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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236875 times)

zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #420 on: January 07, 2015, 11:29:48 am »

What are beacons like compared to antennas for max range/power consumption?
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #421 on: January 07, 2015, 12:40:39 pm »

What are beacons like compared to antennas for max range/power consumption?
Same range, drastically lower power consumption.  Beacons cannot be used to remote-control vehicles, so if you have no drones or have no need to access your ships from a distance, then a beacon is a great way to simply know where something is.

Also, two solar panels will support an antennae at max range.

RebelZhouYuWu

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #422 on: January 07, 2015, 04:55:48 pm »

What multipliers (if any) do you use on inventory and stuff when playing survival?
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #423 on: January 07, 2015, 04:59:37 pm »

I usually play with 3x inventory, because the default inventory size is prohibitively small.  Even with 3x you can only carry like 7 radio components, for instance.  However, as I'm progressing further and getting more ship storage and using more grinders/welders mounted on large ships, I'm more likely to tone it back down so that I can enjoy some large cargo infrastructure that actually serves a purpose.

darkrider2

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #424 on: January 07, 2015, 05:09:26 pm »

I don't like that the assembler speed and efficiency are tied together as one option.
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #425 on: January 07, 2015, 07:03:13 pm »

Antenna on small ship can ony go to 5km, while beacon on small ship keep the 50 km, as for big ship its 50km on both antenna and beacon
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #426 on: January 07, 2015, 07:04:54 pm »

What multipliers (if any) do you use on inventory and stuff when playing survival?
There is a mod that give 10x playerspace while kepeing 1x cargo container space on the workshop if you are interested.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #427 on: January 07, 2015, 07:12:39 pm »

What multipliers (if any) do you use on inventory and stuff when playing survival?
There is a mod that give 10x playerspace while kepeing 1x cargo container space on the workshop if you are interested.
Don't mind if I do!

Mephisto

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #428 on: January 13, 2015, 12:38:31 pm »

Some of you may be interested in this little bit of news.
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dennislp3

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #429 on: January 13, 2015, 12:42:02 pm »

Ohhh I like the notion of that
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Eduardo X

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #430 on: January 13, 2015, 01:20:53 pm »

I still don't trust them after the Miner Wars 2081 fiasco, but maybe I should.
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dennislp3

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #431 on: January 13, 2015, 01:33:02 pm »

"Back then technology wasn’t ready for a full-scale approach, so the first phase of his “master plan” focused only on dynamic voxel terrain. This resulted in our first title, “Miner Wars 2081”.

The second phase started a year and a half before Medieval Engineers and materialized as our second title “Space Engineers” (Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future).

It is now time for the third phase, and we are proud to present Medieval Engineers."



I have a feeling Miner Wars was simply abandoned because it became irrelevant (to them) and they probably felt much better off as developers to scrap it and start new.

I don't think they will take the same approach with Space Engineers. But, considering it is just a "phase" like miner wars was its a distinct possibility I suppose. At least we know they are working on something very similar to it.

That being said they also made a few reassuring statements...primarily

"By creating a second engineering game, we are leveraging our existing technology and experience. "

and "The size of our team is nearing 40 people and we are still growing. There are separate teams for Space Engineers, Medieval Engineers and our secret AI project."
« Last Edit: January 13, 2015, 01:36:09 pm by dennislp3 »
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Mephisto

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #432 on: January 13, 2015, 01:45:17 pm »

Parts of Medieval Engineers are bleeding back into Space Engineers (and vice versa) as well - the empty tab you may have noticed in your inventory regarding "Voxel Hands", procedural worlds, etc.
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zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #433 on: January 13, 2015, 02:51:15 pm »

"Procedural terrain generator (this is why we were able to easily add procedural asteroids to Space Engineers)"

Can't wait to fight the battle of Bosworth Donut   ;D
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #434 on: January 13, 2015, 03:52:42 pm »

"Procedural terrain generator (this is why we were able to easily add procedural asteroids to Space Engineers)"

Can't wait to fight the battle of Bosworth Donut   ;D
Yeah it seem 3 asteroid on 4 is a frigging donut...... and most of the other asteroid has a big ass hole in the middle and they ALWAYS have the same vector...... no matter the asteroid, the hole in relation to the sun on my map always goes in the same direction, like copy ppasting the same asteroid with a new noise filter to deform the terrain.....
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?
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