Space Engineers

Discussion in 'MMO and Open World' started by MagnusEffect, May 2, 2014.

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What is your level of interest for this game? (vote can be changed)

  1. I'm definitely wanting to play this.

    56.3%
  2. I want to play this, but can't justify spending the money/time.

    18.8%
  3. I'm on the fence about playing this.

    6.3%
  4. This game does not interest me.

    18.8%
  1. KillBox

    KillBox Well Liked Thrall

    Messages:
    1,554
    Isn't that Derek Smart? Or is it Wabbajack?

    I get confused...
     
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    9,655
    Varg has contacted me. We are working on it.
     
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  3. Lardaltef

    Lardaltef Well Liked Berserker

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    16,958
    Whatd you bribe him with?
     
  4. Iron Fang

    Iron Fang Well Liked Thrall

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    602
    IT WORKED?!
     
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  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    9,655
    MORE PLANETS!
     
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  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    9,655
    dedicated server host selected. read up on them here:
    https://www.bluefangsolutions.com/

    UPDATE: I need to finish my major update for the megamek campaign first before tackling this. I plan to make some major progress tonight and hopefully be caught up with that tomorrow. I'm tempted to just launch the server today, but I simply don't have the time to fiddle with its setup; that would basically be days lost on the monthly subscription. I would rather wait to start the server when I can give it my full attention.

    If all goes according to plan, I hope to have the server up and ready by next weekend.
     
    Last edited: Jan 4, 2016
  7. GnatTheGnome

    GnatTheGnome New Guy Thrall

    Messages:
    81
    I'm still here lurking... I'll probably be dropping my existing server and moving over. A lot less griefing when with a group fo friends.
     
  8. Lardaltef

    Lardaltef Well Liked Berserker

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    16,958
    that could be an interesting idea. for the server we all start in our own small ship with wings and just forward thrusters and have to land on a planet possibly/hopefully in the same area to combine what parts we have just a medium cargo container on board and probably batteries.

    and also the castle i'd scrap the idea of having it land on planets mostly because it'd be hard just to see and also theres the matter of will the terrain be flat enough. it would probably break when it lands. so large ships landing on planets probably are a no go. well large large ships.

    and still no idea what happened to the textures when i removed blocks from the hoverbike.
     
    Last edited: Jan 5, 2016
  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    The way the default survival is setup, you start on a planet with a basic facility that we could use as our starting point. Now that we can spawn customized planets, I plan to start our server with a 500km^3 range limit and only two planets (this limit is intentional to keep players semi-localized... 500km^3 is still HUGE though). The first, our starting planet, will be a "Hoth-like" planet (as befitting our space viking roots). It will have the benefit of breathable air and should be relatively easy to render for people with slower machines. The second planet, will be an "alien-type" planet (a much more hostile environment). There will also be a fair share of moons and asteroids.

    Our ultimate goal will be to reach this second planet and establish a mining colony. The distance between the two planets will be great enough that we will have to construct a mothership transport to ferry supplies between the two planets. While this is all happening, I will also spawn a randomly placed pirate base that will spawn enemies seeking to stop our efforts. It will be up to our more combat-centric players to hunt down and confront this menace. GM-powers will allow me to tweak enemy spawn rates to keep things interesting. I will also be able to spawn "special events" during peak playing hours such as the arrival of an enemy fleet. These could also be announced ahead of time to give players fair warning.
     
    Last edited: Jan 5, 2016
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  10. Lardaltef

    Lardaltef Well Liked Berserker

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    16,958
    you know. the only pieces of the hoverbike mod i really want are the wheels. we could do without everything else. because those aviation style wheels would work so much better than the vanilla wheels for aircraft using the wings mod. not just in looks but also because of size. and weight they would probably help.
     
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  11. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    so what i tried last night with the wheels kinda worked. I removed the icons for all but the 3 wheels which did remove the icons for those blocks in the g-menu but not the blocks themselves from the g-menu. and the other file i fiddled with had to do with the tab of the mod in the g-menu (like you click on conveyor tab in g menu it shows all the conveyor blocks) and the mods name is changed (aviation wheels) and that tab does just show the 3 wheels. also THE TEXTURES ARE STILL THERE. because i didn't screw with the cubeblocks file at all.

    So partial success
     
    Last edited: Jan 7, 2016
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  12. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    Update 01.116 - Medical room modding support

    Summary
    Greetings Engineers and Happy New Year!
    In this week's update we are introducing the ability to modify the medical room and also providing a few example mods for characters and medical rooms to show the new and old possibilities. For example you can disable / enable respawning on medical room, disable / enable healing and refueling, disable / enable suit changing or restrict which models you can change into for a specific medical room. This makes it possible to create scenarios where each faction’s medical room would spawn specific models for it, for example aliens vs robots. Or you will be able to create an upgraded medical room that spawns suits with more health points.
    Below you can find some example mods that we have created for you.


    Features
    - medical room modding support
    - example mod for medical room
    - example mod for character suits (different attributes)

    Example Mods
    - KEEN SWH Alternative Suits Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=593363544
    - KEEN SWH Medical Room Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=595306502

    Fixes
    - fixed crash with rotors
    - fixed crash when detonating warheads
    - fixed sensor range visibility is bad in Dx11
    - fixed random crash when launching the game
    - fixed mods not working for planets


     
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  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    [​IMG]

    Capture.PNG

    save this for future reference:

    Server Name : BlueFangSolutions.com 11647
    Server IP + Port : 23.82.46.58:23517
     
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  14. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    magnus I think I know how you broke your aviation wheels. at least if it's the same as what I did. I deleted the ammo, ammomagazines and blueprints files which broke it restored them which fixed it. also now i cut out everything but the wheels and the textures work (the bumper is still in there at the moment only because i'm not sure where to delete exactly). i think what i was doing wrong before was HOW i was deleting stuff. this time i just deleted the sections (structures to structures etc) without messing with any of the spacing stuff. it shouldn't matter but it did. I really think sanchin really put the mod together in a weird way. the original hoverbike.
     
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  15. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    server is live (if a little boring right now). lag performance looks MUCH better than before... practically no hiccups to speak of. here is the easiest way to find the server and join. please log in and try it out. as soon as i can, i will temporarily turn it to Creative mode so you guys can just have fun poking around on it. once i get admin powers locked in, i will start tailoring it to our interests.

    PLEASE BOOKMARK THIS POST FOR FUTURE REFERENCE!

    Click view on your main Steam window and click "Servers".
    [​IMG]

    Click the "Favorites" tab and then click "Add A Server".
    Capture.PNG

    Add the IP + port number into the box and click "Add This Address..."

    server info:

    23.82.46.58:23517

    like so:
    [​IMG]
    Now load Space Engineers.

    To join the server the first time, you may have to do it using your Steam server list, but once you have done so, you will be able to find it again easily by using the SE in-game interface (check "History" or "Favorites")

    Update: I'm working on getting Admin powers turned on and getting everything we want added, but I will need some more time to figure it out. Tech Support has been very helpful so far.
     
    Last edited: Jan 13, 2016
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  16. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    SUCCESS! now just the three wheels showing up in g-menu and textures working. i deleted all but the wheel models and most of the textures. so it updated on workshop in a few seconds.
     
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  17. GnatTheGnome

    GnatTheGnome New Guy Thrall

    Messages:
    81
    Got the server bookmarked. Only 10 slots, so I'll log on when one opens up.
     
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    i'm working on making it friends only, but i need the Skjaldborg Steam ID to do that :sad:
     
  19. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    that wheeled desert aircraft carrier in the homeworld prequel coming out in two weeks would be awesome for the server. not exactly that but use it as a concept. because that thin seems bigger then would actually be needed.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    there are 2 main disadvantages i see to the helicarrier designs. they are balance of the carrier (left, right, forward, back) if it's thrown off a little bit it could crash the ship. Of course if the power drops (damaged reactors, batteries or just run out of fuel/battery charge) on the helicarrier the ship would probably get wrecked when it crashes where wheeled carrier if it loses power it loses power but won't wreck.

    only real disadvantage to the wheeled carrier is you can't go over all terrain. so i suppose it is more of a world limited vehicle.
     
    Last edited: Jan 9, 2016
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  20. GnatTheGnome

    GnatTheGnome New Guy Thrall

    Messages:
    81
    so, wheels, with limited thrusters (hydrogen?) for short vertical hops, or perhaps even ascent to orbit.