in the faction.

Player factions can't own anything directly, it has to be owned by a player who is in the faction. NPC factions (space pirates, generic factions created in creative mode) can own stuff, and you can transfer ownership to them if you want to for some reason.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 28, 2016, 02:28:10 pm
New update is all bugfixes!

Quote
Fixes
- improved Easy Start 1 ships, added weapons to toolbars
- added meteor storms should be set as default in survival
- added player is now spawned also with ammo for weapon in survival
- added ore detector to miner on easy start
- fixed unlimited FPS in main menu and loading screen overheats gpu's
- fixed cyber hounds exploding
- fixed permadeath setting on DS keeps turning on
- fixed HUD not updating when falling to planet
- fixed crash when joining MP/DS
- fixed crash with distributing electricity
- fixed sound not playing when astronaut falls on ground
- fixed ModAPI script problems
- fixed missing bullet impact when hitting astronaut
- fixed conveyor switch not working
- fixed tough astronaut suit will not update after change
- fixed muzzle flash particle turning when flying
- fixed projector is changing color from distance
- fixed cannot scroll in the ship list
- fixed block damage effect missing (projector and cargo containers)
- fixed drilling is not updating on servers
- fixed beeping sound when playing on cataclysm setting
- fixed saving of removed trees on planet
- fixed lading gear broken when locking on hangar door
- fixed sound of "uhm" when switching helmet
- fixed missing grind sound when grinding hound
- fixed missing sound when shooting into trees
- fixed health resets when taking helmet off

Let me highlight my favorites here:
- added meteor storms should be set as default in survival - Okay, this one's actually stupid.
- added player is now spawned also with ammo for weapon in survival - Expect more gunfights, also a way to defend against mobs when you start
- fixed cyber hounds exploding - They explained in the video that "fixed" means "removed entirely". That's right! Cyberhound are no longer creepers!
- fixed permadeath setting on DS keeps turning on - That explains a lot.
- fixed crash when joining MP/DS - YES PLEASE
- fixed drilling is not updating on servers - This sounds like it could fix the tendency to fall through the world when mining! My personal favorite of this list.

Now the next thing I'd like to see is a fix for landing gear on planets causing ships to spaz out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on January 28, 2016, 07:30:07 pm
I'm currently building a rather large ship containing eight drop pods. Is a capsule of one layer of heavy armour (with a wheel for shock absorption) likely to survive a terminal velocity grav impact? I doubt it, but that's what I've gone with.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 28, 2016, 07:53:48 pm
I'm currently building a rather large ship containing eight drop pods. Is a capsule of one layer of heavy armour (with a wheel for shock absorption) likely to survive a terminal velocity grav impact? I doubt it, but that's what I've gone with.
The wise move would be to test in creative, if that's not what you're doing already.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Skyrunner on January 28, 2016, 09:08:41 pm
After I finish all my tutorials, I'm going to go ahead and jump into the server again :P (though one downside of the server is the 200ms ping)

edit: the oxygen tutorial is broken: for some reason oxygen escapes when the door to proceed starts opening, which makes it close again... repeat ad infinitum, plus limited oxygen.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on January 29, 2016, 08:06:13 am
I'm currently building a rather large ship containing eight drop pods. Is a capsule of one layer of heavy armour (with a wheel for shock absorption) likely to survive a terminal velocity grav impact? I doubt it, but that's what I've gone with.

Based on some testing I've done, armor blocks are *terrible* for protecting from crashes. Almost all tests followed the same pattern - a long line of destroyed blocks surrounded by undamaged blocks. It's hard to be sure since you can't watch the collisions in slow motion, but my theory is that they deform, and the deformed part pushes into the block next to it, which deforms and pushes into the next block, which eventually hits a block that can't deform and destroys it, and it ends there.

The best I managed to do was a "spear" of blast doors on the bottom since they can't deform and are very cheap. A block would hit, be destroyed, and go on to the next one. If the spear was long enough, it actually worked quite well. I eventually gave up on the idea though because of a glitch - I'd guess something like 30% - 40% of the time the pod would hit the ground and instantly vanish, without leaving a crater or anything. My best guess is that it clipped into the planet and the game engine just said NOPE and deleted it, but I don't really know for sure.

After I finish all my tutorials, I'm going to go ahead and jump into the server again :P (though one downside of the server is the 200ms ping)

edit: the oxygen tutorial is broken: for some reason oxygen escapes when the door to proceed starts opening, which makes it close again... repeat ad infinitum, plus limited oxygen.

It's nothing new, the tutorials are constantly being broken. I don't know why they created them before the game was finished since they've probably confused more people than they have helped.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on January 29, 2016, 06:44:01 pm
Because people whined about the lack of tutorials. Same reason many things were done which make no sense
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 29, 2016, 07:14:12 pm
Hotfix today, apparently did nothing. I can confirm that their "fix" for room oxygen being reset whenever something does anything didn't work.

And one more annoying progress update on the mining ship - construction is basically done. Just a few minor details like dozens of interior lights, furniture for the captain and senior staff quarters, set up the control consoles a bit better, and rename just about everything to hide the out of order numbering in accordance with its name and function. Refinery switches work well, and I set up an nice system for the shuttle bay which waits an arbitrary 10 seconds until the room depressurizes(which does take about 10 seconds I think) before opening the door. I tried to set it up to lock the access hallway(which runs through the middle of the shuttle bay) doors that lead into the shuttle bay when the bay's air pressure hits 0%, but with the oxygen bug, it's acting funny.

Cargo space is at 66 Large Containers, which is 28,687,500 liters(?) of space, or 225,885,826(plus a slight extra) iron ingots according to math on the numbers on the wiki. And that's not counting a couple of small crates in the shuttle bay, but that's intended mostly for service parts for shuttles or crew kits.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on January 31, 2016, 05:34:22 pm
So this just happened.....

I decided to slap some guns on my mining/mothership and go check the pirates out. It's not a combat ship (at all) I was not going to fight the base, just check out how strong the drones were - I have jumpdrives, worst case they are really tough and I just jump away. First drone cruises up, no problem, turrets absolutely wreck it. I fly off to grind on it a bit and steal some thruster components. While I'm grinding I notice a second drone, ok, no problem.... turrets open up, absolutely shred it. I start flying back to my ship to drop off my loot.... and realize in horror what's about to happen - the drone wreck is on a collision course with my ship and there's *nothing* I can do about it.

I watch as the drone wreck slams into my ship and rips a hole in the light armor hull, then bounces away.... ok, no problem not too much da......oh crap. It smashed one of my cargo containers and there's a huge ball of ore floating around inside my ship, smashing the crap out of everything. I'm finally at the ship, and in a rare moment of quick thinking I trigger the jumpdrive and warp away - I lose all the spilled cargo, but it's better than trying to salvage it while it bounces around smashing everything else apart (I've had that happen before).

Then, to make it even more insulting, the game locks up soon after I warp away and I lose my elite tools (again).... and all the thruster components I salvaged :( I didn't get a chance to completely survey the damage before I crashed, but between smashed blocks and lost cargo my ship lost ~40% of it's mass. Considering how much of the mass of my ship is the large drills, that means I probably lost something like 50% - 70% of my cargo :(

Thank goodness I had the gravity off or the spilled cargo almost certainly would have completely ripped the whole ship apart and it would have been a total loss.

So anyway.. learn from my failure! If you go to fight the pirates, leave everything important somewhere safe. (also the pirate drones are pretty weak unless they crash into you)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 01, 2016, 01:49:50 pm
Oh wow... trying to play single-player without planets like I used to.

Making a station, anchored to the first asteroid, go back a few meters to my ship to get more materials, then going back, everything has vanished.

If it's this "junk auto-removal" setting then it's incredibly fucked up. How am I supposed to get to the point it doesn't get removed if it keeps disappearing... I suppose I should add a stupid reactor or cockpit on top of the very first block but that's so stupid. Ugh.

Obviously if that's the cause I'll try turning it off, but seriously, who thought of that...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 01, 2016, 02:23:54 pm
Oh wow... trying to play single-player without planets like I used to.

Making a station, anchored to the first asteroid, go back a few meters to my ship to get more materials, then going back, everything has vanished.

If it's this "junk auto-removal" setting then it's incredibly fucked up. How am I supposed to get to the point it doesn't get removed if it keeps disappearing... I suppose I should add a stupid reactor or cockpit on top of the very first block but that's so stupid. Ugh.

Obviously if that's the cause I'll try turning it off, but seriously, who thought of that...

Hasn't happened to me yet, but I've seen other people who have this problem. Weird, since auto-removal is supposed to only work on objects outside view range.


I'm having problems with ion thrusters not working when there are wheels attached to the ship. I got them working for a second when I toggled the control wheels option from the flight seat off an on a bit, but that eventually stopped. Hydrogen and Atmospheric thrusters work fine - I have all three on the ship along with wheels. The ion thrusters started back up when I got out(during planetfall no less) and deleted the suspensions.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 01, 2016, 02:58:16 pm
Oh wow... trying to play single-player without planets like I used to.

Making a station, anchored to the first asteroid, go back a few meters to my ship to get more materials, then going back, everything has vanished.

If it's this "junk auto-removal" setting then it's incredibly fucked up. How am I supposed to get to the point it doesn't get removed if it keeps disappearing... I suppose I should add a stupid reactor or cockpit on top of the very first block but that's so stupid. Ugh.

Obviously if that's the cause I'll try turning it off, but seriously, who thought of that...

It's not supposed to be like that, a couple of patches ago they introduced a bug that made trash cleanup too aggressive.

Just turn it off for now, and if the game starts to slow down use space master mode to manually clean the garbage up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS
Post by: LordPorkins on February 01, 2016, 03:19:11 pm
I currently have played a single runthrough about 3 hours. I have decided i will challenge myself and ONLY take over enemy ships. No mining, no customization. I can install and moveessential components and weapons, and fuse ships together, but i cant build new blocks. My current ship is a frankenstein monstrosity of about 5 different ships, with all of their turrets moved to the top. I also have a base on an asteroid which is really just a big ship stuck in a hole. Its gonna wedge its way out eventually, but then ill just add it to my frankenship. Yay Science!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 03, 2016, 06:53:24 pm
I just discovered that if you have two hydrogen fuel tanks, one filled and the other empty, you can set the empty one to Stockpile and it'll transfer fuel from the filled one to the empty. After testing it, this actually creates a small amount of fuel when you go back and forth; transferring 100% tank to a 0% empty tank will leave a little less than 1% left in the original tank with 100% in the other. Enjoy the exploit!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on February 05, 2016, 07:48:51 pm
I'm sitting there mining some ore when all the sudden my ship completely loses power. I get out of the seat to check it out and like, the back 25% of my ship is completely destroyed including my reactor, and most of my cargo is spilled out including more giant ore balls smashing everything apart.

Apparently there's also a new bug where you can't pick up part of a stack if it won't all fit in your inventory, or something like that, since it wouldn't let me grab anything to try and stuff it back into a cargo container.  So I can't try and salvage my cargo to build a new reactor, I have zero power, ore balls are smashing everything apart and probably 90% of my cargo is floating in space. Eventually while trying to pick up an ore ball it shifts and crushes me into a wall and since the medbay is inactive, it's a 100% loss of virtually everything I've built so far.

The worst part is, it's not even anything I did, I'm not even sure WTF happened. My best guess is the stone I was ejecting somehow clipped inside a block and made it explode which started a chain reaction with ore balls and just destroyed everything. There's zero chance I bumped the asteroid, virtually zero chance I rammed one of those microscopic stray voxels (I was moving forward, the rear of the ship exploded), I just don't know what else it could have been.

I think... that's probably enough to finally convince me to stop playing. It's just too broken, too many catastrophic bugs, too many crashes, too many problems with everything.

Thanks for running the server though, it worked really well, constantly excellent performance.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 06, 2016, 12:04:51 am
That happens all the time. Sometimes I'm not sure if this is a survival simulation or if we're playing Breakout...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on February 06, 2016, 02:47:41 am
Oh you can't eject ore while moving. Sadly.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on February 06, 2016, 08:08:20 am
Actually, that sort of thing is why i like the game. Half your ship explodes for some reason or another, and your stuck in SPAAAAAAAAACCEEEE like Sandra Bollock with limited resources even less oxygen.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 06, 2016, 09:11:41 am
Yeah I love losing hours of work because they can't get a physics engine working in a sane manner
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: gomez on February 06, 2016, 09:55:50 am
Yeah I love losing hours of work because they can't get a physics engine working in a sane manner

That's what Sandra Bullock thought when she wondered why the debris from the ISS was moving in a retrograde orbit.

Oh well lucky for her that the chinese space station had the same inclination and LAN as the hubble telescope.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on February 06, 2016, 06:54:11 pm
Server is hung again
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 06, 2016, 07:17:10 pm
Server is hung again
Marvelous. I'll get to it in a few hours, I'm not home right now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on February 06, 2016, 11:05:17 pm
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 06, 2016, 11:12:14 pm
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on February 06, 2016, 11:14:44 pm
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.

Why is that? General bugginess?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 06, 2016, 11:46:54 pm
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.

Why is that? General bugginess?
Multiplayer in particular is pretty buggy. There's not really a lot of goals that present themselves, so whether you'll enjoy the game depends on whether you'll have fun just making stuff that isn't strictly necessary to make, either in creative or survival.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on February 07, 2016, 12:10:09 am
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.

Why is that? General bugginess?
Multiplayer in particular is pretty buggy. There's not really a lot of goals that present themselves, so whether you'll enjoy the game depends on whether you'll have fun just making stuff that isn't strictly necessary to make, either in creative or survival.

I'd probably have fun being sort of like an armaments designers,  as in designing tanks and fighters, even if they don't get used. I dunno, maybe I will buy it, and if I do maybe I could hop in the Bay12 TS and the Boatmurdered server and learn the game that way.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on February 07, 2016, 12:29:44 am
Spoiler (click to show/hide)

Welp, I guess that settles it. I'll try to download it overnight.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 07, 2016, 01:56:59 am
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.

Why is that? General bugginess?
the game in its current state is a buggy mess that causes your shit to randomly explode, there are no goals and no content. Even Minecraft has more gameplay. Right now SE is basically a box of legos which is fun for a while but building ship after ship eventually gets old when you realize there is no reason to build them and nothing to do with them once built.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on February 07, 2016, 02:00:19 am
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.

Why is that? General bugginess?
the game in its current state is a buggy mess that causes your shit to randomly explode, there are no goals and no content. Even Minecraft has more gameplay. Right now SE is basically a box of legos which is fun for a while but building ship after ship eventually gets old when you realize there is no reason to build them and nothing to do with them once built.

It's still in early access, which means that there is still more that the developer(s) need(s) to add to the game, polish, etc. I'm sure that it will greatly improve in time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 07, 2016, 07:43:06 am
I'm kinda iffy about getting Space Engineers. Like, I want it, but at the same time I feel like I'd get tired of it in less than 10 hours.
was there a question in there somewhere? I'm certainly not going to recommend the game in its current state.

Why is that? General bugginess?
the game in its current state is a buggy mess that causes your shit to randomly explode, there are no goals and no content. Even Minecraft has more gameplay. Right now SE is basically a box of legos which is fun for a while but building ship after ship eventually gets old when you realize there is no reason to build them and nothing to do with them once built.

It's still in early access, which means that there is still more that the developer(s) need(s) to add to the game, polish, etc. I'm sure that it will greatly improve in time.

Well... There's a ton of known issues that have been around for over a year that have gone unfixed. Updates (supposedly) break more than they fix.

That said, I do have more hours on Space Engineers than any other game, still play it, and do not regret purchasing it at all(that it was on sale is a plus ;)). I also do not see a great many of the issues that others report. Also note half that the Steam community for this game seems pretty toxic. I've seen one guy starting petitions to force Keen to give him a refund solely because he found an easter egg and felt that was such a broken promise(KSH said they wouldn't do anything "decorative") that he felt cheated.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 07, 2016, 08:08:29 am
It's still in early access, which means that there is still more that the developer(s) need(s) to add to the game, polish, etc. I'm sure that it will greatly improve in time.
Of course, I know this. I was advising you on the current state of the game, not the possible future. I'm sure at some point they will have some or most of these issues fixed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on February 07, 2016, 09:56:45 am
Yah, i dont understand people like that. Wasn't the easter egg something extremely tiny too? It was a ship shaped like a shark. is this funny, and kinda cool to find? yes. But considering that other people have made giant warships in the shape of dongs it isn't that odd.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 07, 2016, 10:02:05 am
Yah, i dont understand people like that. Wasn't the easter egg something extremely tiny too? It was a ship shaped like a shark. is this funny, and kinda cool to find? yes. But considering that other people have made giant warships in the shape of dongs it isn't that odd.
It's literally a tiny 'ship' shaped like a shark inside the starter asteroid which you can only find if you do a specific starting scenario
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on February 07, 2016, 10:21:51 am
Its my point. Its not that out-of-the-ordinary. I mean, lots of people build craft based on creatures. Heck, we could even see the shark as canon.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 07, 2016, 11:04:20 am
I was agreeing with you, its a bit of a silly thing to get upset over. :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 07, 2016, 02:07:28 pm
There was also a monolith of sorts on a Mars-like planet in one of the starts as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on February 07, 2016, 03:09:56 pm
How do I do a direct connect to the Boatmurdered server? I can't seem to find it on the servers list. Is it down?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on February 07, 2016, 03:17:46 pm
How do I do a direct connect to the Boatmurdered server? I can't seem to find it on the servers list. Is it down?
It always goes through this ridiculous long search time to find it on my client. I suggest opening your steam window (tab out of space engineers that is) press View in the upper left, Servers, and then search for Boatmurdered.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 07, 2016, 04:28:37 pm
Once you've found it, add it to your favorites. That way you won't have to do the search every time. You can also join through steam friends list if someone else is on.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 11, 2016, 01:38:52 pm
This week's update claims to resolve the issue with landing gear spazzing out while attached to a planet surface, which excites me more than most new features could. Also, what's the report on mining, did the bug fix from earlier succeed in preventing people from clipping into the terrain all the time? There's also a mysterious teaser for a new feature which, I'm guessing, is the ability to equip separate pieces of armor instead of having a singular suit model.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on February 12, 2016, 06:07:58 pm
Also, what's the report on mining, did the bug fix from earlier succeed in preventing people from clipping into the terrain all the time?

I've never had a problem clipping into terrain, but I have had problems when rocks/ore get dropped from a terrain surface they glitch out and keep rubberbanding. bad if it hits you.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on February 12, 2016, 08:39:18 pm
Also, what's the report on mining, did the bug fix from earlier succeed in preventing people from clipping into the terrain all the time?

I've never had a problem clipping into terrain, but I have had problems when rocks/ore get dropped from a terrain surface they glitch out and keep rubberbanding. bad if it hits you.
Never had an asteroid eat you on a server? I've gotten eaten a tooooon of times. Happens only while hand-drilling tho, und in space.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: McTraveller on February 13, 2016, 12:49:52 pm
I think, for me, SE had a local maximum in awesomeness right around 1.104.  It's been a bit sideways since then; I think planets (and graphics updates) is a massive distraction.

I really want a good spaceship construction game, and SE was looking like that, but lately I just don't know any more.  There are so many limitations to ship design, and the UI is starting to go backwards.  And by limitations I mean, everything is basically the same except for aesthetics; there generally aren't really any meaningful engineering tradeoffs to make.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on February 13, 2016, 03:17:08 pm
Also, what's the report on mining, did the bug fix from earlier succeed in preventing people from clipping into the terrain all the time?

I've never had a problem clipping into terrain, but I have had problems when rocks/ore get dropped from a terrain surface they glitch out and keep rubberbanding. bad if it hits you.
Never had an asteroid eat you on a server? I've gotten eaten a tooooon of times. Happens only while hand-drilling tho, und in space.

I have not into space that much recently.. although I have died randomly hand drilling on planets.

side note: server seems to be down
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on February 13, 2016, 06:16:23 pm
Server is back up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 13, 2016, 06:46:22 pm
If two conveyor blocks on two different grids are locked adjacent together on the same grid via a merge block, do they convey?

Spoiler: I ask, because (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on February 13, 2016, 06:48:31 pm
They should.. but dont color me experienced with merge blocks
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on February 13, 2016, 08:02:04 pm
Anything not merge block will merge unless you use mergeless block mods wich hads some block/armor wich doesnt merge on some sides. If you want to use modular building and still want to be able to unhook the armor plating you might need to engineer it such as placing a 1 block gap, use merge-less block from mods and connector instead of tube/conveyor.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 14, 2016, 02:45:02 pm
Anything not merge block will merge unless you use mergeless block mods wich hads some block/armor wich doesnt merge on some sides. If you want to use modular building and still want to be able to unhook the armor plating you might need to engineer it such as placing a 1 block gap, use merge-less block from mods and connector instead of tube/conveyor.

I didn't understand a word of this, so I decided to just test it. Set up two 10x10 squares of merge blocks, with a cargo box with conveyors next to the spots where the street blocks would be placed. I put a tool in one cargo container. Then I spawned in the street blocks onto the merge blocks below. They connected(as evidenced by placing a solar panel on the street block and accessing it from the cargo container's controls), and I noticed that the seams between blocks disappeared as well - is that what you were talking about?. I had to remove the conveyors on the other side so that I could spawn the second street block closer than "really high into the air", and they were rebuilt successfully. I could then access the placed tool from either end of the chain.

So, in short, yes it works.

PRE-EDIT: Re-reading what jocan said, it seems like you're saying it'd be impossible to separate the armor/conveyor blocks once they're merged, correct? Given that these are intended for more permanent construction, I'd say that's a bit of a moot point.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on March 02, 2016, 07:50:24 am
Just an FYI, the server IS still up and people CAN seemingly still join it, even though my signature has gone broken.

Also, bugfixes have been happening, and I think we still didn't learn the significance of the hand.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on March 02, 2016, 05:31:36 pm
Just an FYI, the server IS still up and people CAN seemingly still join it, even though my signature has gone broken.

Also, bugfixes have been happening, and I think we still didn't learn the significance of the hand.

Was it down for a while? I didn't see it on my steam servers list for a week or two, I figured you shut it down for some reason.

I just checked and it's on the list and I can join it now, though.

...also while deconstructing part of my base to build a miner I managed to somehow end up with 184 trillion kg of steel plates in a cargo container. I'm....not exactly sure how that happened, but I guess I'll never need to mine iron ever again.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on March 02, 2016, 08:24:10 pm

...also while deconstructing part of my base to build a miner I managed to somehow end up with 184 trillion kg of steel plates in a cargo container.

Incredible.

Anyways, I would play on the server if my internet was so bad (had a bad experience with setting up on earth for two hours only to have desync cause me to crash my ship into a mountain, destroying everything I had in the process as well as killing me.) and if more people were actually on. Anytime I check, it always says 0 people are online. So basically, for me, it's singleplayer with lag.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 03, 2016, 10:36:01 am
I might join soon. Right now im prototyping on a giant "world-eater" ship. I basically have it set up so i can land on a planet and drain every resource within 4-5 miles within 2 days. It involves drones whos outsides consist entirely of grinders. It also has an ideal self defense system, as the few times the ship has been attacked by A.I. ive basically eaten them before they could do anything. Im also working on getting the ship itself to have a 120 by 120 grinder grid on it. Surprisingly, griders themselves dont cause too much lag,but the various commands ive got are. Right now my main goal is to simplify the ship as much as possible

Also, question time: Do you guys usually try to preserve a planets "natural beauty" or do you suck it dry upon landing?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on March 03, 2016, 01:25:55 pm
New patch added an option to "lock" pistons and rotors - the option was already there for pistons but it didn't work right I guess(?).

Tested out some old designs that were difficult to fly and/or tended to explode due to pistons and rotors and..... amazing it actually seems to work! I couldn't cause the moving parts to explode no matter how many crazy turns I made or how quickly I slammed on the brakes, and the COM was correctly calculated so it flew exactly how it should.

There was one problem, however - the stuff on the end of a "locked" grid seems to become completely inaccessible to the terminal and toolbar. Kind of annoying, but it at least lets you pack your ship up to travel so it won't explode while you fly around, then you can deploy it to launch your fighters or missiles, or start drilling, or whatever your moving parts do. It's not perfect, but it's a lot better than it was.

They also made small grid hydrogen tanks hold double the hydrogen which is nice - they were totally useless before. This will make them a lot more practical and useful.

There were also a bunch of various other bugfixes, including the annoying DS solar panel bug.... though this is not the first time they said they fixed it and I can't test it till the server is updated.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on March 03, 2016, 04:23:09 pm
Thats quite interesting as I plan to remake my Piston driller platform, which involves a lot of pistons.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on March 03, 2016, 07:47:14 pm
What did you call that drilling platform with all the pistons again?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on March 03, 2016, 08:06:06 pm
What did you call that drilling platform with all the pistons again?
The Rotor Drilling Platform. It's a bit of a misnomer though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on March 03, 2016, 10:22:52 pm
I built an atmospheric miner on europa (mars moon) and didn't add any "down" thrusters, because gravity. I was testing it out and decided to fly straight up...... by the time I realized the catastrophic mistake I was making, it was too late to flip it over and use the "up" thrusters to stop myself and the ship escaped the planet's gravity. Oops!

Also, anyone else having problems with the game locking up your computer? Ever since the patch today it just randomly crashes and takes the whole computer with it. I'm wondering if it's just me or if anyone else is getting it too. nevermind, can't blame this on SE since other games have started locked up too
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on March 04, 2016, 04:42:05 am
What did you call that drilling platform with all the pistons again?
The Mal-Tek Piston-Driven Shaft Miner MK-ii/D

http://steamcommunity.com/sharedfiles/filedetails/?id=295829854
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 04, 2016, 10:18:59 am
What did you call that drilling platform with all the pistons again?
The Mal-Tek Piston-Driven Shaft Miner MK-ii/D

....5000.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on March 06, 2016, 10:17:58 pm
So remember when I said piston locking worked great? well it does... if you only have a single piston.

However,if you lock a stack of pistons and then unlock them, it causes the pistons to either detach from the ship, or to just completely explode.

Even worse, I had some pistons on my base, and some pistons on a ship which was docked with landing gears. I locked the pistons on the base to try and test them out, and when I unlocked them.... it not only blew up the pistons on the base, but it also caused the pistons on the ship to explode too for some reason.

So... basically don't ever use the lock feature if you stack pistons.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS
Post by: LordPorkins on March 07, 2016, 10:29:39 am
I once managed to destroy my friends mothership when i was doing experiemnts with pistons. I was trying to find an infinite-motion generator, but what actually happened was all the pistons started going off like crazy, thus hurling this ball around that struck everything it touched with a huge amount of force. Eventually it broke its way out of the ship and went off into space. Ive erected a sign near the meteor it landed on telling people they need to go away. I just hope it wont be able to break its way out of the meteor anytime soon.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on March 07, 2016, 12:29:59 pm
tell me it says 'attempt no landing here' XD
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 07, 2016, 12:37:28 pm
tell me it says 'attempt no landing here' XD
Actually, it says "Large, Physics-Defying Death-Piston-Ball here. Do not dig into this rock please. We like this server. "
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 07, 2016, 01:06:08 pm
Found the Bussard Ramscoop mod. There's plenty of comments from the author saying that attaching it to a spinning rotor will not work since it uses linear forward motion, but what if it gets pumped back and forth via a piston?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on March 07, 2016, 01:14:39 pm
Found the Bussard Ramscoop mod. There's plenty of comments from the author saying that attaching it to a spinning rotor will not work since it uses linear forward motion, but what if it gets pumped back and forth via a piston?

Ah, the Space Chomper. Always got to have one of those.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Drakale on March 07, 2016, 01:20:07 pm
AKA the Hungry Hungry Hippo drive
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 10, 2016, 10:31:02 am
Uh, im in a bit of a pickle. Remember the Physics defying Piston-Powered Reality Warper of Doom? Well, it ran out of fuel. My faction managed to capture it before some idiotic noob decided to see what it did. However, due to the warlike nature of the server, my team of crewmembers outvoted me on what to do. They didnt want to destroy it, they wanted to weaponize it as a retaliation for an Admin treating them unfairly. They snuck it into the Admins base, maxed out its fuel, and let her rip. It ripped a giant hole in the side of the station,and has currently got a kill count of about 12 people and has rendered 3 ships unusable. Even worse, theyve attached a grav lock to it so that if your ship goes near it it flies towards you. I need info on how i stop this thing. Its got enough uranium to last about 4 days real life, and by then i dont know how pissed the server runners are going to be!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on March 10, 2016, 11:57:32 am
Weapons tend to solve problems like that pretty well. :P
If in doubt, blow it up 8)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on March 10, 2016, 12:06:16 pm
I need info on how i stop this thing.

Charge it with a ship composed largely of warheads.  That should wreck something important.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 10, 2016, 12:32:41 pm
Well ya see, i would do that, but after i fracture the main bracing, dozens of mini-pistons will go everywhere. Furthermore, our nucleur warhead ship was one of the ones that blew up. Also, past attempts to use weapons have..... Been interesting. We tested shooting a smaller version ((that only had enough fuel for about 30 seconds)) and it.... Kinda teleported? Or something? Essentially, we are fighting a bug. We are fighting coding itself.

Oh, also, heres some stat updates on the kill-ball:
Casualties: 16
Ships damaged: 3
Ships destroyed/damaged until useless: 4
We initially put about 3 stacks of uranium into it. Due to 90% of the motion is caused by the game attempting to keep the pistons from noclipping, the fuels being used up very slow.

Oh, and in case your wondering, its composed of about 50 pistons.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on March 10, 2016, 05:44:48 pm
heh what server is this happening on?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 10, 2016, 05:48:49 pm
Heh, sounds like an oil fire. Nothing you can do but let it burn and pull up a chair and roast some hotdogs/smores/some other flammable snack.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 10, 2016, 06:37:43 pm
Its a private one. Which is good, because otherwise wed have too many players and it would shut down from lag

Edit: Casualty list just hit the 20 mark. Its been avoiding ships for the most part, but its currently heading into orbit around a planet that contains most of our bases. We had a friend who was an expert at nucleur warheads throw a few armed kinetic missles into it... And it shredded the missles into bits before the warhead detonated. Right now we are considering using a MAC cannon that fires ore, hoping the ore will jam enough pistons to inhibit it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 12, 2016, 05:01:22 pm
YES! WEVE GOT IT! ITS CONTAINED!

Edit: Nvm, it got out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 12, 2016, 05:28:03 pm
Huzzah! The entity is safely out of our hands! We managed to grab-lock it onto a ship and just had one dude hold down the "forward" key for about 5 minutes. We shouldn't be seeing that thing anytime soon

Final Stats
Casualtys: 22
Ships Damaged: 5
Ships Destroyed/Crippled: 3 (+the one we sent it off with.)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on March 12, 2016, 05:45:14 pm
Yeah, you guys will forget about it and in a few months it's going to return.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 12, 2016, 06:09:09 pm
Yeah, you guys will forget about it and in a few months it's going to return.

God, I hope not. Its got 3 stacks of power cells in it. How long will that last?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 12, 2016, 07:48:53 pm
Guys. Stop talking about it. I don't want to give RNGesus any ideas on how to spice up a boring day.

Edit: Crap forgot to say the prayer
Our father who art in random give us today our daily crits and let the dice rolls of my foes always be 1.
For thy is the random, the grind, and the rotations, forever.
Gaben
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 14, 2016, 12:58:05 pm
Designing a large ship, with torpedo ports along the sides and a couple in front. The ports are good, but there's two sections at the "corners" on the front that are just empty space. I don't know what to put in them. I don't want to leave them empty, I don't want to make them solid armor(too much weight), and they're too small for more torpedoes*. I don't want to put anything vital, since they're probably structurally vulnerable. It's a bit difficult to design since they're diagonal to the grid.

Do scaffolds(light armor ground down to minimal build level) apply as much weight as a fully built armor block?

*Maybe, if I changed the orientation a bit...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on March 14, 2016, 01:59:21 pm
Designing a large ship, with torpedo ports along the sides and a couple in front. The ports are good, but there's two sections at the "corners" on the front that are just empty space. I don't know what to put in them. I don't want to leave them empty, I don't want to make them solid armor(too much weight), and they're too small for more torpedoes*. I don't want to put anything vital, since they're probably structurally vulnerable. It's a bit difficult to design since they're diagonal to the grid.

Do scaffolds(light armor ground down to minimal build level) apply as much weight as a fully built armor block?

*Maybe, if I changed the orientation a bit...

Batteries, O2, and light cargo containers. If they get blown up, it's a small loss. Otherwise, they'll give you some more peak power and consumables reserve.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 14, 2016, 02:03:42 pm
Turns out the guy who took the deathball didnt actually abandon it. Hes got it powered down and hidden in a meteor. Me and the group are heading to his base now. We are nuking that damn thing. This madness must stop.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Wysthric on March 14, 2016, 02:46:32 pm
Turns out the guy who took the deathball didnt actually abandon it. Hes got it powered down and hidden in a meteor. Me and the group are heading to his base now. We are nuking that damn thing. This madness must stop.

Can you link me to where I can find the specs for this thing? I'm enjoying your story of it!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 14, 2016, 02:49:32 pm
Its really quote simple. A 2x2 cube of reactors covered in pistons. I think we caused it to become a weapon because we had two of them next to each other, and their pistons kinda ended up occupying the same space. Honestly, we werent even finished building it when it went haywire, and it has lost a ton of its parts. I think this might be like Wraith launching in Halo. Everyone Knows it can happen, and everyone knows how to make it happen, but for some reason theres some variables that just dont line up.

Correction: Actually, its a buchnof these cubes all attached to each other. Theres about 8 of them interconnected with pistons, with other pistons that get in its way. The reason i didnt realize this was because when it started glitching everything compacted into one tiny ball.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on March 15, 2016, 05:31:22 pm
Sounds like a pretty active server. How many people on at a given time?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 15, 2016, 05:35:42 pm
Not that many. We've got about 15 total, and only about 7 use it regularly. Occasionally the others will drop in from time to time. The Admin isn't allowing any more people due to overall lag. And this recent death ball fiasco certainly is not helping FPS, so i doubt we are going to have anyone new come on for a while.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on March 15, 2016, 08:28:34 pm
Do scaffolds(light armor ground down to minimal build level) apply as much weight as a fully built armor block?

Block mass is independent of build state or components added. So a heavy armor block that's finished, and a heavy armor block with a single steel plate and nothing else in it have the same mass on your ship.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 31, 2016, 05:27:33 pm
Just a heads up, today's update has done away with 32-bit and DirectX 9 support.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on April 01, 2016, 10:14:10 am
One thing that bugs me is a bug that doesn't let you hover down when you're really close to the surface. Even disabling the inertial thingamajigs does nothing at that point, all you can do is either hover up then down (and crash with the added momentum) or turn the reactors off.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 08, 2016, 05:07:16 am
Server is back up!

I forgot after I restarted my computer a day or two ago. >.>

Latest update includes server-side player movement in multiplayer. At (presumably) the cost of some rubber banding, this should mean you won't get stuck in walls, fall through the planet, be mysteriously unable to weld things, and so on. Hopefully.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on April 08, 2016, 03:37:09 pm
Server is back up!

I forgot after I restarted my computer a day or two ago. >.>

Latest update includes server-side player movement in multiplayer. At (presumably) the cost of some rubber banding, this should mean you won't get stuck in walls, fall through the planet, be mysteriously unable to weld things, and so on. Hopefully.

Are you sure it's up? I don't see it on my favorites list or on the main server list. I also haven't noticed it up for the last week or so, I thought you just gave up on it

Also I haven't had a chance to check, but apparently the multiplayer changes have caused a TON of problems with rubberbanding and random movement, mostly on low simspeed servers but I hear a lot of people are having trouble.

Anyway, the game is also on sale for 70% off ($7.50 in freedom dollars) if anyone has been waiting to get it - that's the cheapest it's ever been (afaik). I honestly can't recommend it at this point though unless you're ok with buying a VERY buggy game that may or may not ever get fixed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 08, 2016, 06:15:01 pm
I may need to check my port settings or something. I noticed the server tracking website I used hasn't been able to see my server for ages, but people were still joining despite that. Maybe tonight I'll fiddle with it. I'm curious to see how well the server-side characters work, since my computer should do a good job of keeping full Sims peed (if it's not I'll clean some garbage).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on April 09, 2016, 07:21:38 am
What do you think the chances are that if I got this game, that I'd be able to play with people from this forum?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on April 09, 2016, 10:34:41 am
What do you think the chances are that if I got this game, that I'd be able to play with people from this forum?

As long as your computer could handle it, pretty high. Then again, it depends what they are doing on the server. MAC guns, for example, slow framerate like molasses
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on April 09, 2016, 01:07:02 pm
https://www.youtube.com/watch?v=mbe4U-eW680&nohtml5=False
Rip.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on April 09, 2016, 01:55:06 pm
https://www.youtube.com/watch?v=mbe4U-eW680&nohtml5=False
Rip.

Not... sure if ironic or not.

It is just so highly dramatized it feels like a documentary on how aliens built the pyramids.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 09, 2016, 04:54:53 pm
Server is definitely working now! I figured it out with a couple people on the Discord channel.

It turns out that after restarting my computer, my wifi card turned back on (which I have for portability even though I use a wired connection). The wifi connection was using DHCP rather than a static IP, meaning that the server went wonky.

Server-side movement is so-so. You still tend to rubber band and have a bit of wonkiness, but I was able to mine without falling through the planet, and walk around in a lander without it vibrating me to death. I did have a problem where I couldn't walk in heavy armor plates, my character acted as if he was just bumping into a wall in zero gravity, don't know why. Anyway, it looks like going through walls/floors and getting murdered by your own ship are a thing of the past, so it's an improvement.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on April 09, 2016, 05:48:16 pm
It is just so highly dramatized it feels like a documentary on how aliens built the pyramids.
All it lacks is "Do you think that means what I mean because I think it means Aaron from Last Stand Gamers is ILLUMINATI CONFIRMED"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on April 11, 2016, 09:02:16 am
Ah, i gotta disagree with yoou guys. Aaron has been severely lazy about giving credit. Even if he built the actual vehicle from scratch, he still should say its not his work. I actually have a friend who got ripped off by him.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on April 11, 2016, 09:19:13 pm
How's this for a quality of life mod? (https://steamcommunity.com/sharedfiles/filedetails/?id=655922051)  (Mod Spotlight from Captain Shack, from before an issue with Sim Speed was fixed (https://www.youtube.com/watch?v=GphVQvb-eg4&nohtml5=False).)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on April 14, 2016, 09:40:42 am
It does things you can already do, but without you having to do any engineering. Which is the thing that the game is about.

Nanomachines, son. I ain't gotta explain shit.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on April 14, 2016, 10:30:15 am
It does things you can already do, but without you having to do any engineering. Which is the thing that the game is about.

Nanomachines, son. I ain't gotta explain shit.

Yeah, I don't get what's so great about that mod.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mech#4 on April 14, 2016, 10:35:18 am
It does things you can already do, but without you having to do any engineering. Which is the thing that the game is about.

Nanomachines, son. I ain't gotta explain shit.

Yeah, I don't get what's so great about that mod.

It seems quite similar to the repair system in "From The Depths". Along with mods for more weapons and the like, it'll probably help make the aftermath of battles less tedious with all the repairing by hand.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 14, 2016, 03:19:06 pm
Update 01.130

This one includes some good fixes!
-Ship movement is now server-side
Not having tested it, I would expect it to fix all the really weird behavior with landing gear. Hopefully not too prone to rubber-banding.
-Cargo ships are re-enabled
I disabled cargo ships a while ago because they were all crashing into planets. Then, Keen force-disabled them in worlds with planets. Now they're re-enabled and fixed! Cargo ships should now spawn in space, and not crash into planets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on April 14, 2016, 05:07:04 pm
How do they not crash into planets? Do they see the giant planet ahead of them and go "oh shit I better not hit that planet" and then not hit the planet?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: origamiscienceguy on April 14, 2016, 05:24:19 pm
How do they not crash into planets? Do they see the giant planet ahead of them and go "oh shit I better not hit that planet" and then not hit the planet?
each world has pre-determined planets, so they probably just spawn on a trajectory that won't hit a planet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on April 14, 2016, 05:34:02 pm
Update 01.130

This one includes some good fixes!
-Ship movement is now server-side
Not having tested it, I would expect it to fix all the really weird behavior with landing gear. Hopefully not too prone to rubber-banding.
-Cargo ships are re-enabled
I disabled cargo ships a while ago because they were all crashing into planets. Then, Keen force-disabled them in worlds with planets. Now they're re-enabled and fixed! Cargo ships should now spawn in space, and not crash into planets.

For what it's worth I've played on the server for a few hours and had zero rubberbanding problems with the astronaut, so I expect ships should perform ok. I think the people really having trouble are the ones playing on servers with low simspeed, your server is pretty much rock solid 1.0 so I don't think it should have any serious trouble.

Also a warning to anyone playing on the server - cargo ships on means argantavis is on. He won't attack your stuff if you are offline but he will randomly spawn instead of a cargo ship sometimes and come for you if you're online. Last I played his drones were broken and didn't attack so he was no threat.... but that might have changed. So build some turrets if you're in space.

RE: nanite block:

On one hand I agree, this game needs more engineering and less magical all-in-one blocks.

On the other hand, we can already use welder walls to build ships but they make lag if you have more then a very small number, and require pistons (usually stacked on each other) which are still buggy sometimes. The nanite block is also surprisingly a lot more balanced - welders are basically free (mostly iron), use virtually no power, and build very quickly. The nanite block uses a LOT of power and builds relatively slow and (probably, don't remember offhand) costs more than a whole wall of welders. The nanite block also builds too slow to be very effective at self-repairing in combat and uses too much power to stack tons of them to make you invulnerable.

So basically, while ideally we'd have more engineering, I sort of feel like it's a good compromise given the current buggy/unoptimized/unbalanced state of the game.

Edit: I did notice some minor rubberbanding that seemed to be related to cargo ships spawning. Nothing too annoying.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on April 18, 2016, 11:20:00 pm
Funny thing happened, I was playing on the server and an argentavis decided to raid me. I didn't want to deal with it (since I didn't have much ammo built and no combat ships) so I decided to lure it away from my base.

Spawned at the station in orbit to test if it would chase me there... and it did. So I flew away from the orbital platform into the gravity well..... it kept chasing me. So I just kept falling down to the planet and it kept chasing me. Eventually it's antenna went away, I figured keen programmed it to despawn if it got caught in a planet's gravity. I decided to land my spacesuit anyway and run around on the planet for a bit.

I'm running around on the planet and I notice a speck in the sky. It gets bigger and bigger.... and soon I can make it out - it's the argentavis! I guess it does not spawn with very much uranium and it burned it all up trying to chase me in the gravity well or something which is why the antenna went off. It fell into the distance but went behind a mountain so I didn't see exactly where it crashed

I couldn't find the wreck since I didn't have any hydrogen bottles or a ship, so if anyone wants to look for it there's a crashed argentavis somewhere relatively near new boatmurdered... I'd guess around 10km or so away, but it's really hard to say for sure. I'm also not sure what (if anything) survived the crash, so it might just be a crater with a few armor blocks or something.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Rift on April 19, 2016, 02:54:15 am
 :D Thats hilarious. yeah i noticed a Argentavis about when i was testing the new server-side movement (which seems to work pretty well actually since you can.. move... on a ship... while its moving... in a semi-reliable and actually useful fashion.. its not perfect but its progress). Anyway he launched some drones at my hammership,  which were easily shot down by my turrets, then i jumped away.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on April 19, 2016, 11:25:37 am
I've started to notice some problems with server side movement.

First was a grid attached to a rotor that was horribly desynced when I logged in, it would shoot off into my base at max speed, then reset half a second later and do it again, over and over again. It was obviously a client side problem since it didn't actually do any damage, and while it was destroying my FPS/UPS the server's simspeed was still 1.0

Second, I was flying a miner (with dampeners on, thankfully) and the game locked up. When I rejoined, the ship was stopped but it kept warping around like crazy. Attempting to remote control it caused it to shoot forward at much greater than the max speed, slam into an asteroid and explode. I thought for sure it had actually been destroyed, but after perhaps 10 - 20 seconds it finally reset back to the original position, but it was still glitching out.

Logging out and back in did NOT fix it either time - they were both glitched the exact same way. However, both problems were fixed, strangely enough, by cargo ships spawning. That seemed to sync the whole world back up. So if you end up with a glitching ship, just wait a few minutes for a cargo ship I guess.

Less seriously, if you are sitting in a ship that's docked to a connector it seems to start glitching out really bad after a couple of seconds, even if connector force on both connectors is 0%. Getting out of the cockpit seems to instantly fix this so it's less annoying.

Finally, not really related to ship desync, the inventory still gets desynced sometimes - i.e. ending up with ~0.01 of something that does not actually exist, which screws up your inventory so if you move say, an iron ingot it might move a steel plate instead. Annoying because I'm pretty sure they've "fixed" this at least twice so far.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 21, 2016, 11:41:45 pm
Update today! There's just some small stuff.

I found a huge abandoned mining ship in admin mode, with the back half destroyed and the reactors missing. I cut and pasted it outside the Space Bus Stop. Yours... if you can fix it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 22, 2016, 03:14:17 pm
Server is back up after a hotfix.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on April 22, 2016, 04:11:32 pm
Update today! There's just some small stuff.

I found a huge abandoned mining ship in admin mode, with the back half destroyed and the reactors missing. I cut and pasted it outside the Space Bus Stop. Yours... if you can fix it.
Was it a lander?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on April 22, 2016, 04:37:02 pm
Nope, it was my mining ship that I lost due to a glitch about two months ago, I'm surprised trash cleanup didn't get it. It's kind of amusing to think of it just drifting around for that long.

I've grabbed it and am in the process of salvaging it - thanks for saving it, I thought it was gone for good!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 22, 2016, 10:45:45 pm
Nope, it was my mining ship that I lost due to a glitch about two months ago, I'm surprised trash cleanup didn't get it. It's kind of amusing to think of it just drifting around for that long.

I've grabbed it and am in the process of salvaging it - thanks for saving it, I thought it was gone for good!
Yup. It was moving at only a couple meters per second, something like 6500 kilometers from earth. I only found it because I was sorting through "most active production blocks" in Space Master mode, trying to find the Space Bus Stop so I could teleport back to it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Shooer on April 22, 2016, 11:24:56 pm
Spent the past few days building my rocket to leave the planet.
Spoiler (click to show/hide)
Two hydrogen tanks per large engine.  Tons of materials.

Finally took off today. 
Spoiler (click to show/hide)
Found some asteroids and decided to stop and see if I could find any plat.  Pirates decided to show up and harass me.  Took out two but the final one suicide rammed.  I was partially at fault... well mostly.
Spoiler (click to show/hide)

I was able to reconnect one large engine to the two remaining tanks, both gyroscopes survived but had to be reattached.  One oxygen gen survived so not totaly screwed.
Worst part is I lost all 4 large cargo containers.  1Mkg of materials.  Gone.

THE MISSION CONTINUES.  Instead of building a rover base, I'm going to turn the remains of the rocket into a mobile rover base.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on April 24, 2016, 03:02:40 pm
Wow okay. I just joined the Boatmurdered server to play around and oh my god I couldn't do anything because of lag (Not sure if it's just my internet, the server, or the server-side movement update). As my shuttle was descending onto the planet, the shuttle kept rubber banding. After a while, I finally got the shuttle onto the ground, but when I got out of the chair, my character walked extremely slowly and was being tossed around the shuttle, despite it being immobile and docked to the ground. I died twice just trying to get out of it. Eventually, I was able to get out of my shuttle, but again my character walked and even ran extremely slowly and was constantly rubber banding. Strangely enough, my screen would sometimes shake side to side as though I was moving my mouse, even though I was not.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Antioch on April 24, 2016, 03:10:50 pm
How are planets now on multiplayer?

Last time I tried those they were basically unplayable even on LAN, just too many rubber banding and shit glitches in every possible way.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 24, 2016, 05:10:29 pm
Iffy. The extreme issues with falling through the floor, dying at random, and landing gear causing physics misbehavior are gone. Rubber banding can still be frustrating if server simspeed drops (mine does occasionally, even on an i7) or you have high latency/packet loss.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on April 24, 2016, 10:43:51 pm
Wow okay. I just joined the Boatmurdered server to play around and oh my god I couldn't do anything because of lag (Not sure if it's just my internet, the server, or the server-side movement update). As my shuttle was descending onto the planet, the shuttle kept rubber banding. After a while, I finally got the shuttle onto the ground, but when I got out of the chair, my character walked extremely slowly and was being tossed around the shuttle, despite it being immobile and docked to the ground. I died twice just trying to get out of it. Eventually, I was able to get out of my shuttle, but again my character walked and even ran extremely slowly and was constantly rubber banding. Strangely enough, my screen would sometimes shake side to side as though I was moving my mouse, even though I was not.

That's not normal. Multiplayer is still kind of broken, but not that broken.

I just logged in to check it and the server's simspeed is really bad, 0.2 which means the server is basically running at 20% speed (1.0 is normal). That's probably what caused all your problems, if the server's simspeed gets back up to 1.0 it should be much better.

Not really sure what's causing the simspeed drop, maybe someone left 5000 welders on, or some ship glitched into an asteroid, or maybe it's just another random bug.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 25, 2016, 03:34:20 am
Heh, you were on earlier and, well, I was wondering about your simspeed...

...I was trying to play Kerbal multiplayer with mods. I also had Black Desert running in the tray, plus the usual slew of Firefox tabs and such. I got into Kerbal and got 15 FPS. Checked performance monitor and GPUZ, my graphics card was running full tilt (wat) and I was using all of my 16GB of RAM. So I closed Black Desert and some other stuff, restarted Kerbal because it was still running slow, and that fixed it. I think I had a whole bunch of stuff trying to run off the page file.

Anyway, I can't actually see simspeed from the server console, only by connecting with the actual client. I've seen bad sim speed a couple times, I think it's more to do with some specific problems that shouldn't be happening than Space Engineers actually maxxing out my CPU, because starts and stops very suddenly and doesn't seem to coincide with big collisions or physics events in-game. So, please do report in this thread when you encounter bad sim speed, and when it was/what was going on.

In the mean time I've restarted the server for good measure, since it leaks something fierce. Just freed up 2GB of memory from that. Not as bad as Black Desert, which I habitually leave running for days on end, and will balloon from a starting memory allocation of 1-2 GB to, the highest I've seen it, 6.5GB if not restarted periodically.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on April 27, 2016, 11:49:18 pm
Server froze yesterday, it's back up now.

If you're playing and the server stops, consider PMing me or messaging me on Steam (http://steamcommunity.com/id/DFCSensei). It's not obvious from the console when it crashes and my restart-on-crash program only triggers if the server application closes itself, which it usually doesn't.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on May 06, 2016, 01:40:31 pm
Update yesterday includes sounds and other stuff. Connectors now lock in the same way landing gear does, which should prevent weird issues with connectors and desync. Also:

Quote
- fixed drilling on DS is pretty hard
I guess drilling will be easier now on the Boatmurdered server! Which is still up an even has people playing on it, despite the deadness of this thread.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on May 06, 2016, 01:56:47 pm
Doesn't this mean that connectors will now destroy everything the same way that landing gear do?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Morrigi on May 06, 2016, 08:48:11 pm
Knowing Space Engineers? Yeah, probably.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on May 07, 2016, 01:42:55 am
I thought they fixed landing gears destroying things when they moved ship positions server side. That's with client prediction of course, so it might look like it's destroying itself over and over but it actually won't be. ;)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 07, 2016, 03:09:46 am
I thought they fixed landing gears destroying things when they moved ship positions server side. That's with client prediction of course, so it might look like it's destroying itself over and over but it actually won't be. ;)

They did, landing gear has a few bugs - for example sensor large/small grid detection gets messed up sometimes and jump drive distance is incorrectly halved (basically it adds the ship masses as it should... then for some reason multiplies by 2 because there's two ships) but they actually work great now for sticking ships together. They even fixed the bug with locking landing gear onto planets making them desync and twitch all over.

The only exploding problems with "welding" (which is what they seem to call the new landing gear/piston lock/connector lock) is with piston heads detaching and/or exploding. I've only noticed that if you stack pistons directly on top of each other, they seem fine otherwise.

Quote
- fixed drilling on DS is pretty hard
I guess drilling will be easier now on the Boatmurdered server! Which is still up an even has people playing on it, despite the deadness of this thread.

Does anyone know what they mean by this? I haven't had a chance to check it out yet, and the only things I can think of are the lag it caused or the "pulses". The pulses are not dedicated server specific, and that would be a really..... odd way to word it if they fixed lag so I don't think it's either of those. I have no idea what else it could be though, mining seemed to work the same on DS as single player.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on May 16, 2016, 10:31:29 pm
Server is going down for a while as I am rearranging my bedroom, hopefully to be back up tonight.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mookzen on May 17, 2016, 08:04:07 am
Is there meaningful PVP in the game ? Something persistent and with a good amount of player involved. Or is it all just pew-pew, spawn-kill, griefing and server-hopping ?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on May 17, 2016, 09:43:01 am
Is there meaningful PVP in the game ? Something persistent and with a good amount of player involved. Or is it all just pew-pew, spawn-kill, griefing and server-hopping ?

I suspect it varies server to server. Probably the better ones are less public as well but I'd like to be corrected on that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on May 17, 2016, 10:40:49 am
Meaningful PVP occurs when you have a successful asteroid mining base, and a ship at least 100 units long. After that, most scrubs wont just bum-rush you, and youll be able to output enough firepower to do more than just annoy your enemy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 18, 2016, 01:13:16 pm
Is there meaningful PVP in the game ? Something persistent and with a good amount of player involved. Or is it all just pew-pew, spawn-kill, griefing and server-hopping ?

The game is nowhere near stable enough to handle large scale PvP at all, even 1v1 battles with medium sized ships lag it up (at least, last I checked).

As for what PvP is like - well, there's basically 3 kinds of PvP servers:

1. Limited sized worlds, typically around 50km^3, with centered asteroids. PvP on these servers is mostly eating newbies and raiding bases while the owner is offline. These servers are actually very rare now that planets have come out.

2. Unlimited worlds, with or without planets. If you build on a planet (or near the center if there is no planet) you are going to find your base raided while you're offline. Everyone else builds a jumpdrive ASAP and fucks off 10000km away where it's realistically impossible to find you (no radar or anything without mods) and there's basically no PvP at all. This is sort of the "default" server, unless they specify no PvP is allowed (which can't be enforced)

3. Creative mode, people join up and paste their ships in and blow each other up for fun. This is probably the only "real" PvP where you've got two people in combat ships fighting each other that you will actually see.

Space engineers is just not designed for PvP at all. There's nothing to fight over, near-infinite amounts of space to hide in, and no reason to ever interact with other players. Don't buy it expecting a PvP or Faction v Faction game.

Meaningful PVP occurs when you have a successful asteroid mining base, and a ship at least 100 units long. After that, most scrubs wont just bum-rush you, and youll be able to output enough firepower to do more than just annoy your enemy.

Just....no.

If someone finds your asteroid mining base or 100 block long ship, no matter how much firepower you put on it, it's dead. They can sit 801m away and snipe the turrets off while you're offline and there's nothing you can do about it. The recent patch that added spread to weapons didn't change anything, it just uses more ammo now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mookzen on May 18, 2016, 04:52:32 pm
[snip] Space engineers is just not designed for PvP at all. There's nothing to fight over, near-infinite amounts of space to hide in, and no reason to ever interact with other players. Don't buy it expecting a PvP or Faction v Faction game. [snip]

Thanks, that's what I suspected.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on May 23, 2016, 07:54:52 pm
I try to install as few mods as are necessary, but definitely I've found the SunSensor block to be something that's just irreplaceable. Well, scripts sorta work in SinglePlayer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on May 24, 2016, 04:17:23 am
Server will be down for a couple days most likely.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 26, 2016, 02:26:54 am
Server will be down for a couple days most likely.

Good time for it, apparently keen's havok license expired today which has caused the game's physics to fall apart completely and cause all sorts of gamebreaking "havok" (har har). I'm not exactly sure why the license expiring is causing the end user's client to self-destruct, I've never heard of anything like that for any other game ever... but I don't really know much about that sort of thing.

Anyway, hopefully they will fix it tomorrow, and in the meantime you can apparently work around it by setting your clock back a day if anyone is trying to play.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on May 26, 2016, 03:43:33 am
Heh, there was a game called Minimum that was completely unplayable (as in, would not boot) for months due to the license expiring on some middleware the developers used. That meant without warning the game became unusable and was still on the store for a while. It finally came back up, I guess they decided a couple months of development and having the game disappear for their customers for months was a better option than paying whatever the fee was to renew their middleware.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zaimoni on May 26, 2016, 04:01:43 am
I'm not exactly sure why the license expiring is causing the end user's client to self-destruct, I've never heard of anything like that for any other game ever... but I don't really know much about that sort of thing.
Digital Rights Management working exactly as designed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 26, 2016, 05:01:05 am
Heh, there was a game called Minimum that was completely unplayable (as in, would not boot) for months due to the license expiring on some middleware the developers used. That meant without warning the game became unusable and was still on the store for a while. It finally came back up, I guess they decided a couple months of development and having the game disappear for their customers for months was a better option than paying whatever the fee was to renew their middleware.

I actually own the game and never knew about this since I don't play it, Funny to see the peak players drop to single digit for a few months, I guess 5 people just tried to see if it worked yet at the same time? It looks like it was already rapidly dying before that though, so it's not a huge surprise they didn't want to pay to renew it, might have cost more than they'd make off the game.

Anyway apparently there was a hotfix that has fixed the SE license issue already, so problem solved.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on May 26, 2016, 10:48:47 am
Server will be down for a couple days most likely.

Good time for it, apparently keen's havok license expired today which has caused the game's physics to fall apart completely and cause all sorts of gamebreaking "havok" (har har). I'm not exactly sure why the license expiring is causing the end user's client to self-destruct, I've never heard of anything like that for any other game ever... but I don't really know much about that sort of thing.

Anyway, hopefully they will fix it tomorrow, and in the meantime you can apparently work around it by setting your clock back a day if anyone is trying to play.

It's probably because we are "testing" a dev version and not a finished product, so we're not using the "production" drivers for Havok or whatever.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on May 26, 2016, 04:10:19 pm
Server will be down for a couple days most likely.

Good time for it, apparently keen's havok license expired today which has caused the game's physics to fall apart completely and cause all sorts of gamebreaking "havok" (har har). I'm not exactly sure why the license expiring is causing the end user's client to self-destruct, I've never heard of anything like that for any other game ever... but I don't really know much about that sort of thing.

Anyway, hopefully they will fix it tomorrow, and in the meantime you can apparently work around it by setting your clock back a day if anyone is trying to play.

It's probably because we are "testing" a dev version and not a finished product, so we're not using the "production" drivers for Havok or whatever.

Actually apparently they included the wrong version of the havok DLL with SE instillation, they included the debug version which is what expires instead of the release DLL which does not. They've switched to the correct DLL and now it should never happen again (even if keen's license expires again).

Edit: Today's real patch finally fixed ship toolbars in multiplayer, so yay for that. No more setting your buttons up every time you log in, should make complicated ships much less frustrating to use.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on May 29, 2016, 06:21:11 am
Server is up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on June 20, 2016, 03:36:22 am
Been a while since someone posted on this thread, not sure if my post is worthy. But I need to know if what I was trying to do isn't possible after spending many hours on it. Frustration, man.

It's Conveyor/Sorter related. I simply wanted to make my base Storage-Centered, with a Storage room having 'modular' storage for all item types (Large Ore Container, Large Ingot Container, etc).
I wanted to make it so every thing would be drained from the Refineries/Assemblers/Etc into such containers, and that I could retrieve or move items around properly (i.e. I can manually move ingots to assemblers, but not ore. And I can retrieve any type of item from my main storage from anywhere).
Even though I used Sorters with Whitelisting/Blacklisting left and right, and even though I played a good amount of Factorio and Minecraft with tech mods, I still couldn't get it to work without the usual infinite feedback loops or Sorters magically drawing Blacklisted items from inacessible containers.

It made me realize that really, the game wants bases to have an "in-line" or "serial" conveyor design (i.e. Input [Docks/Etc] > Ore Buffer > Refinery > Ingot Buffer > Assemblers > Component Storage), so such generalized designs like mine (Main Storage > Everything Else) doesn't seem pratical or doable to me.

Since I can't get over the possibility that I might be derping, I must ask..did anyone ever do something like this? It seems simple and intuitive yet I can't make it work.
My solution was to get TIM (Teledan's Inventory Manager) script and what I couldn't do in 4+ hours it did in a split-second with 3 tags.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on June 21, 2016, 02:44:14 am
So I love the idea of the game. I am ready to build bases and ships like a madmen. However, is it worth it? Will these things I build ever be used for anything other than looking at and practicing on AI that doesn't pose a threat? Or is there some greater meaning to building things? If not, do the devs have anything planned?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on June 21, 2016, 03:01:22 am
you might want to look some let's play - I loved the idea of this but ended up playing Empyrion tons hours more, because the proportion between mining:building:doing cool stuff was not of my liking (even in creative!).

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on June 21, 2016, 03:02:29 am
It's called Space Engineers, the building part is supposed to be the cool stuff. :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on June 21, 2016, 05:05:43 am
Engineers, not Engineer

It really can be quite fun when you start with a bunch of people and just kinda develop some lore/stuff to do as you go along, but everything is better with other players.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on June 21, 2016, 05:34:17 am
I'm not the Creative Mode type, so the "build things because you can" don't really appeal to me either. But I got interested since playing on planets is pretty hard - until you get enough hours in to know all the tricks, but even then you could miscalculate a landing any time and explode different things in different ways.

So my goal is simply to build a decent base and leave the planet, then having a jump-capable ship. I lost a ton of time relearning the game, learning how to play on planets, and exploding myself (even "landing" on another ship and losing both), so it has been fun.
The only exception really was inventory management. Trying to play vanilla is just asking for suffering.

All that said, I wouldn't recommend the game for most people. If Empyrion had half of the silly technical features and physics, I wouldn't even play it as I still hate KSH.
I doubt enemy AI will ever be balanced. Cyber hounds, spiders and meteor storms are a distasteful joke. Empyrion is much, much earlier in development and that sort of thing was recently balanced and fun since release.

I also second that the game is much better with other people. Specially when no one knows anything and have to figure things out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Flying Dice on June 21, 2016, 10:19:12 am
Yeah, you might argue the welder/assembler rates, but playing on vanilla inventory space is pure masochism.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on June 21, 2016, 11:34:40 am
One issue I have is that there's no way to make Assemblers faster in the config without also making all the products take less resources.
Just because of that, I won't use the concrete mod anymore and just dump rock (also because it's way too heavy and building with it is a pain).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on June 24, 2016, 01:20:41 am
Maybe they should add air pressure and circuits. Anything that would let people make a sort of 3D SS13. THAT would attract a lot of attention.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on June 24, 2016, 01:28:13 am
It has air pressure (mostly), but so far no circuits or wiring.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on June 24, 2016, 01:42:09 am
Wiring would make the game a lot more complicated (but fun).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on June 24, 2016, 12:19:46 pm
So I love the idea of the game. I am ready to build bases and ships like a madmen. However, is it worth it? Will these things I build ever be used for anything other than looking at and practicing on AI that doesn't pose a threat? Or is there some greater meaning to building things? If not, do the devs have anything planned?

Right now, there's only token enemies, and multiplayer does not work well enough to have PvP battles (unless it's just you and a friend copy-pasting spaceships in creative mode to fight each other)

The developers used to talk about putting in better AI using "good AI" which is a separate AI company that they created that's trying to make a real-life artificial general intelligence, but they seem to have quietly swept that under the rug at some point. AFAIK there are no official plans to add better enemies/AI anymore (though they don't talk about what they are planning to add very often anymore so who knows?)

It's called Space Engineers, the building part is supposed to be the cool stuff. :P

The problem is there's no problems to solve, so "building cool stuff" means "building fancy but useless showpiece ships". That's fine if that's what you want to do, but they should have named the game "space designers" or something since it's not really engineering at all.

The only engineering in the game anymore is software engineering. If you can program you can make tons of neat stuff with the program block, but for everyone else - too bad. The block selection for stuff like sensors, actions that you can assign to timers, etc is all so limited that unless you use the program block (which "cheats" and has access to drastically more game data than it should) you can't do anything really cool.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on June 25, 2016, 05:41:44 pm
The Boatmurdered server will be down for two or three weeks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 21, 2016, 05:39:50 pm
Well it sure has been a while, but the server is back up! I now have broadband capable of actual server hosting. I am running the stable update branch. You can find me on Discord (see my sig) or Steam if you have any questions, or if the server has problems. It has the same map and settings as before- you still are forced to spawn in a planetary lander, and the game still pauses if there are no players online. All your bases are intact. Rift is apparently dead in his cryo chamber, but I'm sure he did something to deserve it.

There is a catch though! My new ISP, as is traditional for American broadband monopolies, has instituted a data usage cap. While it's fairly high, I may not be able to run the server if it uses too much data. I'm monitoring data usage by program and will keep you posted.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on August 21, 2016, 07:58:51 pm
as is traditional for American broadband monopolies

At least you get more than 0.15 Mbps (We have a 3.15 Mbps data plan, but corporations can be and are complete cancer). For all of my life, Windstream has had an internet monopoly in these parts so I've had garbo internet ever since I remember. If it wasn't so bad, I would probably actually hop on the server. Unfortunately though, my bad internet speeds are enunciated even more through my sister's avid Roblox use.

But I digress. Sorry. I'm just very, very salty over the whole situation.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 21, 2016, 08:42:28 pm
If you have router access, you can throttle her by mac address. >:)

Roblox is terrible anyway.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on August 21, 2016, 09:14:08 pm
If you have router access, you can throttle her by mac address. >:)

I'll look into that, thanks. All she plays are anime RP servers anyways, so I doubt a slower connection will do much to her.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on August 22, 2016, 01:33:58 am
So how is the situation on the server? I might be going back to SE after my Rust-rush wears off.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 22, 2016, 10:32:48 am
The map should be working as it was left off. The bases are still there, there's still hydrogen in your tanks, etc- you won't be using fuel unless somebody is online. The server seems to be working fine, but nobody from the outside of my network has actually connected yet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on August 22, 2016, 09:27:11 pm
The map should be working as it was left off. The bases are still there, there's still hydrogen in your tanks, etc- you won't be using fuel unless somebody is online. The server seems to be working fine, but nobody from the outside of my network has actually connected yet.

Tried looking for it earlier, didn't see it on my favorites at the old IP (obviously), but I also couldn't find it on the server list either.

Not sure what the problem is, can anyone else find it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on August 22, 2016, 09:32:57 pm
I looked for it earlier, but couldn't find it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on August 22, 2016, 09:53:37 pm
Alright, I assume someone in this thread bought a 4 pack and has a leftover copy. Does anyone want to trade it for either torchlight 2 or don't starve?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on August 22, 2016, 10:05:41 pm
Psttttttttttttttttt... (https://www.humblebundle.com/survive-this-bundle)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on August 23, 2016, 01:22:35 am
Psttttttttttttttttt... (https://www.humblebundle.com/survive-this-bundle)

I don't know if Space engineers is going to be able to keep my attention. That plus me not wanting any of the other games in that bundle makes me really hesitant to buy it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 23, 2016, 10:39:12 am
Seems to be some kind if issue. The port appears to be correctly forwarded on my router, so I'm wondering if the ISP blocks incoming ported traffic or something. I'll be looking into it.

Edit: Upon further research, it appears that I have to set port-forwards in the modem as well, not just the router. The local interface has no means of doing this, so I'll have to see if I can get access to the web interface.

In other words, back to asking my parents if I can forward ports rather than just stealing the router password like the good ol' days.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on August 25, 2016, 05:26:25 pm
Are there any good mods? As in, mods that are so good that people literally don't play without them?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on August 25, 2016, 05:35:46 pm
Actually, I'm seeing many workshop designs that go specifically without mods. It seems people prefer to work in vanilla. Probably in part that any update could easily break mods.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on August 25, 2016, 05:48:03 pm
Sooooo, anyone want to trade torchlight 2 or don't starve for a spare copy of space engineers?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on August 25, 2016, 05:52:22 pm
Are there any good mods? As in, mods that are so good that people literally don't play without them?
Here is a couple i just cannot live without.

Hacking station
http://steamcommunity.com/sharedfiles/filedetails/?id=728555954

Shield
http://steamcommunity.com/sharedfiles/filedetails/?id=484504816

Scanner
http://steamcommunity.com/sharedfiles/filedetails/?id=444539430

Ship Status
http://steamcommunity.com/sharedfiles/filedetails/?id=715138160

Configurable LCD Display
http://steamcommunity.com/sharedfiles/filedetails/?id=403921671

These are my go to, for the rest well, they are pretty much pack more customisation and such, but i have been away for quite a long time so i wouldnt be able to tell you wich block pack would be best, new weapons, refinery and stuff like that.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on August 25, 2016, 08:26:09 pm
The only mods I feel are really worthwhile are nanite control block and long range antennas

Longer range antennas because the devs clearly designed antenna range with super tiny worlds in mind, and have never bothered to rebalance them. That you can't even reach orbit from a planet surface with a laser antenna (and can barely do it with a regular antenna) is silly, and controlling your base/rovers/probes on the moon (or mars, or whatever) from your base on the earth planet feels so much... better than suiciding to respawn and control them yourself.

Nanite control block because buildings mid to large size ships by hand is a nightmare, welding them from a projection with a welding ship is not much better (the aoe on the welders causes so many problems), and dragging through a welder wall is incredibly laggy and also sometimes causes explosions when blocks randomly decide to clip into the welders while being dragged. Nanite control block is also one of the few mod blocks I feel is actually reasonably well balanced (power cost is huge).

Most other popular mods I've seen are either purely cosmetic (I build for function, not aesthetics) or are absurdly overpowered (most weapon mods....)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on August 26, 2016, 04:26:05 am
Ohhhh i didnt know about that nani mod, im adding it to my must have mods :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: H4zardZ1 on August 26, 2016, 07:22:47 am
Because my computer isn't too good, PTW for now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on August 26, 2016, 07:47:02 am
Yeah the game makes my pc cry if there are any mods on a server, even without major crashes are a big risk...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 26, 2016, 10:36:26 pm
I was fiddling around with the server a bit today. It appears it's quite possible to join my server if I'm on it through the Steam friends list, it just doesn't show up in the list of public servers. Still working on port forwarding.

Also, considering adding a number of mods with tiered (better and more expensive versions of) most of the tools and functional blocks in the game, what would you guys think of that?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on August 26, 2016, 10:39:51 pm
I was fiddling around with the server a bit today. It appears it's quite possible to join my server if I'm on it through the Steam friends list, it just doesn't show up in the list of public servers. Still working on port forwarding.

Also, considering adding a number of mods with tiered (better and more expensive versions of) most of the tools and functional blocks in the game, what would you guys think of that?
I want you in my Steam friends.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 26, 2016, 10:54:38 pm
That can be arranged -you will note there is a steam profile link in my signature- but be aware that I'm not actually on the server myself as a client super often. As such, the server isn't up presently. If anyone has ideas for how to save and/or pass around whatever server information is necessary to join without the server being present in the public list, let me know.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on August 27, 2016, 07:06:38 am
Added you as well, but there really should be a more presistent way to get in the server...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 27, 2016, 04:24:27 pm
Well, apparently, if you've joined through the friends list, the server will appear in your "history" tab. You can add it to favorites from there and join even if nobody is on the server. I suspect this will break if my IP goes dynamic though. Until I get port forwarding to work, that is the "best" way...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on August 29, 2016, 07:49:08 pm
Well, apparently, if you've joined through the friends list, the server will appear in your "history" tab. You can add it to favorites from there and join even if nobody is on the server. I suspect this will break if my IP goes dynamic though. Until I get port forwarding to work, that is the "best" way...

If you list the IP and port, people should be able to manually add the server to their favorites without having to join off the friend's list first. To add it, in the steam client pick view -> servers then pick add a server in the bottom right.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 31, 2016, 11:51:16 am
Is there any way I can get the IP and port from only having the in-game menu to go on? I have no idea what the port actually is, since as far as I can tell no ports are actually accessible to my IP. All I know is it's joinable through steam.

Also, new updates today! Stable branch gets inverse kinematics (that is, astronaut's legs bend to meet surfaces), there's a "new building system" (I'm not sure exactly how that works/when it was added to unstable) and oxygen pressurization is settable in world settings, defaulting to OFF (I'm pretty sure for my server is was like this already, but I can change it if my CPU can handle it). There's also a long list of minor bugfixes, as always.

So, yeah, if you figure out how to actually find the correct IP and port, let me know. In the meanwhile anyone who wants to join (or help find the IP) can message me on steam, I'll join the server as a client so you can join me through steam friends.

EDIT: 173.27.252.248:27016
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 31, 2016, 12:11:51 pm
Alright, double post, but it took me a minute to figure it out:

HOW TO JOIN BOATMURDERED:

One of two ways works. First you can add it to your Steam server list: In the Steam client (not in Space Engineers, but Steam itself) click "view" on the top left, next to "Steam" and "Friends". Choose servers and go to the favorites tab. On the bottom right there will be an "Add Server" button. Just add this IP: 173.27.252.248:27016

I also figure out you can create links that steam will open, automatically determine which game is being hosted, launch it and join automatically. They look like: steam://connect/173.27.252.248:27016

So in other words, my server is up and you can click THIS LINK (http://steam://connect/173.27.252.248:27016) to join instantly! I will add this to my signature. Tell if it stops working, my IP might have gone dynamic under my ass.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on August 31, 2016, 12:32:39 pm
I have successfully joined. Guess I'll play for a little.
And then lag makes me crash the landing ship. I still have enough power in a battery to last me 320 years, but I have no more production.
And then I stub my toe on a rock and die.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 31, 2016, 02:40:01 pm
Was the server simspeed at 1.0? (You can see by pressing SHIFT+F11) I was playing another game at the time and that might have affected server speed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Kot on August 31, 2016, 03:35:11 pm
Quick question - where do you live Sensei?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on August 31, 2016, 04:06:41 pm
I live in the midwest now, so I'm pretty centrally situated for US users, but euro users should probably expect poor connection.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on September 01, 2016, 11:02:27 am
Has keen improved the netcode at all?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 01, 2016, 05:36:22 pm
Yes and no. They mentioned a planned complete netcode rewrite, going from Steam Networking to something proprietary, which they haven't done yet. They did however improve network performance enormously by culling the amount of data sent (apparently the server was sending clients the state of the ENTIRE WORLD, now it just sends stuff near the client's position) and improving prediction, so it's usually pretty playable, at least last I checked. However, a couple people have reported falling through walls/the world/stubbing their toe and dying on planets, so something might be wonky. Maybe it has to do with the internet at my new location, but I only have a very small sample size to go off of so I'm not sure.

I also took some steps to improve simspeeds on the server, which were so-so before. I did a ton of manual garbage cleanup, and I even OC'd my CPU from 4.2 GHz to 4.7 GHz for about a 10% improvement in single-core performance (yes, physics is SE is single-threaded, Keen says they plan to change that in the future). I'm planning to implement some automatic garbage cleanup with SE Server Extender scripts and maybe add some mods for further optimization (although the simspeed is at a pretty solid 1.0 for now). That is, provided there's anyone actually playing to care.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 02, 2016, 12:20:26 am
So that I'm not taking over the entire thread and double posting constantly, I'm moving further boatmurdered server discussion to this new thread (http://www.bay12forums.com/smf/index.php?topic=160370.msg7160124#msg7160124) in the Play With Your Buddies subforum.

Latest update, though, is that my computer crashed and the save file appears to be gone, so there's that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 10, 2016, 06:40:18 am
I'm stuck on the ship building tutorial. I have no "new ship" buttons in my toolbar manager screen and trying to place the landing gear by itself just says "landing gear is not available for station".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on September 10, 2016, 12:04:00 pm
Press G, choose the ship creation block.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 10, 2016, 01:39:41 pm
Press G, choose the ship creation block.

I don't see it, and searching gives nothing. I did get around it though but building my ship while it was floating around though. I would still like to know the answer though.

Also, I am now on a survival world and am trying to build a new ship. I placed a landing gear on the starting station  (don't know why it worked this time) and added some light armor, but now I can't place a cockpit. No idea why.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 10, 2016, 02:15:45 pm
Don't do the tutorials. They're buggy, broken, and in the case of the shipbuilding one, out of date: There no longer is a "new ship" button, you just place a block in space now.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on September 10, 2016, 02:33:01 pm
Don't do the tutorials. They're buggy, broken, and in the case of the shipbuilding one, out of date: There no longer is a "new ship" button, you just place a block in space now.

^^this

Adding tutorials when they did was an incredibly stupid mistake on keen's part - they've been buggy, broken, and out of date almost the whole time they've existed and have probably confused far more people than they've ever helped.

If they can't spare someone to update them and make sure they work every patch, they should just remove them for now.

Press G, choose the ship creation block.

I don't see it, and searching gives nothing. I did get around it though but building my ship while it was floating around though. I would still like to know the answer though.

Also, I am now on a survival world and am trying to build a new ship. I placed a landing gear on the starting station  (don't know why it worked this time) and added some light armor, but now I can't place a cockpit. No idea why.

do you have interior plates? iirc cockpit uses interior plates not steel plates.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 10, 2016, 04:31:39 pm
Ah no I don't think I had plates. Thanks. Now I can finally build that lifting ship to salvage every other starting ship that I have managed to crash within walking distance of my base :)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 10, 2016, 05:37:04 pm
If you want, feel free to join the Bay 12 Space Engineers server, and/or the Discord voice chat. We can teach you the details of how to play, and you'll have someone to show your ships off to, if you don't crash them. :P

There's links to both in my signature.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 14, 2016, 02:50:53 am
Are ore detectors broken on planets? Because I'm not seeing any ore signatures, even with my drill right next to some ice. I've tried a powered large ore detector too. Nothing.


Also, wtf is with the dogs? I leave the base and come back, and there are 12 dogs gnawing on my base leg, so I shoot their very odd hitboxes with a gun that vibrates like mad and generates so much smoke that it's pointless to aim with it, and then they drop caches of parts.... Who thought that was a good idea?


EDIT: Nevermind, it seems that I needed an antenna to see what the ore detector pings.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on September 14, 2016, 09:55:50 am
You need the antenna if you're not inside the vehicle with the detector, I guess. Normally you can only see it when boarded.

Also for mental sanity, consider disabling the damn dogs...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 14, 2016, 10:51:17 am
I have not posted here and I probably should.

The tutorials did fine until 144 came out. Then everything changed.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 14, 2016, 11:54:09 am
Ok so I tried to build a small ship with atmospheric thrusters and it basically just fell on it's side and wouldn't move. I think it was a combination of only having one small reactor and landing gear. Got an overload message. But it got me thinking. One reactor wasn't strong enough to power just 2 small thrusters or 2 thrusters aren't strong enough to lift a bare necessities ship, so how many reactors and thrusters do I need? Also, trying out the prebuilt ships on earth start turned out horribly. How are you suppose to mine down into the planet without the ship falling apart?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on September 14, 2016, 12:07:21 pm
How are you suppose to mine down into the planet without the ship falling apart?

You engineer a better design than the workshop garbage.

My go-to atmos miner uses a small block large reactor for power. That gives more than enough juice to fly. Before I tried several small reactions, and as you found they proved inadequate.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 14, 2016, 12:08:57 pm
As you mine your miner gets heavier and you'll find its controls completely change. It may become immobile. A lot of designs have a weight cap much lower than max storage provides.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 14, 2016, 12:57:29 pm
Seems I need to clarify. I had trouble building a non-mining, just moving around ship. My worries with the mining ship is that brushing up against rock rips the ship apart.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on September 14, 2016, 01:02:16 pm
Small reactors are pretty terrible generally, I tend to build my small ships around a large reactor instead.  As for a mining vessel, the drills themselves don't take damage when active (at least from contact) and they clear a decent sized space around themselves, as long as your mining vessel has a profile that isn't larger than that envelope you will usually be fine.  That said some incidental damage (from flying debris, etc.) is pretty much unavoidable.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on September 14, 2016, 01:38:58 pm
Also, wtf is with the dogs? I leave the base and come back, and there are 12 dogs gnawing on my base leg, so I shoot their very odd hitboxes with a gun that vibrates like mad and generates so much smoke that it's pointless to aim with it, and then they drop caches of parts.... Who thought that was a good idea?

It used to be worse. They'd explode like creepers. We thought it was an april fools joke, but it was permanent....
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 14, 2016, 11:08:10 pm
Yup. They updated and overnight, dedicated server owners were finding everything destroyed while they were away. Actually it's news to me that they disabled the explosions, but I still think it's awful that they go after structures instead of the player directly, meaning you have to babysit your stuff. I consider disabling them to be the default option, in fact they are disabled by default in the dedicated server config.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 14, 2016, 11:33:17 pm
Well they do go after you, but doing anything other than staying away from them will quickly get you killed.

And I would disable them, if I didn't get gobs of parts from them :D

Let them gnaw at one of my many base feet, I get hundreds of parts in return.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 14, 2016, 11:42:23 pm
They do not make it easy to mine, which just makes them frustrating because mining early on is slow enough. They are merely there to grief you early game.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 14, 2016, 11:44:08 pm
They do not make it easy to mine, which just makes them frustrating because mining early on is slow enough. They are merely there to grief you early game.

Don't forget about being an endless waste of ammo!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 14, 2016, 11:51:04 pm
They do not make it easy to mine, which just makes them frustrating because mining early on is slow enough. They are merely there to grief you early game.

Don't forget about being an endless waste of ammo!

The Notch school of software design. Grief players in a construction game for no reason. As if players themselves wouldn't do it to each other enough.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 15, 2016, 01:28:20 am
O my god, I am imagining collecting hundreds of dogs and then leading them all to someone's base.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on September 15, 2016, 10:31:08 am
Yup. They updated and overnight, dedicated server owners were finding everything destroyed while they were away. Actually it's news to me that they disabled the explosions, but I still think it's awful that they go after structures instead of the player directly, meaning you have to babysit your stuff. I consider disabling them to be the default option, in fact they are disabled by default in the dedicated server config.

Were'ent they removed in favor of regular wolves?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on September 15, 2016, 12:00:21 pm
Think they are doing that when they release the next real update, yes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 15, 2016, 12:16:24 pm
I mean, I don't know because I disabled them immediately and never enabled them again. In fact I've never seen a wolf while playing the game personally.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 16, 2016, 05:49:19 pm
Wow I have encountered an annoying bug. That window that opens then you access inventory/controls/etc. randomly closes for me, and often. I have hard time accessing stuff and am randomly shooting my cargo boxes. Does anyone know why this is happening suddenly?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on September 16, 2016, 11:40:44 pm
Wow I have encountered an annoying bug. That window that opens then you access inventory/controls/etc. randomly closes for me, and often. I have hard time accessing stuff and am randomly shooting my cargo boxes. Does anyone know why this is happening suddenly?
Well... last time something similar happent to me was because my keyboard was a tad dirty. Also i got one hell of a problem, sometime, and its not a joke K? Im dead serious, when my fridge complete its cooling cycle my keyboard randomly stop working for a few second and my tower sends me a peripheral disconnection sound.... I had that problem on a frakencomputer that i built using spare part and old part, barely compatible between themself, to a new bad ass computer that took my last peny.... i changed keyboard i changed everything for new and problem still exists...... Im starting to think my fridge is fighting my computer.....
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: miauw62 on September 17, 2016, 08:02:54 am
They do not make it easy to mine, which just makes them frustrating because mining early on is slow enough. They are merely there to grief you early game.

Don't forget about being an endless waste of ammo!

The Notch school of software design. Grief players in a construction game for no reason. As if players themselves wouldn't do it to each other enough.
except minecraft's problems are far, far deeper than that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on September 17, 2016, 11:10:55 am
The Notch school of software design. Grief players in a construction game for no reason. As if players themselves wouldn't do it to each other enough.
except minecraft's problems are far, far deeper than that.

Really? How so?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 17, 2016, 11:42:50 am
Huh, it seems that the dogs mostly leave you alone if you don't build a station. Which means my base is now standing on landing gears with 4 station blocks to the side so I can farm parts from the dogs occasionally.

Also, what is the IP for the Bay12 server and is it to the point where so many resources have been mined and things built that it's basically creative? Or is it actually creative?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on September 17, 2016, 11:52:38 am
Hey y'all. You might remember me from the time i told you of the giant ball of pistony death.



Well, now the server is in danger again. My friend sent me a message saying that he was working on a "Ship Powered By Rubber-Banding."

What is this, and would this potentially spell death for the servers FPS?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 17, 2016, 12:44:07 pm
It's a gravity drive. It uses gravity blocks and mass blocks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on September 17, 2016, 12:54:35 pm
What are the chances it will destroy framerate?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 17, 2016, 02:38:44 pm
With ping what are the chances it will work? I dunno.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on September 17, 2016, 03:57:35 pm
….I stopped him. he got pissed, but then i pointed out that he always complains about MAC Cannons taking up fps and this was like a MAC cannon x10. So, yeah. Server saved once again by the great and venerable Porkins!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: coleslaw35 on September 17, 2016, 07:15:58 pm
….I stopped him. he got pissed, but then i pointed out that he always complains about MAC Cannons taking up fps and this was like a MAC cannon x10. So, yeah. Server saved once again by the great and venerable Porkins!

Our hero.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: stabbymcstabstab on September 17, 2016, 09:21:45 pm
….I stopped him. he got pissed, but then i pointed out that he always complains about MAC Cannons taking up fps and this was like a MAC cannon x10. So, yeah. Server saved once again by the great and venerable Porkins!

Our hero.
*Swoons and collapses.*
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on September 17, 2016, 09:22:37 pm
For good measure i "accidentally" ran one of my Kamikaze drones into his prototype ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 18, 2016, 02:18:00 pm
Could someone help explain why my conveyor tubes are still red? I have they have access to power and are fully built connecting two conveyors. Is there a limit to how long the tubes can be?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on September 18, 2016, 02:31:51 pm
Could someone help explain why my conveyor tubes are still red? I have they have access to power and are fully built connecting two conveyors. Is there a limit to how long the tubes can be?


sometimes it doesn't update properly, then just waiting works. it could also be that the conveyor blocks do not belong to you or are switched off i think.


no maximum length that you could easily hit afaik, i have built some pretty long ones.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on September 19, 2016, 12:26:04 pm
Depending on the power source, usually the problem is that a reactor powering the conveyor needs fuel from a container that is delivered via conveyor... but when that happens the whole station/ship is powered down anyway, which is probably not the case?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 19, 2016, 04:36:42 pm
Depending on the power source, usually the problem is that a reactor powering the conveyor needs fuel from a container that is delivered via conveyor... but when that happens the whole station/ship is powered down anyway, which is probably not the case?

Yeah the connection is basically

R-C---------C

R = Reactor
- = conveyor tube
C = Conveyor
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on September 20, 2016, 01:54:55 am
Wow I have encountered an annoying bug. That window that opens then you access inventory/controls/etc. randomly closes for me, and often. I have hard time accessing stuff and am randomly shooting my cargo boxes. Does anyone know why this is happening suddenly?
Well... last time something similar happent to me was because my keyboard was a tad dirty. Also i got one hell of a problem, sometime, and its not a joke K? Im dead serious, when my fridge complete its cooling cycle my keyboard randomly stop working for a few second and my tower sends me a peripheral disconnection sound.... I had that problem on a frakencomputer that i built using spare part and old part, barely compatible between themself, to a new bad ass computer that took my last peny.... i changed keyboard i changed everything for new and problem still exists...... Im starting to think my fridge is fighting my computer.....
Are you using a decent surge protected power strip or just a cheap shitty one?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 20, 2016, 02:02:32 pm
Ok the multiplayer of this game is really starting to piss me off. I had the start from scratch multiple times because whenever you log off (or in most cases crash) your lander despawns and you have no medical bay to respawn to. Well I finally got my base set up and salvaged everything from my lander and was ready to log off, this time not losing the hydrogen bottles and other things I built. I put my stuff in a cargo container and then logoffcrash. I log back on later, aaaaaaaaand it's gone. So what is the point in playing this game on multiplayer of I will lose items even if they are in cargo containers???? How do people keep their stuff from disappearing!?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Exerosp on September 20, 2016, 02:36:25 pm
Ok the multiplayer of this game is really starting to piss me off. I had the start from scratch multiple times because whenever you log off (or in most cases crash) your lander despawns and you have no medical bay to respawn to. Well I finally got my base set up and salvaged everything from my lander and was ready to log off, this time not losing the hydrogen bottles and other things I built. I put my stuff in a cargo container and then logoffcrash. I log back on later, aaaaaaaaand it's gone. So what is the point in playing this game on multiplayer of I will lose items even if they are in cargo containers???? How do people keep their stuff from disappearing!?
Merge your spawner into a station and they're usually permanent, could be that you run out of energy at the stuff you built?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 20, 2016, 03:17:11 pm
Ok the multiplayer of this game is really starting to piss me off. I had the start from scratch multiple times because whenever you log off (or in most cases crash) your lander despawns and you have no medical bay to respawn to. Well I finally got my base set up and salvaged everything from my lander and was ready to log off, this time not losing the hydrogen bottles and other things I built. I put my stuff in a cargo container and then logoffcrash. I log back on later, aaaaaaaaand it's gone. So what is the point in playing this game on multiplayer of I will lose items even if they are in cargo containers???? How do people keep their stuff from disappearing!?


Merge your spawner into a station and they're usually permanent, could be that you run out of energy at the stuff you built?
I already solved my spawner problem. Now I have the problem of losing my stuff (that is not on my person but rather what I have put into cargo) upon disconnecting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on September 20, 2016, 03:23:57 pm
As far as I know stuff in containers doesn't vanish when you log out. Either someone took it or you misplaced it. Item ownership isn't even tracked, only block ownership.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 20, 2016, 03:57:49 pm
As far as I know stuff in containers doesn't vanish when you log out. Either someone took it or you misplaced it. Item ownership isn't even tracked, only block ownership.

I would of thought that too, if it wasn't that everything else I had was untouched and the only stuff I lost was stuff I put into cargo just before logging off. IE 4 tools 2 hydrogen and oxygen tanks and some ammo. If someone wanted to steal from me they could have taken more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on September 21, 2016, 05:21:45 am
Wow I have encountered an annoying bug. That window that opens then you access inventory/controls/etc. randomly closes for me, and often. I have hard time accessing stuff and am randomly shooting my cargo boxes. Does anyone know why this is happening suddenly?
Well... last time something similar happent to me was because my keyboard was a tad dirty. Also i got one hell of a problem, sometime, and its not a joke K? Im dead serious, when my fridge complete its cooling cycle my keyboard randomly stop working for a few second and my tower sends me a peripheral disconnection sound.... I had that problem on a frakencomputer that i built using spare part and old part, barely compatible between themself, to a new bad ass computer that took my last peny.... i changed keyboard i changed everything for new and problem still exists...... Im starting to think my fridge is fighting my computer.....
Are you using a decent surge protected power strip or just a cheap shitty one?
It doesnt affect anything exept my mouse, my power level monitoring software doesnt register high or low power spikes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on September 21, 2016, 09:45:01 am
There's pretty much only one way that a non RF emitting device can affect another, through faulty wiring.
I would initially suspect a grounding problem that's not enough to trip a GFCI, assuming you're on one.

An alternative way, though highly improbable, is that some component is failing is exactly the right/wrong way to cause it to become highly RF emitting.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on September 21, 2016, 10:43:36 pm
There's pretty much only one way that a non RF emitting device can affect another, through faulty wiring.
I would initially suspect a grounding problem that's not enough to trip a GFCI, assuming you're on one.

An alternative way, though highly improbable, is that some component is failing is exactly the right/wrong way to cause it to become highly RF emitting.
I would go for that, its an old fridge, the only thing that did not change was my mouse, so i guess something is interfering with it, its not EVERY time, but sometime now. its much less frequent.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 22, 2016, 02:58:32 pm
*sigh*

Conveyor tubes are still red. Tubes connected properly from one conveyor to another. One of the conveyors has another set of working tubes on it, so I know they are connected and powered (or at least should be getting power)

Is there some debug mode that will let me examine this?

EDIT: I FIXED IT!!! It turns out that conveyors won't work unless the structures they are connecting are also connected by other blocks. Seems like a very bad design choice.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 22, 2016, 06:05:29 pm
Ok new question. I connected my cockpit (by one of the 2 small ports at the back) to a connector via small conveyor tubes. The tubes turned green however items cannot be moved from the cockpit to the collector. What am I missing?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on September 22, 2016, 06:26:55 pm
Small Conveyors can only transport some items - namely things like ore and ammunition. If you want to transport anything else in a small ship, you'll have to use the bigger conveyors.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on September 23, 2016, 02:18:15 am
Man I love how things blow up in this game... Too bad I'd never allow it due to how impossibly long everything takes to build.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on September 23, 2016, 03:27:32 am
Save it as nlueprint and load it up in a projector for repairs? It become much easier, there is even mod ( nano repair or nanite system? i dont remember, sure it uses a lot of power but as long you have the part in your hold you can repair anything anywhere even if you cannot reach it with normal tools. Personally im a big fan of the extended range welders mod, they arent bigguer wich doesnt increase lag, but since they are further away from the welders you can repair much deeper.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on September 23, 2016, 11:19:29 am
I'm definitely going to use a mod next time I have to build ships using a projector. Small ships are especially hard, because far too often an unbuilt piece ends up completely surrounded by other blocks and you can't construct it anymore (even if it's in range of the welder).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 23, 2016, 12:47:15 pm
The nanite mod is wireless so it's the best for repairs and building.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on September 23, 2016, 06:59:22 pm
With nanite tho, be prepared it sucks power if you start on planet and might take a while before you can afford, a gravel extractor mod is god send too, a wee bit on the cheaty side but just lightly so as it doesnt give in big quatity, take long time and eat up decent amount of gravel.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 27, 2016, 12:52:53 pm
2 questions.

1) How do I get my turret to stop trying to shoot through my ship to hit enemies, thereby opening huge holes in my ship?

2) I have 3 large hydrogen thrusters connected to a hydrogen tank. A conveyor tube leaves the tank, connects to a conveyor in which itself is connected to one of the hydrogen thrusters, and then 2 conveyor tubes come off that conveyor and connect to two other hydrogen thrusters. Yet only the thruster directly connected to the conveyor is working. Could someone tell me why?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 28, 2016, 12:05:10 am
I think I saw the first problem mentioned in dev branch patchnotes, so they might have already fixed it in dev. The second problem is weird, but it's possible the other thrusters have separate grid ID's, if you placed them detached at first.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 28, 2016, 08:07:22 pm
I reattached the hydrogen thrusters and it worked, thanks!

Now I have a new problem. My small ship for travel seems to spontaneously explode. I literally watched it just shatter for no reason. It was thrusters off with locked landing gear on the ground.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on September 28, 2016, 08:49:55 pm
Dont lock ships to planets, causes bugs and salt.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on September 29, 2016, 09:16:00 am
Dont lock ships to planets, causes bugs and salt.

I have also tried one without landing gear. Also blew up.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on October 10, 2016, 06:46:36 pm
Alright I made it into space and have been trying to figure out the design of my mothership. I made all the different rooms as separate blueprints with the intent of building the armor and shape around them after I've slapped them together. Problem is, when I try and stick one of the blueprints onto my ship the entire ship explodes into pieces...

It's an oxygen farm with 2 rotors and a piston. It all works find when I test it unattached (well, sort of, I've had rotors turned off and without power and with breaking set to max and every combination of these things rip themselves to pieces when I try to modify the rotor settings), but when I try to attach the blueprint to my ship everything goes to hell. And the weird thing is I have a solar panel room that works just like the oxygen farm one, yet those are perfectly fine when I add them!

Is this a known bug? Is there a work around? What the hell is going on?

----------------------------
I just had an idea... when I attach two pieces of ship together with merge blocks, can I then connect them via normal armor blocks and remove the merge blocks?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on October 11, 2016, 02:35:53 pm
I just had an idea... when I attach two pieces of ship together with merge blocks, can I then connect them via normal armor blocks and remove the merge blocks?


Yup. probably the way to go if you're having trouble with the merge blocks. Plus the merge blocks use energy while merged I think.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on October 11, 2016, 03:21:08 pm
 Rotors and pistons are rather strange objects. Watch out when they are in use.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on October 11, 2016, 03:37:51 pm
One of these days I want to actually force developers to actually make their own buildings themselves using their own tools.

Sure you get little big planet where exactly that happened...

But Space Engineers? Yeah SOOOOOO sure you created that whole tutorial area in game.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on October 11, 2016, 10:17:28 pm
Well it seems that pasting my oxygen farm room by itself is now making it freak out and explode... but not only that, pasting it made MY CURRENTLY STATIONARY OXYGEN FARM ROOM MILES AWAY EXPLODE TOO!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on October 12, 2016, 12:11:08 am
Well it seems that pasting my oxygen farm room by itself is now making it freak out and explode... but not only that, pasting it made MY CURRENTLY STATIONARY OXYGEN FARM ROOM MILES AWAY EXPLODE TOO!
Isnt there a physic law or quantum law about 2 identical object cannot exist at the same time or something like that? On a more serious note, wtf? Thats an interesting bug.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 12, 2016, 01:04:20 am
Aaaaah, Page 100. A great 3-year ride. A toast, to the continuing refinement of the "Engineers" series of games!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Glloyd on October 13, 2016, 03:34:01 am
Aaaaah, Page 100. A great 3-year ride. A toast, to the continuing refinement of the "Engineers" series of games!

Oh yeah, medieval engineers is a thing. How is that coming along? Haven't played it since it came out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on October 13, 2016, 10:55:00 am
Well it seems that pasting my oxygen farm room by itself is now making it freak out and explode... but not only that, pasting it made MY CURRENTLY STATIONARY OXYGEN FARM ROOM MILES AWAY EXPLODE TOO!
Isnt there a physic law or quantum law about 2 identical object cannot exist at the same time or something like that? On a more serious note, wtf? Thats an interesting bug.

Yeah, I remember I once wasted an entire period by using this law to prove to my pre-calc teacher that math isn't applicable to the real world.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on October 13, 2016, 11:28:35 am
Oh yeah, medieval engineers is a thing. How is that coming along? Haven't played it since it came out.

It seems to be coming along. They're focusing on generating interesting terrain right now. Dunno where the game is going though. Need some better NPC system, and support for custom textures.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on October 20, 2016, 06:11:17 pm
Does anyone know of a good, recent guide to LCD panel editing? I want them to display things like how much hydrogen and oxygen are in their tanks, how much energy is in the batteries, whether air pressure has been lost somewhere, and other such things.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on October 20, 2016, 06:58:27 pm
This ought to be what you're looking for. (http://steamcommunity.com/sharedfiles/filedetails/?id=403921671)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on October 20, 2016, 07:04:54 pm
This ought to be what you're looking for. (http://steamcommunity.com/sharedfiles/filedetails/?id=403921671)
Cant live without it and a few other very nice LCD scripting thing, like the one that reproduce your ship and report damaged, forgot the name dangit...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on October 20, 2016, 07:46:44 pm
This ought to be what you're looking for. (http://steamcommunity.com/sharedfiles/filedetails/?id=403921671)
Cant live without it and a few other very nice LCD scripting thing, like the one that reproduce your ship and report damaged, forgot the name dangit...

Looks nice. I will check it out later.

I just discovered a problem. One of my rooms is not airtight. Everything is armor, doors, or conveyor blocks. The conveyor blocks and doors are surrounded on all 4 sides, side to side, by armor so I know it's not them. I can't find any gaps. I THINK all my armor blocks are sealed (I have an interesting pattern of slope blocks). How do I figure this out?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on October 20, 2016, 10:35:44 pm
This ought to be what you're looking for. (http://steamcommunity.com/sharedfiles/filedetails/?id=403921671)
Cant live without it and a few other very nice LCD scripting thing, like the one that reproduce your ship and report damaged, forgot the name dangit...

Looks nice. I will check it out later.

I just discovered a problem. One of my rooms is not airtight. Everything is armor, doors, or conveyor blocks. The conveyor blocks and doors are surrounded on all 4 sides, side to side, by armor so I know it's not them. I can't find any gaps. I THINK all my armor blocks are sealed (I have an interesting pattern of slope blocks). How do I figure this out?

It's not easy to find leaks. Checking which blocks are airtight on the wiki is the next step.

Another oxygen script is "oxygen production control" by kryptur. It's good for space bays and other depressurizing measures.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on October 21, 2016, 04:30:46 am
Note: the wiki is WAAAAY out of date. For example, it incorrectly lists merge blocks as airtight - they are not.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on October 22, 2016, 03:59:35 pm
Well this sure is pissing me off. I have one room left and I cannot for the life of me figure out why it isn't air tight. I have literally turned it into a box of just armor full blocks and conveyor junctions and the airvent still won't activate. The rooms right next to it are fine so I know air is getting to the vent..... I just can't figure it out!!!!!!!!!!!!!!!!!!!!

Is there a way I can put this ship somewhere so you guys can take a look at it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on October 22, 2016, 04:32:16 pm
Upload to Steam Workshop?

Also, is it the room itself and not the vent? Does all the air in the next room whoosh out when you open the door?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on October 22, 2016, 04:52:55 pm
Upload to Steam Workshop?

Also, is it the room itself and not the vent? Does all the air in the next room whoosh out when you open the door?

Yes all the air from the next rooms flow inward and their vents go yellow when I open the doors.

I published the ship. It's titled "GRAY-Class Mothership"
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 14, 2016, 01:58:56 pm
Out of nowhere, Space Engineers now has achievements.

Honestly, my first reaction to this is "no... just, no".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vicomt on November 14, 2016, 02:55:16 pm
Upload to Steam Workshop?

Also, is it the room itself and not the vent? Does all the air in the next room whoosh out when you open the door?

Yes all the air from the next rooms flow inward and their vents go yellow when I open the doors.

I published the ship. It's titled "GRAY-Class Mothership"

have they still not fixed that yet? I swear we hit this same issue a year ago. we gave up.
months later we heard something about some fixes, tried again, still broken, still causing waaaaaaay too much processor overhead. gave up again.
personally I think there's some thing fundamentally wrong in their oxygen flow algorithms, but I CBA to go dig through their code and find out what they're doing. Head too full of telecoms these days.

We (my Bro and I) have recently being playing Empyrion - Galactic Survival and having a ball creating MASSIVE ships. EGS doesn't have the bells and whistles of SE, no conveyors, no rotors, no oxygen pressurisation. But the freedom that gives the engine, in turn allows us to create things that would melt PC's if you tried it in SE.

Still, I'll go back to SE at some stage, see if they've fixed things. And probably give up again.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 10, 2016, 03:40:53 am
So apparently last Thursday they released a substantial update (http://forums.keenswh.com/threads/update-01-165-dev-new-multiplayer-code-total-block-redesign-and-much-more.7389854/) in the dev branch.
Update includes a total block aesthetic design (they claim they've redone the look of every block in the game), greatly improved netcode, a new tutorial campaign, and more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vicomt on December 10, 2016, 06:11:15 am
So apparently last Thursday they released a substantial update (http://forums.keenswh.com/threads/update-01-165-dev-new-multiplayer-code-total-block-redesign-and-much-more.7389854/) in the dev branch.
Update includes a total block aesthetic design (they claim they've redone the look of every block in the game), greatly improved netcode, a new tutorial campaign, and more.

My bro tried one of our large ships in the new release yesterday. It's been a station all it's life because it never worked as a ship, just got visited by Lord Klang a lot. He flipped it from Station to ship, FPS and UPS tanked (to like 0.07UPS), and guess what? lord Klang visted again. Doing some investigation he noticed that there were some unattached station blocks embedded in the structure... obviously that's not going to be very helpful, so they got removed and he flipped it again.

cue 30 minutes of zero fps/UPS and the engine having a hernia.

it might look pretty, it might work well for small stuff. but we won't be back. large stuff just isn't possible.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 10, 2016, 06:33:51 am
Does ramming a small grid into a large grid not do much damage? I just built a gravity cannon, consisting of 36g's of force applied to three artificial masses wrapped in blast door, and firing at the yellow respawn ship did very little damage to the hull. Firing it at a single-layer wall of light armor, it only dented it - the wall took more damage crashing into a nearby asteroid. In most cases the projectile itself received very little damage, including none at all when fired at the asteroid.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on December 11, 2016, 10:10:36 am
So... is the MP playable now with the new netcode?
Or is it still as bad as the last time they did a netcode overhaul?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Vicomt on December 11, 2016, 11:29:02 am
Well, as far as I know (not played it at all, just read the blogs) There's three different netcode variants that can be tested, they're using the info from testing to determine which model is the best, so currently, depending on which netcode you're using, it depends ;)

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 11, 2016, 05:22:51 pm
I seem to be running into an issue with projectors, where they declare a perfectly valid projection as "out of bounds", and no attempt at welding will create any blocks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Chiefwaffles on December 11, 2016, 05:36:04 pm
Actually, the developers "combined" all three versions of the netcode in 01.165 DEV, and according to them it's better than any one version.
But before 01.165 DEV they did have 3 separate branches for 3 different versions of netcode.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 16, 2016, 06:32:01 am
They pushed the block overhaul to Stable yesterday. I like and dislike it. Like because they do look cool, dislike because it's different. And it's really hard to tell one block from another in the G-menu, since everything is just a gray mass.



They must have also changed damage physics at one point. I was testing a gravity cannon on the Challenger ship, when a glancing hit to just behind the main cockpit section snapped the whole thing off. On the other hand, a more direct hit to a more heavily armored vessel caused significant damage across the surface of a wide area but little penetrative damage. The cannon projectile is four lines of blast wall surrounding 3 artificial masses propelled at 16g.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on December 16, 2016, 11:28:40 pm
I really, really, want to like this game, I've sunk a lot of hours into it, and have definitely enjoyed myself.  Unfortunately, there are some fundamental problems that need to be resolved that the devs keep ignoring, or are unable to deal with.  I spent around six hours today constructing a heavy ground vehicle for scouting around, then I spent another two hours or so driving it.

So of course when I load up the game this evening it explodes immediately.  Not only does it explode immediately, it does so every single time I load the world.  This is in survival, the vehicle is functional and doesn't have anything weird going on like rotor/piston stuff, it just instantly blows up.  Even more ridiculously, the source of the explosion appears to be the large reactor, something that to my knowledge doesn't even have a reason to explode, being wrapped inside a layer of hardened armor and all.

Edit: It's the damned wheel offset bug, the one where when you load a world where a ground vehicle is using a offset value other than default it tries to reverse it or something.  This is causing the tires to clip into the body and making everything explode.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on December 17, 2016, 06:14:46 am
It's the damned wheel offset bug, the one where when you load a world where a ground vehicle is using a offset value other than default it tries to reverse it or something.  This is causing the tires to clip into the body and making everything explode.


but hey, at least the "Voxel hand can be used by Space Master" now, whatever that means -.-
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on December 17, 2016, 07:56:00 am
I really, really, want to like this game, I've sunk a lot of hours into it, and have definitely enjoyed myself.  Unfortunately, there are some fundamental problems that need to be resolved that the devs keep ignoring, or are unable to deal with.  I spent around six hours today constructing a heavy ground vehicle for scouting around, then I spent another two hours or so driving it.

So of course when I load up the game this evening it explodes immediately.  Not only does it explode immediately, it does so every single time I load the world.  This is in survival, the vehicle is functional and doesn't have anything weird going on like rotor/piston stuff, it just instantly blows up.  Even more ridiculously, the source of the explosion appears to be the large reactor, something that to my knowledge doesn't even have a reason to explode, being wrapped inside a layer of hardened armor and all.

Edit: It's the damned wheel offset bug, the one where when you load a world where a ground vehicle is using a offset value other than default it tries to reverse it or something.  This is causing the tires to clip into the body and making everything explode.

if you want to actually play a game instead of beta testing try empyrion
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on December 17, 2016, 10:41:49 am
It's the damned wheel offset bug, the one where when you load a world where a ground vehicle is using a offset value other than default it tries to reverse it or something.  This is causing the tires to clip into the body and making everything explode.


but hey, at least the "Voxel hand can be used by Space Master" now, whatever that means -.-

It means you can use a creative mode tool in survival without backing out to the main menu and changing modes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on December 17, 2016, 08:47:54 pm
I really, really, want to like this game, I've sunk a lot of hours into it, and have definitely enjoyed myself.  Unfortunately, there are some fundamental problems that need to be resolved that the devs keep ignoring, or are unable to deal with.  I spent around six hours today constructing a heavy ground vehicle for scouting around, then I spent another two hours or so driving it.

So of course when I load up the game this evening it explodes immediately.  Not only does it explode immediately, it does so every single time I load the world.  This is in survival, the vehicle is functional and doesn't have anything weird going on like rotor/piston stuff, it just instantly blows up.  Even more ridiculously, the source of the explosion appears to be the large reactor, something that to my knowledge doesn't even have a reason to explode, being wrapped inside a layer of hardened armor and all.

Edit: It's the damned wheel offset bug, the one where when you load a world where a ground vehicle is using a offset value other than default it tries to reverse it or something.  This is causing the tires to clip into the body and making everything explode.

if you want to actually play a game instead of beta testing try empyrion
Empyrion's pretty beta.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 17, 2016, 09:53:12 pm
I didn't find Empyrion as enjoyable as Space Engineers, to be honest.


In any case, I finished designing a heavy fighter. Butt-ugly, but I can't really do wings very well. Decided to spawn in a pretty neat fighter I found on the Workshop, the Kestrel (http://steamcommunity.com/sharedfiles/filedetails/?id=816050035), to do a performance comparison. As expected, it's slower, but it has faster maneuvering, more durability, and greater direct firepower(the Kestrel has toggleable turrets, mine does not). Shooting at one another for a few seconds each, the Kestrel only managed to take out one of the engines on my thus-far-unnamed fighter, while my fighter turned the Kestrel into a flaming wreck. Logistically, mine also fares better, requiring only battery power, and carrying reloadable rocket launchers rather than hand-loaded launchers. Size-wise, it's not that much larger than the Kestrel, though it certainly has higher mass and block count.

Given that the intent of my ship is to provide mainly defensive support to capital ships, I'd say it's a successful design.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on December 17, 2016, 10:02:23 pm
If they EVER design a game like Space Engineers or Empyrion that doesn't take forever to build (like... if it had a editing mode instead of individually building components) I will jump on it in a second!

I will build large and complex ships! (From the Depths can attest to that) but I won't spend an hour on a small ship... or download other people's stuff "because you can load it" cheaty stuff :P

Even IF I still have to find rare resources and mine, and craft things that craft things...
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on December 18, 2016, 01:45:56 am
If they EVER design a game like Space Engineers or Empyrion that doesn't take forever to build (like... if it had a editing mode instead of individually building components) I will jump on it in a second!

I will build large and complex ships! (From the Depths can attest to that) but I won't spend an hour on a small ship... or download other people's stuff "because you can load it" cheaty stuff :P

Even IF I still have to find rare resources and mine, and craft things that craft things...

There's Starmade if you don't care as much about the graphical side of things.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Urist McScoopbeard on December 18, 2016, 02:08:16 am
The best builders make Starmade look fuckin' gorgeous by the way--I suggest checking it out just for some of the HQ builds they have.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on December 18, 2016, 03:36:00 am
Starmade doesn't work on my computer for some reason...

I don't know WHY it doesn't... Because it doesn't have that high a requirement (even now) nor is it that taxing... I either need to change some settings or it is incompatible with my computer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on December 28, 2016, 04:10:07 pm
Ok, this time I decided to do something different with the Solar System start.

Instead of just dismantling or turning my lander into a fixed base, I figured "why not save fuel and just turn it into a giant wheeled base?", so what I did is: as soon as I spawned, I landed ASAP in the nearest flat ground (medium size lake, it has a few nice patches of ore), removed all the thrusters and added four huge 5x5 wheels to it. I plan on just putting a big x6 piston drill thing on a side and just use this as my mobile rig, until I get lots of materials or whatever. I got really sick of making the small grid miners that fly everywhere.

Obviously the first thing I did was build the 6 solar panels that I was given materials for. I use a certain mod that gives me an automatic light sensor that controls a rotor to follow the sun. This time I didn't fly all the way to one of the Poles to get 24-hour daylight tho...

Will add some pics later because it looks kinda funny.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 28, 2016, 04:47:53 pm
How well does driving across uneven/sloped terrain work?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on December 28, 2016, 05:16:23 pm
How well does driving across uneven/sloped terrain work?

Not sure, probably like crap, but well at least I'll exhaust this lake before trying to move on.

Right now it only has 4 wheels, I couldn't put them directly below after I landed it because I had already removed all thrusters, so they were kinda in front and back, it doesn't have that much clearance below. Eventually I could build something to elevate it and then move all the wheels around in case I need a few more wheels, if the power to climb is too low.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on December 31, 2016, 11:38:54 am
Well, here's my silly masterpiece.
Yeah basically the lander with wheels glued on. At least it was a quick fix.

Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on December 31, 2016, 01:06:07 pm
I did something similar, but I found that the wheels were prone to exploding as soon as I moved to any kind of non-perfectly-flat terrain.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on December 31, 2016, 01:19:43 pm
This is what it looks like after I've slapped on it an extensible drill.
I put it on the side, thought it would tilt over but it seems that the sheer weight of the vehicle is enough to work even with just the handbrake.
It filled up fast with ice tho, so now I need to start piping stuff somewhere. Probably will make a launch platform somewhere in the middle of the lake for a hydrogen powered rockets.

Spoiler (click to show/hide)

EDIT: Sorry, meant to say that I put it on the side so that I can "strip mine" stuff without falling into the holes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on December 31, 2016, 03:46:10 pm
I found that leaving tires or feet on ice caused ice to expand, at least a few versions back. Tires are weird.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on December 31, 2016, 06:01:04 pm
Been working on a missile constructor/launcher as part of a larger ship. Two problems: timer blocks and sensors lose their trigger targets when welded from a blueprint. That should be fixable on Keen's part, since it didn't do that before beta.

The other problem, it keeps hitting something on the way out. Not sure what, as I've made significant effort for the welders to not touch the missile yet be able to weld every part of it, and extreme effort in designing the missile to be flat enough to fit through the gap of two hangar doors. It's 2 by 3 blocks wide, 4x5 if you count the protrusions of the thrusters which still fit through the opening. Exactly one launch was actually successful, every other launch(including since reloading the game) has crashed into the hangar doors. I cannot make the opening any wider, and I don't think I can make the missile much smaller.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on December 31, 2016, 07:02:03 pm
Heh heh... turns out I was wrong, and the whole thing tipped over as soon as the drills were mostly full. A quick fix later, I installed a large Container on the opposite side, along with a landing-hear-on-a-piston to anchor it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on January 01, 2017, 08:04:03 am
So, has keen implemented any of the technologies from medieval engineer into se yet, like they said they were going to do?

Small blocks on large grids for instance
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on January 01, 2017, 09:07:34 am
So, has keen implemented any of the technologies from medieval engineer into se yet, like they said they were going to do?

Small blocks on large grids for instance


Tbh all I want them to do is fix their physics engine so I can actually use rotors and pistons, the fact that they rip your ship apart almost guaranteed ruined it all for me. I hate static ships.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 01, 2017, 11:05:55 pm
Got the missile and welder cage redesigned to the point where I can launch it without it blowing everything up as it leaves the launcher. 5 test shots were made against a destroyer (http://steamcommunity.com/sharedfiles/filedetails/?id=821631995) I found on the workshop. The first two failed to fully detonate due to sensor programming error(pasted blueprints have you as the owner - sensor didn't not detect owner/friendly). The next two nearly blew it in half, and the last might have detonated half a second too early to do any meaningful damage.

Now if Keen could only fix the bug of timers/sensors losing their action targets upon welding from projector. I have to reprogram those manually each shot.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on January 02, 2017, 01:42:16 am
Dammit, my landing gear blew up for no reason.

That is to say, it blew up like landing gear usually blow up in this game. Which is, because you built it, which means you have doomed it to explode.

Anyway, I'll just put another one, plus replace the drill that fell off when it apparently bumped into the hole I was drilling, as the ship lost stability due to its missing landing gear (maybe I'll build more than one in case one explodes).

Good news is only the tip of the piston holding the drill exploded and the drill was intact at the bottom of the hole.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Imofexios on January 02, 2017, 04:59:02 am
To buy or not to buy?
Hows the game from multiplayer side and is there fun Cooperative survival?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on January 02, 2017, 09:27:46 am
To buy or not to buy?
Hows the game from multiplayer side and is there fun Cooperative survival?


If you don't get it for cheap, I wouldn't buy it in it's current state. The game concept is definitely a lot of fun, but there are some extremely annoying bugs as you can probably tell by reading the last few pages of this thread :/
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mattk50 on January 03, 2017, 06:43:31 pm
To buy or not to buy?
Hows the game from multiplayer side and is there fun Cooperative survival?

It's a good toy, not so much a good game. Toy as in you have a bunch of cool tools to do all sorts of stuff with but it doesn't always work properly and there's no real game behind it all.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 05, 2017, 04:08:41 pm
Keen just released the "Deluxe" edition, which has "Space Engineers First Release" - Space Engineers from back when it was first released on Steam in 2013. Already the forums are aflame with people complaining that they have to pay twice for the game. Personally, I think this is Keen finally saying to the people that endlessly complain that every new patch BREAKS EVERYTHING FUKYOU KEEN I WANT REFUND! to just STFU already.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on January 05, 2017, 07:24:58 pm
Wait why would anyone pay 3 dollars to experience an old version? Most companies just put up an optional 'old version beta' if they want to do that. Like with CK2 I can just grab an older version from the steam beta list.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheDarkStar on January 05, 2017, 08:46:35 pm
More importantly, they worked on improving the physics a bit, especially with rotors and pistons.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on January 06, 2017, 10:55:12 am
Funny thing its 3 dollars for the whole package of wallpaper music etc etc but ppl only sees the game... oh well. Its also a way to have the first release and the curreng release installed at the same time.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on January 06, 2017, 10:59:19 am
Funny thing its 3 dollars for the whole package of wallpaper music etc etc but ppl only sees the game... oh well. Its also a way to have the first release and the curreng release installed at the same time.
According to my steam page, its 3 dollars for the old version of the game "Space Engineers First Release" and 7 dollars for the soundtrack+artwork. They are not included in the 3 dollar first release item.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on January 06, 2017, 04:10:20 pm
Seems they've finally managed to fix rotors and pistons with the latest update to the development branch.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on January 07, 2017, 01:24:09 pm
To be fair, I think the old version of the game should just be a branch accessible to everybody rather than something they charge extra for.

I am compelled about this claim that pistons and rotors are 'fixed'- just how fixed are they, this time?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on January 07, 2017, 01:43:52 pm
To be fair, I think the old version of the game should just be a branch accessible to everybody rather than something they charge extra for.

I am compelled about this claim that pistons and rotors are 'fixed'- just how fixed are they, this time?
Last time they claimed to fix them they got significantly worse, so I am skeptical.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on January 07, 2017, 02:32:59 pm
W4stedspace did a video, wheels still seem buggy, but there have definitely been massive improvements in the rotors and pistons.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on January 07, 2017, 03:18:59 pm
W4stedspace did a video, wheels still seem buggy, but there have definitely been massive improvements in the rotors and pistons.

I didn't see his most recent one, but I think the wheels falling off were a result of there being some pasting from blueprint bug.  Given he was wildly swinging the rotor legs of his mech around and nothing screwed up at all, I'd say that rotors are fully fixed, at the very least.  Pistons seemed good as well.

Single Player initial (https://www.youtube.com/watch?v=wlDQEYxrXbY) (25:00 for Mech rotor madness)
Cross-Atlantic Multiplayer test (https://www.youtube.com/watch?v=2nmTG8fHAbQ)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Neonivek on January 07, 2017, 03:36:40 pm
To be fair, I think the old version of the game should just be a branch accessible to everybody rather than something they charge extra for.

I am compelled about this claim that pistons and rotors are 'fixed'- just how fixed are they, this time?
Last time they claimed to fix them they got significantly worse, so I am skeptical.

Yeah that was totally fixed. They didn't want you to use them, so they made them worse :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 26, 2017, 08:06:43 pm
*huge images inbound*
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on January 26, 2017, 10:19:49 pm
Add a life-support hydroponics garden.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on January 30, 2017, 04:55:27 pm
Rebuilt the cannon concept, it's a block less than half the length of the old design, and will fit quite well on the battleship's broadsides. Had to greatly increase the number of gravity generators within that space, in part due to the fact that the generators a located behind the shot(was in front), reducing the time the shot is in the gravity field, and in part due to an excess of gravity bleeding outside of the gun(also caused by the generators being pulled back) requiring me to play with reducing the field sizes for over an hour.

Also reduced the length of the shot by 3 blocks, including removing one of the three artificial masses(also part of why I needed more gravity generators). It's far less likely to leave any blastwall shrapnel inside the target now, but it's direct impact damage is at least as good as the old bullet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 04, 2017, 06:12:54 am
Double-posting because fuck Keen. They decided to reduce the range of ship welders to only handle directly in front of it. This means that, unless whatever is on a projector is completely flat(two blocks thick at most if a welder is on both sides), you cannot effectively create anything from a projector. That ship I've been working on for at least two months? Can't use it anymore. Can't print the bullets for the cannon, can't print the guided missiles.

The worst part is that it is not mentioned in the patch notes anywhere.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on February 04, 2017, 08:04:15 am
I thought that's how they always were?
Retracting pistons to get around that.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 04, 2017, 10:35:50 am
Double-posting because fuck Keen. They decided to reduce the range of ship welders to only handle directly in front of it. This means that, unless whatever is on a projector is completely flat(two blocks thick at most if a welder is on both sides), you cannot effectively create anything from a projector. That ship I've been working on for at least two months? Can't use it anymore. Can't print the bullets for the cannon, can't print the guided missiles.

The worst part is that it is not mentioned in the patch notes anywhere.

I could never use a ship welder on a projector effectively. I always ended up with unreachable blocks in the center, because it welds in whatever order doesn't leave floating blocks, and ignores blocks that are blocked by other blocks... ugh. At this point I don't think I'm ever going to use them again that way, except using mods, like that one that just autobuilds wherever.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 04, 2017, 10:37:31 am
Double-posting because fuck Keen. They decided to reduce the range of ship welders to only handle directly in front of it. This means that, unless whatever is on a projector is completely flat(two blocks thick at most if a welder is on both sides), you cannot effectively create anything from a projector. That ship I've been working on for at least two months? Can't use it anymore. Can't print the bullets for the cannon, can't print the guided missiles.

The worst part is that it is not mentioned in the patch notes anywhere.

Use the Nanobots mod, then.  As a bonus, it'll also fix your ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on February 04, 2017, 10:42:13 am
There is also the shipyards mod. Uses lasers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on February 04, 2017, 03:10:27 pm
Double-posting because fuck Keen. They decided to reduce the range of ship welders to only handle directly in front of it. This means that, unless whatever is on a projector is completely flat(two blocks thick at most if a welder is on both sides), you cannot effectively create anything from a projector. That ship I've been working on for at least two months? Can't use it anymore. Can't print the bullets for the cannon, can't print the guided missiles.

The worst part is that it is not mentioned in the patch notes anywhere.

I could never use a ship welder on a projector effectively. I always ended up with unreachable blocks in the center, because it welds in whatever order doesn't leave floating blocks, and ignores blocks that are blocked by other blocks... ugh. At this point I don't think I'm ever going to use them again that way, except using mods, like that one that just autobuilds wherever.

I kind of like the idea that you have to build the hull with big industrial rigs, then go in with smaller ships or technicians and furbish the ship. It'd be better if you could automatically pull resources from nearby containers, though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on February 04, 2017, 04:49:25 pm
 Dident they fix pistons, so 3d-printers dont implode asmuch?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 04, 2017, 05:29:30 pm
I thought that's how they always were?

They weren't. Large-grid(not sure about small-grid) welders welded at least two blocks in front - one problem I had to work around was collision between the welder and the closer block - as well as one block on either side of the welder tips.

I kind of like the idea that you have to build the hull with big industrial rigs, then go in with smaller ships or technicians and furbish the ship. It'd be better if you could automatically pull resources from nearby containers, though.
Doesn't really help for missiles and such. It also took me days to get a missile design that could be printed and not crash into the welders and not be on a separate grid(as the ship in question will have a projector of itself for repairs).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on February 04, 2017, 07:03:20 pm
Repair bays became rather useless with this change, unless your ship is flat and two blocks high.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 05, 2017, 08:07:35 am
Whilst trying to display my displeasure (http://imgur.com/ddEVZUM) towards Keen, I ended up making a very functional robot hand in about 30 minutes. I'm not sure I should be proud of myself or not.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Xardalas on February 05, 2017, 10:54:43 am
Whilst trying to display my displeasure (http://imgur.com/ddEVZUM) towards Keen, I ended up making a very functional robot hand in about 30 minutes. I'm not sure I should be proud of myself or not.

Get to work! I want to see the rest of that very functional robot built! :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 05, 2017, 11:01:29 am
There is also the shipyards mod. Uses lasers.

Does it use crystals?

Double-posting because fuck Keen. They decided to reduce the range of ship welders to only handle directly in front of it. This means that, unless whatever is on a projector is completely flat(two blocks thick at most if a welder is on both sides), you cannot effectively create anything from a projector. That ship I've been working on for at least two months? Can't use it anymore. Can't print the bullets for the cannon, can't print the guided missiles.

The worst part is that it is not mentioned in the patch notes anywhere.

I could never use a ship welder on a projector effectively. I always ended up with unreachable blocks in the center, because it welds in whatever order doesn't leave floating blocks, and ignores blocks that are blocked by other blocks... ugh. At this point I don't think I'm ever going to use them again that way, except using mods, like that one that just autobuilds wherever.

I kind of like the idea that you have to build the hull with big industrial rigs, then go in with smaller ships or technicians and furbish the ship. It'd be better if you could automatically pull resources from nearby containers, though.

I'm talking about small ships. You'd have to cut open every piece of hull just to check if whatever wedge or gyroscope or conveyor tube that was supposed to go there was built properly.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 05, 2017, 11:12:59 am
Just so you know, if you check the projector in the k-terminal, it will tell you if it's complete and what blocks are unfinished if not.
Whilst trying to display my displeasure (http://imgur.com/ddEVZUM) towards Keen, I ended up making a very functional robot hand in about 30 minutes. I'm not sure I should be proud of myself or not.

Get to work! I want to see the rest of that very functional robot built! :P
There's actually a lot of mechs on the workshop already.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on February 05, 2017, 03:26:36 pm
There is also the shipyards mod. Uses lasers.

Does it use crystals?

What?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 05, 2017, 03:41:05 pm
There is also the shipyards mod. Uses lasers.

Does it use crystals?

What?

Nothing, just joking around.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 24, 2017, 05:32:46 am
The other day they released a significant update. For one, they've done away with the separate branching - no more Stable and Development versions. They've also gotten around to adding the stuff on the pre-merge Dev version into the singular branch. That means a new HUD among other things. They've also fixed welders and small-grid merge blocks. I haven't noticed any significant problems other than puzzling out the HUD(which is pretty decent).

Started working on my battleship project since I no longer need mods to use the weapons anymore. I have the uppermost deck planned out - 32 crew cabins and the brig. Much of the deck below that is also planned - 16 crew cabins for now, more later. I'm trying to figure out how much crew a large space battleship would actually need. It's strange, but I can't seem to find information on how much crew a dreadnought-era(1905-WWI era) battleship carries, at least not on Wikipedia.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on March 24, 2017, 09:11:06 am
Well, unless you were planning on going for a coal-fired ship, that number would be pretty irrelevant anyways, due to advancements in electronics, control systems, etc.
But for reference, the HMS Dreadnought had a crew complement of 700-800.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 25, 2017, 05:38:45 am
...Yeah I'm not going for that many. Right now I'll probably stick with the 60 crew cabins + 8 officer cabins(plus the captain's rather large stateroom fore of the bridge). Plus, according to some of the pictures of crew areas on modern warships I looked at, which often consist of multi-level bunk-beds(bunk-cots actually), those 60 crew cabins(2x3 block areas each) could theoretically* hold a lot more than 60 people.

I should note that I was very busy this morning and finished putting down floorplan blocks for the rest of the crew quarters, galley, officer quarters, bridge, captain's cabin, and a rather cramped ready room. ...And I still have two decks below that area to fill out.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Aseaheru on March 25, 2017, 11:44:47 am
 The 1910-built and coalfired USS Texas(BB-35) had a crew of 1,042. battlebarges have alot of crew on them. Even the Iowa, who had a crew of atleast 1800.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 25, 2017, 04:53:59 pm
Looking up more ship stuff(seriously, it's interesting), the Iowa-class battleships were around 252 meters long. Last I checked, the spaceship I'm designing is around 450-500m EDIT: 330m long. Iowa's draft is listed as 11m, but no air-draft is mentioned. Chances are my design is taller anyway.

...Then again, I don't think any battleship was ever constructed of possibly multiple layers of 1.5meter-thick solid plates of reinforced space steel(Iowa's thickest armor around the turrets was .5m). Chances are, if the large-grid block size of Space Engineers was smaller, the ship would be significantly smaller.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Culise on March 26, 2017, 04:18:35 pm
Corollary: the first US dreadnought, the USS South Carolina (BB-26), had a complement of 869.  It also had a displacement of 16000 long tons and an overall length of 452'9".  By comparison, the modern Zumwalt-class destroyer has a displacement of 14564 long tons and a length of 600 ft, with a crew of just 140.  As n9103 noted already and for the reasons so given, older battleships may not be the best rule of thumb for far-future crew arrangements.  68 is likely not a bad pick, especially since you can always inflate the number of actual crew by introducing hotbunking or, as you yourself note, cryopods. ^_^
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on March 26, 2017, 04:21:09 pm
One combat AI and a handful of meatballs who are allowed to believe they are in charge.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on March 30, 2017, 09:13:38 pm
Ok, So, ive got a bit of a problem

Ive been tasked with building a mass-driver gun.
However, the guy who ordered it wants it too be precision
Like, punching a 2x2 hole precision.
Ive been maybe bragging a bit too much about my MAC cannons
So

How do i make small-scale mass-driver guns?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on March 31, 2017, 04:34:01 am
As in, small grid? Bear in mind, I've had trouble with small-grid projectiles damaging large-grid blocks. Usually they bounce right off... even though small-grid ships can crash right through armor.

Furthermore, they changed collision physics a bit a while back. Impacts spread damage to surrounding blocks, not just punch a neat little hole anymore.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TheBiggerFish on April 16, 2017, 04:00:29 pm
I feel like I should PTW this thread.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Azated on April 17, 2017, 08:09:18 am
I played a bit of the latest updates. It's cool seeing the new changes and the campaign was interesting, if a little buggy and super disjointed.

Playing survival, I got burnt out as soon as I started mining. I still feel like there's literally no progression; I can raid the 10 or so pirate bases in orbit with a grinder and a spare hydrogen tank. I can deconstruct the lander and build an entire base from it, complete with mining ships that will never be used.

I love the game, but it's basically just a creative builder with a few weak survival mods.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Eclectic Wizard on May 29, 2017, 07:43:16 pm
If this game is actually more than boring your mind out on planets and if multiplayer is actually alive now, I am thinking of building a singlehand-able 3 man industrial utility barge, anyone want in?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on August 17, 2017, 06:21:36 pm
Today's update has added a bunch of character and tool skins, a parachute block(original mod was integrated - you can apparently unsub from the mod safely), random lootboxes for Survival mode, and a "canvas" resource(presumably for parachute).

Naturally, every comment on the update seems to declaring the game dead/doomed or demanding Keen to fix everything.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mattk50 on August 18, 2017, 02:24:24 am
Today's update has added a bunch of character and tool skins, a parachute block(original mod was integrated - you can apparently unsub from the mod safely), random lootboxes for Survival mode, and a "canvas" resource(presumably for parachute).

Naturally, every comment on the update seems to declaring the game dead/doomed or demanding Keen to fix everything.

When you add microtransactions and loot crates to a neglected early access game that also has an equally neglected splinter game plus a dev off spending fucktons of money on a different company people will tend to get upset yes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on August 18, 2017, 07:03:51 am
Today's update has added a bunch of character and tool skins, a parachute block(original mod was integrated - you can apparently unsub from the mod safely), random lootboxes for Survival mode, and a "canvas" resource(presumably for parachute).

Naturally, every comment on the update seems to declaring the game dead/doomed or demanding Keen to fix everything.

When you add microtransactions and loot crates to a neglected early access game [...]

Wat.

Random loot boxes != microtransactions. Have you ever played Minecraft? Village and dungeon chests are random loot boxes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mattk50 on August 19, 2017, 04:37:24 am
Today's update has added a bunch of character and tool skins, a parachute block(original mod was integrated - you can apparently unsub from the mod safely), random lootboxes for Survival mode, and a "canvas" resource(presumably for parachute).

Naturally, every comment on the update seems to declaring the game dead/doomed or demanding Keen to fix everything.

When you add microtransactions and loot crates to a neglected early access game [...]

Wat.

Random loot boxes != microtransactions. Have you ever played Minecraft? Village and dungeon chests are random loot boxes.

(https://cdn.discordapp.com/attachments/268365522507268096/347814131300302868/Capture.PNG)
Golly gee I wonder what possible motivation exists for creating a system in which obnoxious skins are bought and sold. Might it have something to do with the developer's wallet? No, never.

Now, I haven't played minecraft in awhile, but last i checked "random loot boxes" didnt result in out of game items that reside in your steam wallet and can be traded for US dollars.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on August 19, 2017, 05:03:14 am
Can you provide a link rather than a screenshot?

PRE-EDIT: Nevermind, that's the Steam Marketplace, not microtransactions. It's no different then selling Steam Trading Cards.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on August 19, 2017, 06:17:53 am
That isn't micro transactions. I could do the exact same thing by selling loot drops in world of Warcraft
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on August 19, 2017, 06:28:53 pm
I kinda wish I had time to farm those and get in on the ground floor. In a few days that will all be pennies.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Shooer on August 19, 2017, 08:19:54 pm
That isn't micro transactions. I could do the exact same thing by selling loot drops in world of Warcraft
Except Blizzard didn't make any money off those sales.  In this case Valve and the developers of the game do.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on August 19, 2017, 08:43:29 pm
Who is the moron who works for Keen? First cyberwolves and now this nonsense.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on August 20, 2017, 07:34:00 pm
Come on, dwarves.
The game was rigged from the start.. ;) (https://en.wikipedia.org/wiki/Miner_Wars_2081)

I do have fun with it from time to time, though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: StagnantSoul on August 21, 2017, 05:33:28 am
Alas, the game's dying... It was at least stabely there for a while.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on September 06, 2017, 01:26:52 am
Curious, anyone want to mess around in multiplayer?  Finally got a computer that can run the game decently.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: McTraveller on September 06, 2017, 06:38:03 pm
I keep seeing SE update itself in Steam... but I just can't bring myself to launch it again.  I had such high hopes... and now I'm just full of mopes  ???

Because it's probably just a rant:
Spoiler (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on September 06, 2017, 09:34:22 pm
Just mod it to death.

I highly recommend the Exploration Enhancement Mod (http://steamcommunity.com/sharedfiles/filedetails/?l=portuguese&id=531659576), along with the Planetary Cargo Ships (https://steamcommunity.com/sharedfiles/filedetails/?id=973528334) (and all the encounter mods for it).
Did the combat/warfare start with a fighter ship, disabled, boarded and caputred a silly pirate cargo ship, and in the process of trying to land/attach it to an asteroid I got attacked by a drone armed with gatlings and rockets.
I kill the drone, and as I'm grinding it while EVA, something bumps both my ship and the downed drone violently - as sound is on Realistic, I'm confused.
As I look down, a stealthy son of a bitch of a pirate melee/grinder ship was trying to murder me. With grinders.
But let's assume that pirate was a newbie and couldn't maneuver among two ships properly, so I simply grinded the cockpit and placed my own cockpit. It's a great grinding ship, perfect for capturing operations! Just what I needed, given that I need to grind half of the silly cargo ship in order to land it (and use it as a safe haven).

As I think the action is over, nope. 3 tiny drones with no antennas attack the hell out of me. Took me some reloads I valiantly murdered all three of them, grinded them down with their own grinders, and proceeded to clean up and land my stupid base.
10 minutes later, 2 weird pirate salvage drones came looking for something to repair. I have no idea why, but they were instantly grinded.


This is pretty amazing, it doesn't feel like the derp-master zero-content Space Engineers at all. The mod makes it feel like it's a mix between SE and StarMade.
You can also start as a miner, trader or the default survival-in-a-pod. I always wanted to just start with a fighter and be forced to survive and repair using the remains of battles, and I finally accomplished that. Pretty good. Praise be the modders :P
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Ygdrad on September 07, 2017, 02:50:36 am
The problem with space engineers is the same problem a lot of space building games have. You have nothing to do with your creations, no threatening enemies to take on, no goals. Until there is something to do aside from building and mining and going after some random ship on rails, this game will keep dying.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on September 07, 2017, 06:18:22 am
Is the mp playable yet and do we still have a server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 07, 2017, 03:22:41 pm
Exploration Enhancement still turns my sim speed into a roller coaster, making it unplayable.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on September 07, 2017, 05:01:20 pm
Exploration Enhancement still turns my sim speed into a roller coaster, making it unplayable.

Have you tried the latest version? It's the first time I use it, but I saw one or two youtubers saying they couldn't play it before and now they can.

The problem with space engineers is the same problem a lot of space building games have. You have nothing to do with your creations, no threatening enemies to take on, no goals. Until there is something to do aside from building and mining and going after some random ship on rails, this game will keep dying.

Currently the only game I have hope for is Empyrion. An actual game might come out of it, and every couple of months I give it a look and they added cool features.
SE is really a "make your own game out of it", kinda like what Minecraft was before Vanilla had a 'story'. It's the same way I see X:Rebirth too, the base game is pretty poor, but with mods it can actually become something fun.

And I spoke too soon, as my first two hours were amazing with the EEM, but after that the derpiness of SE got in the way, launching me or my ships unexplicably far for no reason, stuff spontaneously exploding after coming into contact with small floating resources/parts, and all that. I also got attacked by a frigate and a corvette, and all I had was 2 functional gatling guns on the captured grinder and a stupid gatling turret that would fire on my ship as it still has some non-hacked blocks on it. The amount of reloads it took to win, and the 4 minutes + loading time might make me simply play it in 'ironman' mode.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BurnedToast on September 22, 2017, 02:05:55 am
I've found a new scenario, called Super Engineer Adventures (http://steamcommunity.com/sharedfiles/filedetails/?id=924773585). Ignore the silly name, it's actually pretty good.. at least so far. It's similar to escape from mars - you have to find and attack a series of pirate bases to hack computers and unlock more blocks.

You start out with a basic base and a basic rover and a modest amount of components, so the start is not nearly as much of a grind as escape from mars. Unlike escape from mars, you start with refineries unlocked and unlock ship drills fairly quickly so it's a lot more open ended - you aren't restricted to raiding to get resources which means you can afford to build giant death cubes or inefficient PMWs or whatever you want. Pirate bases all seem to have pretty big amounts of loot, plus the loot from the pirate drones means you don't really need to play space miner if you don't want to though, which is nice.

Unfortunately it's still space engineers, so you have all the baggage that comes with it. Specifically, you have to build everything by hand for a while (ship welders not unlocked) which is incredibly tedious. Wheels are also problematic as usual, but at least you unlock atmos thrusters pretty quickly. It also means the whole thing is pretty easy to trivialize using traditional SE "exploits" such as turret sniping or just digging under the bases and coming up from below to avoid the turrets but it's singleplayer/co-op so it's up to you if you want to use those or not.

It's less focused and arguably less balanced than escape from mars (not that less balanced means much for SE) but it's still a LOT more fun than I've had with the game in a long time and shows off the potential the game actually has if keen ever decides to do anything with it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 22, 2017, 09:46:40 am
Is the mp playable yet and do we still have a server?
The netcode is decent and client performance is getting better all the time, but servers still chug when too many large ships are moving at once.

I'm afraid I'm not longer hosting a server as I can't port forward where I am now. Not sure if anyone else is.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 22, 2017, 01:50:52 pm
I've found a new scenario, called Super Engineer Adventures (http://steamcommunity.com/sharedfiles/filedetails/?id=924773585). Ignore the silly name, it's actually pretty good.. at least so far. It's similar to escape from mars - you have to find and attack a series of pirate bases to hack computers and unlock more blocks.

You start out with a basic base and a basic rover and a modest amount of components, so the start is not nearly as much of a grind as escape from mars. Unlike escape from mars, you start with refineries unlocked and unlock ship drills fairly quickly so it's a lot more open ended - you aren't restricted to raiding to get resources which means you can afford to build giant death cubes or inefficient PMWs or whatever you want. Pirate bases all seem to have pretty big amounts of loot, plus the loot from the pirate drones means you don't really need to play space miner if you don't want to though, which is nice.

Unfortunately it's still space engineers, so you have all the baggage that comes with it. Specifically, you have to build everything by hand for a while (ship welders not unlocked) which is incredibly tedious. Wheels are also problematic as usual, but at least you unlock atmos thrusters pretty quickly. It also means the whole thing is pretty easy to trivialize using traditional SE "exploits" such as turret sniping or just digging under the bases and coming up from below to avoid the turrets but it's singleplayer/co-op so it's up to you if you want to use those or not.

It's less focused and arguably less balanced than escape from mars (not that less balanced means much for SE) but it's still a LOT more fun than I've had with the game in a long time and shows off the potential the game actually has if keen ever decides to do anything with it.

It's not bad but with the way a lot of enemies spawn you kinda need to run this coop. Half the time you'll be kiting them away from a base so you can zip back to take out turrets outside their range and destroy spawn antennas.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on September 22, 2017, 07:35:52 pm
Specifically, you have to build everything by hand for a while (ship welders not unlocked) which is incredibly tedious.

Aw.
SE is incredibly time consuming just by doing the cool stuff. I just can't play it anymore without the Nanobot Build and Repair mod, that welds/grinds stuff for you automagically.
Although I think the way welding/grinding is handled is pretty cool, I'd constantly break vanilla welders, and building basic bases would take too many hours.

I now steal a pirate ship, bring it home and turn down my turrets from a distance, merge it on my base and paint it bright red, which is the "Grind Color" for the nanobots. They go nomnomnom while I repair and gear up for the next heist. Love it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 23, 2017, 12:31:17 am
I think that the game itself, as it stands, has enough mechanics to be fun. There's still things people want and still some bugs, but if lack of features is still what's holding you back from enjoying it then you'll probably never be satisfied. What it really lacks is goals, like Minecraft or Terraria has, just some basic motivator of a challenging task that gives some kind of reward. Unless you're fighting other players or using mods which create a scenario, all there is to do is build stuff and kill a few pirates before doing so gets repetitive.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sensei on September 23, 2017, 12:41:38 am
Well the loot crates (I have to read up on how they work still to decide whether or not I hate them) might be a step in the right direction. If they're willing to just, say, lock the blueprints you need for better quality tools inside a pirate base, it would make an enormous difference on how the game plays, and they can expand on it from there. I think they're been focusing on finishing all the mechanics they want before they try to create goals for the player, but this could indicate they're getting more interested in goals.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 23, 2017, 10:29:23 am
Empyrion still has more to do, it just has the worst interface in all ways. The mods that add some life to space engineers tend to bring the simulation to a grinding halt. The Mars escape mod/scenario was great. A breath of fresh air. I recommend starting right there. https://steamcommunity.com/sharedfiles/filedetails/?id=873858780
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on September 23, 2017, 12:13:52 pm
Just a heads up that Empyrion UI was improved. It's definitely worth a try to anyone who enjoys Space Engineers. It lacks the physics and the complexity atm, however, but at least the physics won't grief you to death like SE does.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on September 23, 2017, 05:14:41 pm
Hmm. Remove assemblers, make the requirements for building blocks lower, so each individual part matters more, make it so that you need schematics to build some things, make grinding things down not give you all the resources back, let you merge grids together with just the welder rather than merge blocks only. That would make for a pretty interesting space survival / scavenging game, right? I don't care much for mining or planets.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on September 23, 2017, 07:48:26 pm
Why not just add some form of structural integrity?  Just adding that with engines enacting forces based on where they are at would be enough in my eyes.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on September 24, 2017, 02:11:43 am
Well, the best way to phrase what I want right now in a space game is... I want to, after destroying an enemy ship, to be able to weld it to my own or cut off parts of it for my own purposes. Space Engineers can do that (albeit with some caveats- merge blocks require power, etc), but there's not much of a point because everything that ship has you can have as well due to a lack of any difference between part accessibility (no "better engine" that you can't craft yet or anything like that). If there's any other space game where this is both a possibility and has some actual tangible benefits, then I'd probably go and play it immediately. I'm sure it's possible to add some sort of progression to Space Engineers through modding, but I currently do not know of any such mods. I also doubt that there exist enough ships that use that mod that can be spawned in so that there's anything to actually encounter.

Yep, the only reason I play Space Engineers is due to the crazy amount of freedom when building, and how the physics interacts with it all.
It's a shame there's no progression, unless you count getting enough mats for a gravity drive as progression.
Mods help it a lot, but doesn't fix the clunkyness or grief-yness of the game -SE is by far the most frustrating game I've ever played. Things can, at any time, spontaneously explode.

But damn, killing an enemy ship's engines and watching it crash its face on an asteroid is great. And so is the rain of metal when 5+ enemy drones attack the base and get shredded by gatling turrets.

There's a mod that adds tiered thrusters (http://steamcommunity.com/sharedfiles/filedetails/?id=642589539) (higher tiers cost more Gold [Superconductor Components]) and one that adds more weapons (http://steamcommunity.com/sharedfiles/filedetails/?id=499117155), which are more expensive to 'feed' than vanilla weapons and are a bit cooler. Other than that, I can't think of anything that resembles progression.
And it's also sad there aren't packs (yet) with ships using such mods.

In the end, I'm having with with it because I always wanted a game that lets me board ships, capture them, and do whatever I want with them. Some I repurpose, most I simply grind. And I can't explain why I feel so satisfied by it.  :P

Once I'm done with that, though, it's definitely too shallow, even with 50+ mods.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on September 25, 2017, 11:19:19 am
Just a heads up that Empyrion UI was improved. It's definitely worth a try to anyone who enjoys Space Engineers. It lacks the physics and the complexity atm, however, but at least the physics won't grief you to death like SE does.

3 button block placement is gawdawful. Having to change the axis and then spin on that axis is the absolute worst interface. You have a 100+ key keyboard. Use it, devs.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on October 02, 2017, 02:05:15 pm
There was a 2d top down game that let you slice up other ships and add them to your own

Can't remember the name of it though
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on October 02, 2017, 02:05:25 pm
Okay, so, Im wondering: Would it be theoretically possible to crack a planet? (Or at least, create something that would make it seem lkike its cracking?)

My theoreum is basically building a massive MAC cannon and boring a large hole until you hit the planets lowermost layer, then making a grid of nuclear warheads underneath

Me and a friend had a program where if a nuclear warhead was detonated at the lowermost layer, the planet would become deleted/inaccessible, which was kinda cool, but was too sudden and "non-explody" that it was kind of a letdown
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on October 02, 2017, 03:12:18 pm
Probably wouldn't work, as things get very glitchy if you go deep enough under a planet. Also, a lot of explosives on a lot of voxels will almost certainly crash the game.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Nahere on October 03, 2017, 12:12:34 am
There was a 2d top down game that let you slice up other ships and add them to your own

Can't remember the name of it though
Captain Forever (http://www.captainforever.com/captainforever.php)?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on October 03, 2017, 01:14:41 am
There was a 2d top down game that let you slice up other ships and add them to your own

Can't remember the name of it though

Seem to recall one by the name of Void Hunters that fits that description.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: StagnantSoul on October 03, 2017, 11:30:04 am
There was a 2d top down game that let you slice up other ships and add them to your own

Can't remember the name of it though

Seem to recall one by the name of Void Hunters that fits that description.

Aye that game was awesome, and simple, and great. Too bad the site's dead.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: zombat on October 03, 2017, 04:30:47 pm
Celestial Command, although they've unlocked the camera from top down and its 3d graphics on a 2d plane.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: McTraveller on October 07, 2017, 10:32:50 am
Has anyone built anything with the new half blocks? They seem kind of limiting, since they take up a whole grid of space still... it's a bit odd. You can make thinner hulls I guess, but you can't do better things like half-height deck flooring can you?

Did they make them half the mass and materials of the full blocks, or did they do something goofy?

EDIT: Well I started the game long enough to check - surprisingly the half-armor blocks do only take 1/2 the resources.  Is it bad that I am actually surprised by that?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on October 07, 2017, 04:48:54 pm
Check if they fixed the issue where the half-blocks have a full-block hitbox.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: McTraveller on October 08, 2017, 12:25:07 pm
Check if they fixed the issue where the half-blocks have a full-block hitbox.
That is so crazy I had to check.  Looks like they fixed it, at least for just the simple full half-block and the engineer. I didn't stay on long enough to see if it was for arbitrary collisions.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on November 18, 2017, 05:45:32 am
They just released a major update that claims to have killed Klang, that rotors and pistons are no longer chaos bombs.


They also removed safety lock on rotors. And increased laser antenna range to 200km.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on November 18, 2017, 01:31:24 pm
that rotors and pistons are no longer chaos bombs.

Challenge Fucking Accepted.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Android on November 18, 2017, 02:07:24 pm
that rotors and pistons are no longer chaos bombs.

Challenge Fucking Accepted.

Please do tell if this really was fixed
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Azated on November 18, 2017, 10:12:43 pm
But... how do I crash my computer now?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on November 23, 2017, 07:00:51 am
Wait. Do rotors and pistons really work now? I might actually reinstall this after waiting for ~2 years for them to fix it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: StagnantSoul on November 23, 2017, 04:22:49 pm
Can comfirm, 30 rotors each with a piston flying around with speed cap off, nothing bad happened. Until I ran into my base, that is.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 15, 2018, 04:27:03 pm
Hey folks, did you know it is now possible to use welders to repair your own missile/gatling turrets while remaining completely behind armor?

With the new half-armor blocks, you can angle a welder close enough to the turret and the armor to hit both, and in a 3x3 grid too. Use one of the newly-stable rotors to do this. In my testing this meant that an enemy would have to blow the turret clean off to disable it. Anything else was repaired at a rate faster than it could be damaged at. Had no klang.

Also can confirm that rotor lock is still in place.

Spoiler: A VISUAL AID (click to show/hide)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on January 15, 2018, 05:11:56 pm
Pistons are very dangerous in MP, rotors work ok. Everything perfect in SP
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on January 15, 2018, 11:27:24 pm
Today while playing, I realized that sometimes you need a tiny amount of energy for stuff like powering a connector on a drilling platform, if you don't want to use a lot of silver, you can add a rotor, change the head to a small one and plug a small ship/small reactor on it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on January 17, 2018, 04:12:23 pm
So... I'm wondering about the potential modding capabilities for this game, in hopes of creating a 3D SS13. Anyone know enough about the game's code to explain whether or not cables and items like burgers would be possible?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on January 18, 2018, 10:35:12 am
So... I'm wondering about the potential modding capabilities for this game, in hopes of creating a 3D SS13. Anyone know enough about the game's code to explain whether or not cables and items like burgers would be possible?

=Mod"]Mods in Workshop (http://"http://https://steamcommunity.com/workshop/browse/?appid=244850&requiredtags[)

There are even food and hunting mods.

EDIT: Can't get the link straight, it has brackets in it. Just go check https://steamcommunity.com/workshop/browse/?appid=244850
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on January 18, 2018, 11:12:12 am
So, now that they've updated and revamped pistons and the like so their less glitchy, me and my friends have, of course, dedicated ourselves to building the Chaos Engine again in an attempt to test whether or not we can recreate the server-killing orb of doom in this new system.

Unfortunately, we havent had any luck. Yet.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on January 18, 2018, 11:52:45 am
I'm not asking where the code is (I can't code for shit), nor if there are food mods. I guess I'm asking if there is a modder on this forum who  has some insight on whether or not the game can be modded to be like SS13.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on January 18, 2018, 12:39:13 pm
I'm not asking where the code is (I can't code for shit), nor if there are food mods. I guess I'm asking if there is a modder on this forum who  has some insight on whether or not the game can be modded to be like SS13.

Dude. THat is an extremely high-profile goal. Like, we're talking Skyrims Full Tamriel Map goal. SS13 is stupidly complex.

Though I get what your saying with having a captain, scientist, engineer etc. Id hope something like that would end up looking like Quintet or Pulsar: Lost Colony.

Man, now im sad. Those games were so cool, and now they're empty.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on January 18, 2018, 07:20:59 pm
I'm not asking where the code is (I can't code for shit), nor if there are food mods. I guess I'm asking if there is a modder on this forum who  has some insight on whether or not the game can be modded to be like SS13.
why not just play stationeers? It's basically that already.

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on January 18, 2018, 10:46:08 pm
I'm not asking where the code is (I can't code for shit), nor if there are food mods. I guess I'm asking if there is a modder on this forum who  has some insight on whether or not the game can be modded to be like SS13.

I was answering your question about the modding capabilities of the engine, by telling you to check out the mods that have already been made, which should give you an idea of what mods are possible.

I was answering your question about burgers being possible, by telling you that there are already food mods out there that add food items, therefore which shows that they are likely possible.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 19, 2018, 03:37:47 pm
I made my first truly successful ballistic guided missile today.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ThtblovesDF on January 19, 2018, 04:08:36 pm
Show us?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 19, 2018, 04:18:49 pm
Really? ok! I will post pics when I get home from work.

I'm building a big huge fancy ship and it's too heavy to reasonably go into atmosphere so I was exploring other space-to-ground options.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on January 19, 2018, 05:13:19 pm
How many blocks wide and tall is it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 19, 2018, 05:25:16 pm
It's meant for in-atmosphere use. Small blocks, its a 5-wide (including some interspaced light armor on the side) and maybe...... 15-20 tall? I've built smaller ones like a 3x3, but the payload wasn't enough to justify the cost.

I added some bells and whistles. Since it kept getting shot down from the front by some gatling turrets, I added a welder behind the cone to make sure it survived. Makes it more expensive and heavier, but it has plenty of thrust. Also, a sensor detects the target 50m out and arms warheads, so a stray bullet cannot set the thing off early. Prob going to tune that to make it as short a distance as possible and still make it reliably arm. Also has a camera for manual control.

Battery life is 15m at full engine burn which means its range is effectively "long enough".

I don't really have a baseline for this sort of thing, so be gentle. My successful test was that it (Revision 1.5 of it at least) arrived properly/intact at the target and detonated. :P

EDIT/AFTERTHOUGHT: So wait you were probably asking about the ship. I was super excited about the missile, you see. I'll post that too, but it's under construction :3. The ship is mostly a personal proof-of-concept/prototype for self-repairing bulkheads covering key systems. Right now there are layers of 1x light armor that can withstand continual bombardment by large-size missile turrets, so I'm liking it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LordPorkins on January 19, 2018, 05:59:08 pm
Id put an auto-blowup timer on the misses if you could. If you miss a shot, you're leaving stray warheads around that arm whenever they detect nearby ships...

Basically, you'll be flying along and bump something and KABLOOIE
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on January 19, 2018, 06:42:45 pm
They're orbit-to-ground weapons, and his ship is space only, so that's somewhere between a non-issue and not his problem. ;P
Also even in space that's not a huge problem, because Space, Space is Big.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 19, 2018, 07:29:54 pm
Well, I also want to be able to launch ground-to-ground, because why not? It's an atmospheric missile, and that's the best way to test viability in-atmo that i can think of. Anyway great minds think alike, because it also sets a 3s timer at the arming distance.

::EDIT::
Also, it only arms when it detects something immediately in front of it. Since it's generally moving at 100+, that kind of miss is.......... highly unlikely. It does not actually possess braking thrusters.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on January 20, 2018, 12:54:31 am
I'm not asking where the code is (I can't code for shit), nor if there are food mods. I guess I'm asking if there is a modder on this forum who  has some insight on whether or not the game can be modded to be like SS13.

I was answering your question about the modding capabilities of the engine, by telling you to check out the mods that have already been made, which should give you an idea of what mods are possible.

I was answering your question about burgers being possible, by telling you that there are already food mods out there that add food items, therefore which shows that they are likely possible.

Yes I realized that, but existing mods don't tell me all the potential mods that could exist. In SS13 you could make a burger by growing wheat, grinding it into flower, grinding up meat, and putting the meat on the burger. Just knowing that food items and hunger can exist doesn't tell me if that is possible. Some mods just have more effort and creativity put into them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on January 20, 2018, 10:39:07 am
Don't feed the trolls.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on January 20, 2018, 01:23:51 pm
Why would I want to care about burgers in a game about engineering?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 20, 2018, 02:08:27 pm
RP'ing can be fun! Also there are survival aspects so if you are going to add food why not burgers.

I'm more into it for the engineering stuff though.

:EDIT:
I keep forgetting pictures
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Paul on January 20, 2018, 09:47:48 pm
https://steamcommunity.com/sharedfiles/filedetails/?id=220843154

Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on January 21, 2018, 12:31:47 am
Why would I want to care about burgers in a game about engineering?

Because it wouldn't be SS13 without the ability to grind people into burgers.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 03, 2018, 08:22:32 pm
Well, this (https://forum.keenswh.com/threads/update-1-186-major-overhaul-of-visuals-audio-and-wheels.7399609/) happened.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 05, 2018, 01:23:56 pm
Gotta say the new bloom seems a bit much. Rest of it looks amazing to me.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on February 05, 2018, 02:35:33 pm
I finally re-installed this, and have to say that being able to build a 300,000 kilo rolling base that actually works is awesome.  When I uninstalled wheels were just about completely broken.

The post processing is a bit much visually, some of it looks really good, but some is distracting as hell.

Edit: still some very weird physics stuff going on, but nowhere near as insane as before.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on February 07, 2018, 08:29:24 am
This comes just a month after I tried making a planetside base and a surface rover. I knew there were wheel bugs but I just assumed that my complete lack of traction was because I settled on a lake like an idiot.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 07, 2018, 01:34:21 pm
I just assumed i sucked at it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 07, 2018, 07:22:54 pm
Lol no. I believe you can purchase cosmetic things for your suit, but all the ones I got were bonuses from buying other games (Like medieval engineers).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 07, 2018, 08:20:09 pm
Err, yeah, there's loot boxes, last I played. They spawn randomly in survival mode. It's stupid as hell, and I found them more valuable for the resources I could strip off the markers than the leopard-print space helmet I got.


Also, holy hell, the system requirements for this game shot up. I loaded up an old survival world(the one where I got the aforementioned leopard helmet), and had massive frame lags, even after I reduced everything to medium quality.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 07, 2018, 08:24:33 pm
What really? Maybe i misunderstood are they paid loot boxes?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on February 07, 2018, 08:54:05 pm
They're free in-universe drop pods. Land on a planet and occasionally you'll get a GPS ping of a drop pod landing. Sometimes it's just a drop pod with a few construction resources and a minuscule amount of uranium. Other times, it's an annoying as fuck pod with a player sensor on it that triggers the up thrusters when you get near. I never saw cosmetic items in them when I played (though maybe that's because I had mods, or perhaps it's all super rare). Keen doesn't sell anything. The only people selling things are players. And some people are up in arms at Keen for getting a couple of your pennies.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 07, 2018, 09:26:04 pm
They're free in-universe drop pods. Land on a planet and occasionally you'll get a GPS ping of a drop pod landing. Sometimes it's just a drop pod with a few construction resources and a minuscule amount of uranium. Other times, it's an annoying as fuck pod with a player sensor on it that triggers the up thrusters when you get near. I never saw cosmetic items in them when I played (though maybe that's because I had mods, or perhaps it's all super rare). Keen doesn't sell anything. The only people selling things are players. And some people are up in arms at Keen for getting a couple of your pennies.

They have a button that opens a popup that tells you whether you got the cosmetic thing or not (cosmetics aren't physical in-world objects, they're skins or something that you set up in the medical bay).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: jocan2003 on July 20, 2018, 10:17:22 pm
I find it interesting that there is no talk about the massive multiplayer update that about every player was hoping for. Ill put it in the basket "Too busy playing see you later" hehe
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on July 20, 2018, 10:22:34 pm
I remember lots and lots of "hey we fixed it finally" updates. Is this one qualitatively different?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Xardalas on July 21, 2018, 01:10:03 am
You can run 30 players on a server with no lag. I've seen a stream with 55.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on July 21, 2018, 02:54:06 am
even if they fight / crash asteroids?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: TD1 on July 21, 2018, 03:23:52 am
Pretty darn good.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on July 21, 2018, 10:27:57 am
One of the releases in the main description is "female engineer".

They have done what no other developer could do. Add a female character.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on August 27, 2018, 06:03:58 pm
Anyone aware of any good servers?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Xardalas on August 27, 2018, 10:28:16 pm
Anyone aware of any good servers?

What are you looking for in a server?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on August 30, 2018, 12:23:46 pm
Anyone aware of any good servers?

What are you looking for in a server?

Decently active, with a mod to boost the max speed is pretty much the criteria I'm looking for.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on November 15, 2018, 08:49:12 pm
Found a decent server and have a small base setup.  If anyone wants to join, I can set up a faction to join in with.  I will note that it is a PvP server, so we may want to exploit discord's new feature to have one of the channels accessible in-game (default is set to ] key).  Server name is "Alehouse Gaming PvP".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Xardalas on November 16, 2018, 03:42:04 pm
Found a decent server and have a small base setup.  If anyone wants to join, I can set up a faction to join in with.  I will note that it is a PvP server, so we may want to exploit discord's new feature to have one of the channels accessible in-game (default is set to ] key).  Server name is "Alehouse Gaming PvP".

You on Earth or Mars?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 19, 2019, 08:06:27 pm
Apparently, they're going to finish overhauling survival and move the game out of Early Access on February 28. Read here (https://blog.marekrosa.org/2019/02/space-engineers-release-date.html).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on February 19, 2019, 08:27:45 pm
Apparently, they're going to finish overhauling survival and move the game out of Early Access on February 28. Read here (https://blog.marekrosa.org/2019/02/space-engineers-release-date.html).
Cool. Does the game have a point yet or is it still just the fuck-around-in-space simulator?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 19, 2019, 08:28:21 pm
Maybe that's what they are adding!

I am going to get hyped now, full knowledge as to the risk for disappointment.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on February 19, 2019, 08:29:19 pm
The game started single player. There isn't that much to do single player. *shrug

The funnest solo and multi things to do are the user made scenarios like Mars. Everything else is just busy work. That's a sandbox but users have shown it can be so much more.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 19, 2019, 08:46:12 pm
Yeah to me it's really been a huge sandbox game for spaceships.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Bumber on February 20, 2019, 10:34:22 am
I'm still confused about the physics of that Hydrogen Engine thing.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: RadtheCad on February 20, 2019, 12:16:00 pm
What hydrogen engine thing?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 20, 2019, 01:15:23 pm
You... mean the regular hydrogen thrusters? They need fuel fed into them via a hydrogen tank, which is filled when you process ice.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Bumber on February 20, 2019, 05:13:16 pm
No, the upcoming hydrogen power generator.

I missed the public test, but last I heard it essentially converts ice into energy. What's it trying to be, a hydrogen fuel cell or a fusion reactor? Because it certainly doesn't look like a fusion reactor.

Maybe they ditched the old "ice-to-power" mode idea. This is the only current info I can find: https://steamcommunity.com/app/244850/discussions/0/1742231705664956013/
Looks like it takes a bit more power to produce the oxygen and hydrogen as the engine puts out. (Does it even burn oxygen?) However, that's subject to rebalancing, and I haven't heard anything about getting the ice back.

What we really needed was a biofuel engine.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on February 20, 2019, 05:52:58 pm
Apparently, they're going to finish overhauling survival and move the game out of Early Access on February 28. Read here (https://blog.marekrosa.org/2019/02/space-engineers-release-date.html).
Cool. Does the game have a point yet or is it still just the fuck-around-in-space simulator?

With the coming update they're adding two new things to the campaign section.  Can't recall what one of them is, but the other is a 'build up your ship with all you want then go to a place to defend from infinite waves' setup.  Can be done in multiplayer as well.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on February 27, 2019, 08:56:48 am
Didn't realize the big update was tomorrow. I hope the Escape From Mars scenario still works with it. Just started last night.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on March 01, 2019, 10:37:25 am
Played for a few hours yesterday.

You start with a drop pod (which has atmo thrusters for some reason, but you can't turn them on as you fall because you're in a passenger seat) that eventually deploys a parachute and if you're lucky doesn't land upside down - which is a huge pain because it happened to me the first attempt and couldn't access the oxygen thingamabob.

If all goes well, you have a full battery and a "survival kit" which is a sort of mini stone refinery and assembler that can only do basic stuff, mostly iron. Also, refining stone gives small amounts of ingots, which you'll need to make:

A basic refinery and basic assembler, that need to be built on a large grid (drop pod is small grid). You can power those with wind turbines on Earth. Probably close to wherever you made the hole where you're getting your stone from... you can't build a battery yet, because:

There's a tech tree. The only prerequisite for being able to build something is that you have to build the thing that comes before. So, to unlock wheels and cockpits and such you have to make a landing gear first, and so on. If you disassemble something that you don't know how to build, you can't put it back in.

That's as far as I got, anyway. It was sorta fun to start small for once instead of just disassembling the huge landing ship that you used to start with.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on March 01, 2019, 10:56:53 am
One thing I didn't do was try that scenario. I ran through most of the "campaign", however, and it's really setting off my hoarding instincts. So much shit. So many tools you can't use because why would you need fifteen hand welders and eight rifles. Snagged a couple hundred uranium ingots because "what if I need them later" despite it being the antepenultimate mission.

The whole drone bit in the final area of the moon landing mission has been improved as well. Still not much to do, but the drones performed wonderfully. Except for the "occasionally crashes into the ground" bit, I suppose.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on March 01, 2019, 06:43:42 pm
BTW, I played the typical Solar System custom game. I haven't tried scenarios except the "learn to survive" which is pretty basic.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on April 03, 2019, 06:24:14 pm
Wow, game seems to have improved decently. I always stopped playing due to bumping into certain bugs or bizarre issues and always gave up, came back 3 months later only to bump on them again. Right now I haven't noticed any major issues, and building a little moon base with a station 3km over it doesn't utterly RIPs my FPS like it did some time ago.

I cannot play without Easy Inventory mod, Twin Grinders/Welders, Nanobot Build and Repair System and Taladen Inventory Manager script if I want to get anything else done on singleplayer without taking my whole week, though.
But even combat with AI ships felt passable. I started a "start from zero" playthrough with only that moon pod buggy, and once a Mining Carriage appeared in orbit I flew there with nothing but my jetpack and a grinder. A couple quickloads later I had a large ship and retrofitted it with Twin Grinders, more engines and more guns. It has 4 Twin Grinders and 4 Landing Gears in front, so I can just grab unsuspecting ships and throw them at a meteor while raining gun fire at them, and later I can grind them down on the spot. Or just disable it, grind it right there, dump the components at base, and repeat.

Twin Grinders is too OP so I keep them off on combat however, but honestly atm I cannot be bothered to build a grinding wall or whatever. I don't know why the idea of grabbing innocent ships, disabling their engines and throwing them at planets on 300m/s+ is so enjoyable to me.

I might try the campaign eventually, but I'm really looking forward to playing with the Exploration Enhancement Mod again, and stealing every design and throwing them into their own stations.

EDIT: After posting this I remembered that completely disabling all engines of a vessel and flying too far from it will despawn it, as unowned/AI objects without control get despawned very quickly (similarly to KSP if I remember correctly). So I guess I gotta keep a single engine on'em when throwing them around.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on April 04, 2019, 03:42:49 am
I loaded an old save from what feels like a year ago, and am wondering if that world is broken in some way because of the update. I never left earth and still had the starting ship, but are there new enemies that won't spawn once I leave earth? Any new map features I should start over for?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on April 08, 2019, 04:29:07 pm
Welp, they've gone and released a Decorative Blocks DLC. Apparently, people who don't have it can play on servers that do, but they won't be able to build or interact with the DLC blocks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on April 08, 2019, 04:56:34 pm
The objects are cool, there are some mods that add some (and maybe all) of those, but most of those mods have complaints of serious issues with crashing and save corruption. Even nice that they added a couple of new cockpits, which was a very successful mod.

A bit weird decision to release it as DLC, but I guess the game has been out forever and was on sale a bunch of times for very very low price.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on April 08, 2019, 05:49:50 pm
Welp, they've gone and released a Decorative Blocks DLC. Apparently, people who don't have it can play on servers that do, but they won't be able to build or interact with the DLC blocks.

So for extra security on my spaceships, use DLC stuff. Got it.

(I'm being facetious I am sorry)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on April 08, 2019, 06:12:55 pm
DLC actually looks pretty solid overall.  The models look great, the blocks are very visually distinct, and unless the industrial cockpit has outrageous durability I don't see any way that it could be pay-to-win.  The price point is pretty much dead-on too, $3.99?  Nice.  I think I'll buy it sometime in the future.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on April 08, 2019, 07:30:30 pm
I bought it. Wanna support them, and it's a tiny price tag to do so in a game I've gotten wayyyyyy more than 20$ entertainment value out of.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Egan_BW on April 09, 2019, 04:45:58 am
The cockpit reminds me some of the "lander can" in KSP; might be useful if you're playing first-person only.
Everything else is nice stuff to put in living quarters. Not strictly necessary, but it feels strange to build a ship without anywhere to sleep.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on April 09, 2019, 08:10:04 am
Welp, they've gone and released a Decorative Blocks DLC. Apparently, people who don't have it can play on servers that do, but they won't be able to build or interact with the DLC blocks.

So for extra security on my spaceships, use DLC stuff. Got it.

(I'm being facetious I am sorry)
That is a legit point. If I build something out of DLC blocks is it now immune to plebs who can't afford the DLC?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Trekkin on April 09, 2019, 08:30:34 am
That is a legit point. If I build something out of DLC blocks is it now immune to plebs who can't afford the DLC?

Give it six months and we'll have Microtransaction Missile Launchers that scale damage with cost firing at Season Pass Heavy Armor.

Pay ten Spacebuckcrystals to instantly charge jump drives.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on April 09, 2019, 10:22:59 am
That is a legit point. If I build something out of DLC blocks is it now immune to plebs who can't afford the DLC?

Give it six months and we'll have Microtransaction Missile Launchers that scale damage with cost firing at Season Pass Heavy Armor.

Pay ten Spacebuckcrystals to instantly charge jump drives.
Begun, the coin wars have.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Mephisto on April 09, 2019, 10:46:51 am
Welp, they've gone and released a Decorative Blocks DLC. Apparently, people who don't have it can play on servers that do, but they won't be able to build or interact with the DLC blocks.

So for extra security on my spaceships, use DLC stuff. Got it.

(I'm being facetious I am sorry)
That is a legit point. If I build something out of DLC blocks is it now immune to plebs who can't afford the DLC?

The logical explanation would be "interact means make the block do the thing it's supposed to do", like moving a piston or opening up a wheel's menu and fucking with its settings.

But this is PC gaming and logical thinking has bitten me in the ass before. Maybe a ship made of DLC doors will be impervious to pleb rockets. ¯\_(ツ)_/¯
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: forsaken1111 on April 09, 2019, 11:03:35 am
Yeah that's why I'm asking. I don't have the DLC so can't test. I am assuming interact means build/destroy or 'use' but who knows! Maybe you can't shoot it?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on April 09, 2019, 11:10:53 am
I mean not placing cosmetics is not a huge issue, not being able to enter a ship because it uses the premium cockpit is another thing.

Arma 3 does this very well: if you happen across some dlc item you get an advertisement at mission end and some overlay in game; you can drop the item to make the overlay stop, but the game doesn't prevent you to use the items in a pinch, say you are pinned by a tank and need that one launcher off a dead ally you can still use it.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ollobrains on April 15, 2019, 08:40:05 pm
space engineers seem to have hit a roadbump with the latest dlc debacle.  They really need to fix pronto before the community turns
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on April 15, 2019, 11:09:44 pm
I don't mean to sound reductive, but the arguments against the DLC seem to center around what I can only describe as non-issues for the most part.  There are a number of people making slippery-slope arguments regarding DLC that may not be completely out-of-line, but the enormous bulk of what I'm seeing is the "Why no free content updates forever" type, and that absolutely screams of mindless entitlement.

I bought in very early, for an extremely reasonable price, and it appears that the sales have been adequate to give Keen a decent boost, allowing them to branch out into other ideas (whether or not that was well advised or not is open to debate), now they deem the core product finished, and for the most part I agree with them.  If they want to put together minor DLCs with some blocks that look nice (yes, I've seen the arguments about the storage blocks and cockpit being PTW) that allow them to continue development of the game I really don't see an issue with it.

There may be some things for them to smooth out, not being able to grind the DLC cockpit is somewhat problematic, but I haven't seen any reports anywhere as to whether or not that extends to shooting the hell out of it, and so long as inflicting damage on the block is possible then there is no pay to win factor here.

All I really see is a lot of noise (and really, not that much honestly) about a minor issue.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on April 15, 2019, 11:49:20 pm
I don't mean to sound reductive, but the arguments against the DLC seem to center around what I can only describe as non-issues for the most part.  There are a number of people making slippery-slope arguments regarding DLC that may not be completely out-of-line, but the enormous bulk of what I'm seeing is the "Why no free content updates forever" type, and that absolutely screams of mindless entitlement.

I pretty much agree with your entire post. As it is, Space Engineers has delivered quite a fair bit more then I ever actually expected it to when it first came out, such as planets.

Glancing over at steam and reddit, it does seem that some people do love blowing the issue up with false info. I've seen one notable thread where someone claimed the deco blocks were completely invincible to weapons from people who did not have it, which I easily verified was not the case in a local lan with my roommates.
I do agree with alot of people about wishing more development was done on A.I. factions and critters in general, but generally $4 for a deco patch is minor next to many of the other games that have released similar cosmetic packs for generally $15 or so. Or warframe, which while I love, overcharges on the tennogen stuff by a lot in my opinion.

I think they do need to iron out some of the issues with deco blocks, but otherwise if they keep core development going further then I am fine supporting them with these packs, as long as anything added is essentially only cosmetically different from an already existing type of functioning block.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on April 16, 2019, 01:09:06 pm
I've gotten probably 10x the entertainment value out of this game in comparison to what I paid for it.

I don't care what the release for DLC (within reason, no horse-armor please). They deserve the money.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on April 16, 2019, 04:22:46 pm
Hey, update on the DLC, from the Steam store page itself:

PREMIUM CONTENT FUNCTIONALITY UPDATE:

After carefully evaluating feedback provided by the community, we have decided to make a major change to the functionality of this pack. Soon, all players will be able to interact with these premium blocks regardless of whether they own the Decorative Pack or not. In the case that a player doesn't own it, they will just not be able to build the blocks. This change will be made in an update releasing in the coming weeks.

So, seems like Keen is in fact listening, and has made the right call about adjustments.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: ollobrains on April 16, 2019, 10:53:22 pm
Hey, update on the DLC, from the Steam store page itself:

PREMIUM CONTENT FUNCTIONALITY UPDATE:

After carefully evaluating feedback provided by the community, we have decided to make a major change to the functionality of this pack. Soon, all players will be able to interact with these premium blocks regardless of whether they own the Decorative Pack or not. In the case that a player doesn't own it, they will just not be able to build the blocks. This change will be made in an update releasing in the coming weeks.

So, seems like Keen is in fact listening, and has made the right call about adjustments.

seems like a sensible addition and change, that way all future dlc can be interacted with but just not built if you don't own it.  Should have been that way from the start
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on April 17, 2019, 01:12:58 am
Ok, I've made a miner and somehow one of my cargo containers in the center of my ship is getting damaged. I have literally surrounded it on all sides with blocks and yet is still takes damage. I don't think I'm rubbing up against anything too hard either. What's going on? Is it because I have 5 drills on a large ship? This is making it really hard to mine if a big miner will just start breaking while mining carefully.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on April 17, 2019, 02:35:59 pm
Sounds like debris is somehow getting in there. Most of the time ores just stay in the drills on my miners, how do you have it set up?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: IWishIWereSarah on April 17, 2019, 04:50:55 pm
About your miner, you can have problems like this if you do not cover the "front" (whatever direction you mine toward) with drills and advance too quickly (or have high ping on a server) : a little bit of rock will be missed by the drills, and damage everything in its path, while you move your miner with the "voxel" inside your ship.

Or, if you're more of a newbie, maybe you didn't account for thruster damage ? Is there a thruster near your cargo with its "flame" end toward the cargo ?
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on April 18, 2019, 01:14:37 am
Sounds like debris is somehow getting in there. Most of the time ores just stay in the drills on my miners, how do you have it set up?

There are 5 miner drills in an X formation

XOX
CXC
XOX

The storage container getting damaged is right behind the middle drill.There are conveyor blocks at the C's.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Trekkin on April 18, 2019, 03:18:54 am
Do you have a gravity generator sucking in loose ore?

Having gaps in a large ship drill wall is a problem (absent spinning and other cleverness, at least), but it's weird that you're not seeing damage to the conveyors too, so I'd be inclined to assume debris hitting the container from the side. Maybe through whatever those Os are.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on April 18, 2019, 11:16:05 am
Even small drills can only have a small 1-cube gap between them. Leaving enough space for a drill will let voxels crash into the ship.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: McTraveller on April 22, 2019, 04:52:01 pm
I haven't played Space Engineers in a while... have they fixed it so it is more engineering now?  Or did it continue down the path of non-engineering?

By that I mean - is construction now internally consistent in terms of mass / density? Can you now make a lower-powered motor by using less materials in a pinch, making it an actual engineering trade-off between cost / capability?

I mean, it's a great space-oriented building game, but I was sad that they started moving farther from engineering.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: PTTG?? on April 22, 2019, 11:59:12 pm
Nope. You want Children of a Dead Earth.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Micro102 on April 23, 2019, 12:23:49 pm
Do you have a gravity generator sucking in loose ore?

Having gaps in a large ship drill wall is a problem (absent spinning and other cleverness, at least), but it's weird that you're not seeing damage to the conveyors too, so I'd be inclined to assume debris hitting the container from the side. Maybe through whatever those Os are.

No, no gravity generator, and I could absolutely see the gaps being a problem..... if it wasn't for the fact that a block completely surrounded by other blocks is taking damage. Some times the conveyor blocks take damage, sometimes they don't. But the cargo block behind the middle drill almost always takes damage tot he point of not being usable, while the blocks around it are fine. What physics allow damage to pass through blocks?!
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on July 14, 2019, 07:36:38 am
It seems Keen hired the guy from the mod I always praised here, the EEM mod. And now they announced a big update (that seems to already be in Beta) that will add things such as: Economy, Contracts (randomly generated missions), Static Shields (anti-griefing mechanism that takes power and money), Stores, [NPC] Factions and Reputation (more Rep more discounts, less rep more problems), and so on. This means they finally aim to turn Space Engineers into an actual Space game, I guess.

Having the EEM mod guy on their team seems crazy to me. I stopped playing the game due to EEM becoming abandoned/taking too long to be fixed, so it's great to know it's because they were working on putting most or all of it into Vanilla. The features EEM had worked in weird or awkward manners due to it being a mod, such as you needing to throw things into a Collector in order to sell, or weird ways to perform trade in general. It being taken to Vanilla brings my interest back - it gives hope to SE becoming more than a Space Lego.

Here's a video about it, with some clips from a dev stream. (https://www.youtube.com/watch?v=zHgSO4fHFyo)
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: n9103 on July 14, 2019, 08:35:14 am
Wow... this might actually put SE back on my backlog, after having taken it off years ago after only a few hours because, as you succinctly put it, it was basically space legos simulator.
I guess I never looked too deep into mods for it, because I didn't think it could be so drastically improved with things like an economy.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on July 14, 2019, 10:35:53 am
SE is finally, officially, a bit closer to Empyrion on this front.

I've been playing with EEM lately and it's working smoother than in the past. Also replaying Escape from Mars as Rocket Raccoon, the half height engineer. What a trip it is. He's got the right hitbox.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on August 22, 2019, 11:51:21 pm
So, since last we left Keen, there have been two new DLCs, and a substantial update.  I have to say, after having looked over the new DLCs, that Keen have their heads firmly situated on their necks and shoulders, and their feet planted on the ground.  The price points are completely reasonable, maybe even slightly underselling, the content really is "Just Cosmetic" in every sense of the concept.  There is no community divide, as you can play with anyone who has the DLCs without having them yourself.

Really, Keen kind of faffed about for a while and their earlier project, Miner Wars, was a failure, but I think that they're doing good work here.

I am guardedly optimistic to see what the future holds for them.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on August 23, 2019, 12:18:12 am
You have to pay for the ATM and Vending Machine, which are not exactly cosmetic.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on August 23, 2019, 01:08:06 am
To my understanding there is already a block (or blocks) that have their functionality, at least if posters on the forums and reviewers of the content are to be believed.

I have not had inclination or opportunity to try the economy update myself however, so if that is in fact not true then I will retract my statement about "Cosmetic Only".
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: deoloth on August 23, 2019, 02:05:29 am
The store block is free and has the same functionality as the ATM and Vending machine combined.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on August 23, 2019, 04:30:06 am
Then I stand by my previous assertion.  This is how DLC should be handled, sanely priced cosmetic elements that do not create a rift in the player community.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: EvilTwin on August 23, 2019, 06:47:52 am
wooow, I didn't think they'd actually pick up development again. this is really neat, gotta check it out when I'm not swamped with IRL stuff  :o
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Gabeux on August 26, 2019, 02:10:54 am
Really, Keen kind of faffed about for a while and their earlier project, Miner Wars, was a failure, but I think that they're doing good work here.

I for one kept the Keen hate for a long time due to Miner Wars, but if they keep pushing in this direction, it can be alright. I mean, I got more hours in their game than I like to admit.  :P
I plan on trying out the Economy Update tomorrow, since it's the kind of thing I love and want to see in games like this. I wish I had the attention span to try out StarMade properly, since it has NPC Factions and this sort of thing for a long while now, but I always give up on StarMade after building a huge miner. I'm not really a builder, so in SE and Empyrion I download and print Workshop ships and mod them to my liking or required use.

In any case, it could be interesting trying out a playthrough where refining and assembling takes forever, making buying ships from NPCs an useful thing.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Zanzetkuken The Great on November 21, 2019, 03:05:34 pm
Wanting to run a minor server for this.  Don't think I'll be able to make it 24/7, so it'd probably be best to schedule two or three hours of uptime we all jump onto the server daily/once a week, depending on which is better for people.

Here's a few different mods I'm thinking of putting on (https://steamcommunity.com/sharedfiles/filedetails/?id=1917727772), though of course we could easily add far more.  World is listed in there, here's a direct link (https://steamcommunity.com/sharedfiles/filedetails/?id=1902157341).  If you guys are really interested in doing some mad stuff, we could do a server rule of only thrusters in one direction, as aerodynamics and plane parts does make that possible.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: IWishIWereSarah on November 25, 2019, 11:04:52 am
could be interested, depending on the hours since I'm in Europe (and I think most of the Bay12ers are American).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on November 25, 2019, 01:38:00 pm
I wouldn't mind. I can build cool things.

I'm EST and only on late at night though.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on January 08, 2020, 08:37:57 am
I'm back in this as well, because of the economy, the survival and a set of mod that make the pve interesting coming all together.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on January 21, 2020, 02:58:43 pm
after having put the hours in, this game still feels a very crude tech demo

ship building is very limited. rotors and pistons have loads of issues, phantom forces dominate the simulation and anything moveable is a liability on any build. no wonder the workshop lacks interesting mechanical things! that and of course the fact that projectors still can't understand pistons and rotors, making testing stuff and porting it into survival an exercise in frustration, and even when something looks like it should work there are the dozen unimplemented things or odd bugs to hamper your progress (like, wheel sidewall has no friction, so if you are in a v that's more than 10 degree per side you have zero traction to move forward)

nothing says more "engineering" than having to build stuff out of trial and error!

there are odd design choices everywhere - 1x1 wheel don't reach ground, 3x3 wheel have 0.5 meter ground clearance, 5x5 wheel? still 0.5m clearance because the suspension is twice as big. there's no way to automate the simplest thing, like having a rotor increase at specific increments or rotate at a specific speed on command, without having to write programs in their clunky editor; everyone max speed is the same, making the jetpack the most convenient mode of transport.

and then there's stuff that's so simplified you'd expect to get it into some cheap arcade space shooter, like off center thrusters not giving torque to the ship, mass placement being irrelevant and capricious restrictions on which block can go where

I see the appeal of smashing large ship one into another and maybe of large multiplayer combat, but the survival experience has been quite underwhelming, even after putting in some mods to make the planets more alive and interesting, you have no reason to build advanced vehicles unless for shit and giggles.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on January 21, 2020, 08:53:08 pm
Preeeeeeeeety much. It still has the best block building out of most games like it. 6 keys to go back and forth through rotations along 3 axis. Mind blowing that more don't use it. Early game is mostly fine but then you hit the middle and end game with not much to do. Myself and a few others wander the workshop to find real scenarios.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on January 21, 2020, 10:42:08 pm
I'm playing solo, and was midway thru building a huge "generational" ship (at this point it was just 3 rings covered by a bunch of artificial gravity generators)... then I started building some rooms and apparently exceeded the 100,000 PCU limit or something because it got glitchy as hell and walk-through and even the mouse doesn't see the existing blocks when I want to put new ones next to those.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: LoSboccacc on January 22, 2020, 07:27:03 am
Mind blowing that more don't use it.

idk, empyrion, from the depths and stormworks all have a six key rotation systems, of all I know only starmade is the outlier with the rotation on the mouse wheel
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on January 22, 2020, 01:50:58 pm
You can remove the block limit. I always do.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on January 22, 2020, 02:26:42 pm
Mind blowing that more don't use it.

idk, empyrion, from the depths and stormworks all have a six key rotation systems, of all I know only starmade is the outlier with the rotation on the mouse wheel

Empyrion is still on three or four keys, or did that change? You have to individually change rotation axes and then you can rotate along a single axis.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on January 23, 2020, 11:56:25 am
You can remove the block limit. I always do.

I already removed the limit option, this is some sort of performance limit, seems after 100k it just sucks.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 03, 2022, 02:40:18 pm
Geesh this thread hasn't seen daylight for a while..

Pretty big update released today, focussing on combat and quality of life.

https://www.youtube.com/watch?v=XNhKwBnckeM
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: NullForceOmega on February 03, 2022, 03:15:06 pm
That was a pretty cool trailer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 03, 2022, 05:38:53 pm
Oh hey, they just copy/pasted the "It's not pay2win! Really!" disclaimer from one of their other DLCs. Didn't even change the DLC mentioned in the disclaimer.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: martinuzz on February 03, 2022, 05:58:56 pm
But it's not a DLC it's a free update
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Akura on February 03, 2022, 09:12:36 pm
But it's not a DLC it's a free update

Alongside of said free update is a new DLC (https://store.steampowered.com/app/1783760/Space_Engineers__Warfare_2/).
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: BigD145 on February 04, 2022, 06:50:31 pm
But it's not a DLC it's a free update

It's an update required to patch in the paid DLC. With the way their multiplayer and DLC works this is the DLC but paywalled until you or someone hosting buys the DLC. DLC content is available to nonbuyers if someone else builds it.

It's nice they added the turret controller for the free portion or people might have rioted. The blowback would have been real nasty.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Sergius on February 04, 2022, 07:16:22 pm
The things in the DLC are cosmetic variants of free things. All the new guns in the videos are part of the free update.
Title: Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
Post by: Dunamisdeos on February 05, 2022, 12:02:15 pm
Yeah, all of the new functionality is 100% free, including the new weapons. The DLC bit gives reskinned weapons and some cosmetic blocks.