Patch Soon Edition
Previous jej: >>128205230
The thread is dedicated to all games about building machines out of blocks, in space or otherwise:
Space Engineers, GMod, Starmade, Robocraft, From the Depths, Machinecraft, Corneroids, Besiege, Medieval Engineers, Infinifactory, GearBlocks, Factorio and anything else welcome. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.
WebM for retards:
>SpEngies for retards: i.imgur.com/IZekrGe
>Warbros Server Information: pastebin.com/uPudaAyJ
From the Depths:
>hrpbk2 wix com/machinecraft
>upload/download designs at filescase.com
>TT Mech template: www.mediafire.com/download/0aalnmvvyvm75sq/TT-Mech-Template.rar
>Helpful starter guide: https://www.youtube.com/watch?v=iLVnW5exF3Q
StarMade Steam Trailer
Robot Arena 2:
KOHCTPYKTOP: Engineer of the People
Is this a computer stats thread?
When I play FTD it seems to run fine, but how would spengies do with this setup?
I can load up the game world as it is now on this laptop and play it locally at 0.8 simu speed. :^)
What would you build if you won the lottery /egg/?
Definitely throw all the money at software programming and AI.
Dude singularity lmao.
>You're going to be triggered for the next decade, then.
Yeah I know, at some point I'm going to have to break down and just give up. I just hate that the business model basically incentivizes devs to never finish their products.
Multiple augmentations, bionics, injection ports and, of course, to round it up, a direct BCI placed inside my skull.
If all this doesn't kill me, I'd live for quite some time, albeit with a chance to go completely nuts.
It's a bit of a double-edged sword.
On the one hand, it allows devs to acquire funding as a project proceeds whereas they might otherwise have been unable to scrape together enough startup capital to have a closed development cycle. It also has the potential to give more direct consumer feedback in the course of a product's early stages when the design is still malleable and can alleviate some of the issues where games were previously released incomplete and left that way because the producers put a hard deadline on the development team.
On the other hand, the concept of early-access is poorly-understood and poorly-respected by developers and consumers alike. Publishers can often advertise early-access games as though they were the full games, with only a small disclaimer about its alpha/beta status. Consumers will generally buy early-access to play the game, rather than help shape it in any significant way - and those who do want to help influence the project usually find they're little more than glorified beta testers. Companies that sell early access seem to feel that they can wash their hands of all responsibility for maintaining a product because it's "just alpha," despite the fact that they have sold a guarantee of something - not necessarily a full game, but a product nonetheless. Players will often expect too much, get tired or bored with limited features early on and then leave for long stretches of time or forever, prematurely ending the lifespan of a game still undergoing work.
I think part of the issue is that some of these early-access devs are used to working in a closed circuit where they didn't need to worry about keeping functionality online, so they didn't need to worry as much about breaking shit as they worked. They're treating paying customers like voluntary beta testers, when that's not the case anymore.
>implying any doctor capable of doing a quality job on you is going to just chop off your bits and replace them with robut bits
I hope you like fire, because you'll basically have to give Obi-Wan the high ground for that.
I like that with crowdfunding and early access we're getting games that otherwise would never be made, in genres that are either brand new or long dead but I just feel that we need a better model for how to actually do it.
Deadlines may cause products to ship unfinished, but work also expands to fill the available time. When used by competent teams I feel like the time limited up front crowd funding model works better than early access, which just turns into a license to have a product that doesn't always work, but the lack of accountability is a serious problem that needs to be addressed.
Is there any game where i can build in a voxel like manner? 3D? I want to create some buildings inspired by brutalist architechture. Minecraft is too blocky and my pc has a hard time running it.
>Start up Besiege for the first time in like a month
>My steam engines barely work now
Fuck, did they nerf steam? They're all so fucking slow, even the ones that went so fast they tore themselves apart.
Yeah. We got water cannons that produce steam if exposed to fire, so people set right to work on steam driven everythings. They seem to have changed something though since all of my mine are struggling to move now.
In singleplayer, rub one out and realise it's boring. Or go autistic and build your dream shap.
In Creative, play legos until you are bored.
In Survival, play legos but slower until you are bored.
In multiplayer, all of the above, but with others.
FLAK CANNONS TOMORROW
Anyone know what time specifically they're going to update? Robocuck released anything on it?
>Dude singularity lmao.
Which is better for a landing pad for small ships, heavy armour blocks or blast door squares?
BEST FUCKING UPDATE
How on earth did that bug even get out in the first place?
>building a pair of 410mm deck guns to realise your factions desire of full broadside ships.
>YOU HAVE LOST CONNECTION TO THE HOST
>The Jews face when their kikeroach scum goes unopposed in crashing the server to avoid retaliation
So my fellow spengies, what would you guys consider 'basic satellites' for ground based operations? The only one I can think of would be:
>Battery, two solar panels, beacon, laser antenna
Beyond that, I can't think of anything that'd really work. Maybe a killsat loaded with penetrators, but that's all I can think of.
>THERE GOES THE FUN
No, now you can just use wheels to go fast, and laugh because hover fags will get blown the fuck out by Flak when they arent scraping along the ground.
Also, they make it sound like theres only going to be ONE Flak gun, and its going to be mega sized. They dont mention anything about smaller versions for lower tiers.
I guess its a high tier/megabot gun only?
>Flak guns will only do 50% damage to ground targets
Time to farm Flak Gun players because they wont even be able to put a dent in me.
>don't question it, just be grateful Clang is holding off for the moment
>markel just sitting there watching these people do their thing
>that little gleam of satisfaction on his face watching the group work
Perhaps it's not too late for Spengies. Perhaps Marek is truly the hero we need.
>mork barely remembers how to play his own game
>exclaims the FPS lag on planets is bullshit
Have we been trying to gas the wrong guy this whole time?
If Miguel gets gassed it's because he let it fall so far with his inattentiveness. Now that he sees how bad it is, though, maybe we can hope for a brighter future. Maybe we can hope for change.
It's part of this new like, recon feature. So in theory you don't know what any of the enemy ships look like, but as you get a view of them you can take a shot and it attaches it to them when you see them later on. Lets you have a better idea of what you're up against, y'know?
Would dropping a handful of simply Missile Interceptor-Sticky Flare single block missiles in response to an IR missile being within 500 metres be an actual strategy?
I honestly can't tell if they ignore them from some basic testing.
I was going to recommend just having 2 sticky flare blocks, but what you said seems like an actually good idea now that I think about it.
Another option is
This can be spammed easily, I believe the Typhoon does this to great effect.
>The Aeroflak is a massive, cumbersome weapon equaling the Mega Plasma in size and CPU (300) but far heavier.
I wonder will I be able to accidentally gimp myself with one of those and walker legs
So just the one then?
I guess I'll try two on half and see if they get chased more often.
I was hoping to stick to just a single block so I can heavy spam them, when it comes to a 2 block I prefer
Means I can set the VRT to 1500~ and it's guaranteed to be able to chase down the missile.
I think they can be neat. They're easier than in other games since Spengies doesn't care if the CoM/CoT line up properly.
Is that supposed to be that ship in starwars that has a whole bunch of components that look just like the Millennium Falcon but in proportions and arrangements that show that its not the Millennium Falcon
Yes, it's based off the YT-2400.
I've sort changed how I design my ships since I lost my creative spark when I forgot to back up my spengies saves before I reformated and lost my explorer ship and tarantula (along with the mini tarantulas that it spewed out of its abdomen). So I went with a function over form approach and fiddled around with placing everything I wanted for that particular ship and then making the hull and bridge and what not. Came up with this horrible looking box thing.
Here's the guts of the thing, all open air with only a simple bridge area with a few medical bays on the floor above. Have to jetpack everywhere else.
Maybe I should just go back to remaking and finishing this.
So can y'all gimme a quick rundown on what FtD entails? I hear that it has AI ships and subs and airships, and mining and supply lines and battles and the like. Can I get a quick summary of it?
You build ships,planes,airships,helicopters,subs and fight many different factions which all have a distinct theme to them as you conquer more territory you build resource stations at resource zones so you can afford to build bigger shit.The building in the game is pretty fluid with mirror mode you have to account for CoM/CoT,drag,fuel consumption etc..The game also has customizable weapon systems most notably the advanced custom cannons and missile systems which allow you to deal with various threats you will encounter.The game is pretty complex and optimizing your craft will undoubtedly take 5 times as much time than what it took you to make it but theres on the spot tutorials for every block right in the build menu.The developer is also pretty devoted and the devtest version gets updated about once a day on average.
Well you've got the Vehicle designer, which is obviously a vehicle designer, but it's also a scenario creator for pitting anything against anything for shits.
Vehicles you can build aren't really predetermined into Ship/Aircraft/Sub, though Buildings and Fortress (Flying is an option for these also), but the AI is a physical thing that you make and can tweak, and is a huge weak point of a ship obviously, as it'll be dead in the water without it.
But there's just way too much depth to what you can build.
The rundown of the Campaign is basically an RTS Engineering game.
Resource points are areas you can mine and will probably build most if not all fortresses, mining works about how you'd think, with an object that extracts resources, with all points producing each of the resources at different ratios.
The AI owns all different areas and there's a relationship system for who will attack you/help you as well. Campaigns are fully customizable, as are worlds, but if you're doing the standard game, the AI has a whole ton of races with different types of vehicles.
A side note, the Devs went all out on the creation of vehicles, the kind of niche stuff you'd expect to see on the workshop will just be around.
With local resources on, ships will provide resources to things that need it (Like fuel), so you'll usually want a resource ship to allow you to build and such in an aura around it.
With central resources on it's just a global pool, and they'll be available to anything in the fleet.
It's one of the most open ended engineering games I've ever seen anon, basically it's a surprisingly well developed RTS on the side with diplomacy/radar/resources/fleets and all kinds of stuff.
The big feature is multi-block systems. That is, a cannon isn't just a cannon block that you plop onto your ship; there's a barrel block, a firing piece block, loaders, etc. You put the components together in various ways to make stuff, which allows a large amount of customization (you want a slow-firing cannon that can hit targets 3km away? Fine. You want a 2000rpm cannon that's shit above 700m? Works just as well)
Finally, the vehicle building system is so orgasmically perfect that you will never go back to any other game again. It's hard to explain, but it takes all of 2 minutes to understand and is orders of magnitude better than the shitty minecraft-style building many games have.
Another important feature is a thorough physics system. If your center of thrust isn't in line with your center of mass, your shit gets fucked. Hull shape actually matters, as drag is a major design consideration.
All in all, an absolutely fantastic game. Somewhat steep learning curve, but you can fuck around in the vehicle designer for hundreds of hours before ever touching the story missions or campaign.
Can I zerg rush motherfuckers with a bunch of little ships each carrying, say, a missile pod and a gun or two?
Can I have them launched out of a bigger ship?
Are carriers a thing, even?
Sure just use other peoples code and read the comments provided in it to understand which variables you may want to adjust.Sometimes youl need to use something like a hydrofoil to store a variable for the code to work but theres usually a comment in there for it. Lua is by no means necessary to enjoy or complete the game its just a stopgap put in by Nick so the community can add additional features to the game.
I have spent three days trying to build a simple destroyer that won't capsize when turrets are mounted.
I have been driven to hate, to love, to despair, and back. And then when I finally got a couple of guns I thought were okay on it...
I spawned an NPC ship to fight and was sinking within 2 minutes. Turns out I really need to protect the ammo storage better.
Honestly, the game is great fun just trying to figure out how shit works and I'm glad that HitlerBro was handing out codes and I managed to get one.
Absolute worst-case scenario is a prompt critical, as occurred in SL-1.
You simply will not get a nuclear explosion unless you design it to go boom. There's a reason it took the US several years to work out the basic math behind nuclear weapons.
I'm just trying to become a demon, anon.
Honestly I'm hoping to just be able to wrap the engine in ammo boxes or something and have some kind of way to control the detonation trigger to get the desired effect.
I cannot make a fast aircraft the AI can stably fly in FtD.
For some reason even when they're trying to gain altitude they'll use the downward nose thrusters to try to level out, and end up just travelling dead level until they try some batshit backflip turn and crash.
Tips for fast, stable aircraft?
I don't even know why the AI is doing it, I can fly it fine myself, though the lift in FtD can be crazy if you have actual wings.
Nah, not on reverse.
Don't use one because was having that problem, when I go slow aircraft they'll fly level and fine, but once I get to about 40ms+ they'll just go insane.
Anyone on egg got something they could chuck on workshop and probably answer like 2/3 dumbass questions about?
>Is that supposed to be that ship in starwars that has a whole bunch of components that look just like the Millennium Falcon but in proportions and arrangements that show that its not the Millennium Falcon
There's more than one you know. And it makes sense that other freighters in the same product line share design elements.
Why am I only getting ~90 rpm from this absurdity?
It'll fire for a few rounds, then the autoloaders all click in turn and it can fire again, firing for an extended period doesn't seem to deplete the ammo stored in the racks so I'm guessing I've set things up wrong.
I'm going to call her Bert.
curiously i suspect paying attention to the actual gauges of the ACCs i use might help me out in feature-creep or whatever the engineering equivalent is
i took a closer look at my now-cruiser's guns and found they were essentially 7-inch guns
you dont often fit guns like that on a DD
Finally combat tested my boat against a live opponent.
Just against a single Shuriken, but it did it's job pretty damn well. Might need to tweak the armament though, torpedo rack did all the heavy lifting.
custom cannons benefit from economy of scale
the smaller the vessel the more potent missiles and torpedoes are compared to custom turrets of similar size
though advanced cannons fucking pack a punch for how small i can make them
I've only really been able to get started on the game for the last three days, so I've been stumbling my way through things.
So if I had to have gun turrets, time to figure out advanced cannons huh?
How do you make them small? I get that you have to hide them inside hull so they are better protected and make ship more stable, but when I try to put autoloaders vertically, they don't work. And horizontal pozition means very narrow azimuth.
naw, time for you to figure out *sunken turrets* and take advantage of your ship's hullspace to make more powerful turrets for the size of ship
which can be made with either customs or advanced
>FLAK will fuck over all flyers EXCEPT drones and tesseracts
>Tesseracts will be stronger than ever because FLAK projectiles are slow as shit and can be easily dodged with drones ability to turn on a dime
>ground based plasma and SMG will be blowing flak players right the fuck out due to flak only doing 50% damage to ground targets
Gonna be interesting to see what happens over the next few days, and see what kind of meta evolves.
Im betting Tesseracts will still be all over the place.
what im gonna have to redesign shit again
hopefully now can make divebombers that can drop 'missiles' that are like 2meters wide instead of a spray of smaller things
No, just missile size, maybe one more block max
So I reworked my turrets. The recoil is a bit much, but the damage increase is well worth it.
>tfw making ships of different sizes they just share the same shape and layout
its like whoever in the USN designed the battleships, battlecruisers, and heavy cruisers during WWII
i dont know why but all these tests against enemy AI have them all focus fire on my ammunition magazines and totally ignore my guns or ai or anything else
i wrap my magazine up in armor and 10intensity shields and it doesnt matter how far or close the enemy is all gunfire is focused on my mags..
Every damn bow i've made was custom with no precise pattern
it really kills me
Both of those things happened, railguns are still a niche until AP gets some sort of fragmenting mechanic the only legit use ive found for them is to get more oomph out of a pen depth shell but its pretty fucking inefficient
Sabot heads work great.
And with railguns able to spend energy to increase precision, they're absurdly deadly. It's like old days of lasers, you can core out somebody's ammo or AI in seconds.
Nah, that was ... well, the box itself was up and connected and ready to rock. The instance of the game world, though, was dead. It seems like it has a life cycle of 60 minutes. I updated a couple elements and changed a few things here and there. Let's see if that helps.
NOT THAT IT'S NOT GONNA GO UP IN FLAMES IN AN HOUR OR TWO ANYWAY.
This happened last week. I was off for three days and the server was offline for about two days of those days.
Not bashing you, Ced, you're cool. I am just going Keeeeeeen, here.
>and in any case the gun would be depleting the ammo in the containers wouldn't it?
Not if shells are inserted into the clips faster than they're removed.
Use more loaders and fewer clips per loader.
FLAK CANNONS ARE OUT
PEOPLE ARE ALREADY MAKING FLAK CANNON HELICOPTERS AND DOMINATING BOTH AIR AND GROUND WITH THEM
FLAK CANNON RAPES FLYERS, BUT HARDLY DENTS TESSERACTS
GEE GEE FREEJAM NO RE
Well, there's your issue right there. You're using a giant shell, and needed barrel length is derived from shell length and quantity of powder. Shorten your shells. 2m autoloaders should be fine for a 293mm gun.
>/egg/ and /cbg/ have the most [embedded], broken, msiplaced, forgotten links and images of all /vg/
This should be subject of study
Seems like Markel actually -playing- his game has inspired him to actually get the company's act together and work on fixing all the bullshit.
Parts of the roadmap seem like they're notes he took while playing as some of them are directed at programmers/artists.
>Before I continue, I would like to remind everyone that everything I say here is subject to change.
So, the update deployed.
- SESE did not break.
- Essentials did not break.
- SEToolBox did not break.
- So far, all mods seem to be fine.
Server is up and running.
Is this the age of Marek's Second Coming?
>- fixed sensor lags servers
Is it fixed or just "fixed"?
We ... are having a bit of a problem. The planetary definitions for "Thala" have been updated today, and when the gayloard did that, he fucked up the pathing of some heightmaps.
Does anyone still have mod 572455267.sbm that is NOT updated on the 14th, this morning? If so, pls gib.
Reason why the serb is down: Pavel didn't want to stick around for an hour longer.
I know little about coding, but how do you break things like where the game search for something that has been already there, implemented for a couple months? I mean I imagine it's a area of code you won't even modify anything. How they do it?
Alpha or not does not make it, in any way shape or form, valid to deploy your updates improperly. Keen deploys untested/insufficiently tested updates into their production environment, rather than using a nightly or PTS environment. For that, I can be as salty as I want, because that is improper and sloppy behaviour, unprofessional. You can fuck right off.
Eh, file/grid/voxel/texture streaming is something they do touch in various aspects. I am not salty about something not working. I am salty that they cannot leave a stable version up and deploy a 1 week in advance PTS/nightly channel and/or decided to release their confirmed broken build into production despite the testers working on a fix. And it breaks a feature they highlighted not even 3 weeks ago.
>oh, maybe keen will pull their finger out of their ass and possibly fix some shit
>am far too jaded now anyways, still wouldn't bother playing
>oh wait, they broke multiplayer again
>one of the roadmap points is listing the particle effects
>others are basic menu tweaks
>the year is 2050
>keen has successfully created a "true" ai
>it is quickly implemented into all levels of society, ending scarcity and the need for work
>somehow everyone lives comfortably
>keencode kicks in
>cars, elevators, anything with vaguely piston or rotorlike components start flying everywhere
>people getting splattered at 104.5 m/s
>eventually every keen ai crashes because of keencode, ending the clangpocalype
>95% of the human population is wiped out
>people deserve to know how our games are shaping up, especially Space Engineers, as we are approaching the final turn in the game’s development before it leaves Early Access.
>rotors still clang
>pistons still clang
>multiplayer doesn't work
>KEEN breaks the game on a weekly basis
>Faster executable loading - when I installed the game on a new computer and launched it from Steam, I could only see a black screen and game mouse cursor and listen to game music for about 15 seconds; I don't understand what the game is doing during this time before the main menu – trying to upset me?
Has Marek never played his own game before now?
First boat, tell me what I did wrong /svgg/.
Also, I dunno how to get the cannon working or anything.
Not all of them, no, I'll go watch those.
Nigger, here is a list of what this thread has been called since I started frequenting it:
In order for the last four years. Gimme a break.
Is it rolling onto it's side, or is it pitching up then falling over?
As for the cannon, do you have ammo boxes connected? Can you fire it manually, or is it just not firing when under AI control?
You'd think having a Live Build and an opt-in Test Build would be easy.
I mean, they could push all the weekly updates to the Test Build to show people they're still doing work, then push less-frequent updates to the Live Build as they get the kinks worked out.
This is my ugliest ship so far and also not very powerful as I decided to abandon old cannons. However it has very high displacement and 3 blocks thick metal armor and good defensive systems so it should fare pretty well even without any supporting ships. I should probably install some shields around the laser tower.
I have to say that never before could I just build something for days and have fun doing just that. This game is pretty great.
Am I the only one who gets a massive boner from broadside turrets?
I'm trying to figure out how to make a mod for spengies but I'm completely shit.
The idea is to have a medical room that heals and respawns users- but it respawns them in an undersuit only, without a helmet or the ability to don a helmet. No jetpack, no oxygen gear... But no energy cost and a greater move speed. This way, it encourages you to spend all your in-ship time outside of a suit, because then you can get around faster, don't need to recharge, etc.
Then in order to change suits, there's a special armory block (that will also recharge your suit energy/refuel it) that allows you to put on a proper spacesuit/jetpack.
And then another block that serves as a terminal for refueling/recharging suits.
The only problem is that I don't know where to start. Like, at all.
>Most of the team has flak cannons
>we get stopped because everyone is a retard flocking to a new gun that is anti air
>just because flaks are out now the skies are clear
Blessing and a curse.
>flak is only good against flyers that fly in straight lines
>everything else can just fly erratically and dodge almost every flak shot because they travel so slow
Decided to just add a bulge to acommodate it, also meant I could add PiDs without issue.
It's a powerless resource thing btw, 40k of each
So I'm working on my second boat and I've got the basic hull down. How the fuck do I go about building cannons and shit? I understand the basics of the parts, but I don't quite get how to go from 'stacking barrels' to the turrets I see y'all building.
"Some people are way too rude to Keen employees. Marek would shake his head if he saw this."
"What exactly is shitty about his attitude? He calmly explained why the fix wasn't included in today's update (untested code) and when it will be available assuming it doesn't break everything."
"The alternative seems to be KSH employees staying up unpredictably late every Wednesday/Thursday/Friday night to fix everything that broke that week, rather than stick to their very predictable and regular schedule of releases and fixes. It sounds like they've even tried that before and found it to be unproductive, maybe because they end up being much less productive the following days after changing their schedule so drastically. They are human beings after all.
...I'm fine with that... is there a reason I shouldn't be?"
Meanwhile on /r/spaceengineers, the guy complaining about planets being broken, and the response Ced got gets swarmed with alpha apologists.
That's Leddit for you, I guess.
Fuck, this is the best thing I've made in a long while.
Anything that small is not gonna be good for anything beyond torpedoes or missiles. You might be able to fit a shitty pom-pom gun in there or something, but that's just about it.
Start by loading up some pre-made stuff (press x, then change the faction to player in the lower-left menu), and seeing how that shit works. Tinker with pre-made vehicles, change a few things and see how that affects stuff. Godspeed fellow autist.
>some retard direct linking to images here on reddit
Hey admiral retard turboautist
delete that shit
Actual poster of that here.
I just got banned from /r/spaceengineers for "soliciting" and some other shit, so I guess that post is taken care of?
>just an undersuit
>medroom that spawns only undersuit
Dont think that's possible
>terminal to recharge
>that lets you resuit
Doubtful you can make the same terminal do this, but you should be able to put a separate terminal on the same block, like a regular med bay
No idea how to actually go about doing it though. All I know is that,typically, blocks/terminals can only be versions of blocks that already exist. For example, extending ramps are modded doors, swords/cutters are generally modded thrusters with no thrust and extended damage wash. And you can't combine block functions. No thrusters that refine ore for example
Here's something that I cooked up while waiting to crash after an exam a while back and messing with then-new nucannons. Pretty shitty and if I really wanted to use it I would be adding some armor to the turret and whatnot, but gives a good sense of scale.
The trick is to relax your autism sphincter just enough to allow flat surfaces rather than continuous slopes everywhere. Takes lots of lube but it's well worth it.
So go for a delta shape? Also, is there like, a picture anywhere that someone put together with the main steps for building a turret? How do they rotate, or does that just happen?
Rotation just happens. You need a local weapon controller to be placed on the hull so that it controls the turret block itself for turret rotation to be AI-controlled.
So, the weapons pack has been updated.
- Fixed 50mm fixed gun
- Changed flak cannon behaviour to rapidly fire a short burst of shells for area saturation
- Massively reduced beam weapon damage
- Added pistol, revolver and SMG to handheld weapons (still need proper sounds)
- Introduced 10x25mm and 7.62x51mm ammunition
- Added beam turrets
- Fixed a couple of blueprints and names
>regular schedule of releases and fixes
This seems to be the main problem, why are they merging onto the "release" code base before it even appears to be working on their end just to meet an arbitrary update schedule?
There's still some work to be done, like figuring out exactly how to add new blocks and weapons to the game, since a lot of that is actually stored in the Unity3D scene system, which is inaccessible. I think I've got a workaround, but I need to test more and work on documentation.
So, finally got my destroyer design into a working state.
Has to be manually steered, but the turrets are all automated, the AI has 2 separate mainframes; Conning tower with advanced functionality and backup Citadel AI with basic targeting buried deep in the ship.
Ammo storage reworked to less catastrophically prone to exploding the moment the deck takes a hit.
Flooding turrets were an interesting problem. Turns out big holes in the deck that swamp with water are a pain in the ass. Internal turret walls fixed that though.
I don't know why, but I love putting big heavy things on quadrotor platforms. This one is even able to actually supply fuel.
Hey, I like robocuck, despite all shortcomings it has. That's just an ugly bot you got there.
>going back to spengies and trying to plan out a hull and machinery layout after playing FtD
Spengies needs a blueprint editor mode. Or at least someone needs to make an external blueprint editor. I'd be fine with an excel plugin that translates blockID# in cells to grids.
Overall. It's got the most that it lets you do. Every engineering game has something it does better or is better for. FtD is the most feature complete of the bunch with the fewest bugs and most actual gameplay. If you wanted to have space laser battleships fighting in space, FtD is the only one that lets you do it in a feasible manner that means anything.
>Then you haven't been paying attention.
prove me wrong, post archive links.
Too busy with work, but I love lurking.
I would love some FtD space stuff! So far I have only seen naval construction orgsam.
Only if they get a regulatory committee involved this time. They are still on my shit list.
No spaceships here, just carrots.
Quick testing yields the following results. Time for single weapon continuosly firing upon and hitting a single large grid heavy armor block to destroy it:
Large Lance: 28s
Large Cutter: 9s
Small Lance: 2min 18s
Small Cutter: 35s
Personal opinion? Maybe up the damage a bit.
Private land, mining equipment, hydroponics equipment, automated turrets.
I WILL MAKE THE NATION OF THE MOLE PEOPLE
>flak guns have turned team death match into long drawn out battles now, because hovers and flyers get fucked by Flak hard if they just sit still
I actually love this.
You don't fucking need bombs, you can make them. There's active guidance scripts on the workshop, build torpedo bombers and get creative with your berthing and reloading.
God I fucking wish we had clangfree rotors and rails so we could have decent reloading machinery instead of fabricating warheads onboard the bombers like fuckboys.
The only thing we have right now are using warheads and small merge blocks, when getting any of the bomb mods is easier. Like those that shoot a highly explosive projectile at 10 m/s, so you point it behind you.
>people actually spent $12 US buying this guys robot
Yeah, but think of the downsides. You'd have to fly in a straight line for quite a while, which would leave yourself open to flak. Then, once you release the torpedoes, unless you do it at extremely close range, it's easier to dodge them. Unless you're targeting a station (which sacrifices the dodging for MOAR POINT DEFENSE), they're just not worth it.
>You'd have to fly in a straight line for quite a while
Second or two. Lock, release, GTFO.
>Then, once you release the torpedoes, unless you do it at extremely close range, it's easier to dodge them.
I JUST told you to get the active guidance script off the workshop.
>asks for feedback
>claims that people are samefagging when they say it's shit
>claims this hypothetical samefag went through the trouble of taking three different screenshots, at three different times and shooped them to make it look like three different people
Y'know, if you ever need to test if someone's samefagging, try reporting the two posts. Last I checked, 4chan only allows you to report one poster, regardless of anonymity.
Or you can stop being a whiny bitch.
Fair point. My other point still stands, though.
Good engine or not? Fits 3x3x3, I'm thinking of just spamming these across my ship until I have enough power (gonna need a lot). Are other people getting substantially better fuel economy with other designs?
Hey /egg/, I'm trying to figure something out here.
I'm playing the campaign in factorio, and I'm on the mission where you finally need to build a plane.
My question is, since liquids can't exist outside pipes tanks and their production plants, how do you go about making items like electric engines?
Do you just have to set it up in some manner of direct transfer via manipulators or can you fill barrels with stuff beyond crude oil?
Stop playing factorio and buy FtD instead. When you're done playing FtD for the time being, buy four more copies and send them to people you internet know.
Problem should be solved.
With some extra turbos I can nurse it to 1050 output, also gives an imperceptible boost to efficiency. Gonna put 4 or 5 of these all over, shit's gonna be great.
Duh. Still, it takes a second to knock down an 8-lock long rod of heavy armor or blast door. And the speed cap for small grids on warbros is 450. That's already gonna help fuck with point defense. Larger ships have an easier time at it, as you can do some macross shit and launch them in a spread so they can't be targeted easily. And the scripts to do this are right on the workshop. I wonder if you can put the designator on a rotor? Would be neat for large ship hardware.
>I wonder if you can put the designator on a rotor?
You know i just realized now that you dont really need to have your floating sea fortresses be anything more than just a large resource collector and storage building and that you could actually make your 'base' with a shipard and massive resource storage bins as a series of structures on an actual island
You can in theory make like, "telephone" poles along the water that are just a misc storage piece and a fortress part. Then they'll auto transfer as the resources are consumed, set them to transfer down to 1 resource of each type.
Hello, >>128585204 again.
I can now add completely new weapons to the game.
And unlocks just fine. Need to add some visual feedback for when it toggles the setting, but the code is there and should work.
Still waiting for Nick to get back to me on what he wants me to do with it, but I'm making progress while I wait.
Only if they have a bot that has premium colors, aka anything that isn't white, grey, light blue, or orange (not 100% sure on orange). So since the bot being show there has red and black you need to have premium to be able to buy it with RP, otherwise you need GC.
Anyways, bots that don't use premium colors, and don't have any kind of cosmetic part on them, can be bought with RP, bots with premium colors but no cosmetics can be bought with RP if you have premium, and bots with even one cosmetic have to bought with GC no matter what.
It's more like FTD if FTD was eSports-oriented, flashier, gave you the option to buy crappy blueprints rather than browse them on Steam, and ran on awfully unstable servers and had hordes of hackers literally crawling underneath the world.
FtD runs on Unity as well, Anon. Half of the games these days use Unity.
And unity works very well if you're not retarded.
This thing is cleaning up fucking everything.
If something so much as dares leave the ground they get eaten alive.
>hovering megabot comes aorund the corner
>limps back around the corner in pieces
>So it's World of Tanks but you have the option to make your own tanks?
Put simply, yes. I believe the devs even said that WoT was one of the main inspirations for the game, and there was a lot of similarities when the game first started getting big. The original/only game mode at the time was/is basically a direct rip from WoT, elimination deathmatch with the option to capture the enemy base to win.