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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 226239 times)

NullForceOmega

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1500 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.
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Zanzetkuken The Great

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1501 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 (25:00 for Mech rotor madness)
Cross-Atlantic Multiplayer test
« Last Edit: January 07, 2017, 03:29:51 pm by Zanzetkuken The Great »
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Neonivek

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1502 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
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1503 on: January 26, 2017, 08:06:43 pm »

*huge images inbound*
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PTTG??

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1504 on: January 26, 2017, 10:19:49 pm »

Add a life-support hydroponics garden.
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1505 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.
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1506 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.
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n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1507 on: February 04, 2017, 08:04:15 am »

I thought that's how they always were?
Retracting pistons to get around that.
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1508 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.
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Zanzetkuken The Great

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1509 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.
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BigD145

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1510 on: February 04, 2017, 10:42:13 am »

There is also the shipyards mod. Uses lasers.
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1511 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.
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Aseaheru

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1512 on: February 04, 2017, 04:49:25 pm »

 Dident they fix pistons, so 3d-printers dont implode asmuch?
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1513 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).
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BigD145

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1514 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.
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