I shudder to think how fast that thing would go with an uncapped top speed.
When you save the game, to load it up in SEToolbox, are you in a cockpit of any kind when you saved? I know an old bug used to corrupt saves that way, so it may be an issue. It may be the issue or may not.
I'm an idiot, I had a mod block placed on the grid somewhere and I didn't realize it. Taking it off solved the problem. Thanks for the help though guys.
I wish this game were easier to get into. A bunch of people I know have been initially interested but almost immediately put off by the awkward component crafting and production/block control systems.
also c'moooon enemy NPCs
The crafting and building doesn't bother me so much (maybe I've been with it too long) but what really kills me every time is the lack of an end-game, or even really a mid-game. The only time your survival is threatened is early on, when you don't have much in the way of resources, and that gets almost immediately solved. Once you are able to leave the planet (which is as simple as flinging yourself upwards with a couple spare hydrogen tanks) resource scarcity quickly becomes a non-issue, if it ever was an issue to begin with. A survival game I had going with a friend was compelling because we lacked gold and platinum but once we found some, it was just... now what? We have NPC mods installed but it's almost trivial to defend against most of them. We've hit the point where you need to define yourself a goal or leave the game, and exploration of other planets isn't terribly compelling currently.
Literally the only resource that you have trouble finding on the planets, is platinum. That's it. That's pretty much the sole reason to go to space in terms of resources, everything else is in massive abundance on the planet.
You swoop in, find an iron deposit (one with Uranium nearby is even better), set up camp there, and you're set. Resource patches are typically pretty large, and they're everywhere.
Y'all should try modular encounters mod with "The Corrupt" and the firefly reapers packs. They add some hyper aggressive spawns in.
I made a coop game with a ridiculously large battleship with too many weapon systems to man at once and we still got our asses handed to us.
https://i.imgur.com/8dt6Jba.jpg
This gargantuan monstrosity has 2 layers of heavy armour on every surface, 3 layers of glass at any window as well as hanger door shutters. 3 Rotor turrets, a gravity cannon, 2 dumbfire torpedos (accurate @ 15km) and 10 guided anti-capital ship nukes.
After just two hours of fighting, it's now drifting at 15m/s towards a planet with no fuel or power. Trying to refuel it involved grafting the remaining front half of one of its mining drones to the front of its construction drone (the only remaining functional small ship) and having to fly out of signal range, get ice, and return to a point where we'd guessed it had drifted to. It's also completely depressurised, as after losing power we had to resort to cutting doors open.
Do you happen to have image data of the sort of technological abominations that could hope to kill a vessel of that caliber?
Yeah, Modular Encounters is the adrenaline shot this game really needs in an official form, as it gives your grids some purpose post-construction. The recent optimizations are great for this game, but I still dunno why Keen thinks it's feature-complete enough to already be in beta. Where's the starmap, you guys?
I don't know how they can look at any of several glaring problems with the game and think "yeah this looks like it's on the track to being done". Spiders and wolves? Only one kind of player gun? Huge memory leaks on planets?
I would love for spiders and wolves to not be shit.
Spiders have the potential to be actually interesting. Create a nest object that lets them spawn within a km radius of it, bury it underground inside a labarynth of tunnels you have to explore/explode to destroy it.
I wish they'd elaborate further on why caves aren't a thing. I can understand voxels consuming memory, but I can't imagine it would take [i]that[/i] much more with proper LOD and memory management, which they could use some work on regardless. Planets are kinda fuckin boring without caves.
Also that player survey was shit. "What should we work on next??" u wot
Iirc its because SE planets generate from height maps, so they're only really good for elevation, rather than subsurface features. Medieval Engineers does have caves and some underground systems, but they're all manually created and implemented. ME also generates them slightly differently from what I remember too.
I could imagine Keen fucking up cave generation to the point that planets lose roughly half their total mass from it.
Surely there are additional ways of generating caves, like maybe vector maps or something, or a supplementary system that carves out voxels after heightmap generation.
I was thinking the latter. How much does "digging" hurt exactly?
To be honest, I'm not sure how well,or even if the world generator is capable of that. I forget much of the technical details about the world generation, I'm sure there's ways you could do it, like, something similar to the ore generation, but with subtraction rather that addition, but I don't think the generator is capable of doing it that way. If it was, I'm sure the ME team would have rigged something to do it for their underground system, but since they went the manual route, they either thought that was the better way, or they couldn't rig it to work like that.
The game appears to have an unused PBR shader in its files, serving as a potential replacement for a blinn-phong model. It doesn't interpret parameters correctly by default, but correcting for it yields a nice direct improvement.
https://steamuserimages-a.akamaihd.net/ugc/956344056650359841/A8F2776E3E87BDB0383D27795AAE9FB20A62054F/
https://files.facepunch.com/forum/upload/237403/f31f4377-b602-4d9e-9856-ad46241ac052/image.png
.. eh. Honestly I'd be okay with it if they wanted to throw their terrain generation out. For the most part I find it's boring and flat, and trees look like lawn decorations. Astroneer has some fun voxel generation I wish they'd take inspiration from.
Ice lake base is best base.
If they're going to go the ice route in lieu of water, it just needs to look like ice.
Also, I would happily consign myself to manually creating alien dens. Just make them huge and formidable so that you don't need to make many of them. Keep the same spawning logic for small satellite surface emplacements like ant hills or termite nests that don't require changing systems. There's plenty that can be done within current limitations.
Only problem with spawning things like boulders is the double-voxel issue, if that even is an issue. Probably just another layer of fuckiness on top of existing jank.
[Quote]Probably just another layer of fuckiness on top of existing jank.[/Quote]
Modern software development*
Highlight what you want to quote and hit the Reply button under the post.
Man that's so unintuitive. How are you supposed to figure that out without someone telling you?
I just found it out by accident, it's a features on other forums I visit (specificly nes based on XenForo) and tried it out of habit.
Look guys, it's a wind turbine
https://youtu.be/1PiROVBDlmI
Some of you might recognize it from a video they posted IN MAY 2017
The tree density is higher too I guess
have they fixed lights yet?
and by "fixed" i mean "corrected the obscenely aggressive render culling that makes them blink, and corrected their stubborn tendency to not save offsets in blueprints".
Those trees are new trees.
But the better question is: Do voxels still eat vehicles?
https://www.youtube.com/watch?v=HjXbzAZoRi8&t=0s
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