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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236843 times)

h3lblad3

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #375 on: December 29, 2014, 11:55:01 pm »

What cargo ships can be taken without a ship? So far, I've taken the two smaller miners and the smallest military ships, but I was unsuccessful with the larger miner. I haven't tried the civilian ones yet, but I've heard they're easy.
Business shipments have the guns arranged on one side. To take them, merely go to their underside. They cannot hit you from there. Easy reactor components (2000!) from grinding down the large reactor there. Also like 8 solar panels.

Private Sails have the guns on the left and right, right behind the thrusters. Position yourself directly in front of them and the thrusters will block the firing path. Cut the interior wall and the thruster and move right in before they hit you. The private sail comes with ~5 solar panels and 3 batteries.

There are no booby traps on either of them, nor guns on the inside. You can take them easily without a ship.
« Last Edit: December 30, 2014, 12:01:30 am by h3lblad3 »
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #376 on: December 30, 2014, 12:16:07 am »

You can also easily exhaust the ammo ships armed only with gatling, by adding heavy armor to your ship and coming in range.  Especially interior turrets do pathetic damage against large ship heavy armor, so you can just soak it.

NullForceOmega

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #377 on: December 30, 2014, 10:42:59 pm »

Genned a new world with the unlimited-dense setting, asteroids aren't really genning in what I would call a 'dense' fashion, and are about 10k apart (some a little less, some a little more).  Still, it's fun to just head out and see what's there, downside, most 'roids appear to gen with only one or two ores.  That makes even basic exploration nightmarish for a good sized refinery ship.  Good: when you find a 'roid with uranium, you'll be set.  Bad: finding an asteroid with uranium is not easy.  Also, I know it's common sense, but don't forget to build a med-bay on your base ship, the universe is stupid large now.
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #378 on: December 31, 2014, 01:55:16 am »

I could go for some kind of long-range ore scanner, for those times when you JUST. CAN'T. FIND. NICKEL. In fact, it kind of bugs me the way I end up thinking "Gold? Platinum? Pah, worthless, I need nickel dammit!"
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #379 on: December 31, 2014, 02:08:19 am »

I could go for some kind of long-range ore scanner, for those times when you JUST. CAN'T. FIND. NICKEL. In fact, it kind of bugs me the way I end up thinking "Gold? Platinum? Pah, worthless, I need nickel dammit!"
There's a modded ore detected that's like a 10km hemisphere.

NullForceOmega

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #380 on: December 31, 2014, 02:34:36 am »

Really?  I'm going to look that one up and subscribe to it, I think my rebuilt red ship needs to have some justification to exist beyond refining.

Edit: Looked at the workshop and found what I must assume to be the mod in question (2.5k range ore detector), but the comments section reveals an issue, and there is no confirmation of a fix, so I guess I won't be using it just yet.
« Last Edit: December 31, 2014, 02:45:39 am by NullForceOmega »
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Grey morality is for people who wish to avoid retribution for misdeeds.

NullForceOmega is an immortal neanderthal who has been an amnesiac for the past 5000 years.

miauw62

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #381 on: December 31, 2014, 04:12:07 am »

I could go for some kind of long-range ore scanner, for those times when you JUST. CAN'T. FIND. NICKEL. In fact, it kind of bugs me the way I end up thinking "Gold? Platinum? Pah, worthless, I need nickel dammit!"
I had the same problem, but with silicon. To the point where I edited my save to give me a bunch of silicon.
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zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #382 on: December 31, 2014, 04:31:04 am »

How do you hack ships now?

You used to just have to build or hack a control console, then you could use that to transfer ownership of all blocks to you

Doesn't look like you can do that anymore, looks like you have to hack each component individually.

So the question is: how do you hack the turrets without being blown away?
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #383 on: December 31, 2014, 04:32:12 am »

Hack the reactor and turn it off.

zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #384 on: December 31, 2014, 05:08:06 am »

What if the reactors are surrounded by internal turrets?
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #385 on: December 31, 2014, 05:14:40 am »

Well, that's proper defense.

n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #386 on: December 31, 2014, 07:05:08 am »

So best interior defense station is a reactor on a block surrounded by turrets that's on a landing leg that's locked to the deck? :P
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #387 on: December 31, 2014, 11:21:26 am »

So best interior defense station is a reactor on a block surrounded by turrets that's on a landing leg that's locked to the deck? :P
Assuming you can power the turrets.  I've dabbled in some design theories that use merge blocks, batteries, and landing gear to create security systems that can survive a blackout.  Namely, when a character comes into sensor range, the small unit turns on its battery, turns on its landing gear, and turns off its merge block, keeping it perfectly in place and on independent power, preferably with a set timer that locks it back into place before the battery would run dry.  That way, as soon as someone enters the area, the turrets would go on independent power.

There's a LOT of really cool ideas you can use when you start getting creative with your power systems and separate your power grids.

XXXXYYYY

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #388 on: December 31, 2014, 12:02:33 pm »

So I had an idea for themed battles.  We'd have a starting setup, like a massive industrial station with plenty of interior spaces and wide open corridors, and go to combat on it.  It could be using personal weapons or, preferably, constructing war machines.  The trick is, these machines must be walkers, or must be wheeled, or have other restrictions on use.  Then we'd have fighting over just supremacy, or controlling certain points, or perhaps trying to capture certain locations that can provide a resource bonus used to repair and re-arm.

One idea I had for limits would be... does anyone remember the show Junkyard Wars?  Basically, both sides would get a few ships, and from there they have to disassemble them and rebuild something they can fight with.  Additional ammo would be supplied, as it doesn't occur in many vessels.  So it'd be a challenge to see who could apply materials more effectively to create something powerful.
And then one team makes a gravity drive missile and punches a hole through the other ship, killing the other team. :P (seriously, a generator+gravity generator+art. mass block missile is scary. As in, one missile (with a heavy armor block on the front) will punch straight through the default red ship, leaving a squarish hole in the middle. A bigger one, with more mass blocks+grav generators can pretty much instakill any players inside due to them suddenly smashing into the ceiling at 50G.)
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #389 on: December 31, 2014, 12:07:38 pm »

Did you miss 'themed battles' where we don't go all out and we actually have some rules?
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