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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236565 times)

Micro102

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1425 on: September 22, 2016, 06:05:29 pm »

Ok new question. I connected my cockpit (by one of the 2 small ports at the back) to a connector via small conveyor tubes. The tubes turned green however items cannot be moved from the cockpit to the collector. What am I missing?
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Chiefwaffles

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1426 on: September 22, 2016, 06:26:55 pm »

Small Conveyors can only transport some items - namely things like ore and ammunition. If you want to transport anything else in a small ship, you'll have to use the bigger conveyors.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Neonivek

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1427 on: September 23, 2016, 02:18:15 am »

Man I love how things blow up in this game... Too bad I'd never allow it due to how impossibly long everything takes to build.
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1428 on: September 23, 2016, 03:27:32 am »

Save it as nlueprint and load it up in a projector for repairs? It become much easier, there is even mod ( nano repair or nanite system? i dont remember, sure it uses a lot of power but as long you have the part in your hold you can repair anything anywhere even if you cannot reach it with normal tools. Personally im a big fan of the extended range welders mod, they arent bigguer wich doesnt increase lag, but since they are further away from the welders you can repair much deeper.
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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?

Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1429 on: September 23, 2016, 11:19:29 am »

I'm definitely going to use a mod next time I have to build ships using a projector. Small ships are especially hard, because far too often an unbuilt piece ends up completely surrounded by other blocks and you can't construct it anymore (even if it's in range of the welder).
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BigD145

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1430 on: September 23, 2016, 12:47:15 pm »

The nanite mod is wireless so it's the best for repairs and building.
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1431 on: September 23, 2016, 06:59:22 pm »

With nanite tho, be prepared it sucks power if you start on planet and might take a while before you can afford, a gravel extractor mod is god send too, a wee bit on the cheaty side but just lightly so as it doesnt give in big quatity, take long time and eat up decent amount of gravel.
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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?

Micro102

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1432 on: September 27, 2016, 12:52:53 pm »

2 questions.

1) How do I get my turret to stop trying to shoot through my ship to hit enemies, thereby opening huge holes in my ship?

2) I have 3 large hydrogen thrusters connected to a hydrogen tank. A conveyor tube leaves the tank, connects to a conveyor in which itself is connected to one of the hydrogen thrusters, and then 2 conveyor tubes come off that conveyor and connect to two other hydrogen thrusters. Yet only the thruster directly connected to the conveyor is working. Could someone tell me why?
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1433 on: September 28, 2016, 12:05:10 am »

I think I saw the first problem mentioned in dev branch patchnotes, so they might have already fixed it in dev. The second problem is weird, but it's possible the other thrusters have separate grid ID's, if you placed them detached at first.
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Micro102

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1434 on: September 28, 2016, 08:07:22 pm »

I reattached the hydrogen thrusters and it worked, thanks!

Now I have a new problem. My small ship for travel seems to spontaneously explode. I literally watched it just shatter for no reason. It was thrusters off with locked landing gear on the ground.
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Aseaheru

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1435 on: September 28, 2016, 08:49:55 pm »

Dont lock ships to planets, causes bugs and salt.
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Micro102

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1436 on: September 29, 2016, 09:16:00 am »

Dont lock ships to planets, causes bugs and salt.

I have also tried one without landing gear. Also blew up.
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Micro102

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1437 on: October 10, 2016, 06:46:36 pm »

Alright I made it into space and have been trying to figure out the design of my mothership. I made all the different rooms as separate blueprints with the intent of building the armor and shape around them after I've slapped them together. Problem is, when I try and stick one of the blueprints onto my ship the entire ship explodes into pieces...

It's an oxygen farm with 2 rotors and a piston. It all works find when I test it unattached (well, sort of, I've had rotors turned off and without power and with breaking set to max and every combination of these things rip themselves to pieces when I try to modify the rotor settings), but when I try to attach the blueprint to my ship everything goes to hell. And the weird thing is I have a solar panel room that works just like the oxygen farm one, yet those are perfectly fine when I add them!

Is this a known bug? Is there a work around? What the hell is going on?

----------------------------
I just had an idea... when I attach two pieces of ship together with merge blocks, can I then connect them via normal armor blocks and remove the merge blocks?
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EvilTwin

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1438 on: October 11, 2016, 02:35:53 pm »

I just had an idea... when I attach two pieces of ship together with merge blocks, can I then connect them via normal armor blocks and remove the merge blocks?


Yup. probably the way to go if you're having trouble with the merge blocks. Plus the merge blocks use energy while merged I think.
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Aseaheru

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1439 on: October 11, 2016, 03:21:08 pm »

 Rotors and pistons are rather strange objects. Watch out when they are in use.
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