Space Engineers



Short update this week.
- Globe style gravity generators are now in the game. This can be used for things like making realistic world gravity if you choose.
- Increased multiplayer stability for landing gear, rotors, and pistons. I haven't tried them out yet, but this sounds like a much needed improvement.
- New armor textures
- New respawn ships
- Enhanced mod support
 

GasBandit

Staff member
Interesting that the fix for refineries deleting ore apparently isn't in the patch.[DOUBLEPOST=1408659714,1408659579][/DOUBLEPOST]Also, people are apparently getting "corrupt world" errors both on existing worlds and trying to start a new world.
 
I think I know how they busted refineries... they did it while trying to get the new Blast Furnace done!



Not too many changes this time, but the big two are Camera Blocks and the Blast Furnace.

Camera Blocks let you change your view to that of the camera, which is going to make piloting ships just a ton easier. It's apparently their first step to wireless ship operation.

The Blast Furnace is a high speed, highly efficient iron smelting machine. It's supposed to be an early game thing for survival mode, but I could definitely see wanting to have one around in other situations.
 
It's Patch Day!



New features are blinking lights, the ability to set detonation times on warheads, and sensor blocks that can trigger other blocks whenever something match it's parameters enters it's range. This seems to me to be a great way to set up interior gun turrets and the like.
 

GasBandit

Staff member
Wish they'd fix some freakin bugs.

Wait...

Fixes
- added multiplayer lag/slowdown compensation (helps with rubber banding)
- added possibility for name change during dedicated server setup
- fixed issue when character moved objects locally by pushing (server ignored it)
- fixed connector still yellow when turned OFF
- fixed turret rectangle visibility
- fixed unlocked connectors allowing item transfer
- fixed rocket launcher not remembering option to use conveyor system
- fixed crash when locking connectors
- fixed completed solar panels do not have sun reflection
- fixed gravity generator model bug
- fixed landing gear attached to pistons could not be unlocked
What...
- added multiplayer lag/slowdown compensation (helps with rubber banding)
WHAT.

Gotta check this.

Still no word on if the stupid refinery bugs are fixed yet, though.
 

GasBandit

Staff member
Ok, so the lag compensation "fix" helps with the rubberbanding some, but it's still pretty bad.

Also, performance has taken a huge hit. Everything feels slow motion/mired in molasses.
 


Lots of new stuff today. Biggest is remote control for ships, which means you don't have to build small ships around a big ass cockpit anymore.
 

GasBandit

Staff member
FUCK. YES. I would have lost SO many less ships with remote ship control.

Now if they'd only fix all the goddamned multiplayer bugs.
 
FUCK. YES. I would have lost SO many less ships with remote ship control.

Now if they'd only fix all the goddamned multiplayer bugs.
Yep. There is basically no reason to EVER have a cockpit on a small ship anymore. Just build an armored mobile base and remote ships for mining and defense.
 

GasBandit

Staff member
Yep. There is basically no reason to EVER have a cockpit on a small ship anymore. Just build an armored mobile base and remote ships for mining and defense.
Well, there is. Remote control is limited to your broadcast range.

The last thing you want to do is have the other sharks in the bay pick up your broadcast signal.

Also, I'd like to test how resilient to damage remote control modules are compared to cockpits (cockpits are actually pretty tough - not heavy armor tough but surprisingly tough).

But what this definitely would do is give you an emergency system to let you stop a drifting ship in a laggy environment.

But, as you say, it'd be nice to have a heavily armed cruiser be able to drop a remote controlled mining drone, and still have me be safely ensconced in a heavily armed and armed battleship while the drone does the mining, all with a short broadcast range that wouldn't attract too much attention.

Now if only you could mergeblock large to small crafts. Landing gears are somewhat better now, but it's still not perfect enough to really have a "hangar bay" with small ships in it.
 
Doesn't this make missles (or "nukebikes") easier now?

--Patrick
You can do fly by wire now, which basically means you aren't going to miss anymore. However, you can only have one remote in operation on a ship so you'd need a gunner to do that while someone flies the ship.
 
I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.

--Patrick
Oh it does. Hell, it was already possible if you had a guy willing to turn the things on and detach them. I've built ships with torpedoes flying out of doors before... it's not too hard to do. This just makes it so you could actually adjust the flight path if you needed to.
 

GasBandit

Staff member
Doesn't this make missles (or "nukebikes") easier now?

--Patrick
Torpedos and nukebikes weren't hard to begin with, so long as your mothership had a medbay to respawn in. No, the real commodity in this game is control.

I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.

--Patrick
They were already a reality, though they didn't "track." One of the players on the server I used to play on all the time frequently used "grinder" torpedoes set to low speed to assault bases.

The real advantage here is that remote control makes recapturing a drone possible - it wasn't even feasible before, due to latency issues causing deadly rubberbanding. Before, it was pretty much guaranteed that whatever you launched was a write-off... but now you can have vessels that fly out and return. So a grinder torpedo becomes a grinder drone. Mining drones, combat drones, so on and so forth. Much more safe and much lower investment risk than physically leaving your mothership to pilot another vessel.
 

GasBandit

Staff member
The server I usually play on did a wipe. Kinda sucks. But it seems to have fixed all the performance issues. Lag/rubberbanding is way better now.

Still lots of refinery/assembler bugs.
 

GasBandit

Staff member
Drills are a lot more fragile now than they used to be, I'm finding. They're blowing on me left and right, in twos and threes.
 

GasBandit

Staff member
With AA2 out, aren't we due for a new Halforums Academy? :D
Soon, I hope. The game is playable, but they don't have all the tweaks/features that I'd like from the first one - They used to have an option to apply a multiplier to the value of interactions, which I maxed out at 3x - which is what made interesting stuff happen so much. That's not implemented right now - so the amount of time before interesting stuff starts happening would be tripled.

Also they don't have the tool that tells me the relationship values between characters by parsing savegame data like the first one, so I wouldn't be able to do such good "status updates" each week as I did before.

I've been holding off hoping those would be added.
 
Soon, I hope. The game is playable, but they don't have all the tweaks/features that I'd like from the first one - They used to have an option to apply a multiplier to the value of interactions, which I maxed out at 3x - which is what made interesting stuff happen so much. That's not implemented right now - so the amount of time before interesting stuff starts happening would be tripled.

Also they don't have the tool that tells me the relationship values between characters by parsing savegame data like the first one, so I wouldn't be able to do such good "status updates" each week as I did before.

I've been holding off hoping those would be added.
The version I've got has the multiplier... try F1, hit the extras button, and see what options you have available there. I've got the most recent Hongfire patch...
 

GasBandit

Staff member
The version I've got has the multiplier... try F1, hit the extras button, and see what options you have available there. I've got the most recent Hongfire patch...
Ah, that's good. Now if we can just get a good save editor that displays relationship strength, we'll be in business.
 

GasBandit

Staff member
Thursday is patch day.

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.

ModAPI Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486
Tomorrow we'll post video showing how to configure free version of Visual Studio and create simple mod using ModAPI.



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[DOUBLEPOST=1411075708,1411075430][/DOUBLEPOST]Sounds like some good bug fixes and some excellent feature additions. ModAPI is huge of course, conveyor-fed missile launcher for small ships is a good logical thing (never really made sense for them not to be), respawn ship cooldown time will be a godsend in multiplayer, Antennas coupled with control-panel toggleable inertial dampeners would have saved me 3 BIG ships, and OH MY GOD have I been waiting for "search inventory for item name."

I feel like the game is getting back on track. Of course, I haven't checked to see what new bugs THIS patch introduces yet...

IMO the next big bug needing to get squashed is the ammo overuseage bug. I went through 100 boxes of ammo in less than 4 seconds of firing a single gatling gun earlier this week.
 
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GasBandit

Staff member
And of course, the day before I finish that frigate, some other dingus joins the server, founds a "Space Police" faction and starts flying around in attack ships with red and blue flashing lights. LE SIGH.

I picked a fight with him in my Mosquito scout craft last night. Despite being hilariously outgunned (his "Enforcer" fighter had two gatlings and a missile launcher to my one gatling gun) and outstandingly outmaneuvered (he had easily 2-4x my thrusters and could literally fly rings around me), I was victorious. Twice. As in he rebuilt the fighter and came out after me again and blew up a second time. I was in an obviously inferior craft (I only use the Mosquito as a completely expendable scout craft, it's basically a cockpit mounted on a grinder and medium cargo bay with a single gun tacked on the side), and I can't even credit myself with superior piloting skills. he was even using the new "fighter" style cockpit which can take about 33% more punishment than my old style utility cockpit.

The guy just couldn't figure out that fixed missile launchers in multiplayer are only usable when you are stationary. He kept firing while moving, which made latency put the missile inside his craft, and explode.
 
And of course, the day before I finish that frigate, some other dingus joins the server, founds a "Space Police" faction and starts flying around in attack ships with red and blue flashing lights. LE SIGH.

I picked a fight with him in my Mosquito scout craft last night. Despite being hilariously outgunned (his "Enforcer" fighter had two gatlings and a missile launcher to my one gatling gun) and outstandingly outmaneuvered (he had easily 2-4x my thrusters and could literally fly rings around me), I was victorious. Twice. As in he rebuilt the fighter and came out after me again and blew up a second time. I was in an obviously inferior craft (I only use the Mosquito as a completely expendable scout craft, it's basically a cockpit mounted on a grinder and medium cargo bay with a single gun tacked on the side), and I can't even credit myself with superior piloting skills. he was even using the new "fighter" style cockpit which can take about 33% more punishment than my old style utility cockpit.

The guy just couldn't figure out that fixed missile launchers in multiplayer are only usable when you are stationary. He kept firing while moving, which made latency put the missile inside his craft, and explode.
The obvious solution is do a Space Marine faction and claim jurisdiction.
 

GasBandit

Staff member
The obvious solution is do a Space Marine faction and claim jurisdiction.
Basically what I've done is asset that the APC (the faction I'm in now, since the Dusty Crow Pirates are now defunct what with Dust and Crow not having played for months) is the only lawful authority in this quadrant, and that the guy is impersonating an officer and thus subject to summary judgement.

He, of course, counters with the assertion that the Anti-Pirate Coalition is not, in fact, anti-pirate at all but rather just pirates, which makes everybody who's played on the server for more than a month or so chuckle because it's pretty well understood what's going on. (IE, to the APC, all factions not APC are deemed pirate, or at the very least, illegal mining/salvage, and are thus subject to be shot on sight and have their resources confiscated and put toward further "anti-piracy" efforts).
 
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