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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236318 times)

jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1230 on: February 13, 2016, 08:02:04 pm »

Anything not merge block will merge unless you use mergeless block mods wich hads some block/armor wich doesnt merge on some sides. If you want to use modular building and still want to be able to unhook the armor plating you might need to engineer it such as placing a 1 block gap, use merge-less block from mods and connector instead of tube/conveyor.
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1231 on: February 14, 2016, 02:45:02 pm »

Anything not merge block will merge unless you use mergeless block mods wich hads some block/armor wich doesnt merge on some sides. If you want to use modular building and still want to be able to unhook the armor plating you might need to engineer it such as placing a 1 block gap, use merge-less block from mods and connector instead of tube/conveyor.

I didn't understand a word of this, so I decided to just test it. Set up two 10x10 squares of merge blocks, with a cargo box with conveyors next to the spots where the street blocks would be placed. I put a tool in one cargo container. Then I spawned in the street blocks onto the merge blocks below. They connected(as evidenced by placing a solar panel on the street block and accessing it from the cargo container's controls), and I noticed that the seams between blocks disappeared as well - is that what you were talking about?. I had to remove the conveyors on the other side so that I could spawn the second street block closer than "really high into the air", and they were rebuilt successfully. I could then access the placed tool from either end of the chain.

So, in short, yes it works.

PRE-EDIT: Re-reading what jocan said, it seems like you're saying it'd be impossible to separate the armor/conveyor blocks once they're merged, correct? Given that these are intended for more permanent construction, I'd say that's a bit of a moot point.
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1232 on: March 02, 2016, 07:50:24 am »

Just an FYI, the server IS still up and people CAN seemingly still join it, even though my signature has gone broken.

Also, bugfixes have been happening, and I think we still didn't learn the significance of the hand.
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BurnedToast

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1233 on: March 02, 2016, 05:31:36 pm »

Just an FYI, the server IS still up and people CAN seemingly still join it, even though my signature has gone broken.

Also, bugfixes have been happening, and I think we still didn't learn the significance of the hand.

Was it down for a while? I didn't see it on my steam servers list for a week or two, I figured you shut it down for some reason.

I just checked and it's on the list and I can join it now, though.

...also while deconstructing part of my base to build a miner I managed to somehow end up with 184 trillion kg of steel plates in a cargo container. I'm....not exactly sure how that happened, but I guess I'll never need to mine iron ever again.
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coleslaw35

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1234 on: March 02, 2016, 08:24:10 pm »


...also while deconstructing part of my base to build a miner I managed to somehow end up with 184 trillion kg of steel plates in a cargo container.

Incredible.

Anyways, I would play on the server if my internet was so bad (had a bad experience with setting up on earth for two hours only to have desync cause me to crash my ship into a mountain, destroying everything I had in the process as well as killing me.) and if more people were actually on. Anytime I check, it always says 0 people are online. So basically, for me, it's singleplayer with lag.
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LordPorkins

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1235 on: March 03, 2016, 10:36:01 am »

I might join soon. Right now im prototyping on a giant "world-eater" ship. I basically have it set up so i can land on a planet and drain every resource within 4-5 miles within 2 days. It involves drones whos outsides consist entirely of grinders. It also has an ideal self defense system, as the few times the ship has been attacked by A.I. ive basically eaten them before they could do anything. Im also working on getting the ship itself to have a 120 by 120 grinder grid on it. Surprisingly, griders themselves dont cause too much lag,but the various commands ive got are. Right now my main goal is to simplify the ship as much as possible

Also, question time: Do you guys usually try to preserve a planets "natural beauty" or do you suck it dry upon landing?
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BurnedToast

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1236 on: March 03, 2016, 01:25:55 pm »

New patch added an option to "lock" pistons and rotors - the option was already there for pistons but it didn't work right I guess(?).

Tested out some old designs that were difficult to fly and/or tended to explode due to pistons and rotors and..... amazing it actually seems to work! I couldn't cause the moving parts to explode no matter how many crazy turns I made or how quickly I slammed on the brakes, and the COM was correctly calculated so it flew exactly how it should.

There was one problem, however - the stuff on the end of a "locked" grid seems to become completely inaccessible to the terminal and toolbar. Kind of annoying, but it at least lets you pack your ship up to travel so it won't explode while you fly around, then you can deploy it to launch your fighters or missiles, or start drilling, or whatever your moving parts do. It's not perfect, but it's a lot better than it was.

They also made small grid hydrogen tanks hold double the hydrogen which is nice - they were totally useless before. This will make them a lot more practical and useful.

There were also a bunch of various other bugfixes, including the annoying DS solar panel bug.... though this is not the first time they said they fixed it and I can't test it till the server is updated.
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zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1237 on: March 03, 2016, 04:23:09 pm »

Thats quite interesting as I plan to remake my Piston driller platform, which involves a lot of pistons.
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PTTG??

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1238 on: March 03, 2016, 07:47:14 pm »

What did you call that drilling platform with all the pistons again?
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1239 on: March 03, 2016, 08:06:06 pm »

What did you call that drilling platform with all the pistons again?
The Rotor Drilling Platform. It's a bit of a misnomer though.
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BurnedToast

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1240 on: March 03, 2016, 10:22:52 pm »

I built an atmospheric miner on europa (mars moon) and didn't add any "down" thrusters, because gravity. I was testing it out and decided to fly straight up...... by the time I realized the catastrophic mistake I was making, it was too late to flip it over and use the "up" thrusters to stop myself and the ship escaped the planet's gravity. Oops!

Also, anyone else having problems with the game locking up your computer? Ever since the patch today it just randomly crashes and takes the whole computer with it. I'm wondering if it's just me or if anyone else is getting it too. nevermind, can't blame this on SE since other games have started locked up too
« Last Edit: March 05, 2016, 12:45:12 pm by BurnedToast »
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zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1241 on: March 04, 2016, 04:42:05 am »

What did you call that drilling platform with all the pistons again?
The Mal-Tek Piston-Driven Shaft Miner MK-ii/D

http://steamcommunity.com/sharedfiles/filedetails/?id=295829854
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LordPorkins

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1242 on: March 04, 2016, 10:18:59 am »

What did you call that drilling platform with all the pistons again?
The Mal-Tek Piston-Driven Shaft Miner MK-ii/D

....5000.
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BurnedToast

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1243 on: March 06, 2016, 10:17:58 pm »

So remember when I said piston locking worked great? well it does... if you only have a single piston.

However,if you lock a stack of pistons and then unlock them, it causes the pistons to either detach from the ship, or to just completely explode.

Even worse, I had some pistons on my base, and some pistons on a ship which was docked with landing gears. I locked the pistons on the base to try and test them out, and when I unlocked them.... it not only blew up the pistons on the base, but it also caused the pistons on the ship to explode too for some reason.

So... basically don't ever use the lock feature if you stack pistons.
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LordPorkins

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS
« Reply #1244 on: March 07, 2016, 10:29:39 am »

I once managed to destroy my friends mothership when i was doing experiemnts with pistons. I was trying to find an infinite-motion generator, but what actually happened was all the pistons started going off like crazy, thus hurling this ball around that struck everything it touched with a huge amount of force. Eventually it broke its way out of the ship and went off into space. Ive erected a sign near the meteor it landed on telling people they need to go away. I just hope it wont be able to break its way out of the meteor anytime soon.
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