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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236414 times)

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1170 on: January 26, 2016, 05:30:01 pm »


The reason cargo ships are disabled is because they were crashing on earth by the dozen, and were doubtless going to bog the server down if left unchecked.

Isnt there a way to filter through ownership in the garbage collector?
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1171 on: January 26, 2016, 08:39:07 pm »

Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates), powered and may or may not be stationary.
« Last Edit: January 27, 2016, 12:14:51 am by Sensei »
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Skyrunner

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1172 on: January 27, 2016, 03:43:12 am »

Space Engineers on a server sounds fun.
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1173 on: January 27, 2016, 06:46:43 am »

Construction of the ridiculously massive mining ship continues. Got refineries placed with various sorters to give 3 refineries for each resource except iron/cobalt/nickel(these will get arc furnaces). While I have sorters intended to split refining jobs between refineries, I don't have the timer blocks in yet to switch them, and I haven't figured out the design for placing the arc furnaces.


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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1174 on: January 27, 2016, 09:10:49 am »

If I joined the Bay12 forum would someone be willing to show me the ropes? I got this game pretty much when it first released on steam EA, and couldn't get my head around it then, and it only seems to have gotten more complex since.
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Skyrunner

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1175 on: January 27, 2016, 10:21:09 am »

edit3: so apparently the planetary lander has all the things I need.

edit 4: too lost, I should probably play single player first >.>
« Last Edit: January 27, 2016, 11:08:48 am by Skyrunner »
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1176 on: January 27, 2016, 02:10:26 pm »

edit3: so apparently the planetary lander has all the things I need.

edit 4: too lost, I should probably play single player first >.>
What you want to do, is log on when someone else is on, and have them invite you to the faction. Then you can spawn at a base people have already set up, where the basic resources you'll need have been gathered.
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Wysthric

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1177 on: January 27, 2016, 04:56:33 pm »

If I joined the Bay12 forum would someone be willing to show me the ropes? I got this game pretty much when it first released on steam EA, and couldn't get my head around it then, and it only seems to have gotten more complex since.

I'd recommend trying to make a ship on Creative first, in space, just to get the basics down. Simple things to note :

Unless you want to make a drone, you'll need a cockpit to drive a ship. In Small Ships this will be a front - facing, fighter - style cockpit. In Large Ships you can have these or alternatively the Command - Console looking things - they all serve the same purpose.

Nuclear Reactors give power, and need to have uranium to work in Survival. In Creative, just having enough to generate power will work.

Thrusters generate force in the opposite direction to which they are pointed. You want at the very least a backwards and a front thruster, otherwise you'll have to do an about turn whenever you want to stop.

Gyroscopes are what affect your turning rate - if you're building a fighter you probably want a comparatively larger amount than on a SotL. (Ship of the Line)

Weapons require ammo to function in Survival, but not Creative - go nuts.

Oxygen is a fairly new addition. Oxygen Generators make Oxygen out of Ice (In Survival) and pump it into rooms via vents. Basically, if a room looks airtight, it probably is. Try to make your ship airtight.

Conveyors are probably the trickiest thing to get your head around. The Conveyor block acts like a Six - way conveyor, whereas the tubes are Two - way. Basically, make sure all your weapons, nuclear reactors, oxygen vents, assemblers etc. are conveyored in together so they can use the Ship's resources. Some redundacy is probably advisable if you're making a combat craft so that one unlucky shot doesn't rek the Ship.

Landing Gear - Activate them with P when they're close enough to lock onto a Station or surface. You probably want Landing Gear on most of your ships.

Button Panels are very useful for making your Ship feel like it's something out of Star Trek / Star Wars / BattleStar StarLactica etc. You can assign up to four functions to each panel, from opening hangar doors to making the Ship's hidden warhead storage explode and the Ship Self - Destruct. (This is very satisfying if the enemy has boarded it and you have no hope of survival.)
« Last Edit: January 27, 2016, 05:01:27 pm by Wysthric »
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1178 on: January 27, 2016, 05:57:59 pm »

Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates)

If it is owned by something (dead) does that count as owned or unowned? I also didnt think factions could exert ownership?
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1179 on: January 27, 2016, 06:13:13 pm »

Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates)

If it is owned by something (dead) does that count as owned or unowned? I also didnt think factions could exert ownership?

Depends on world options, there's an option to have dying reset ownership to None.

I'm pretty sure factions can own objects, since Space Pirates is a built-in faction. You can also set objects own by to be shared with your faction.
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1180 on: January 27, 2016, 06:38:04 pm »

You can also set objects own by to be shared with your faction.

Yes I know that, but ive never seen an option to transfer something i or someone else owns to a faction
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1181 on: January 28, 2016, 06:44:44 am »

The drill rig for the mining ship is done. I didn't have time to get a screenshot, but it's effect on the smaller asteroids is quite impressive. I don't think a single asteroid would fill entire cargo bay - and that's with the stone as well.

All that's left is the bridge, quarters for senior officers, then polish.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1182 on: January 28, 2016, 09:12:21 am »

Only by owned and unowned iirc. Of course, crashed cargo shops are owned (by pirates)

If it is owned by something (dead) does that count as owned or unowned? I also didnt think factions could exert ownership?

When you log out of the server you "die", so it will list you as (dead) on all your stuff. When you log back in, the (dead) goes away (yes it's kind of dumb). It still counts as owned so, for example, turrets won't shoot something that belongs to a dead player who's in the faction.

Player factions can't own anything directly, it has to be owned by a player who is in the faction. NPC factions (space pirates, generic factions created in creative mode) can own stuff, and you can transfer ownership to them if you want to for some reason.
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1183 on: January 28, 2016, 02:28:10 pm »

New update is all bugfixes!

Quote
Fixes
- improved Easy Start 1 ships, added weapons to toolbars
- added meteor storms should be set as default in survival
- added player is now spawned also with ammo for weapon in survival
- added ore detector to miner on easy start
- fixed unlimited FPS in main menu and loading screen overheats gpu's
- fixed cyber hounds exploding
- fixed permadeath setting on DS keeps turning on
- fixed HUD not updating when falling to planet
- fixed crash when joining MP/DS
- fixed crash with distributing electricity
- fixed sound not playing when astronaut falls on ground
- fixed ModAPI script problems
- fixed missing bullet impact when hitting astronaut
- fixed conveyor switch not working
- fixed tough astronaut suit will not update after change
- fixed muzzle flash particle turning when flying
- fixed projector is changing color from distance
- fixed cannot scroll in the ship list
- fixed block damage effect missing (projector and cargo containers)
- fixed drilling is not updating on servers
- fixed beeping sound when playing on cataclysm setting
- fixed saving of removed trees on planet
- fixed lading gear broken when locking on hangar door
- fixed sound of "uhm" when switching helmet
- fixed missing grind sound when grinding hound
- fixed missing sound when shooting into trees
- fixed health resets when taking helmet off

Let me highlight my favorites here:
- added meteor storms should be set as default in survival - Okay, this one's actually stupid.
- added player is now spawned also with ammo for weapon in survival - Expect more gunfights, also a way to defend against mobs when you start
- fixed cyber hounds exploding - They explained in the video that "fixed" means "removed entirely". That's right! Cyberhound are no longer creepers!
- fixed permadeath setting on DS keeps turning on - That explains a lot.
- fixed crash when joining MP/DS - YES PLEASE
- fixed drilling is not updating on servers - This sounds like it could fix the tendency to fall through the world when mining! My personal favorite of this list.

Now the next thing I'd like to see is a fix for landing gear on planets causing ships to spaz out.
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Wysthric

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1184 on: January 28, 2016, 07:30:07 pm »

I'm currently building a rather large ship containing eight drop pods. Is a capsule of one layer of heavy armour (with a wheel for shock absorption) likely to survive a terminal velocity grav impact? I doubt it, but that's what I've gone with.
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