Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=GHOST!!!!;45989205]What game is this?[/QUOTE]
Space Station 13
[QUOTE=Amiga OS;45989324][I]Now with 100% more murderous clowns and wet farts.[/I][/QUOTE]
SS13 is amazing, I wish I had the patience to play it, and the ability to endure the lag.
Now, the (nigh impossible) combination of SS13 and SE would thoroughly blow my mind.
With the modding api coming, whose to say we cant vent plasma through the habitation decks instead of the engines?
[QUOTE=GreenLeaf;45988594]allright so now i'm trying to make a smart bomb that should explode when it comes into contact with a ship.
I want the sensor to detonate the warhead once the bomb is 1 meter away from the ship.
Even though i'm certain i've set all the configurations right it doesn't detonate. it just plonks down at the ship and bounces out into space.
One time it actually did explode, but only after drifting away from the ship again for a few seconds (despite having the warhead countdown set to 1 second)
Warhead safety is off, countdown set to 1, sensor reach set to 1 (have also tried higher)
I have no idea what i'm doing wrong here and it's really annoying!
help me obi-wan kenobi! you're my only hope.[/QUOTE]
If its blowing only after it drifts away then you probably have the trigger on the last box of the sensor, stuff in the last box only triggers when the object leaves the sensor field which happens when the bomb drifts away.
I have been looking forward to a modding API for a very long time. It's been a long time since a game excited me like this.
[QUOTE=Thunderbolt;45986446]Programming/modding coming this Thursday, get hyped!
[url]http://blog.marekrosa.org/2014/09/programming-is-coming-to-space-engineers_15.html[/url][/QUOTE]
I need to learn how to program now. I keep losing motivation each time I try to learn how to program so hopefully this might keep me motivated to learn a bit more than just a 'hello world' script or two.
[QUOTE=mcattack1092;45992778]I need to learn how to program now. I keep losing motivation each time I try to learn how to program so hopefully this might keep me motivated to learn a bit more than just a 'hello world' script or two.[/QUOTE]
going a bit off-rails now, but I've found getting an [URL="http://www.arduino.cc/"]Arduino[/URL] to be a great way to learn programming. It's a microcontroller, and thus allows your code to affect stuff IRL instead of just on a computer screen. It's programmed using C.
There's a big community around it and a whole fucking lot of tutorials all over the place. It's very versatile, being able to controll rc vehicles, your entire home (if you got enough dedication),play games on it, controll pc games, and even connect to the internet when you got the ethernet module for it.
I learned basic programming playing with Legos Mindstorms, but what helped me the most to learn programming was Garrys Mod and Expression 2 in Wiremod. After you've got those basics down, it's really just a matter of learning each language's functions and syntax.
[QUOTE=mcattack1092;45992778]I need to learn how to program now. I keep losing motivation each time I try to learn how to program so hopefully this might keep me motivated to learn a bit more than just a 'hello world' script or two.[/QUOTE]
The modding API will be a lot harder to work with than the in-game programmable stuff. You may want to wait for that to come out.
[QUOTE=mcattack1092;45992778]I need to learn how to program now. I keep losing motivation each time I try to learn how to program so hopefully this might keep me motivated to learn a bit more than just a 'hello world' script or two.[/QUOTE]
If you want to learn how to program in this game, being C#, learn visual basic .NET. Download Visual Studio 2013 Express and start playing around, read StackExchange, MSDN, etc. Once you feel like you understand the basics(lol) of VB, you can very quickly pick up C#. The syntax is very similar and you can continue to use VS2013. This is how I learned C# personally and I feel like it can work for anyone who has a bit of time, patience, and will power.
I think learning VB/C# has massive advantages to some other languages because Visual Studio is so damn well made and MSDN too.
I hope the modding API is flexible enough. I want to make a gas system where you can create a breathable atmosphere by piping oxygen and other elements into a sealed area. Gases can be found by mining (think pockets of gas) or manufactured through various chemical processes. Also you can install some kind of gas scoop on a ship that collects gas from space. Perhaps there can also be water which you find randomly on asteroids, which you can put through an electrolytic separator to generate oxygen and hydrogen.
[QUOTE=Electrocuter;45990310]If its blowing only after it drifts away then you probably have the trigger on the last box of the sensor, stuff in the last box only triggers when the object leaves the sensor field which happens when the bomb drifts away.[/QUOTE]
i didn't know that before so thanks for the info, unfortunately it's not the issue it seems.
I may actually have discovered the issue and it seems to be related to mods. i created a new world without mods and the bomb worked perfectly.
I'm using small merge blocks to connect the bomber with the bomb so that's one thing i'll have to look into.
[editline]16th September 2014[/editline]
Hypothesis confirmed and more. it seems sensors and/or warheads doesn't like any merge blocks, the modded version or the vanilla version.
I'm having trouble getting the collision models to work for my Spike Block.
I create the .hvk files and run them alongside the .fbx and such with the mwmbuilder but for some reason it still defaults to a bounding box!
Halp.
I decided to snoop around the game's code a bit, in hope that I'll find something related to the upcoming modding API. And sure enough:
[IMG]https://dl.dropboxusercontent.com/u/202588/stuff/se-mod-api.png[/IMG]
The stuff under Sandbox.ModAPI.Ingame is probably what will be available this week. I also stumbled upon what I presume is the default script of the in-game editor:
[CODE]
namespace Scripts.Ingame
{
public class MyScript : Sandbox.Common.Components.MyIngameScript
{
public override void Init(Sandbox.ModAPI.Ingame.IMyCubeBlock block)
{
}
}
}
[/CODE]
So I assume the in-game programs will be bound to a block in the world (which is passed via the block parameter in the Init function above).
The block has these functions exposed:
[CODE]public interface IMyCubeBlock
{
event Action<IMyCubeBlock> IsWorkingChanged;
bool CheckConnectionAllowed { get; }
IMyCubeGrid CubeGrid { get; }
StringBuilder DefinitionDisplayNameText { get; }
float DisassembleRatio
StringBuilder DisplayNameText { get; }
bool IsBeingHacked { get; }
bool IsFunctional { get; }
bool IsWorking { get; }
Vector3I Max { get; }
Vector3I Min { get; }
int NumberInGrid { get; }
MyBlockOrientation Orientation { get; }
long OwnerId { get; }
Vector3I Position { get; }
string GetOwnerFactionTag();
MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner();
MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId);
void UpdateIsWorking();
void UpdateVisual();
}[/CODE]
The CubeGrid property should allow you to access other blocks on the ship/station. I haven't found anything related to actually controlling blocks like rotors, pistons, lights etc., but maybe that will come on thursday. I hope :v:.
[QUOTE=GreenLeaf;45993307]i didn't know that before so thanks for the info[/QUOTE]
Yeah the game doesn't explain this at all, only found out about it by watching the update video.
[QUOTE=mcattack1092;45992778]I need to learn how to program now. I keep losing motivation each time I try to learn how to program so hopefully this might keep me motivated to learn a bit more than just a 'hello world' script or two.[/QUOTE]
I have a lot of experience programming, and really enjoy teaching. To you, and anyone else who is hesitant, please feel free to reach out to me with questions. When in-game programming comes out, I'll try to have little in-person teaching sessions.
[QUOTE=thomasfn;45993245]I hope the modding API is flexible enough. I want to make a gas system where you can create a breathable atmosphere by piping oxygen and other elements into a sealed area. Gases can be found by mining (think pockets of gas) or manufactured through various chemical processes. Also you can install some kind of gas scoop on a ship that collects gas from space. Perhaps there can also be water which you find randomly on asteroids, which you can put through an electrolytic separator to generate oxygen and hydrogen.[/QUOTE]
I believe they had ice in at some point, though it wasn't able to be mined.
I updated my spike block.
Large Variant + Proper Collision Meshes.
[QUOTE=Wickerman123;46000492]I updated my spike block.
Large Variant + Proper Collision Meshes.[/QUOTE]
Neat is it up on the workshop?
[QUOTE=JesseR92;46000610]Neat is it up on the workshop?[/QUOTE]
Yeah, I also made sure they have the same destructive power as standard Blast Door blocks. Damn things tear through armor!
[QUOTE=Wickerman123;46007091]Yeah, I also made sure they have the same destructive power as standard Blast Door blocks. Damn things tear through armor![/QUOTE]
Im going to build a space shark now thank you so much.
Bare in mind they were designed from the base blast door blocks. I could create another set that fit the standard block size too if you guys think it's necessary?
[editline]18th September 2014[/editline]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=311933370"]Link [/URL]in-case anyone can't find it.
[QUOTE=Wickerman123;46008655]Bare in mind they were designed from the base blast door blocks. I could create another set that fit the standard block size too if you guys think it's necessary?
[editline]18th September 2014[/editline]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=311933370"]Link [/URL]in-case anyone can't find it.[/QUOTE]
Nah these should work fine.
They just said in Twitter that the update will be a few hours late so don't panic if it won't come when it usually does.
My workshop stuff just updated and I noticed the fighter cockpit changed into a vintage fighter cockpit
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=294534489[/url]
I'm gonna guess it's coming to the vanilla game and the mod's just gonna stay there for compatibility with existing ships
[quote]Summary
The Modding API has been implemented into Space Engineers. It brings a lot of new possibilities to our modders and it allows them to alter the game by writing C# scripts which have access to in-game objects! Reloadable missile launcher for small ships is also added - with the option to use the conveyor system.
Additionally in this update, we have included the Fighter Cockpit model that was created by the modder “Darth Biomech”. This is the first modded model that makes it into the official version of the game. By doing this, we want to reward and encourage all modders for their good work and efforts. It’s not possible to add all mods which are created, because we need to keep the game simple and organized, but we can ensure that more mods will be added in the future.[/quote]
[quote]Features
- Modding API (WIP - more features will be added in the future)
- Reloadable missile launcher for small ships
- Respawn ship cool down time
- Ship dampeners configurable in terminal
- Moddable door open distance
- Search in inventory by item name
- Fighter cockpit mod – special thanks to modder “Darth Biomech”!
Fixes
- Fixed infinite refinery production issue
- Fixed armor models
- fixed scrolling while copy-pasting was not in F1 help screen
- fixed buttons for New Platform and ships visible when setting actions in sensor
- fixed cannot stack items in production queue
- fixed issue when player was able to remote control anything even outside of the antenna’s range
- fixed incorrect texture of small rotors
- fixed sensor/timer block triggering actions on grids joined by connectors even after disconnection
- fixed loosing ability to remote control ships after previous interaction with remote control block
- fixed assembler inventory output filling up input inventory
- fixed issue when merge blocks on pistons were not disconnected
- fixed ore mining ratio
- fixed issue when refineries were still working even when the power was cut off
- fixed sensor lags on Dedicated Server and normal Multi-player
- fixed crash while being kicked out of faction
- fixed freeze without creating the log after a map was loaded
- fixed changing field and loading the game activates the sensor
- fixed the amount of required blocks for creating sensor blocks
- fixed issue with faction members’ names when they are remote controlling a ship [/quote]
[editline]18th September 2014[/editline]
[QUOTE=Thunderbolt;46014272]My workshop stuff just updated and I noticed the fighter cockpit changed into a vintage fighter cockpit
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=294534489[/url]
I'm gonna guess it's coming to the vanilla game and the mod's just gonna stay there for compatibility with existing ships[/QUOTE]
Good guess!
Wow, they added the fighter cockpit to the official version?