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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"


quote:

Last week, Space Engineers: Development Version was: Stable! :yayclod:
This week, Space Engineers: Development Version is: Waiting to see what breaks :f5:

Notable Bugs for this week's Development Patch:

  • Weapon firing rate is slower than it should be.

Undocumented Changes for this week's Development Patch:

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;

  • More hand-held weapons
  • Sound levels changing depending on atmosphere and whether the helmet is on/off (ie; no sound in vacuum, muffled with helmet on)


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!
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


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.

  • Darth Biomech's Stuff - This is a link to his Workshop Items in general, just go down the list and start grabbing them all.
  • Advanced Gyroscope - 50x times more powerful than the normal Gyroscope Block. There are stronger ones, but I find this one hits the sweet spot for larger ships.
  • Azimuth Industries Mega Mod Pack - A big modpack with a lot of useful stuff, including fancy pilot seats, 1x1x1 thruster blocks (flat and angled), and even some gatling guns that can sit flush with the hull of your ship.
  • Conveyor Vent = Vent Blocks that can sit flush with your hull, as well as still providing cargo connections on all non-vent sides. Also comes with an angled vent block.
  • Eikester's Decorations Part 1 and Part 2. Adds a bunch of decorative furniture (bunkbeds, toilets, couches, etc) to fill out ship interiors. Most work in Small and Large Block ships too.
  • Sektan's Interior Walls - A collection of decorative interior walls, along with variants containing cargo conveyors.
  • Exploration Enhancement Mod - Turns your empty world into a thriving experience with basic AI factions, derelicts, and even rudimentary trading stations.
  • Kolt's Command Console Pack - A nigh-mandatory set of gorgeous consoles to give your ship that proper working look for a Bridge, Command Center, or whatever. Finally DX11-Compatible :peanut:
  • Maglock Surface MkII 1x1x1 Cube and flat surface magnetic pads (ie; Landing Gear).
  • Midspace's Exploration Scan Mod - All you need to do is type "/scan" into your chat and it'll use your ship's antenna (based on its maximum set range) to return a list of what is nearby. Perfect if you can't find all those derelicts you want to visit loot.
  • Riptide's Extended Engineering and Combo Walls - This is actually an extension to the Kolt Command Console Pack re-uploaded with Kolt's permission. It has those fancy table consoles and stairs, along with some decent decorative walls.
  • Small Ship Mega Mod Pack - Everything you want, in Small-Block form. Regularly updated with whatever new blocks are added, and has a few of the creator's own stuff tossed in along with the official proof-of-concept SE Developer's demo weapons like the Sniper Cannon.
  • Mexpex's Battleship Cannons - A collection of modern warship-esque battleship cannons and anti-fighter/missile turrets.
  • Twin Welders - Standard-sized Welders with a larger area of effect and welding speed. Great for fancy ship printers or repair ships in general.
  • Twin Grinders - Standard-sized Grinders with a larger area of effect and grinding speed. Make sure you have tool shaking set to off in your World's options, or the larger field of effect can make detached spin off into the ether at high speed. Or into your ship's important bits if used inside a hangar bay.
  • Active Radar - While turned on, actively scans and reports asteroids, ships and characters within visual range (As set in your game options, defaulting at 20km).
  • Exploration Enhancement Mod. Adds a shitload of ships and stations drawn from the Workshop, and includes trading posts that call reinforcements if attacked or grinded, along with a few mission-based stations to find and play.
  • Slope LCD Panels. LCD panels on the surfaces of sloped blocks, at every possible angle. Comes in both Large and Small-Block forms.
  • Configurable Automatic LCD's 2 - A fantastic script for the Programming Block that allows you to set up a very wide range of information to be displayed (and automatically updated) on LCD blocks with little effort.
  • Rider's Battle Cannon and Turrets Modpack. More weapons to blow things up with.
  • Holographic Radar - A projector table and radar dish that shows the positions of ships and asteroids as a floating grid of cubes. Be aware this conflicts with the Active Radar Mod, remove it before using this one. You will also need to disable Auto-Trash Cleanup in the World Settings.
  • Energy Shields (Stable/Dev). Prefer Star Trek and Star Wars to Battlestar Galactica? Eat damage without your ship getting big holes put in the hull, along with fancy damage-shielding visual effects at the point of impact.

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

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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Medieval Engineers

frank.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
Medieval Engineers is back in action with a great new update! With the introduction of a highly detailed planet, a phenomenal world map that shows a symbolic depiction of the world, a fully updated rendering engine and many optimizations. Engineering in medieval times has never been this awesome. Not to mention all the other new additions to the game, like doors, new particles, a wardrobe, land ownership, and finally the ability to play as a female engineer!
Now it is possible to enjoy claiming territory, working together with allies to defend it from enemies, or siege and destroy other player’s castles! Go hunting for deer, fight off barbarian attacks, design your own banners, or simply enjoy the view of the world from atop your own castle. Most features of the game support modding and the Steam Workshop, which already has thousands of items available to use with the game.
Marek's Blog post: Medieval Engineers Re-Launch - http://blog.marekrosa.org/2016/10/medieval-engineers-re-launch_18.html


https://www.youtube.com/watch?v=Bucw6mW8G54
https://www.youtube.com/watch?v=-1lKVIhs9js


Features
The most important parts for this release are, of course, the new features we added to the game. We list them here so you can easily see what was added over the past few months.

Planets
Highly detailed planet with hidden surprises. There are lots of places for you to discover, nice views, and well defensible locations. In the future, we will add more resources, and other elements that make the planet more interesting.
There is now a safe haven on the planet for you to start. This area is claimed by the Engineers Guild and cannot be claimed by players. It contains some basic structures so you can start from there, but you are free to move elsewhere.
It is also possible to mod the planet. A modding guide will be coming soon™.

Female Engineer
You can now play as a female engineer! Simply build a wardrobe and switch to the female character there. In the future, we will add some way for it to remember your preferences so you don’t have to keep switching every time you join a new server.

Improved Building
Similar to what Space Engineers introduced a while ago, we now have animated block rotations. This will make rotating your blocks a lot more understandable.
Building and pasting blueprints over trees will now remove the trees.

Decay system
Fallen castles will slowly decay from the world. This means that debris will not cause permanent server slowdowns.
Abandoned constructions and castles will also be removed if ignored by players for too long. This also helps ensure that lively servers don’t get destroyed by abandoned junk scattered around the planet.

Area ownership
You can now claim areas! Claiming areas will allow you to finally protect your things from thieves, they will be unable to just go through doors and gates.
In order to prevent players from claiming the whole world, you have to pay minor taxes to maintain your claim.
Claimed areas have an outline while building so you can see what you own.

Contextual GUI
Most interactable elements in the game will now have a contextual GUI. Through this GUI you will be able to configure elements in a more user-friendly manner.

Advanced world settings
We moved the advanced world settings from the custom world screen into a separate screen, and tidied it up.

World map
Of course, a large planet to play on is one thing, but you also need a way to see what it looks like. For that purpose, we have added a world map that will show you where people have started building their castles.

Compass
One of the ways to navigate around the world is using a compass. So we added a basic compass. It will inform you where to find your claims, the directions of the areas around you, etc.

Fast travel
Planets are pretty large, so knowing where other players are is not enough. You also need to be able to get to them. To that end we have introduced fast travel. Through the map you will be able to initiate fast travel to areas, which will help navigate the planet.
The fast travel is configurable through the game, you can add cooldowns, distance limitations, and limit whether or not players can only travel to inhabited areas.

Customizable Banners
Heraldry was a pretty major part of the Medieval Times and so we now added heraldry to the game. Decorate your castle with your own banners, or with your faction’s banners!
You can design your banners at the banner workstation, which you will have to build and place in the world.
It is also possible to mod the banners, you can find the modding guide here: http://steamcommunity.com/sharedfiles/filedetails/?id=766998916

Wardrobe
The wardrobe allows you to change your engineer’s visual appearance. Change the suit colour or character model as you please.

Unified use and pickup keys
In order to remove the endless confusion with “Which key do I press?” we have unified the use, interact, pickup and configure keys into one cohesive key. Simply aim at what you want to interact with and press the F key. This is of course a rebindable key.
There are also interaction hints that will display on the screen, telling you what you can do with the object. You can disable them in the game settings screen.

Small doors
Finally you can lock your house. Place some doors and no-one will be taking your goulash from you! They also animate more nicely now.

Auto-walk
Walking long distances is a drag, so we added auto-walk. Press T and enjoy the walk. Pressing forward or backward will stop the movement. This key is rebindable in the key bindings.

Player inventory saved on the server
Player inventory is now saved on the server, if you disconnect or crash you will no longer lose all your things!

Improved renderer
We have the new renderer as well, and the results show. :)

Fixes Highlights
There were so many minor changes and fixes we cannot possibly list them all. So here are the highlights of the most important ones:
- unified pickup and interaction keys
- added system that puts you back on the surface if you fall through the planet
- added trees that drop wooden sticks, find them in the forests
- added small stones to the world, find them near roads
- added new particle effect for torches
- updated loading screen, it will now show what you saw when you saved the game
- updated character animations
- updated barbarian animations
- updated various GUI screens
- F12 no longer opens the developer menu, press Alt+F12, Shift+F12 or Ctrl+F12, no need to rebind your steam bindings just for our games now!
- tweaked barbarian AI, they no longer stop to ponder existence every now and then
- removed Castle Siege, unfortunately it was causing too many problems
- removed 32-bit support
- improved plants and other objects on the ground being difficult to find
- improved interaction on wooden gates
- updated manipulation tool, still WIP
- updated many texts for consistency
- fixed being unable to turn off flying in survival if you turn off admin mode
- fixed aiming problems while building/interacting with grids
- fixed being able to walk up very steep slopes
- fixed crossbow shooting and animations
- fixed camera problems with animations
- fixed lots of crashes.
- fixed an issue with modded scripts being discarded (Thanks Phoenix84)
- fixed some bugs with the workshop integration (Thanks Phoenix84)

Performance Fixes
Of course we also worked hard on improving the performance of the game. We did some major changes to the way the old grid system was updating, and this should lead to a much improved server simulation speed.
Additionally, we improved the renderer performance in several scenarios, allowing us to have much denser forests than previously.
- optimized grid updates
- optimized draw calls
- optimized particle updates and drawing
- optimized parallel functionality
- minor optimizations to destruction
- disabled Structural integrity on distant areas
- reduced default view distance
- reduced default vegetation draw distance
- fixed loading and replication priority on grids

Multiplayer Fixes
We also tried to improve the multiplayer experience, though the core engine part of the multiplayer is still being worked on by a separate internal team.
- removed some excessive client state synchronization
- fixed building sound issues
- fixed an issue in character state synchronization
- max players no longer limited to 16

Tuesday update:
Version 0.3.1.87423:


Fixes:
- Added interaction highlight to female engineer.
- Added interaction highlight to the easter egg. What could be there..?
- Added a keybinding reset, since we made so many changes to the keybindings the old keybindings needed to be reset. It will only happen once.
- Added a popup informing players when their system's memory does not meet minimum requirements. Since it may cause issues, it's best to give players a heads-up.
- Updated the ingame help screen.
- Updated some particles.
- Minor fix to the parallel threads for the dedicated servers. This should lead to a minor performance improvement for dedicated servers with less than 4 cores available.
- Tweaked building behaviour of large blocks. Cube outline should no longer disappear when unbuildable, distance checks should be better for regular blocks.
- Tweaked deer jump distance.
- Fixed some issues with building blocks.
- Fixed a minor rendering issue with the banner flags.
- Fixed resource decay set to off causing instantly decaying trees.
- Fixed rotation of multiblocks using the wrong keys.
- Fixed collision on the easter egg, it should be easier to walk around it now.
- Fixed the manipulation tool not dropping the manipulated object when the engineer died.
- Fixed the manipulation tool not resetting the manipulated object's velocity after starting manipulation.

Crash fixes:
- Fixed a crash on the server when too many players are harvesting plants at the same time. Added some logging information, if you see something suspicious in the server console let us know!
- Fixed another crash with harvesting plants.
- Fixed a crash in the banner system.
- Fixed a crash in the claim block and respawn system.
- Fixed some crashes in the definitions manager, some mods were accidentally causing some crashes.
- Fixed a crash in the math library.
- Fixed a crash with fracture pieces.
- Fixed a crash writing to the log when the game was shutting down.
- Fixed a crash in the manipulation tool.
- Fixed a crash with the doors.
- Fixed a crash when objects that need a material have no material definition.
- Fixed a crash in the ingame voice chat system.
- Fixed a crash when crafting the max producable amount.
- Fixed a crash in research definitions, some mods were causing crashes.
- Fixed a crash in the fast travel system.
- Fixed a crash on the map.
- Fixed a crash when players started placing blocks.
- Fixed a crash when a button icon was being converted and produced a bad result.

Neddy Seagoon fucked around with this message at 16:45 on Oct 20, 2016

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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)

Projectors are loving magical. :allears:

Let me introduce you to the wonderful world of printing entire ships.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Tombot posted:

Has anybody on the workshop built a good base to base automatic bus service yet? Because I'd love to see that.
Also, they really need to add an all-in-one airlock object for this game, I've built one using timers and doors and vents and so on but its takes up a lot of space and its not very easy to put together.

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Spookydonut posted:

Works a lot better if you use the Twin Welders with their much bigger weld radius and speed.

Also you should add Active Radar to the mod list, it's pretty rad.

Ah, I keep forgetting the radar mod :doh:. 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 :allears:.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :v:. Otherwise you wouldn't have stuff like the FTL Drive.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Spookydonut posted:

Works a lot better if you use the Twin Welders with their much bigger weld radius and speed.

Also you should add Active Radar to the mod list, it's pretty rad.

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :v:. Left the standard welders on its respective counterpart though, just for specific targeted repairs.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :v:

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Splode posted:

less lovely paint tools would be cool too



Here is my ugly ship. It might not look like much, but it's the first large ship design I've made that hasn't ended up as a rectangular prism of heavy armour blocks.

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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?


I deliberately avoided putting a second reactor at the back because, well, you know.

Hull first, then filled it in. It's also actually about two or three different older ships of mine cobbled together into one :v:. 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 :shrug:.


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

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Azuth0667 posted:

Sounds like an idea for a new gun :getin:.

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 :psyduck:. 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?!

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
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. :pseudo:.


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 :ohdear:.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :v:



Have a new version of the Avalon Battleship.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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'd bet on a sphere that's an invulnerable surface, covered by a fairly shallow layer of voxel terrain.)

I wouldn't be surprised either. I'd still settle for glassing the surface down to the invulnerable layer though.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

deadly_pudding posted:

:negative:
If they give us adequate tools to set up planetary-scale mining operations, it would be such a troubleshooting nightmare if somebody decided to just blow up a pipe somewhere. Can you imagine? For sufficiently long pipelines, we would need to build satellite imagery to find the hole.

Most of that's doable now. Might need the conveyor hinges for over-long pipes around the planet though.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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? :v:


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 :eng101:.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

BillyJoeBob posted:

I hope that the planet surfaces aren't shallow, I really want to go get my planet cracking on.



Nothing can go wrong with this!

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.
Advice for not being Greg: don't constantly "balance" the game by making things take hours longer to make.
Advice for making an SS13 mod: send Literally Kermit a PM, he and a couple other goons have been working on a SS13 map and accompanying mods. Team up and get this sucker ready. :getin:

Yeah, Kermit's gonna lose his goddamn mind at this :allears:.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Splode posted:

Cool! Thanks for that, good to see your process.



Here, go blow something up. :v:



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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Patch Time!

quote:

Summary
In this update we added support for designing deathmatch scenarios. With the new editor options, you will be able to design free-for-all scenarios where you can compete with your friends on who will be the last to survive! The designer has the option to set the amount of the allowed lives in each scenario, which means that when a player reaches zero, he will lose. Also, we added the option to set the medical room ownership to the first player who spawns in the scenario. Additionally, the projector can now be set to instant building (available only in the creative/scenario mode). Once the scenario is played, the settings can’t be changed or accessed again. Moreover, we added a new scenario option that will make a grid indestructible. This option can be found in the Info tab of that specific grid and its purpose is to eliminate any performance issues and/or set physical boundaries of the map.

Lastly, we would also like to highlight the importance of the scenario editor feature. Its main purpose is to allow players to create missions and game modes which can be played by other players. There are no rules set in stone, but all are defined by the author himself. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs. All can be achieved by the blocks and settings available in the game. The Steam Workshop allows the Space Engineers’ community to share and play the scenarios. The first stage of the editor has the basic GUI set-up and a few conditions. Each update that will bring new additions to the scenario editor will have an example scenario that presents new possibilities (similar to the race scenario that was added last week). We hope that you will enjoy the possibilities that this feature can offer. More additions and improvements are yet to come!

:siren:And we have a special treat for you today - a blog post by Dusan Andras, the man behind the planets: http://blog.marekrosa.org/2015/06/guest-post-by-dusan-andras-space.html:siren:

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

Fighter free-for-all example map: http://steamcommunity.com/sharedfiles/filedetails/?id=463898823
Guide for making performance-friendly maps: http://steamcommunity.com/sharedfiles/filedetails/?id=463937378

Features
- deathmatch scenario support
- new scenario condition: setting the amount of lives in a scenario
- new scenario condition: all others lost
- block settings: medical room ownership for the first player spawned in a scenario
- block settings: set a projector to instant building in scenario
- possibility to make a selected grid indestructible in scenario



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 :allears:.

Neddy Seagoon fucked around with this message at 03:41 on Jun 19, 2015

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

bitcoin bastard posted:

if i cant carve a chunk of that moon off and send it hurtling into someone's base e: castle at reentry speeds, this has all been for nothing

Pretty sure they'll be stationary like asteroids :sigh:. Besides, why break off a chunk when you can de-orbit the whole goddamn moon?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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:
Update 01.087.007
- fixed projection welding in survival
- fixed crash in building when user tries to copy-paste a clipboard with nonexistent block
- re-enabled gridding in worlds with destructible blocks set to false

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :v:

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

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

This is just based off piss-poor understanding of the game in general, but I've been reading about jpeg compression & it got me thinking.

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 :sigh:.



Also my fighter has a few new modules :v:.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :allears:.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
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 :pseudo:) 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.

I wish Keen would add more robust weapon functionality to include reloading, multiple projectiles (shotguns), etc.
That and update the HUD to show ammo count.



E: I know if I brought this up on the official forums people would sperg out about how SE isn't an FPS and that's not the point of the game, but as far I'm concerned playing it as a shooter is just another thing to do while waiting for AI to be implemented enough to make survival mode actually engaging.

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?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Iiiiit's that time of the week again.

Update 1.088 posted:

Summary
The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.

https://www.youtube.com/watch?v=32ZEX391ll8

Features
- UI transparency (community feature by mexmer)
- world option: sun rotation
- world option: voxel support for grid
- world option: disable jetpack
- world option: spawning without tools
- projected blueprint can now inherit ownership from projector

Fixes
- fixed issue with invite via Steam
- fixed welders causing lags (still WIP) (community fix: yajiedesign) (:worship:)
- fixed crash in Havok
- fixed crash when changing hostility settings
- fixed welder model
- fixed issue with projector turning welded blocks off
- fixed issues with multiple mods upgrading the same value
- fixed oxygen generator auto-refill synchronization (community fix: mexmer)
- fixed welder help others synchronization (community fix: mexmer)
- fixed warhead projection explosion

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... :peanut:

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

GotLag posted:

Finally updated my mobile drone carrier/mobile base to have a pressurised cabin:

http://steamcommunity.com/sharedfiles/filedetails/?id=470346350
http://imgur.com/a/VWmNk

I always liked your drone carriers, they've got a great utilitarian look to them :allears:. Updated the OP listing for this version, just because it's newer.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
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 :gizz:. I'll probably quietly remove it in a day or two just in case :ninja:.

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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.
Once I'm done with this I'm planning on doing a pistol as well as a third weapon, maybe a sniper rifle or shotgun.



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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