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Re: Space engineer

Posted: Sat Aug 02, 2014 3:47 am
by DaveYanakov
Aye, multipart functions are actually feasable now, not to mention there are now reasons to set up multiple control stations and recruit a crew

Re: Space engineer

Posted: Sat Aug 02, 2014 5:10 am
by Gunnerman21
The fighter craft in the update video with the rotating turret on top made me happy in the pants. A huge battleship with each turret block assigned to a crew member would be money.

Now if only there was something meaningful to shoot at... Another faction would be nice, but having enough players in survival on at once would be very difficult. Think EVE Online, but with the activity of a low budget minecraft server :/

Staging battles could be a possibility. Spawning in 2 ships on opposite ends of a field, getting players, and going at it could be fun. Especially if each person had their own system to control.

Another scenario is moving around a ship with 3 people, but get this... each person controls only 1 axis of motion :) Which would be a very nice cooperation exercise.

Grinding and welding ships could be better built now, like the Canada arm on the space shuttle, a grinder could "turn corners" and grind blocks previously out of reach.

</twocents>

Re: Space engineer

Posted: Sat Aug 02, 2014 11:16 am
by DaveYanakov
i was thinking more along the lines of flight deck operations on a carrier but yes, all of these things and more are now doable without juggling a clunky GUI. It seems silly but it really is starting to feel like a game now

Re: Space engineer

Posted: Thu Aug 07, 2014 2:37 pm
by FlowerChild
Well, looks like we have an explanation for why modding got broken in previous releases:


Re: Space engineer

Posted: Thu Aug 07, 2014 3:51 pm
by jorgebonafe
FlowerChild wrote:Snip
Meanwhile, on Minecraft HQ...

Re: Space engineer

Posted: Thu Aug 07, 2014 4:04 pm
by FlowerChild
jorgebonafe wrote:
FlowerChild wrote:Snip
Meanwhile, on Minecraft HQ...
Hehe...yeah, I'm wondering how much they limited the modding potential of the game by making it easy to install mods. Gil would probably be in a better position to answer the question as to what kind of restrictions this imposes on what modders can and can't do.

Re: Space engineer

Posted: Thu Aug 07, 2014 4:09 pm
by Gunnerman21
first off... Control panel block!! YES! Second, the ability to "orbit" ships around your station stands out to me quite a bit. Having a solar powered ship sitting on a circular path seems like a great start for the addition of automated ships :)

Re: Space engineer

Posted: Thu Aug 07, 2014 4:31 pm
by Gilberreke
FlowerChild wrote:Hehe...yeah, I'm wondering how much they limited the modding potential of the game by making it easy to install mods. Gil would probably be in a better position to answer the question as to what kind of restrictions this imposes on what modders can and can't do.
From the limited testing Katalliaan and I have done so far, base class modding seems to still be possible, though a lot of stuff is sand-boxed. On top of that, you can now have different mods per save file, so I can in theory release scenarios that edit different stuff. For example, the extended ore detector only makes sense in my sparse mode, I could make it so only sparse mode scenarios have that change. We don't have a lot of control over what gets put into save files, so the new stuff is not always reachable, they'll have to work on that.

I'll have to do more tests to see what changed for better or for worse, but apart from breaking mods for two weeks, I'm cautiously optimistic.

Re: Space engineer

Posted: Thu Aug 14, 2014 2:17 pm
by Gunnerman21
New update with corresponding Thread.



Mainly even more tools for automation of ships and control of machines like doors.

Re: Space engineer

Posted: Thu Aug 14, 2014 4:30 pm
by Adenine
Nice! Slightly less awkward controls. =)

What I'm really hoping for is some basic programming. I want a single easy to use button that does this:

(first 15 seconds)

I've been hoping for that since I saw that video where they (crash)landed a small ship on the station when they were demonstrating the collision mechanics...

Re: Space engineer

Posted: Thu Aug 14, 2014 5:04 pm
by Katalliaan
Adenine, that's been possible since they added pistons.

Re: Space engineer

Posted: Thu Aug 14, 2014 5:07 pm
by FlowerChild
Katalliaan wrote:Adenine, that's been possible since they added pistons.
That's what I thought when I first looked at his post, but I think he may mean having a number of ships below decks that the system would dispense one at a time. Otherwise, I wouldn't see the need for programming anything there.

Re: Space engineer

Posted: Thu Aug 14, 2014 8:21 pm
by Adenine
Katalliaan wrote:Adenine, that's been possible since they added pistons.
I meant a single button that does all of that automatically without going through lists of components and squishing your ship if you accidentally get the order reversed. Basically something along the lines of:

Code: Select all

Button 1 {
  Retract Piston 1;
  Wait 4 seconds;
  Extend Piston 2;
}

Re: Space engineer

Posted: Thu Aug 14, 2014 9:56 pm
by Katalliaan
But that clip I linked could be done with one button. It probably took them a while to get the speeds and limits right, but it could be activated by a button.

Re: Space engineer

Posted: Thu Aug 14, 2014 10:21 pm
by Adenine
Katalliaan wrote:But that clip I linked could be done with one button. It probably took them a while to get the speeds and limits right, but it could be activated by a button.
Sorry man, I watched the first few seconds of it and thought it was just showing off pistons. Also, wow, I've somehow completely missed that huge 'reverse' button on the piston UI... Crazy...

Re: Space engineer

Posted: Sun Aug 31, 2014 11:13 am
by kjbrona
They messed up the Refinery queuing in the last update ... or they made a change without telling anyone.
It now processes ore in ... alphabetical order. :(
In the refinery you need to turn off "Use Conveyor System" or it will pull in the ores and process them alphabetically. You can still connect to another device that is on the conveyor system and put/retrieve items to/from the refinery but with the option turned off, the refinery wont pull stuff automatically.
Ore is processed in the following order:
1. Cobalt
2. Gold
3. Iron
4. Magnesium
5. Nickel
6. Platinum
7. Silicon
8. Silver
9. Stone
10. Uranium

Re: Space engineer

Posted: Tue Sep 02, 2014 1:40 am
by Gunnerman21
WAT. You mean with 'conveyor system' on, they don't process things that are in the front of the line of ore? They just refine cobalt no matter what?

Cause if that's what you're saying... idk what I'll do...

Re: Space engineer

Posted: Tue Sep 02, 2014 4:22 am
by FlowerChild
Gunnerman21 wrote: Cause if that's what you're saying... idk what I'll do...
I recommend not playing until shit gets sorted. That's pretty much what I've been doing since they fragged Gil's mod a few releases ago, and it's been working out well for me ;)

Re: Space engineer

Posted: Tue Sep 02, 2014 10:50 am
by Gunnerman21
Sounds great :)

I was gonna start playing eve online for the 4th time anyway.

Re: Space engineer

Posted: Wed Sep 17, 2014 1:17 am
by Gilberreke
FlowerChild wrote:I recommend not playing until shit gets sorted. That's pretty much what I've been doing since they fragged Gil's mod a few releases ago, and it's been working out well for me ;)
Haha, yeah, I hear you, I'm not touching this game for a while, got burnt too hard.

I'm currently back to modding Minecraft for a while and when I feel a sufficient time has passed, I'll start playing/modding it again :)

Re: Space engineer

Posted: Wed Sep 17, 2014 2:32 am
by FlowerChild
Gilberreke wrote: Haha, yeah, I hear you, I'm not touching this game for a while, got burnt too hard.
Well, to your credit, I got to play your mod for one evening before it got trashed, and I haven't been able to play vanilla since ;)

Re: Space engineer

Posted: Wed Sep 17, 2014 11:26 pm
by Gilberreke
FlowerChild wrote:Well, to your credit, I got to play your mod for one evening before it got trashed, and I haven't been able to play vanilla since ;)
Haha, okay, so I better revive it, got it :)

Re: Space engineer

Posted: Wed Sep 17, 2014 11:30 pm
by FlowerChild
Gilberreke wrote: Haha, okay, so I better revive it, got it :)
Nah, not at all man. I'd certainly enjoy it if you do, but I was hesitant to mention anything as that's exactly the way I didn't want it to come across :)

Just wanted to let you know that you were doing something cool there that the game is in dire need of...not pester you to continue doing it.

Re: Space engineer

Posted: Wed Sep 17, 2014 11:51 pm
by Gilberreke
FlowerChild wrote:Nah, not at all man. I'd certainly enjoy it if you do, but I was hesitant to mention anything as that's exactly the way I didn't want it to come across :)

Just wanted to let you know that you were doing something cool there that the game is in dire need of...not pester you to continue doing it.
Oh, it was just a joke, I didn't take it that way. I do want to get back to it, but having the entire game shift from under you, right after it broke your mod, right after you wrote it, kinda made it all weird. But if my urges to make it never come back, that's fine. I'm slowly learning to point my arrows at stuff I will do, not stuff I would love to do some day, maybe.

Re: Space engineer

Posted: Thu Sep 18, 2014 12:16 am
by FlowerChild
Cool cool. I think the day I update pester someone is the day my tentacles fall off :)