• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
RIP uranium
It is pretty bullshit how all the blocks you place don't have an owner by default, and so will get shot at by the ships you're the owner of. I can't count the times I had to do major repairs to stuff after just placing a single block near one of my ships, or copypasting one and having it get shot to bits seconds later Sure, it doesn't hurt as much in creative mode, but it's still bullshit
pls devs make you own things and share with faction when you place them.
Oh boy, this is everything you need to make some pretty nasty AI drones. If only I had the time to play it :(
[QUOTE=Thunderbolt;45896577]It is pretty bullshit how all the blocks you place don't have an owner by default, and so will get shot at by the ships you're the owner of. I can't count the times I had to do major repairs to stuff after just placing a single block near one of my ships, or copypasting one and having it get shot to bits seconds later Sure, it doesn't hurt as much in creative mode, but it's still bullshit[/QUOTE] I guess a potential solution would be to turn 'moving objects' off in your turrets, or at least the ones facing your ship, for a bit?
[QUOTE=Thunderbolt;45896577]It is pretty bullshit how all the blocks you place don't have an owner by default, and so will get shot at by the ships you're the owner of. I can't count the times I had to do major repairs to stuff after just placing a single block near one of my ships, or copypasting one and having it get shot to bits seconds later Sure, it doesn't hurt as much in creative mode, but it's still bullshit[/QUOTE] It's especially annoying when you're doing a co-op build in survival multiplayer, sure, factions stop you from having the turrets shot everything, but once you've finished your ship, you have to go through the ship and change everything. I wish there was a per player option you could set what options you want your blocks to have by default, whether that be owned by you or nobody and whether you, select people or everyone else can access it.
Looks like ppl have already completed homing mines and missiles. Heres one that uses a gyro: [video=youtube;V8uUYSoJPvE]http://www.youtube.com/watch?v=V8uUYSoJPvE[/video] and some other guy posted some screenshots of one that just used thrusters. But no video.
[QUOTE=Mattk50;45898665]Looks like ppl have already completed homing mines and missiles. Heres one that uses a gyro: [video=youtube;V8uUYSoJPvE]http://www.youtube.com/watch?v=V8uUYSoJPvE[/video] and some other guy posted some screenshots of one that just used thrusters. But no video.[/QUOTE] I kinda feel like I understand how this one works - but what if there are targets in multiple sensor boxes?
It rips itself apart.
The devs are doing an AmA on reddit, go read it/ask questions [url]http://www.reddit.com/r/IAmA/comments/2fkie6/we_are_keen_software_house_the_developers_of/[/url] Some highlights so far (dev replies in bold) [quote] 2) What kind of PvE interactions with the world (besides solely building ships and surviving) do you have planned/want to plan for the future of the game? Will there be special events or other ships besides derelicts to interact with? 3) Will the game have sectors (essentially multiple asteroid fields tethered together)? How will having larger maps with multiple fields work? Will they all be one map or will you 'jump' between sectors? [B]2) Recently we started to discuss AI in the team. When AI is available, it will be possible to make enemy bases, pirates etc. 3) We started working on large worlds recently. Goal is to make game world much larger, with huge amounts of asteroids.[/B] [/quote] [quote] 1) how far have you got with the in-game programming feature and when it will be released ? [B]1) We have working C# scripts, it will be released in several weeks; this will include in-game programming and mod-like programming. Currently this is one of the most important features.[/B] [/quote] [quote] One thing that impresses me so much about Space Engineers is the speed at which you are developing the game (compared with similar games) How far (as a percentage) would you say you are through development? [B]This is hard to say... I would say that we have 50-80% of what we wanted to have in the game. But since we got new ideas every day (we were expecting this), plus the community wants new stuff, ... it's kind of impossible to say where are we right now.[/B] [/quote] [quote] Are there any plans to implement a campaign with story and missions? [B]This is a very good idea we are considering[/B] [/quote]
[QUOTE=Thunderbolt;45900042]-Are there any plans to implement a campaign with story and missions? This is a very good idea we are considering-[/QUOTE] I think scenarios would be a good first step to this. Basically adding win conditions and rankings and bonus goals to current scenarios.
C# scripting. Awesome!
Going to be learning C# in college this year double fucking win.
So how do the new sensors work? I just had an idea of making a double station that uses a gravity column to move players from one station to another and when a player passes through a sensor, it closes a door behind them so they don't fall back down
[QUOTE=Trekintosh;45900251]I think scenarios would be a good first step to this. Basically adding win conditions and rankings and bonus goals to current scenarios.[/QUOTE] How would win conditions work for a sandbox game? The only time I've ever seen that happen was "The End" for Minecraft, and... well, I'm sure most people know how lame that was.
I've wanted to start learning some coding language for a while and couldn't decide between C# and a few others, but now I'll definitely pick C#.
[QUOTE=ElectricSquid;45901183]How would win conditions work for a sandbox game? The only time I've ever seen that happen was "The End" for Minecraft, and... well, I'm sure most people know how lame that was.[/QUOTE] I think heeant scenarios like the ones that have been in KSP for ages.
[QUOTE=Frosty_Avo;45901197]I've wanted to start learning some coding language for a while and couldn't decide between C# and a few others, but now I'll definitely pick C#.[/QUOTE] There's so little difference between different languages that it practically makes no difference which one you start with. What matters is the concepts of programming, not the language. Except COBOL. People who learn COBOL first are probably screwed.
[QUOTE=alexojm;45900466]Going to be learning C# in college this year double fucking win.[/QUOTE] [QUOTE=kopd;45901274]There's so little difference between different languages that it practically makes no difference which one you start with. What matters is the concepts of programming, not the language.[/QUOTE] Pretty much this. And to use the Space Engineers code properly you don't even need to understand Object Oriented programming (which means even web designers who've only done some Javascript tinkering should still figure it out). I was thinking of writing a beginners guide to Space Engineers scripting (the in-game stuff anyway) once I get to fool around with it. And I mean super beginner, as in assuming you've never even seen code. I worked on one for ComputerCraft but I found CC lacked the feedback beginners need to help them understand and the feedback I got from the people I shared it with was basically "I don't get it" x 100. Space Engineers will have no such problem though, with blocks and their commands so readily available, so it should be easier to understand.
[IMG]http://puu.sh/bnhb6/71908462b9.png[/IMG] If I don't make it past the loading screen tell my wife I said Hello. [editline]6th September 2014[/editline] Oh god help im using 91% of my memory help
[QUOTE=alexojm;45900466]Going to be learning C# in college this year double fucking win.[/QUOTE] Use SE as your motivation to keep learning so then you'll end up being in the 10% of the class who actually know how to program.
i cant seem to find out how to load mods/collections into a dedicated server. anyone care to shine a light on that? [editline]9/5[/editline] i figured out how to load single mods, but is there a way to load workshop collections instead?
[QUOTE=ElectricSquid;45901183]How would win conditions work for a sandbox game? The only time I've ever seen that happen was "The End" for Minecraft, and... well, I'm sure most people know how lame that was.[/QUOTE] Basically think of a game like Railroad Tycoon 3. Normally you could just build trains and build up your railroad until your eyes fall out, but it isn't particularly fulfilling. Enter scenarios. They give you a clear yes or no goal and a time limit. That's what I'm talking about. For example, a Space Engineers scenario could be you starting on an asteroid with a crashed ship. There's an asteroid storm coming in 10 minutes that WILL kill you if you don't build shelter. Bronze: Build shelter and survive the asteroid storm. Silver: Don't salvage any parts from the crashed ship to do it. Gold: Do the above but in 5 minutes.
[QUOTE=Trekintosh;45904160]Basically think of a game like Railroad Tycoon 3. Normally you could just build trains and build up your railroad until your eyes fall out, but it isn't particularly fulfilling. Enter scenarios. They give you a clear yes or no goal and a time limit. That's what I'm talking about. For example, a Space Engineers scenario could be you starting on an asteroid with a crashed ship. There's an asteroid storm coming in 10 minutes that WILL kill you if you don't build shelter. Bronze: Build shelter and survive the asteroid storm. Silver: Don't salvage any parts from the crashed ship to do it. Gold: Do the above but in 5 minutes.[/QUOTE] This kind of thing can already be done by building challenge maps Minecraft style. Pretty common in that community.
[QUOTE=FlakAttack;45904228]This kind of thing can already be done by building challenge maps Minecraft style. Pretty common in that community.[/QUOTE] His example is just a nice example. We're talking more than that, and metagamr infrastructure in-game to support it.
[QUOTE=FlakAttack;45904228]This kind of thing can already be done by building challenge maps Minecraft style. Pretty common in that community.[/QUOTE] The ability to make challenge maps in SE - but really more like like the kind of customization that MC affords to mapmakers - would be an absolute fucking dream.
[QUOTE=FlakAttack;45904228]This kind of thing can already be done by building challenge maps Minecraft style. Pretty common in that community.[/QUOTE] It's easy enough to crash a ship into an asteroid and make it into a creative map and say "LOOKIE LOO! CUSTOM CALLENGE MAP!!!" But it's nowhere near as polished as an actual briefing screen and rewards and stat tracking in the game itself.
[QUOTE=ScottyWired;45903219]Use SE as your motivation to keep learning so then you'll end up being in the 10% of the class who actually know how to program.[/QUOTE] Best bit is one of the guys I hang out with the most that will be doing course too loves this game like I do so we are going to be working as a team with this stuff.
[QUOTE=Trekintosh;45904644]It's easy enough to crash a ship into an asteroid and make it into a creative map and say "LOOKIE LOO! CUSTOM CALLENGE MAP!!!" But it's nowhere near as polished as an actual briefing screen and rewards and stat tracking in the game itself.[/QUOTE] The workshop would most likely become much like Portal 2's, where 90% of all maps are just slightly edited versions of the basic stock map(s), "press the button to win"-maps and overly complicated mess where you have no idea where to go or what to do.
[quote=Reddit KeenSWH AMA]3) Large asteroids would be possible. Planets with radius of thousand kilometers, hardly. At least not in same way as asteroids.[/quote] Taken from the recent AMA. This was a lower tier question, but I found it interesting. They were asked by a few people whether or not planets would be possible, but it's pretty apparent that the devs think of full sized planets when they see "planets". Low grav, spheroid asteroids will [i]probably[/i] happen once they fix the floating point errors and make the worlds themselves larger.
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