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neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

zennik posted:

APTAA Server is up. Mods and various crap is still up for discussion/modification.

Server IP: 66.225.198.228:28015

Hosted out of Chicago.

Once we've ironed out exactly how we want this setup, i'll draft up an official post for PGS.

Sweet, I'll join sometime later this evening. In other news, I found a couple pics of the goatse ship I was talking about :



That's you, flying your ship right up the wazoo. Along with that pic, I found a pic of my old cockship:


If I recall correctly, it was designed to pick up ore that was mined and left to float. I think at the time, we had set up some miners that basically had no cargo, and would vomit their ores out into space in a line behind them. the cockship had gravity generators in those arms that would catch and funnel the ores into the shaft, which would move them to storage in the balls. And when the cockship filled up, it could shoot the ores out the tip or dock somewhere via that point and unload.

Looking forward to building more classy loving ships like that. :tipshat:

EDIT: Zennik, what's your steam name? If you're the Zennik I think you are, then Steam says you haven't been online in 200 days.

neogeo0823 fucked around with this message at 00:14 on Jun 8, 2018

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zennik
Jun 9, 2002

neogeo0823 posted:

Sweet, I'll join sometime later this evening. In other news, I found a couple pics of the goatse ship I was talking about :



That's you, flying your ship right up the wazoo. Along with that pic, I found a pic of my old cockship:


If I recall correctly, it was designed to pick up ore that was mined and left to float. I think at the time, we had set up some miners that basically had no cargo, and would vomit their ores out into space in a line behind them. the cockship had gravity generators in those arms that would catch and funnel the ores into the shaft, which would move them to storage in the balls. And when the cockship filled up, it could shoot the ores out the tip or dock somewhere via that point and unload.

Looking forward to building more classy loving ships like that. :tipshat:

EDIT: Zennik, what's your steam name? If you're the Zennik I think you are, then Steam says you haven't been online in 200 days.

Incorrect account! I have a few.
https://steamcommunity.com/id/horatio42/

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



Add Dadtoucher on steam. I enjoy exploding ships by accidentally smashing into asteroids.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!


I do have that account on my list as well, so that's good.

Firos posted:

Add Dadtoucher on steam. I enjoy exploding ships by accidentally smashing into asteroids.

And I added you as well. For anyone else who wants to add me, I'm THE WORST GUY ON THE TEAM on Steam.

zennik
Jun 9, 2002

neogeo0823 posted:

I do have that account on my list as well, so that's good.


And I added you as well. For anyone else who wants to add me, I'm THE WORST GUY ON THE TEAM on Steam.

I don't have you on MY list though. That or you're not neogeo on Steam. Message me.

Danny Glands
Jan 26, 2013

Possible thermal failure (CPU on fire?)
Will this server be listed in PGS soon?

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider

Sent a request, I'm RandomBlue on Steam as well.

zennik
Jun 9, 2002

Danny Glands posted:

Will this server be listed in PGS soon?

Once I'm done sorting out how I want it setup. I'm having issues getting asteroids to spawn with the host I'm using right now. Might just dust off a server and host it at work again.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

neogeo0823 posted:


If I recall correctly, it was designed to pick up ore that was mined and left to float. I think at the time, we had set up some miners that basically had no cargo, and would vomit their ores out into space in a line behind them. the cockship had gravity generators in those arms that would catch and funnel the ores into the shaft, which would move them to storage in the balls. And when the cockship filled up, it could shoot the ores out the tip or dock somewhere via that point and unload.

Oh hey, I remember that one! I designed the original non-cock version and brought it into the Goon server at the time.




I actually still have the Blueprint for my original Dongfighter too!


Though modern upgrades mean we can make far superior penile starfighters now.

zennik
Jun 9, 2002

Updated IP, the host in Chicago wasn't doing so great.

104.143.77.69:28015

zennik
Jun 9, 2002

PGS Thread is up!

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

I'll add that link to the OP when I get home.

Literally Kermit
Mar 4, 2012
t

neogeo0823 posted:

Hey, I remember playing with you waaaay back when on this game. We had a couple other goons, and I recall one of them building a giant goatse ship that we flew some ships right through, and then whoever built the thing got out to take screenshots of the damage, and didn't realize the ship was spiraling off into the void forever. Good times.

Sup?

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Neddy Seagoon posted:

Oh hey, I remember that one! I designed the original non-cock version and brought it into the Goon server at the time.




I actually still have the Blueprint for my original Dongfighter too!


Though modern upgrades mean we can make far superior penile starfighters now.

Yes! I remember that as well! I can't wait till we got surface to space dong cannons shooting mineral wealth to the stars.


My cholesterol! :buddy:

We've got most of, if not all the gang now. We need to jump in on this.


Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Well, I think this may well be the dumbest thing I've ever made.

Behold;


THE WHACKY WONDER BOUNCY BALL! Push the button, and off it goes!



It does its best to bounce away from players for a full minute before shutting down, unless someone manages to tap the button to keep it going.


Just hope that it doesn't stop while up in the air.

Monowhatever
Mar 19, 2010


I've been getting the itch to build some kind of wheeled, ground hugging miner like 5~7 blocks tall tops. The idea being that the drill(s) would be on a hinged piston system that would swing down then dig a hole straight down. the problem I've having is the longer pistons mods all seem to be broken, so I'm at a loss on down to do this. is it safe to chain the stock pistons? or is there another piston mod not on the workshop I could use?

Sorus
Nov 6, 2007
caustic overtones
Yeah, you can stack them. Just checkbox share inertia tensor on the stack minus the first piston connected to the main grid.

zennik
Jun 9, 2002

Neddy Seagoon posted:

Well, I think this may well be the dumbest thing I've ever made.

Behold;


THE WHACKY WONDER BOUNCY BALL! Push the button, and off it goes!



It does its best to bounce away from players for a full minute before shutting down, unless someone manages to tap the button to keep it going.


Just hope that it doesn't stop while up in the air.

The game doesn't sound interesting enough. It needs laser turrets that fire at anyone near it whenever it's in the air.

OwlFancier
Aug 22, 2013

https://steamcommunity.com/sharedfiles/filedetails/?id=566142426

This piston mod works fine for me.

But be aware you will need to manually set their force limits since those were introduced after these pistons were made and they don't default to a usable setting, same settings as a normal piston will work fine.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
The new multiplayer update is out...this week!

Turkina_Prime
Oct 26, 2013


This makes me want to play SE again.

zennik
Jun 9, 2002

New MP code is live! APTAA has been updated!

Click here for server info!

LLJKSiLk
Jul 7, 2005

by Athanatos
Looks epic:

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

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

quote:

Hello, Engineers!
After six months, we are releasing the next major update, which is focusing on the complete overhaul of multiplayer in Space Engineers, and a number of new features and optimizations. This was a massive overhaul and that’s why it wasn’t possible to make this update in weekly increment - so thanks a lot for your patience!
We had to redo major parts of the engine and there was a lot of experimentation - for example changing the prediction protocol on client-server and observing if it’s better for user experience or worse, and many more. Space Engineers has many systems and special care had to be taken for each of them: player character, jetpack, ship, wheeled vehicles, voxels and planets, fast moving objects, deformable entities, antennas, player standing on a moving grid, colliding grids, rotors, pistons, wheels, and many many more.
But wait - that's not all! With this massive multiplayer update we are releasing optimizations and performance improvements, Safe Zones, Female Engineer and much more!

Marek's blog post with detailed info

https://blog.marekrosa.org/2018/07/space-engineers-multiplayer-overhaul.html

https://www.youtube.com/watch?v=dVPbVBLRBrY
https://www.youtube.com/watch?v=RIMoIPKuAx4


Features

Improved multiplayer
Major optimizations and performance improvements for various blocks and systems
Safe Zones and global permissions
Player persistency in MP
Auto reconnect feature for client in MP
Female Engineer
PCU Limits - global, per faction or per player
Added Experimental Mode option
New support portal: https://support.keenswh.com/ (more info at: https://www.spaceengineersgame.com/support.html )

Dedicated Server Features

Special thanks goes to rexxar, Jimmacle, and Equinox for their great ideas about the server admin tool features.
Nicer and faster DS GUI
Server password feature
Auto Restart feature
Auto Update feature
Message of the Day, Message of the Day URL
Administrators slots, player reserved slots
DS GUI Steam client integration for easier setup
Remote Client in DS GUI and standalone VRage Remote Client
Email notifications
Server profiles
New +stop (server) command for administrators
New /report command for players (works with Remote Client)
Server side plugins API with management in DS GUI
Allows multiple plugins for DS
Wipe world feature - administrator can set save, which can be used to reset the world
DS GUI Actions - administrator can stop/restart with delay and message in the chat
Trash Removal changes and new features
Settings are part of the world now
Player inactivity threshold
Optimal grid count
Adaptive simulation quality feature
Updated dedicated server and Remote API guide: https://www.spaceengineersgame.com/dedicated-servers.html

Crash Fixes

Fixed voxel related crashes
Fixed crash when loading wrong mod
Fixed crash when copy-pasting certain grid
Fixed crash with looping Sound Block
Fixed crash when using illegal characters in the world name
Fixed crash when Content folder is missing
Fixed crash when changing Entity name using F11 menu

Functional Fixes and changes

Special thanks goes to Malware for his Programmable Block Additions: MyIni (instructions here) and MyCommandLine (instructions here)
Improved performance during collisions
Improved piston and merge block collisions
Improved performance of Ore Detector
Support for dependencies of mods
Steam Cloud support for blueprints (setting in Game Options)
Local blueprints folders support
Player can kick out other disconnected player from any seat/cockpit
Added General Data Protection Regulation dialog and setting in Game Options
Fixed desync issues with Refinery
Fixed desync issues with inventory of player
Fixed asteroid becoming desynced and not disappearing when removed through Entity list
Fixed Drills getting desynced when accessed with "Can use all terminals" rights
Fixed removed block leaves physically occupied space on DS
Fixed Star System being loaded instead of selected worlds on DS
Fixed Conveyor system not being functional after joining DS
Fixed asteroid disappearing after pasting another one on DS
Fixed voxel changes not being visible on pasted planet on DS after reconnect
Fixed falling through voxel when drilling on DS
Fixed ownership switching between entities on DS and MP
Fixed not being able to leave faction selection in Dead Drop Arena on DS
Fixed copy-pasting at large coordinates
Fixed grid exploding after turning of the merge block
Fixed despawning of the Respawn ships
Fixed dead body affecting ship's physics
Fixed exiting seats or cockpit sometimes kills the player
Fixed rifle shooting in a wrong direction
Fixed drones not spawning in Campaign Mission 5
Fixed ship not being controllable after unmerging
Fixed player being disconnected after pasting specific blueprint
Fixed deleting occupied Cockpit with right mouse button kills the player inside
Fixed sliding of player on rotating ship
Fixed player being disconnected after pasting Empty Voxel Map
Fixed engineer not being able to destroy block he stands on by Rifle
Fixed spectator pasting blueprints to 0,0,0 coordinates
Fixed exiting camera while using remote control
Fixed blocks not being affected by gravity in some cases
Fixed remembering angle of headlamp when entering Cockpit
Fixed Remote Control autopilot flying at 15m/s at planet
Fixed cars exploding when using inertia tensor
Fixed player being tilted after deactivating jetpack in the gravity
Fixed changing component mass does not affects block mass
Fixed Landing Gear unlocking when the grid is being updated
Fixed Turrets keep shooting even when the target does not meet conditions for a target anymore
Fixed player not being removed from the server after client crash
Fixed building mode focus info when sitting in small ship's Cockpit
Fixed Rocky ore deposits on planets providing exclusively iron
Fixed updating of ship welder/grinder aim
Fixed Grinder affecting attached rotor
Fixed disconnected subgrids not losing power
Fixed Camera block not reporting accurate power usage
Fixed grids being affected by floating items in artificial gravity
Fixed Collector's position not being updated in the world
Fixed Cargo Container not dropping items when destroyed
Fixed Welder sparks are not disappearing when blocks are finished or components run out
Fixed Thruster light not vanishing at distant ships
Fixed removing of redundant armor edges
Fixed wrong warning message when controlling grid with Remote Control and Cockpit present
Fixed "Show hidden blocks" button stops working after grid separation
Fixed HUD markers in close proximity not collapsing into summarized one
Fixed long names for voxel files

Graphic Fixes and Changes

Decreased values for intensity of sun, bloom and chromatic aberration
Shadow LOD optimizations
Improved Armor Blocks deformations
Tweaked Jump Drive effect
Added particle effect for ships near grid
Optimizations for particles in distance
Fixed Voxels and their LODs at large coordinates
Fixed LODs showing different blocks at certain range
Fixed Advanced Rotor head's LOD
Fixed missing damage particles on DS
Fixed camera clipping into rifle at falling and jumping
Fixed wrong camera distance after reloading of scene
Fixed Ship Grinder playing spinning animation even without power
Fixed interior of Cockpit being rendered over modded blocks
Fixed damaged blocks not updating its shape to fit new blocks
Fixed Cockpit build mode not showing ghost block preview when aiming at the same grid
Fixed see-through broken deformations of small blocks
Fixed multiple skins having wrong color
Fixed animations when switching between aimed rifle and tools
Fixed missing astronaut's head when using Remote Control and sitting on Passenger Seat

UI Fixes, Improvements

Pause client in MP, when there is connection issue
Server list - added recommended server, password and experimental icons
Advanced server filter - password is three state now (with, without and both)
Message of the Day in Respawn screen (multiplayer feature)
Redesigned Respawn screen
Server name in F3 screen
Added sorting to F3 screen
Added ping information to F3 screen
CTRL-X changes - can be used only by owner of the grid, faction leader or admin
CTRL-C notification on success or fail
Campaign tab renamed to Quickstart
Easy Start Space scenario in Quickstart
Faction management (UI in terminal panel) is available for server administrators
Improved Entity list interactions
Adjusted tooltip at Spotlight's "Blink Length"
Adjusted HUD chat alignment
Fixed capital G to g as a symbol for standard gravity
Adjusted position of wrong value warning message in terminal
Fixed remembering checkboxes in Admin Tools
Fixed Refresh button in Join Game screen, in Friends tab showing "Pause"
Fixed tooltip in Save As dialog
Fixed objects being present in terminal info tab even after removing
Fixed Remote Control setting "Main remote control" being possible to activate with multiple Remote Control blocks selected
Fixed text in Color Picker
Fixed some inconsistencies in New Game screen
Fixed updating of max. players value in F3 screen
Fixed displaying of formatted text pasted into terminal
Fixed scenario selection on DS being empty
Fixed letter I on HUD (inventory) changing its position depending on screen aspect ratio
Redesigned Spawn Menu (shift+F10)
Space Master renamed to Admin Tools (alt+F10)
Redesigned Admin Tools - cycle objects, entity list, admin tools, trash removal
Refresh button in entity list (admin tools)
Sorting by PCU in entity list (admin tools)
Added owner last login to grid tooltip (entity list)
New Safe Zone UI (alt+F10)
New Global permissions (alt+F10)
Loading a blueprint (F10) automatically starts the pasting process (skips the need to press ctrl+V)
Sorting of F11 statistics
Icon (over head) for disconnected player
New tooltip for Continue button in Main menu
Fixed voice chat icon duplicate showing up on DS


Something for the multiplayer server; Be aware the shield mod was broken by a variable change in the new update, but the creator's apparently patched a temporary fix that may have it working again in the meantime.

Verizian
Dec 18, 2004
The spiky one.
So are PCU's effectively currency now? I'm guessing they're not calculated based on actual hardware performance of a server but can the budgets be adjusted through mods or server settings? Or would a beefy dedicated server have the same PCU cap as an i5 desktop rig used to host?

zennik
Jun 9, 2002

Neddy Seagoon posted:

Something for the multiplayer server; Be aware the shield mod was broken by a variable change in the new update, but the creator's apparently patched a temporary fix that may have it working again in the meantime.

It's been updated/fixed.

Verizian
Dec 18, 2004
The spiky one.
So is https://steamcommunity.com/groups/spacegoongineers the official goon steam group and are there any active discord groups?

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
The steam group doesnt get used for anything as far as I know, and the discord for the (only?) Goon hosted server SE server is link expires in one day.

Verizian
Dec 18, 2004
The spiky one.

McGiggins posted:

The steam group doesnt get used for anything as far as I know, and the discord for the (only?) Goon hosted server SE server is link expires in one day.

Sadly it's a US server and I've got 270ping to it. On joining the spawnship got tossed around in random directions, then I managed to head in a straight line with repeated connection warnings before an entire planet appeared 10KM in front of me. I logged out at 5km from the surface with the ion thrusters ineffective.

I might try and setup a UK/EU server if I can get the right mods to work.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
I play from :australia: with next to no issues.

The server might just have been undergoing issues from its generally retarded player base at the time. Did you check the server and local sim speed via shift-f11 to see if the issue was on your end, the server end, or just a distance problem?

270 is about par for me, and I dont encounter those issues.

lohli
Jun 30, 2008

Verizian posted:

Sadly it's a US server and I've got 270ping to it. On joining the spawnship got tossed around in random directions, then I managed to head in a straight line with repeated connection warnings before an entire planet appeared 10KM in front of me. I logged out at 5km from the surface with the ion thrusters ineffective.

I might try and setup a UK/EU server if I can get the right mods to work.

I have had this problem on joining also, poo poo can be super janky while you're receiving information after connecting but tends to be pretty ok afterwards.

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Verizian
Dec 18, 2004
The spiky one.
Yeah got back on, waited until one thruster suddenly started firing in a random direction then burned away to avoid the planet. 10 minutes in and things are a lot more stable apart from rubber banding and constant connection errors flashing onscreen. Seems playable though. -edit when the rubberbanding doesn't crash your lander or cause you to die by trying to walk through an open doorway because it thinks you just collided at 300m/s with something solid that's not there.

I've setup a European server as a test hosted by verygames.net in London. 145.239.203.199:27015 with a bunch of mods. Nanobots, Defense shields, Mexpex, CmdrBob's, Azimuth megapack, Spinal Weapons, Rotary airlocks, Zombies replacing wolves/spiders, plane wings, a choice of thrusters & reactor types, and lots more. I'll see how it goes and adjust as needed when something goes wrong, which it will because Space Engineers. Contact me through PM's on here or Discord through Verizian#3516 if you've got any suggestions or questions.

Verizian fucked around with this message at 17:38 on Jul 28, 2018

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