I wish someone would develop a 'proper' graphic starship creator/sim - I don't want just blocks, I want to use smooth curves and community-developed ship bits. with working bridges, various rooms for different ship areas, crew etc.
Basically I want DIY Starfleet
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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I'm looking forward to the addition of planets, hopefully they won't release it until it's ready. As usual the forums are full of whiny kids wanting it now now now.. then they're the first ones to complain it doesn't work!
Hello Engineers! Today, we are pushing all the features from last week’s enormous update to the stable branch. Just in case you missed the news, this includes the total block redesign, new multiplayer netcode, a tutorial campaign and much more! We wanted to make this great update available to all players as you’ve been asking for it all week! In combination with this today’s bug and crash fixes, you should be able to enjoy a stable gameplay experience. This update also marks the transition of Space Engineers moving to Beta phase.
The most important thing to remember with this announcement is that there is still more content, improvements and many optimizations to come. As an example, we can confirm that one of the things being worked on currently is a new HUD which should significantly increase your immersion in the game. Beta simply means that we feel the game now has a solid foundation.
I tried this yesterday ;
Anyone experimented with Hydrogen thrusters -> They need a system which turns ice into oxygen and hydrogen. I however had big problems in feeding the ice to the oxygen generator (generates both oxygen and hydrogen). No matter what I tried, I could NOT feed the ice through to the generator via the small conveyor ports (ice is ore, so it should be able to move through small ports+ I can mine it with the same ship just fine (drills push everything through small conveyor ports and my whole system has only small belts anyway (small ship)).
In the end what I found out was; Hydrogen Tank CAN take input via the small port -> I pushed the ice to the TANK which connected to Oxygen Tank and I placed oxygen tank when so that It's large port was directly against Oxygen Generators Large Port -> I could feed the ice finally to the system automatically.... BUT WHY WAS THIS NEEDED
I spent so much time trying to just push the ice through the system, it was very rage inducing.
And in the end 5 large thrusters eat like 5k ice / ~20 seconds The ship could maintain itself by drilling through ice, but not much more
(I played the stable branch _> I did not have this update I think)
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
@mtj:
iirc this Beta stage update will be out in couple hours
Love to see one of these projects getting closer to full release , quite a number of them is still stuck in alpha stage
This seems to have an insane amount of mods, but I've never researched them at all / played the game in such an extent that I would have felt the need for mods.
But now, with the hostile wolves etc on the planets (which spawn really often, and can bite through your base if you forget about them) I finally want some create and forget base defences.
Turrets etc. are all 'high' maintenance due to ammunition. So I decided that I look into mods to see if someone has created laser turrets.
So... anyone got suggestions for mods (not just the laser turret mod; I found several but did not try them yet).
I'll wait for the next hotfix and then I'll start a new dedicated server (their dedicated server app is broken in the stable release - have to tweak all kinds of crap to get it to work.)
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
Is this game any fun yet for people that don't want to spend over 9000 hours building every little tiny fucking block of a spaceship?
Well... there's projector, you can simply download the blueprints and build them via that (I think you still have to weld it.
And about the speed of welding -> just increase it in the settings. if you put it to 100x -> you just hold down a button and it finishes the block you point at, instantly.
But yea -> overall it's still about building ships block at a time.
For me it's more about being able to design anything else but flying boxes
My mightiest one was a death rectangle. It had a massive loading bay door which opened with the use of some rotating block + a camera which made it operate automatically if a friend approached it (ie. open / close automatically). It was cool, especially if you tweak the torque etc. and make the doors open too fast causing it to destroy the ship trying to get in
Moving the ship was PAINFUL. I think I had an insane amount of thrusters (I played on survival, thus I had to mine materials -> insane is NOT thousands of thrusters ) And It accelerated at 0.1 m/s every 5 seconds or something.
How's the gameplay progression in its current state? Is there much to do if you're less interested in building (except when it pertains to progress for gearing up etc.) and more into exploration and combat? Could be good to co-op over the holidays.
How's the gameplay progression in its current state? Is there much to do if you're less interested in building (except when it pertains to progress for gearing up etc.) and more into exploration and combat? Could be good to co-op over the holidays.
Nope, it's all about the building really.
Drones etc. simply drop materials to build more stuff. You cannot find some fat loot from pirates which you cannot get otherwise. There's no incentive to do anything in the game really.
Sorry, but nice trailer and all - but I don't belive that's the way the game is played regularly somehow. That trailer looks like Lego: Star Citizen.
Actually, for those of us that played this game back before Planets and unlimited asteroids, this is exactly how the game was played.
The only difference was less players and most of the time, battles would be between 3-4 ships, not however many were in that video.
The only problem with Space Engineers today is this.
The world is infinite and so are asteroids, planets are also gigantic. You can fly 2 hours in one direction and still see asteroids to make a home at or mine.
This means that by the time players have battle ships in space so things can happen like in the old days and like in the video, the server is running in 0.2 simulation rate because the 50 players that have logged into the game in the past week have 3 ships and 3 bases around the world.
A lot of this is because everything you create in the game is living and working, even if its 4am on a sunday morning and the server is empty. Your fuel will still be consumed, your scripted automated ships will still fly how you set them, your solar panels will still generate electricity from the sun, etc.
The reason why things used to happen like in the video you saw is because originally there were only set asteroids in the centre of space, this meant that everyone had to visit regularly for resources and that is how all the fun happened.
Stationeers is nice, but HOOOLYYY SHITTTT why did they go with that UI, i think u can get used to it but what is the point of the complicated 2 hand slots system, holy shit i dont know... a damn astronaut with a belt should be able to easily access all items and indeed u have two hands, but why translate it into "move items to hands" it makes everything so hard and annoying specially mixed with that damn container UI.
Sigh... i wanna love it but its hard, also space engineers looked nice, but i could never get into it (i love factorio so complicated gameplay isnt an issue, i just found it kind of uninspiring)
If you are into singleplayer or small multiplayer games with friends then it can't be beat for space.
A lot of new players might not understand all the great things about space engineers.
For example here's a random fact, you can drill down into the earth or moon and make an underground base.
You can set up a earth base and then link it to another base or ship. You can literally stand on earth and remotely control your ship if you have this setup.
This is where progression should be massively focused. I mean look at factorio or subnautica or Kerbal space program to take a few examples. In all you get a clear sight of what you can achieve. A teaser to reach.
In all of them even if i know jackshit of the game i saw things i was curious about and went for them, then i got hooked on the mechanics.
But in planet engineers i started a single player game. Ok.... mining, get stuff, this stuff makes this work, yada yada ok ok ok. But whats beyond it? I have no teaser of whats next, what to take notice of, maybe i just played a too early version but i only knew i could work my way to get a ship and fly around and the ships have complex systems. Thats it. I didnt really see a goal or a line to follow.
NOW im hearing about enemies on planets and remote systems, Ok but i didnt notice those at all when i played them.
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!
Spoiler:
Quote:
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
20/07/2018
Hotfix 1.187.088
crash fix in spiders/wolves
crash fixes in multiplayer
fixed random DS switching to experimental mode
fixed damage system events for mods
24/07/2018
Hotfix 1.187.089
fixed multithread crashes
fixed crash in Mods screen
fixed crash in DS GUI
fixed crash when closing the terminal on DS
fixed timeout when connecting to server with a lot of mods
fixed issue where characters were not being removed by trash removal
fixed issue with overlapping dialog when downloading mods
I played on a couple 50 to 64 people servers and even those were pretty stable with SIM speeds above 0.8. As long as there are clear restrictions enabled anyway. Having a blast with the game.
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