Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Thunderbolt;46837595]Take out the antenna/sensor/radar and the whole program falls apart[/QUOTE]
what does that have to do with anything?
its not fucking e2 magic if you have to have sensors to find the damn object, thats the complaint, magical force and finding.
because you're talking about a FULLY AUTOMATIC mining drone, as in, zero player input required and it never breaks down, it's pretty obvious why that would break survival
[QUOTE=krail9;46838037]because you're talking about a FULLY AUTOMATIC mining drone, as in, zero player input required and it never breaks down, it's pretty obvious why that would break survival[/QUOTE]
You would still need to refuel it and repair it from damage due to banging against rocks while mining.
You could probably automate both of those but it would be nightmarishly complicated and probably too large to run on a programming block.
[editline]1st January 2015[/editline]
[QUOTE=krail9;46837535]
expect to have to control gyros and thrusters manually if you want to orient a ship[/QUOTE]
If I can control individual thrusters and gyros with programming blocks, that's completely fine. It's how I built little automatic gizmos in GMOD.
Since thrusters in SE are magic and always apply thrust to the ship's center-of-mass, it wouldn't be complicated to control them.
I think the most I'll do with programming blocks is make antennae or beacons that switch through different messages. Anybody got any more elaborate plans for them?
[editline]1st January 2015[/editline]
[QUOTE=krail9;46838037]because you're talking about a FULLY AUTOMATIC mining drone, as in, zero player input required and it never breaks down, it's pretty obvious why that would break survival[/QUOTE]
A drone that can collect resources for you while you do things with already collected resources just seems like a logical next step after making all of your utility ships into drones so you never have to make a personal trip to go collect ores.
[QUOTE=GreenLeaf;46835500]can it be used to sort up ore and tell it where it can and cannot go?[/QUOTE]
No, the programming is very limited. If it becomes possible in the future I will definitely let you guys know (and share anything I put together).
[QUOTE=krail9;46838037]because you're talking about a FULLY AUTOMATIC mining drone, as in, zero player input required and it never breaks down, it's pretty obvious why that would break survival[/QUOTE]
As it has been said, if the ship loses its sensor, detector, or antenna, it would no longer function properly. A single rocket would be enough to ruin the vast majority of autominers.
Programming, as it is right now, is not going to let people do anything they can't already do with sensors and timers. Believe me when I say it is VERY limited. I hope they expand it in the future but it's pretty clear this isn't going to be SE's E2.
As of right now the only thing I see you can do that you couldn't before is stuff like having your battery turn recharge on automatically once your connector locks on. There might be more (I've only had a cursory look) but that's the only idea I've had so far. A lot of the ideas I was hoping to implement - doors automatically opening for faction members, solar panels orienting themselves, mining drones - are not currently possible. Will they be in the future? Only Keen knows.
[QUOTE=FlakAttack;46838833]No, the programming is very limited. If it becomes possible in the future I will definitely let you guys know (and share anything I put together).
As it has been said, if the ship loses its sensor, detector, or antenna, it would no longer function properly. A single rocket would be enough to ruin the vast majority of autominers.
Programming, as it is right now, is not going to let people do anything they can't already do with sensors and timers. Believe me when I say it is VERY limited. I hope they expand it in the future but it's pretty clear this isn't going to be SE's E2.
As of right now the only thing I see you can do that you couldn't before is stuff like having your battery turn recharge on automatically once your connector locks on. There might be more (I've only had a cursory look) but that's the only idea I've had so far. A lot of the ideas I was hoping to implement - doors automatically opening for faction members, solar panels orienting themselves, mining drones - are not currently possible. Will they be in the future? Only Keen knows.[/QUOTE]
could you use a sound block as a method of detecting if a persons there, using the output from that to cause a door to open possibly?
[QUOTE=krail9;46838037]because you're talking about a FULLY AUTOMATIC mining drone, as in, zero player input required and it never breaks down, it's pretty obvious why that would break survival[/QUOTE]
As opposed to the thousands of "automatic miners" that currently exist where you fly towards an asteroid, line it up, press a button and then sit on your hands for the next 10-15 minutes? That takes untold shit-tons more effort than an automated drone doesn't it?
The amount of time that's wasted baby-sitting the current auto-miners aside, it almost seems like you would enjoy just mining non-stop and occasionally taking a break to build a small ship or two. Programmable blocks aren't going to prevent you from doing that, but for those who like to build ships and for those who love to tinker and solve complex problems (getting a drone to align itself with a connector so it can dock itself to recharge/refuel and deposit its minerals could be a fairly complex endeavor if all we have to go on is "Antenna_1 is x meters away from DockAnt_0 while Antenna_2 is... etc.") it adds a new dynamic to the game that can make it more interesting.
[QUOTE=HumanAbyss;46838879]could you use a sound block as a method of detecting if a persons there, using the output from that to cause a door to open possibly?[/QUOTE]
A sound block? I thought they only emitted sound.
So I found an interesting script on the Workshop: it makes it so unoccupied connectors show up on HUD while occupied ones don't. It also adds "-Occupied" or "-Unoccupied" to their name in the control panel. Pretty neat. So people are doing more with this than I thought.
One limitation I discovered very quickly is that everything in the script only runs once. If you want to run the script multiple times you must set up a timer and/or sensor to run it.
EDIT: Already found a problem with connectors: when you get "IsLocked" it will return true whether the connector is yellow (pulling other connector) or green (locked). Even if you unlock it, as long as you're close enough for yellow, it returns true.
EDIT 2: Apparently there actually are inventory access functions. Item sorting and building might be possible. Problem is they're totally undocumented atm. Some guy posted this on Keen forums: (it moves item from first assembler to a container named "Test Container")
[CODE]
void Main()
{
var blocks = new List<IMyTerminalBlock>();
GridTerminalSystem.GetBlocksOfType<IMyRadioAntenna>(blocks);
var antenna = blocks[0];
blocks = new List<IMyTerminalBlock>();
GridTerminalSystem.GetBlocksOfType<IMyAssembler>(blocks);
var assembler = blocks[0];
var inventoryOwner = (IMyInventoryOwner)assembler;
var sourceInventory = inventoryOwner.GetInventory(0);
var items = sourceInventory.GetItems();
if(items.Count > 0)
{
var container = GridTerminalSystem.GetBlockWithName("Test Container");
var destInventory = (container as IMyInventoryOwner).GetInventory(0);
inventoryOwner.GetInventory(0).TransferItemTo(destInventory, 0, null, true, null);
antenna.SetCustomName("Moved Items to test container");
}
else
{
antenna.SetCustomName("No items in assembler!");
}
}
[/CODE]
Assemblers and Refinieres have 2 inventories, it seems 0 is input and 1 is output. (On "GetInventory(0)") God damn it now I have to figure this out.
How the hell do you find other players in an infinite world? I can never find my friends in an infinite world, no matter what we do.
[QUOTE=Cheshire_cat;46839059]How the hell do you find other players in an infinite world? I can never find my friends in an infinite world, no matter what we do.[/QUOTE]
use a compass duh
[editline]1st January 2015[/editline]
no but seriously there are some mods on the workshop that have some form of GPS built into it
Do we have a Facepunch server going?
[QUOTE=Liem;46839083]Do we have a Facepunch server going?[/QUOTE]
I don't believe there's an FP server right now, although [URL="http://facepunch.com/showthread.php?t=1256780&p=46800693&viewfull=1#post46800693"]I'm led to believe[/URL] there will be one started in a short time
[QUOTE=Cheshire_cat;46839059]How the hell do you find other players in an infinite world? I can never find my friends in an infinite world, no matter what we do.[/QUOTE]
Beacons, luck, and a sacrifice to the daemons of the warp
[QUOTE=ReligiousNutjob;46839093]I don't believe there's an FP server right now, although I'm led to believe there will be one started in a short time (less than a week)[/QUOTE]
Looks like I got this game at just the right time
Can't edit post so making new one.
Some guy did an API file dump, will look through it but for the programmers among us enjoy: [URL]http://forums.keenswh.com/post/file-programmable-block-api-documentation-generated-7224725?pid=1285573793#post1285573793[/URL]
Also scratch the possible item transfer code from above, it doesn't work. The guy claims it does but it uses ModAPI stuff that you can't access with the in-game code.
Also, you CAN control gyroscopes and thrusters, and you can get block information, so it is possible to automate ships, but it's really difficult to store data and get targets
Whelp, it's in CrapSharp, not even going to try.. It's basically Micro$oft's java ripoff that is just as shit. IMO only brainfuck would have been a worse choice of language.
Why couldn't they just have gone with a simple BASIC kinda language? I mean, it's not that hard to do something like that, I wrote a simple basic-kinda interpreter when I was 8, in QBASIC.
i was really hoping for a simple, mindstorms-esque way of programming.... well time to have a whole portion of the game cut off for me.
[QUOTE=Cheshire_cat;46839059]How the hell do you find other players in an infinite world? I can never find my friends in an infinite world, no matter what we do.[/QUOTE]
player can be spaced ridiculously far apart, the easiest way is to spawn at one of their medbays after joining their faction.
[QUOTE=Tmaxx;46839645]i was really hoping for a simple, mindstorms-esque way of programming.... well time to have a whole portion of the game cut off for me.[/QUOTE]
You'll still be able to use hundreds of workshop scripts.
If only they could bump it down to an E1 level of complexity, I'd be happy. I could still do E1, E2 for some reason just went past me.
[QUOTE=Mbbird;46839659]You'll still be able to use hundreds of workshop scripts.[/QUOTE]
yeah but what's the point. Then i'm not a space engineer, i'm a space constructor.
[QUOTE=Zenreon117;46839761]If only they could bump it down to an E1 level of complexity, I'd be happy. I could still do E1, E2 for some reason just went past me.[/QUOTE]
Coding is a bit more complex that E1 but it is not any more powerful. In fact due to the lack of information from Sensor/Antenna/Detector blocks it's arguably less so.
I'd say it's kind of like working the DOM with Javascript. Which is to say it's pretty easy but some people will get stumped by it no matter how well you explain it.
[QUOTE=NeverGoWest;46839594]Whelp, it's in CrapSharp, not even going to try.. It's basically Micro$oft's java ripoff that is just as shit. IMO only brainfuck would have been a worse choice of language.
Why couldn't they just have gone with a simple BASIC kinda language? I mean, it's not that hard to do something like that, I wrote a simple basic-kinda interpreter when I was 8, in QBASIC.[/QUOTE]
lol imagine thinking a similar syntax means your language is a rip off. Nevermind the fact that Java and C# actually draw their syntax from C++.
[QUOTE=Tmaxx;46839807]yeah but what's the point. Then i'm not a space engineer, i'm a space constructor.[/QUOTE]
So you're saying you were a space engineer up until the programming block came out, and then suddenly that changed? Can't see how that works.
[QUOTE=Tmaxx;46839807]yeah but what's the point. Then i'm not a space engineer, i'm a space constructor.[/QUOTE]
Leave the scripting to the guys that know what they're doing if you must. The guys that designed the AK-47 didn't invent long stroke gas systems; they just successfully reimplemented it in their design. We're already "constructors" in the sense that you are using it. We work with block chunks like legos. You don't need to be able to say that you designed your thrusters or rocket launchers by hand to be a ship designer and engineer.
I finally upgraded my survival mining ship. For some reason I feel really proud of the way it just eats giant square holes through asteroids.
[t]http://cloud-4.steamusercontent.com/ugc/37485188613367423/C991B4A2C609845398B4E727121D22ABF596441F/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/37485188613369069/7DDC34AC303F15D696A6F7F8B05392EDD4669549/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/37485188613370288/B5812F037E92266C6CB5EE6CBCE3EE08435F6D68/[/t]
In other news, I'm looking into making walking machines, but I can't seem to figure out how to get blocks/grids to attach to pistons and rotors at multiple points, like you'd need in order to simulate a mech's leg. I also saw someone put a piston between two rotors (in that cool video of eXtro's) but couldn't get that to work either.
[QUOTE=ElectricSquid;46840592]I finally upgraded my survival mining ship. For some reason I feel really proud of the way it just eats giant square holes through asteroids.
[t]http://cloud-4.steamusercontent.com/ugc/37485188613367423/C991B4A2C609845398B4E727121D22ABF596441F/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/37485188613369069/7DDC34AC303F15D696A6F7F8B05392EDD4669549/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/37485188613370288/B5812F037E92266C6CB5EE6CBCE3EE08435F6D68/[/t]
In other news, I'm looking into making walking machines, but I can't seem to figure out how to get blocks/grids to attach to pistons and rotors at multiple points, like you'd need in order to simulate a mech's leg. I also saw someone put a piston between two rotors (in that cool video of eXtro's) but couldn't get that to work either.[/QUOTE]
I have a very crude walking thing I can launch SE and you can grab a blueprint of it.
Mindstorms block based simplistic programming would be my favorite in terms of keeping it accessible. I use Javascript often, doesn't mean I want to force everyone to use it. Fortunately, it has no magic powers so I'm not really bothered either way.
[QUOTE=JesseR92;46840601]I have a very crude walking thing I can launch SE and you can grab a blueprint of it.[/QUOTE]
I appreciate it, but the problem is knowing [I]how[/I] to assemble it in the first place, on the player end of things. If there was a video of something being made, that would really help.
[QUOTE=ElectricSquid;46840592]I finally upgraded my survival mining ship. For some reason I feel really proud of the way it just eats giant square holes through asteroids.
[t]http://cloud-4.steamusercontent.com/ugc/37485188613367423/C991B4A2C609845398B4E727121D22ABF596441F/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/37485188613369069/7DDC34AC303F15D696A6F7F8B05392EDD4669549/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/37485188613370288/B5812F037E92266C6CB5EE6CBCE3EE08435F6D68/[/t]
In other news, I'm looking into making walking machines, but I can't seem to figure out how to get blocks/grids to attach to pistons and rotors at multiple points, like you'd need in order to simulate a mech's leg. I also saw someone put a piston between two rotors (in that cool video of eXtro's) but couldn't get that to work either.[/QUOTE]
You built this in Survival?
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