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quote:Last week, Space Engineers: Development Version was: Stable! quote:Want to talk about crashing ships into eachother like a deranged toddler? Come chat in #spaceengineers on IRC! What the hell is Space Engineers? Space Engineers is a Minecraft-esque sandbox game. In Space. Now in a Beta phase of development, it has a sizeable quantity of content along with thousands of mod blocks to further expand your toybox. You can build your own ships or space stations, rip off ones from famous games or movies, and fly them around nigh-infinite asteroid fields or explore vast planets. So what's there to do in this game? Right now there's three modes; -Scenario; Your typical single and multi-player missions coming in a variety of types (story missions, deathmatch, races with checkpoints, that sort of thing). There are two demo scenario missions available in-game from KSH, and the rest are user-made on the Workshop for the moment. Scenario Mode is the current focus of the weekly patches, with new conditions being added for victory/defeat and objective progression. -Sandbox; The meat of the game is the vast open sandbox and comes in two flavours: Creative and Survival. Creative Mode is Space Lego - pick a block and put it down. Continue until ship is complete. Your astronaught is unkillable and doesn't require oxygen either. There are also Mirror fields in your constructions to ensure symmetry on whatever you're building. Survival Mode is a lot more restrictive and "realistic". You need to keep your ship stocked on Uranium Ore mined by yourself using hand tools or a ship with a mining drill mounted on, refined into Uranium Ingots. To actually build anything, you need components. Components comes from raw mined materials (Silicon, Iron, Silver, etc) that can also be mined and refined by your ships, and then made into components by an Assembler. Still it can be fun to put together a large ship in Survival with your buddies knowing you did it by hand over a few hours and not a few minutes on your own in Creative. Out in space you can also find abandoned ships (taken from the Workshop in small groups periodically by KSH if it is uploaded using the "Exploration" tag and has no mod blocks). Enemy Ships will also sometimes spawn in about 10km from where the player is on a slow drifting route before despawning. They're generally heavily armed with a decent range of components and ores in their cargo containers for those willing to risk attacking them. Multiplayer The (US-based) Goon server can be found in this PGS thread. Come join your fellow goons in building penile-shaped ships and destroying things. While the original multiplayer code was very slap-dash, work in the past year has drastically improved the netcode and general multiplayer playability of Space Engineers. There is also an upcoming major patch to further improve this coming SoonTM. What's the State of the game so far? Right now the game isn't all that deep beyond Survival Mode and user-made Campaign Scenarios, but it has a wide breadth of tools for general creativity. The Workshop is home to a vast variety of popular user-made blocks that also further expand your options for making and smashing ships together like a giddy toddler. The developers also release a content patch every Thursday Morning (US-time) that adds a couple of new blocks or a new feature, as well as squashing some bugs. Smaller patches also occur if/when a major bug needs squashing now due to something caused in the latest content update. What's coming soon? Now that planets are released, KSH are currently taking a sledgehammer to the multiplayer code (which was a quick several-week hack job early in the game's life) and putting together something that won't make your ships explode because of a momentary desync. It's gradually improving week-by-week in incremental fixes. At the end of each weekly patch video as of late, there's been a short teaser of new details or features coming. Here's what's been teased so far;
What's new? PLANETS. quote:All in-game, no transitional screens. They will have their own atmosphere (or potentially none at all), as well as procedurally-generated foliage and scenery similar to Medieval Engineers. Planetary Gravity will also affect all blocks instead of just Artificial Mass Blocks, so you'll need to keep your cruisers away unless you want a one-way trip. Latest Patch Notes v1.187 Patch Notes posted:Hello, Engineers! Goon-Recommended Mods Be aware that not all mods have DX11 models and will render as black with no surface textures if you run in DX11 instead of DX9. Due to the separation of Stable and Development Builds, some of the more esoteric mods may not work in Development Mode, or have separate iterations for it.
The bolded stuff are the big key ones, the rest are just nice-to-haves. Goon Creations Mods Large Ship Railgun, with a stationary and turret varieties, by Lazermaniac. Invisible Armor Edges by GotLag. Superior to other similar mods in that it simply removes the edge model itself rather than editing existing blocks so it can't be broken by updated definitions. Also compatible with modded armor blocks. Particle Impulse Thrusters by Sorus. Ships and Vehicles The Narwhal-Class Light Combat Frigate by Me. The Manufactorum Pluribus, a mass-production ship printing cell by Me. Added just to give an example on how to make your own ship printers. DSF8 Duchessa II by GotLag. (Also one of the ships chosen for Exploration Mode by the developers, so you may be lucky enough to spot it in any World). The Fenrir by The Iron Llama. Light Exploration Corvette "Kuybyshev" by Rossmum. Fleet Destroyer E-494 "Bezposhchadniy" by Rossmum and GotLag. Rune Breaker (DDR-903) by Mercutio Martino. Pololu Light Cruiser by Amechwarrior LSI Heavy Jumpship by Zodack Worker-A and Worker-B by RabidGolfCart Crewed Engineering Vehicle "Kumabachi" (Carpenter Bee) and Crewed Mining Vehicle "Mizubachi" (Honey Bee) by Gotlag Neddy Seagoon fucked around with this message at 04:48 on Jul 20, 2018 |
# ¿ Jun 5, 2015 18:36 |
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# ¿ Apr 29, 2024 15:02 |
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Medieval Engineersfrank.club posted:I played it for a bit. Pushed a cart around and then a man came and killed me. Patch Notes. Version 0.3.1 posted:Summary Neddy Seagoon fucked around with this message at 16:45 on Oct 20, 2016 |
# ¿ Jun 5, 2015 18:39 |
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Mystery Prize posted:I just realized that you can weld a blueprinted ship/station without placing the actual parts, so long as you have something connected to work off of (a landing gear, a series of light armor blocks reaching out, etc) Let me introduce you to the wonderful world of printing entire ships.
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# ¿ Jun 6, 2015 03:00 |
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Tombot posted:Has anybody on the workshop built a good base to base automatic bus service yet? Because I'd love to see that. Protip; mount a Small Block rotor head onto a Large Block rotor base (or dock a Small Block connector to a Large Block one), then stuff as many small-block Timer Blocks as you can fit on it. You get a shitload more done for a fraction of the space. Programming Blocks work too. If you want an example, take a look at my Avalon Battleship and check the screenshots of the command center.
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# ¿ Jun 6, 2015 04:46 |
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Spookydonut posted:Works a lot better if you use the Twin Welders with their much bigger weld radius and speed. Ah, I keep forgetting the radar mod . I'll add both when I'm not phone posting. Plus that printer design was straight vanilla blocks (the one in my battleship uses Twin Welders though). The shuttle blueprint in it is just because I like the drat thing .
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# ¿ Jun 6, 2015 05:51 |
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Sankis posted:Are there any mods for more survival elements? Last I played it was only random ships, which were pretty easy to outclass and mostly just ignored you, and weird asteroid showers if you turned them on. Not yet, sadly. Might see a change in that in upcoming weeks due to the newly-added autopilot commands though if you're lucky.
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# ¿ Jun 6, 2015 08:04 |
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Klyith posted:I feel like what would work well with SP survival mode isn't a bunch more tedious survival stuff, but something along the likes of randomly generated objectives. What it really needs is better AI scripting that can be slapped onto a ship ad-hoc. Then all you need for a random encounter is something like a space station and a fighter/capital ship placed nearby with PROTECT_TARGET ("STATION 3", 5KM). Or coming across a line of cargo ships traveling with a few fighters looping around as escorts.
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# ¿ Jun 7, 2015 03:36 |
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counterfeitsaint posted:The biggest thing that will hold SE back in the end is the same thing that had made it really interesting, it's adherence to realism at any cost. I love SE's mining and physics and upcoming planets, but StarMade's weapon/shield systems and actually having AI to fight makes it more enjoyable I think. That's what mod blocks are for . Otherwise you wouldn't have stuff like the FTL Drive.
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# ¿ Jun 7, 2015 17:58 |
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Spookydonut posted:Works a lot better if you use the Twin Welders with their much bigger weld radius and speed. Something I discovered was that there are also Twin Grinders too. I've been remodeling some stuff in my battleship, and one of the new additions is a dedicated Deconstructor. No more crap flying around the Hangar Deck. It's also now has a proper hangar door leading to it from the Lower Hangar Deck that I haven't screenshotted yet, along with maglocks in the floor to keep something in place until it's fully dismantled.
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# ¿ Jun 8, 2015 08:44 |
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Spookydonut posted:I assumed you knew about twin grinders, no longer will you nudge a ship you're salvaging and send it drifting off. I added them to the Grinder work pods as well for that exact reason . Left the standard welders on its respective counterpart though, just for specific targeted repairs.
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# ¿ Jun 9, 2015 04:32 |
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Spookydonut posted:I also recommend this drill mod because the stock drills seem to have been nerfed a bit, and also this decreases the number of drills you need and therefore decreases drill lag. I already have something better
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# ¿ Jun 9, 2015 04:47 |
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Splode posted:less lovely paint tools would be cool too If you want to make some fancy curves, try a Pixel Circle Generator. Just to give an example; to make the basic rounded hull for this I started with a long oval for the length of most of the body (to make it shorter in the aft, it's just a longer half-oval for the front and a shorter one for the rear), then made circles at each diminishing width of the oval. After that, you just fill in the blank spaces between them and adjust the shape as you need.
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# ¿ Jun 9, 2015 10:02 |
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Splode posted:That's incredible, how long did that take you!? Also, when you were designing it, did you make the hull first and then fill it with stuff, or work your way out from a skeleton of components? Hull first, then filled it in. It's also actually about two or three different older ships of mine cobbled together into one . If you want to go poke around in it, it's the first listing in the Goon Creations tab of the OP. Klyith posted:Pixel circles only work for sizes above a certain number of pixels, his is too small for that type of technique. Making a good-looking large ship at smallish sizes is not easy. There's a fair amount of pure trial and error. You have to try various block combos and then move back to look at the thing to see what looks good. Minimalist large ships are like a puzzle to make. Sure, but it at least helps give somewhere to start if you're having trouble breaking away from just functional rectangles . edit: So, uh, I just learned something; Don't get greedy with Twin Grinders. I decided to up the number of Twin Grinders in the dismantler, because I had a fair bit of debris left over floating about and tossed in the old version of one of my transports for testing. Then it pitched a fit and did this. It turns out debris flung by a wall of Twin Grinders can go very far, very fast. That was all multiple layers of reinforced armor it went right through. Like 3 or 4 layers thick in places. Neddy Seagoon fucked around with this message at 12:36 on Jun 9, 2015 |
# ¿ Jun 9, 2015 11:49 |
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Azuth0667 posted:Sounds like an idea for a new gun . You know what confuses me though? This hole is towards the front of the ship, behind the Dismantler, and there is no damage between it and this hole. It goes right through the entire loving ship . Granted, a lot of that is the empty barrels of the gravity cannons (and it actually destroyed the mounting point of one on its passage through), but still. I just...How?!
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# ¿ Jun 9, 2015 13:08 |
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Worked out what the hell caused it all at least. Turns out the Twin Grinder's "field" also expands the radius of the spinning saw effect, so poo poo inside the dismantler is getting tossed about at high speeds once it comes off the dismantled ship. . Observe; the new safer version. As it began tearing the ship to chunks (note that the grinders have also sent the freed forward section spinning), a bunch of tiny 1x1x1 blocks were loose and flying abou- HIT THE DECK! ...Probably relatively safe if you slowly push a ship in with another at least .
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# ¿ Jun 9, 2015 14:21 |
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Shadowlz posted:I look forward to your new sitcom about a crew on a research space vessel and their failed experiments. Well for what it's worth, you can now go poke around the ship at least Have a new version of the Avalon Battleship.
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# ¿ Jun 10, 2015 10:42 |
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Firos posted:What's a good addon that adds multidirectional thrusters? I just think the base thrusters for large ships that are on the smaller side are way, way too big and unwieldy. They're also ugly as poo poo. Have you tried the Azimuth 1x1x1 thrusters?
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# ¿ Jun 11, 2015 03:59 |
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I'd wager from this (if we're really lucky) that Planets might be somewhat imminent and this is a stop-gap to get them done.
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# ¿ Jun 12, 2015 03:31 |
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QuiteEasilyDone posted:Does this mean we'll be able to reenact the historical document "The Core?" My current goal is to work out how to kill a planet once they're added. Even if its some big laggy monstrosity that takes ages to achieve it, I just want to make it happen at the push of a button.
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# ¿ Jun 12, 2015 06:33 |
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Klyith posted:I suspect planets will not be made entirely out of voxel stuff, the performance impact stacks up too much. So you probably won't be able to drill / blow up an entire planet. I wouldn't be surprised either. I'd still settle for glassing the surface down to the invulnerable layer though.
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# ¿ Jun 12, 2015 08:08 |
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deadly_pudding posted:
Most of that's doable now. Might need the conveyor hinges for over-long pipes around the planet though.
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# ¿ Jun 12, 2015 15:43 |
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Mister Adequate posted:Why would you bother mining a planet when you can shoot giant loving rocks at it from space? Why shoot rocks when you can shoot big-rear end explosive bullets? There's a trick to the explosive pallet items you can create, because unlike Warheads when you stack them together they actually create a much bigger bang instead of several slightly-adjacent ones of the same size and strength. The trick is getting them to actually go pop from either impact or explosion .
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# ¿ Jun 13, 2015 04:19 |
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BillyJoeBob posted:I hope that the planet surfaces aren't shallow, I really want to go get my planet cracking on. I doubt they will be, just because people are gonna mine the poo poo out of them just to try and build underground bases. Splode wanted to know about my ship designs, and I'm trying to make something a size smaller (ie; not quite so laggy) than the Avalon so I took some pictures as I went. The basic important parts are laid out and connected (hangar, thrusters, gravity cannon). I'll generally fudge the rest of the interior as I go. A quick bit of measuring plugged into a pixel circle generator gives the frame. Then you just take the width of each segment and generate a circle of that for the outer layer. I'm not happy with the way the front turned out, so I'll probably raise it and flatten it a little like the Avalon's. Once I've got it right I'll go round under the hull and slap a second inner-layer of armor around it. Moddington posted:Advice for not being Flowerchild: don't layer your mod in contempt for the original devs and deliberately break compatibility with other popular mods. Yeah, Kermit's gonna lose his goddamn mind at this .
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# ¿ Jun 14, 2015 03:46 |
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Spookydonut posted:It's weird that when I try using 2:1 and 3:1 slope blocks it looks awful compared to what you're doing there with just 1:1 slope blocks. It's probably possible to do it with the 2:1 blocks, but I can't make anything circular look decent with them either. I was considering moving the the cannon up a bit, but it turned out looking fine. With a bit of paint and more than a few guns you have the exterior of your submarine-esque starship.
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# ¿ Jun 14, 2015 09:46 |
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Splode posted:Cool! Thanks for that, good to see your process. Here, go blow something up. Buttmeister posted:Job system is (kinda) done! So far I have roles and set spawns in a static world for Engineers with a certain loadout/inventory and Miners with a certain loadout/inventory! They just kinda...plop down in the world and there isn't really anything stopping from doing the others job. I'm going to try and see if I can set ones action speed in, say for example Mining, to .5 and the others to 1.5 (purely for proof of concept, nothings final so don't bitch at me about balance). Any suggestions on how to make power generation more than just "take uranium, put uranium in magical nuclear generator"? I wouldn't bother about classes or balance like that. SS13 certainly doesn't, and nothing stops people from doing other jobs. It's a lot better for it, really. Something you might want to check out, if you haven't already, is Sektan's Spawn Points.
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# ¿ Jun 16, 2015 15:42 |
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Patch Time!quote:Summary I want to quote two of the best bits from that, because holy poo poo. quote:This is always a question of FUN vs REALITY. I can imagine that many players would like to have real life-sized planets, but for the sake of gameplay, time, and engine possibilities we decided to use a 30-50 km diameter for planets and an 8-10 km diameter for moons. Yes, some generated planets could have 0-3 moons accompanying them. quote:To simulate the day and night cycles we decided to rotate the sun around the planets/ world. The user will be able to configure the day duration from 1 minute to 24 hours or disable the rotation to keep the current static sun. Live out your Kerbal dreams . Neddy Seagoon fucked around with this message at 03:41 on Jun 19, 2015 |
# ¿ Jun 19, 2015 03:36 |
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bitcoin bastard posted:if i cant carve a chunk of that moon off and send it hurtling into someone's Pretty sure they'll be stationary like asteroids . Besides, why break off a chunk when you can de-orbit the whole goddamn moon?
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# ¿ Jun 19, 2015 07:28 |
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rossmum posted:I've updated my corvette a bit. I can't guarantee it's 100% because I'm half asleep and have probably forgotten to set something or other up, but it's here as a world file since I'm too lazy to figure out which mods it requires and set them up on its Workshop page. I'm living out of one in a survival world at the moment so that's something, I guess. Adding it to the Goon Creations list, just because it needs more entries. Also a hotfix dropped earlier; quote:EDIT 06/19/2015:
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# ¿ Jun 19, 2015 17:12 |
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Finally gotten off my rear end to try and make a proper starfighter and not just bigass capital ships. It's a modular starfighter, using the Avalon's manufacturer welders to mount pods using internal projectors. Once it's done with them, just drop'em in the dismantler. I've only made the two pods so far, but the rest'll probably be just more weapons and an FTL pod for long-range flight. Also going to try and make a set of cosmetic mountable wings just for flying over planets in style.
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# ¿ Jun 21, 2015 04:34 |
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rossmum posted:Neddy, I can't help but feel your ships' agility and power/resource efficiency would benefit heavily from taking the all-or-nothing armour theory from treaty battleships and applying it to them They're designed as more like Battlestar-ish mobile fortresses than maneuvering warships, with the idea that approaching one from any direction is meant to be a worry rather than having to rotate just to bring one set of guns to bear to keep something hostile at bay. The important bits have more armor anyway, it's just that everything has at least three layers deep, on-average, protecting it on the Avalon and two layers on the Beluga. If you need to go do something quickly, that's what the FTL-equipped subcraft are for. Plus I kinda like the idea that the onboard FTL's are for shock-and-awe as much as travel. Nothing says "I surrender" like an bigass battleship just appearing out of nowhere with a shitload of guns trained. Neddy Seagoon fucked around with this message at 07:56 on Jun 21, 2015 |
# ¿ Jun 21, 2015 07:51 |
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Faux-rear end Nonsense posted:I'm not a computer man so I could be way off base, but wouldn't consolidating ship systems into single objects improve performance by a good bit? Like, say you have a layer of heavy armour on the outside of your whatever-it-is, count that as a single entity instead of a collection of blocks and model damage to that. Or you have some kind of refinery/assembly/printer system, and instead of all the conveyors & stuff being individually 'there', just let the game figure out what it does and turn it into a single object. Nah, just having to render all those blocks will eat the CPU anyway. On another topic, turns out there's a fun bug with this week's build - anything constructed with a Projector blueprint will start off with all its blocks turned Off . Also my fighter has a few new modules .
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# ¿ Jun 21, 2015 12:44 |
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Drake_263 posted:Ooh. What mod are those gatling guns from? Much prefer them to the stock model. The nose ones with the angled base are the Azimuth ones (they're in the Azimuth Mega Mod, which is in the OP). The Big pod-mounted ones are FancyFez's ISM Grendel. Though I recommend his ISM Mega Mod instead, as it has a bunch of great weapons. Those Hellfire Missile Launchers .
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# ¿ Jun 21, 2015 13:45 |
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StabMasterArson posted:I've been playing (space engineers) for a few hours and got totally nowhere, are there any decent guides or tutorials anyone recommends? What're you stuck on?
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# ¿ Jun 23, 2015 13:36 |
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If anyone's playing around with my Avalon battleship, I just updated it a little. Nothing major to do with the ship itself, just replaced the Battlestar Viper in the manufacturing cell blueprints with my finished Modular Starfighter. The funny thing is I actually sat for too drat long thinking it looked too narrow with just the pods before remembering I'd made basic wings for it as well (I figured minimal extra mass + extra ventral thrusters should help against planet gravity at least ) and slapped them on all the side-pods as extra decoration and thrusters. SexyCommando posted:The latest "Deathmatch" scenario tools actually got me really interested in the FPS possibilities of Space Engineers. A space shooter with 3D movement isn't a new concept by any means, but a space shooter with 3D movement, fully destructible environments, voxel-based building, vehicles, drones, and full mod support seems pretty awesome. At the very least you can see your remaining ammo on the Hotbar, but I get what you mean. Have you tried Sektan's S Gun pack for more handheld weapons?
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# ¿ Jun 24, 2015 17:24 |
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Iiiiit's that time of the week again.Update 1.088 posted:Summary Looks like we're starting to get the first solid parts of the Planet update ahead of it (sun rotation and voxels on station grids). Soon... Soon...
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# ¿ Jun 25, 2015 18:26 |
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SexyCommando posted:Thankfully it looks like this update is not getting by without taking its proper dose of criticism. I knew there had to be at least one that'd throw that shitfit. Honestly though if you want to justify it, it's not that hard to take it with a grain of salt that you and the asteroids are the ones moving around the Sun.
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# ¿ Jun 26, 2015 06:54 |
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Icedude posted:It would be best if custom skyboxes could be set up to either spin the whole thing (how the stock one should be), or to have the sun move and then be able to set how bright/dark the sun is at different points in its orbit. That way for the low orbit skyboxes you could have everything go dark when the sun goes behind the planet in the skybox. All they'd need to adjust is making the starfield rotate with it. There's already an option in the World setup to disable sun rotation, so that'd cover any skyboxes that need a static sun.
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# ¿ Jun 27, 2015 03:47 |
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GotLag posted:Finally updated my mobile drone carrier/mobile base to have a pressurised cabin: I always liked your drone carriers, they've got a great utilitarian look to them . Updated the OP listing for this version, just because it's newer.
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# ¿ Jun 27, 2015 17:27 |
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I just uploaded my W.A.S.P. fighter as a World because someone asked for it, and I've left a little gift for anyone willing to check the following GPS coordinates in said world. Just plug this in as a Waypoint and go take a look; GPS:Special Toy:-584.82:-444.95:-1301.4: If you want to spoil the surprise; There's a small-block Projector containing the blueprint for the Dongfighter . I'll probably quietly remove it in a day or two just in case .
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# ¿ Jun 29, 2015 09:39 |
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# ¿ Apr 29, 2024 15:02 |
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SexyCommando posted:Working on a new standard rifle, trying to make it fit the Space Engineers aesthetic more than the modern-day-military-looking vanilla rifle. I still need to give it a proper stock and add an iron-sight to it, but after that it's on to the texture. I really like that design, but I think for a more Space Engineers aesthetic you need something slightly more simple and chunky for a rifle designed to be used in space. That one's just a shade too sci-fi, if you get what I mean, though I'd totally want that one as well.
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# ¿ Jul 2, 2015 06:51 |