i bet those dudes coming back to see a connector in their base and their stuff grinded just above functional are going to be (or were) so confused.
@pularis16292 күн бұрын
That guy knew his ship well. He managed a to so perfectly pick it up and drop it off.
@ShiftyshadowTV2 күн бұрын
Yeah, it was expertly done. I was half expecting a crunch after he drove the rover off that cliff.
@Neuralatrophy3 күн бұрын
I turn my upwards thrusters off, keep dampeners on and pulse. I've also done the ion slingshot a couple times too... uses 0 hydrogen but you gotta get the platinum from salvage or meteor craters.
@ShiftyshadowTV2 күн бұрын
I've haven't done an ion liftoff since they removed Pt from planets. I think I prefer hydrogen for most things nowadays. Used to hate it.
@sigurdrr10153 күн бұрын
I use to have a practical use for it. Made a lot of modular freighters that had a VERY good reception on the server i played
@GhostOfSnuffles3 күн бұрын
One of my favorite thing to do was make blueprints of all the random encounter derelicts and try to rebuild them in creative. Having the ship torn open/apart like they are when found in survival is a great opportunity to see inside the inner workings and get ideas for improving things on my own designs. Then, i'd rebuild the ships again making my own changes to them. One of my favorite ships to tinker with was the "corvette" random encounter since it was based off a very old design and had been redone several times before finally being added as a random encounter meaning the insides are a jumbled mess leaving a ton of opportunity to change things and test ideas. I probably have 10 iterations of that one ship alone.
@ShiftyshadowTV2 күн бұрын
Nice, I also always grab a blueprint of the random encounters. I've only reworked a few of them though.
@GhostOfSnuffles3 күн бұрын
I use hydrogen in the game extensively so will always do the same type of testing every time they update the game just to make sure. Personally i still use the old method of switching off the dampeners and just manually pulsing since it doesn't require anything more then a couple of button presses rather then setting up yet another dedicated toolbar just for one task. The ~2% or so of fuel that the trust override method can potentially save has never really mattered to me enough to make me prefer it over the classic pulsing method.
@ShiftyshadowTV3 күн бұрын
Same.
@GhostOfSnuffles3 күн бұрын
Just a small note about the auto close door timers, the sliding door can pinch and kill your engineer. I use timers on all my internal doors since they're all regular or offset and those will just push you out of the way but the sliding doors will go for the kill so i use those almost exclusively for exterior airlocks and won't add them to the timer.
@Neuralatrophy3 күн бұрын
Pipe in welders to critical components to go along with the weld projector. That way all your critical stuff can get a quick repair with a click of a button. If you set them up so multile systems are in range of the welder, they all get a repair... 4 large hydrogen thrusters with a single welder in the case of my carrier.
@th232r64 күн бұрын
Been using the DAS script for years, the only way to rover. Makes driving very manageable and even has many cool options.
@Mocha69A5 күн бұрын
Ive been trying to tell newbs all the time years now. Start leaving to build. Practice. So much more what this game is about is building (engineering) ships. If your not good practice. , the game is greater as an engineer. Learn despite you sucking at first.
@TurnyPlays6 күн бұрын
Awesome man! even some tips I didn't know as an experienced player!
@ShiftyshadowTV6 күн бұрын
Thanks, glad you found something new.
@chrisdon68478 күн бұрын
7:00- I always finish the ship and then go 'oh, F--- GYROS!".
@ShiftyshadowTV7 күн бұрын
It happens to all of us at some point. Haha.
@phoenix2688 күн бұрын
You probably know this by now, but you can turn off your reverse thrust in flight and just glide. Saves a lot of battery power. Just remember to turn them back on to stop.
@ShiftyshadowTV6 күн бұрын
Yup, I used that often later in the playthrough. Very helpful for fuel conservation.
@themontagemaker97288 күн бұрын
I recently remembered about space engineers and now I have my own computer so once I have enough money for more RAM and to actually buy the game again I'm going to start building again. I'm definitely going to use these tips in my future builds.
@ShiftyshadowTV6 күн бұрын
Good luck with your future playthroughs! There have been some cool updates recently, and another is coming this month.
@themontagemaker97286 күн бұрын
@@ShiftyshadowTV I hope the next update is good!
@ShiftyshadowTV6 күн бұрын
@@themontagemaker9728 Same.
@kingket411 күн бұрын
There a mod called nano bots it’s slower but helps
@EclipseEngCorp.11 күн бұрын
i love ladders! they immerse me more, and i dont mind them
@EclipseEngCorp.11 күн бұрын
hey shifty, i allways make my ships and then i dont have space for an interior. any tips?
@ShiftyshadowTV6 күн бұрын
Get some paper and sketch out rough plans (super rough, just shape and maybe room layout), that will give you an idea of where you want things and how big your ship needs to be before you start building. Then build from the inside out. Start with any large rooms and/or functional blocks. Don't fully detail rooms yet, just get their rough size and shape figured out. Make sure to place all large blocks, conveyor things, and double check so you don't forget anything (like gyros, jump drives, etc.). Large blocks (or blocks you need many of) are hard to cram in at the end if you forget them early. Once you have the rooms roughed in, take a step back and see if anything stand out as not fitting. Keep in mind your goal for it's final look, but don't force it. Once all the functional stuff is placed and you're happy with the room sizes, start working on sculpting the exterior around it. At this point it should still be easy to change room shapes and rearrange things as you like. After a first pass across the entire exterior I then go in and start working on finishing the interiors of the rooms. Making sure they blend with the exterior hull wherever I want windows and such, adding decoration, lights, and everything else. After all that I usually do a final pass across the exterior, paint things, and call it a day.
@therealbahamut12 күн бұрын
wow. So decoys act as lighting rods too? THAT is nice to know. Your method for door closing is interesting; I enjoy my automatic doors made with sensors and timers because I never have to open OR close them, but that does require a setup for each door. Yours is likely less performance intensive when scaled up to larger grids. Can't believe they STILL haven't fixed the airtight windows bug though.
@ShiftyshadowTV11 күн бұрын
Yeah, the airtightness oddity is here to stay probably. I do like using sensors on some of my doors, I'm often too lazy to set them all up though (hence the single timer).
@monk684813 күн бұрын
Exactly the information I was looking for in the past couple of days! Thank you greatly!
@ShiftyshadowTV13 күн бұрын
Thanks for watching, hope it helps!
@FILOdeathlord14 күн бұрын
Wow i missed the air lock with walkthrough blocks. I heard of it but haven't seen it till now but i can now save ship interior space with this thank you for the video
@FILOdeathlord15 күн бұрын
Unfortunately a lot of the early builders no longer play or the account no longer exists so it might be hard to get permission for some ships
@Gottaculat15 күн бұрын
A nice quality of life upgrade I've done for a few years now on my smaller ships is a 1-button startup/shutdown... well, really 2, as it's 2 timer blocks. Shutdown is pressed after I dock with a connector. It shuts off all the gyros, antennas/beacons, thrusters, lights, etc., and sets batteries to recharge, and O2/H2 tanks set to stockpile. Startup is the same thing in reverse, switching everything on, then unlocking the connector. With the Automaton update, I was able to make it even more seamless by setting up event controllers. Now, when I dock with a connector, shutdown sequence occurs. I still prefer a manual startup, which ensures everything is running before disconnecting the connector. It makes life much nicer aboard my ship, and doing quick outings.
@daddy079815 күн бұрын
Didn't know about the two scripts that you used, I tend to use them and before you say why ? I use PAM since I do a lot of asteroid mining while on the planet. I will try the two scripts you used.
@dhruel16 күн бұрын
Any moon is a good argument for hovering rovers. Hit a hill and then you're off into the air. A gentle hovering fall will very much prevent your rover from bottoming out and exploding upon landing. Or you can abuse thrusters as speed/jump boosters. Even boosters can help with gentle landings, if you aim them right when combined with a gyroscope.
@xanderdejong644916 күн бұрын
I always have a large rear thruster using thrust override, no fuel wasted, no fall risk. 90 degrees up on the first person hud. If your rear thruster can't hold the weight alone I pitch down a bit until I get on the edge of positive rate, just keep speed at 95-99 m/s. Downside is that u need allot of thrust.
@Paladinleeds17 күн бұрын
So for #8 (the door closing repeater), I actually do it slightly differently. I have an event controller that checks for if any door is open that I want to auto close. When it detects any open, it starts a 5 second timer, which then closes the door. If all doors successfully close, then all is set, but if a door fails to close, it repeats the 5 second timer again.
@ShiftyshadowTV16 күн бұрын
That's a good way to do it.
@sethpurifoy602518 күн бұрын
Most of these, I’ve encountered over my years of playing SE, but there’s still stuff to learn here! The turret range increase via defense block is handy for static grids. I used something similar to the periscope in one of my last builds, just sans piston for space constraints. And probably the most useful is the way you use keen airlocks; I’d heard of them before, but always thought they were necessarily ugly and not viable for aesthetic builds. That’s one I’m glad to be proven wrong on.
@ShiftyshadowTV18 күн бұрын
Yup, the AI range increase is most useful for bases (static grids). I felt the same way for a long time about the airlocks, but a year ago I started trying to work them into my builds and have found many ways to sneak them in.
@bmg50barrett7418 күн бұрын
That airlock concept is legit awesome. Just having a single piece of curved glass looks weird and feels cheaty, but incorporating it into a real airlock is a cool way to prevent wasting air.
@ShiftyshadowTV18 күн бұрын
Yeah, using them in airlocks and hallways where you don't notice them is my preferred method. On servers where I'm scraping for PCU (or trying to reduce lag) I'll use them more liberally.
@jamesmclemore912318 күн бұрын
A cool feature they could add is the ability for players to buy and sell ships or blueprints to each other on an in-game exchange for space credits
@ShiftyshadowTV18 күн бұрын
That would be really cool. Load blueprints into a data pad or something.
@ScrepterWrites18 күн бұрын
One thing for people who make blueprints: Please, for the love of god. If you make a blueprint, do it with the thrusters OFF. The amount of times I got a heart attack because the ship suddenly began to flail around, almost breaking everything around it happened way too many times.
@ShiftyshadowTV18 күн бұрын
My blueprints always have thrusters on, because I want to be able to paste them into gravity without them falling out of the sky. It also helps with a projector ship setup (the new thrusters help lift the added weight), which is primarily what I use (as opposed to pistons.)
@ScrepterWrites17 күн бұрын
@@ShiftyshadowTV yeah, but in space? With ion thrusters? There were so many ships that almost blew my mothership up with trying to level themselves, and just ending up flailing around that it's really annoying.
@coltonmerryman507618 күн бұрын
Please post this ship on the workshop
@ShiftyshadowTV18 күн бұрын
Will do, need to polish it up a bit first though.
@TalesOfWar19 күн бұрын
People complained endlessly when they got rid of ladders (they were buggy at the time), then there was much rejoicing when they re-added them. And now you only ever seem to see them being used for aesthetics rather than something practical unless it's on a station or base or something static. They're genuinely useful when you have limited hydrogen for your jet pack or you're doing a no jetpack play through of some kind.
@ShiftyshadowTV18 күн бұрын
Yeah, I add them to builds in case I run out of jetpack fuel, or don't have one, but I never climb them if I do.
@Cloakdasasin019 күн бұрын
One of my mates I play SE with loves building on planets and he loves ladders puts them on all of his ships. xD
@ShiftyshadowTV18 күн бұрын
They're nice when you need a way up and you have no jetpack, but I can't make myself use them if I do. They look cool though.
@venator-classstardestroyer56819 күн бұрын
Since I do wanna use automated ships myself, what I take from this is: I need to use an event controller to turn off certain thursters prevent the ai flight block from constantly breaking and wasting fuel
@ShiftyshadowTV18 күн бұрын
If you can, turn off all but one small thruster in any direction you don't need. You'll have to keep at least one on in each direction otherwise the AI has a lot of trouble.
@ShiftyshadowTV18 күн бұрын
You could use hydrogen only in the up direction and then atmospheric and ion thrusters in the other directions. This would save a lot of fuel.
@th232r620 күн бұрын
Blargs is best, been using it for years.
@ShiftyshadowTV18 күн бұрын
This was my first time trying it. It was definitely satisfying.
@th232r620 күн бұрын
There is quite a nice plugin that allows projectors to project a full blueprint including sub grids.
@evo3s7521 күн бұрын
does the AI extended turret range trick also allow to target multiple enemies?
@ShiftyshadowTV18 күн бұрын
I honestly have not tried that, but I'm pretty sure they will only fire at max range on your locked target. You can only lock one target at a time (manually or automatically) so I'd guess not. The turrets will still be able to fire at multiple targets if they are within 800m though. This inspires further testing.
@jimclayson22 күн бұрын
All excellent tips with super-easy application. 👍
@ShiftyshadowTV18 күн бұрын
Thanks, I hope they get some good use!
@urfork122 күн бұрын
I'm the one guy who likes ladders. I like the atmosphere of climbing up in the calm, sort of anticipation knowing I'm about to go do something crazy, or the frantic climbing when I'm desperately trying to get to where I need to be (but only if I know its not actually urgent lol.)
@dhruel23 күн бұрын
To think that I made an event controller driven complete airlock system with safety off (to prevent accidental opening), and all I had to do was put a curved window in front of a door. 😜
@ShiftyshadowTV23 күн бұрын
Hahaha, yeah. Just about any window (or panel) would do.
@MrTurboTash24 күн бұрын
What about thruster override managed by event block
@ShiftyshadowTV24 күн бұрын
Definitely a good idea.
@zubbworks25 күн бұрын
One of the first things I "designed" was to put a drill on a really long conveyer tube(15 at least). I call it the mosquito, or probuscuss. I had to then make, the "suckulator", and "dumper outer". A sorter, connecter combo with stones white listed on the sorter, and trash all on the connector. I first put this design on the little yellow ship. The Duck.
@ShiftyshadowTV25 күн бұрын
Haha, I like it. I do something similar on my large grid utility ships to this day. Only instead of conveyors I use 2-3 pistons, so the proboscis can be retracted. Same setup for tossing rocks.
@zubbworks24 күн бұрын
@@ShiftyshadowTV Noice;)
@patrickheney920125 күн бұрын
1-9 are all great tips, which I use all the time as well. #10 is an exploit, as that isn't the intended behavior of those blocks, but I can see in the case you suggested (you have friends that don't wait for your airlocks and constantly vent everything) it is a reasonable solution that doesn't break immersion too badly. Nice work!
@ShiftyshadowTV25 күн бұрын
Yeah, I usually keep #10 hidden. I don't like breaking immersion, but sometimes I want to save PCU or make things foolproof. I've actually put in bug reports for the windows (and panels), but it seems they're working as intended. :/ At this point I'm embracing it.
@DocuAddict66626 күн бұрын
Most of the economy ships are from the Devs themself and are fair game. Aragath made the B-60, H-01, Ambassador, others are from Xocliv, iirc. Really no one cares if these get reposted. It is true tho to workshop specific ships to ask. Also, I'm your ladder guy. Why? Immersion. You want mostly to conserve as much weight and as much space as possible, thinking from a fuel/energy and resource point. I get they are tedious to walk, but I build space ships, not yachts :) edit: typo.
@mika_66627 күн бұрын
nice base
@ShiftyshadowTV25 күн бұрын
Thanks, it was my initial base on our prior community server iteration. Spent a lot of time living there in survival, many good memories (and explosions).
@DocuAddict66627 күн бұрын
I must say, I'm mostly critic, and while those ideas are fairly known for long time players, you explained it absolutely well and added some bonuses. I wasn't fully aware of the air tight blocks, which can save you 125 pcu instead of a door. Superb. As a mini cherry on top, you might have could said for your periscopes, they can't be projected (from their main grid), as they are a subgrid. Veterans know this ofc, but I saw a few new comers in the comments. Splendid work overall.
@DocuAddict66627 күн бұрын
and yeah, if guys want to use fancier stuff, like said periscopes or extra remote controls, etc and are limited by pcu (like on the servers often times), one has to outweigh the cost/usefullness depending on ones situation and desire.
@ecogent27 күн бұрын
i like climbing ladders.... 😂
@ShiftyshadowTV25 күн бұрын
Nice to meet you. Haha. The ladder lovers are coming out of the woodwork since this one. I'm gonna have to start a fan club.
@Astrocat-od5cy27 күн бұрын
I don't know if it was mentioned yet but putting an air vent pointed to the exterior and set to depressurize will collect oxygen. Of course you can use it for larger grids but it's also useful for cockpits since they require an oxygen supply even in atmosphere
@ShiftyshadowTV27 күн бұрын
No-one has mentioned it, but yes that's a good idea. I do that for most of my builds (anything that flies in atmosphere). If I make another of these upgrade videos that might make it in.
Пікірлер
i bet those dudes coming back to see a connector in their base and their stuff grinded just above functional are going to be (or were) so confused.
That guy knew his ship well. He managed a to so perfectly pick it up and drop it off.
Yeah, it was expertly done. I was half expecting a crunch after he drove the rover off that cliff.
I turn my upwards thrusters off, keep dampeners on and pulse. I've also done the ion slingshot a couple times too... uses 0 hydrogen but you gotta get the platinum from salvage or meteor craters.
I've haven't done an ion liftoff since they removed Pt from planets. I think I prefer hydrogen for most things nowadays. Used to hate it.
I use to have a practical use for it. Made a lot of modular freighters that had a VERY good reception on the server i played
One of my favorite thing to do was make blueprints of all the random encounter derelicts and try to rebuild them in creative. Having the ship torn open/apart like they are when found in survival is a great opportunity to see inside the inner workings and get ideas for improving things on my own designs. Then, i'd rebuild the ships again making my own changes to them. One of my favorite ships to tinker with was the "corvette" random encounter since it was based off a very old design and had been redone several times before finally being added as a random encounter meaning the insides are a jumbled mess leaving a ton of opportunity to change things and test ideas. I probably have 10 iterations of that one ship alone.
Nice, I also always grab a blueprint of the random encounters. I've only reworked a few of them though.
I use hydrogen in the game extensively so will always do the same type of testing every time they update the game just to make sure. Personally i still use the old method of switching off the dampeners and just manually pulsing since it doesn't require anything more then a couple of button presses rather then setting up yet another dedicated toolbar just for one task. The ~2% or so of fuel that the trust override method can potentially save has never really mattered to me enough to make me prefer it over the classic pulsing method.
Same.
Just a small note about the auto close door timers, the sliding door can pinch and kill your engineer. I use timers on all my internal doors since they're all regular or offset and those will just push you out of the way but the sliding doors will go for the kill so i use those almost exclusively for exterior airlocks and won't add them to the timer.
Pipe in welders to critical components to go along with the weld projector. That way all your critical stuff can get a quick repair with a click of a button. If you set them up so multile systems are in range of the welder, they all get a repair... 4 large hydrogen thrusters with a single welder in the case of my carrier.
Been using the DAS script for years, the only way to rover. Makes driving very manageable and even has many cool options.
Ive been trying to tell newbs all the time years now. Start leaving to build. Practice. So much more what this game is about is building (engineering) ships. If your not good practice. , the game is greater as an engineer. Learn despite you sucking at first.
Awesome man! even some tips I didn't know as an experienced player!
Thanks, glad you found something new.
7:00- I always finish the ship and then go 'oh, F--- GYROS!".
It happens to all of us at some point. Haha.
You probably know this by now, but you can turn off your reverse thrust in flight and just glide. Saves a lot of battery power. Just remember to turn them back on to stop.
Yup, I used that often later in the playthrough. Very helpful for fuel conservation.
I recently remembered about space engineers and now I have my own computer so once I have enough money for more RAM and to actually buy the game again I'm going to start building again. I'm definitely going to use these tips in my future builds.
Good luck with your future playthroughs! There have been some cool updates recently, and another is coming this month.
@@ShiftyshadowTV I hope the next update is good!
@@themontagemaker9728 Same.
There a mod called nano bots it’s slower but helps
i love ladders! they immerse me more, and i dont mind them
hey shifty, i allways make my ships and then i dont have space for an interior. any tips?
Get some paper and sketch out rough plans (super rough, just shape and maybe room layout), that will give you an idea of where you want things and how big your ship needs to be before you start building. Then build from the inside out. Start with any large rooms and/or functional blocks. Don't fully detail rooms yet, just get their rough size and shape figured out. Make sure to place all large blocks, conveyor things, and double check so you don't forget anything (like gyros, jump drives, etc.). Large blocks (or blocks you need many of) are hard to cram in at the end if you forget them early. Once you have the rooms roughed in, take a step back and see if anything stand out as not fitting. Keep in mind your goal for it's final look, but don't force it. Once all the functional stuff is placed and you're happy with the room sizes, start working on sculpting the exterior around it. At this point it should still be easy to change room shapes and rearrange things as you like. After a first pass across the entire exterior I then go in and start working on finishing the interiors of the rooms. Making sure they blend with the exterior hull wherever I want windows and such, adding decoration, lights, and everything else. After all that I usually do a final pass across the exterior, paint things, and call it a day.
wow. So decoys act as lighting rods too? THAT is nice to know. Your method for door closing is interesting; I enjoy my automatic doors made with sensors and timers because I never have to open OR close them, but that does require a setup for each door. Yours is likely less performance intensive when scaled up to larger grids. Can't believe they STILL haven't fixed the airtight windows bug though.
Yeah, the airtightness oddity is here to stay probably. I do like using sensors on some of my doors, I'm often too lazy to set them all up though (hence the single timer).
Exactly the information I was looking for in the past couple of days! Thank you greatly!
Thanks for watching, hope it helps!
Wow i missed the air lock with walkthrough blocks. I heard of it but haven't seen it till now but i can now save ship interior space with this thank you for the video
Unfortunately a lot of the early builders no longer play or the account no longer exists so it might be hard to get permission for some ships
A nice quality of life upgrade I've done for a few years now on my smaller ships is a 1-button startup/shutdown... well, really 2, as it's 2 timer blocks. Shutdown is pressed after I dock with a connector. It shuts off all the gyros, antennas/beacons, thrusters, lights, etc., and sets batteries to recharge, and O2/H2 tanks set to stockpile. Startup is the same thing in reverse, switching everything on, then unlocking the connector. With the Automaton update, I was able to make it even more seamless by setting up event controllers. Now, when I dock with a connector, shutdown sequence occurs. I still prefer a manual startup, which ensures everything is running before disconnecting the connector. It makes life much nicer aboard my ship, and doing quick outings.
Didn't know about the two scripts that you used, I tend to use them and before you say why ? I use PAM since I do a lot of asteroid mining while on the planet. I will try the two scripts you used.
Any moon is a good argument for hovering rovers. Hit a hill and then you're off into the air. A gentle hovering fall will very much prevent your rover from bottoming out and exploding upon landing. Or you can abuse thrusters as speed/jump boosters. Even boosters can help with gentle landings, if you aim them right when combined with a gyroscope.
I always have a large rear thruster using thrust override, no fuel wasted, no fall risk. 90 degrees up on the first person hud. If your rear thruster can't hold the weight alone I pitch down a bit until I get on the edge of positive rate, just keep speed at 95-99 m/s. Downside is that u need allot of thrust.
So for #8 (the door closing repeater), I actually do it slightly differently. I have an event controller that checks for if any door is open that I want to auto close. When it detects any open, it starts a 5 second timer, which then closes the door. If all doors successfully close, then all is set, but if a door fails to close, it repeats the 5 second timer again.
That's a good way to do it.
Most of these, I’ve encountered over my years of playing SE, but there’s still stuff to learn here! The turret range increase via defense block is handy for static grids. I used something similar to the periscope in one of my last builds, just sans piston for space constraints. And probably the most useful is the way you use keen airlocks; I’d heard of them before, but always thought they were necessarily ugly and not viable for aesthetic builds. That’s one I’m glad to be proven wrong on.
Yup, the AI range increase is most useful for bases (static grids). I felt the same way for a long time about the airlocks, but a year ago I started trying to work them into my builds and have found many ways to sneak them in.
That airlock concept is legit awesome. Just having a single piece of curved glass looks weird and feels cheaty, but incorporating it into a real airlock is a cool way to prevent wasting air.
Yeah, using them in airlocks and hallways where you don't notice them is my preferred method. On servers where I'm scraping for PCU (or trying to reduce lag) I'll use them more liberally.
A cool feature they could add is the ability for players to buy and sell ships or blueprints to each other on an in-game exchange for space credits
That would be really cool. Load blueprints into a data pad or something.
One thing for people who make blueprints: Please, for the love of god. If you make a blueprint, do it with the thrusters OFF. The amount of times I got a heart attack because the ship suddenly began to flail around, almost breaking everything around it happened way too many times.
My blueprints always have thrusters on, because I want to be able to paste them into gravity without them falling out of the sky. It also helps with a projector ship setup (the new thrusters help lift the added weight), which is primarily what I use (as opposed to pistons.)
@@ShiftyshadowTV yeah, but in space? With ion thrusters? There were so many ships that almost blew my mothership up with trying to level themselves, and just ending up flailing around that it's really annoying.
Please post this ship on the workshop
Will do, need to polish it up a bit first though.
People complained endlessly when they got rid of ladders (they were buggy at the time), then there was much rejoicing when they re-added them. And now you only ever seem to see them being used for aesthetics rather than something practical unless it's on a station or base or something static. They're genuinely useful when you have limited hydrogen for your jet pack or you're doing a no jetpack play through of some kind.
Yeah, I add them to builds in case I run out of jetpack fuel, or don't have one, but I never climb them if I do.
One of my mates I play SE with loves building on planets and he loves ladders puts them on all of his ships. xD
They're nice when you need a way up and you have no jetpack, but I can't make myself use them if I do. They look cool though.
Since I do wanna use automated ships myself, what I take from this is: I need to use an event controller to turn off certain thursters prevent the ai flight block from constantly breaking and wasting fuel
If you can, turn off all but one small thruster in any direction you don't need. You'll have to keep at least one on in each direction otherwise the AI has a lot of trouble.
You could use hydrogen only in the up direction and then atmospheric and ion thrusters in the other directions. This would save a lot of fuel.
Blargs is best, been using it for years.
This was my first time trying it. It was definitely satisfying.
There is quite a nice plugin that allows projectors to project a full blueprint including sub grids.
does the AI extended turret range trick also allow to target multiple enemies?
I honestly have not tried that, but I'm pretty sure they will only fire at max range on your locked target. You can only lock one target at a time (manually or automatically) so I'd guess not. The turrets will still be able to fire at multiple targets if they are within 800m though. This inspires further testing.
All excellent tips with super-easy application. 👍
Thanks, I hope they get some good use!
I'm the one guy who likes ladders. I like the atmosphere of climbing up in the calm, sort of anticipation knowing I'm about to go do something crazy, or the frantic climbing when I'm desperately trying to get to where I need to be (but only if I know its not actually urgent lol.)
To think that I made an event controller driven complete airlock system with safety off (to prevent accidental opening), and all I had to do was put a curved window in front of a door. 😜
Hahaha, yeah. Just about any window (or panel) would do.
What about thruster override managed by event block
Definitely a good idea.
One of the first things I "designed" was to put a drill on a really long conveyer tube(15 at least). I call it the mosquito, or probuscuss. I had to then make, the "suckulator", and "dumper outer". A sorter, connecter combo with stones white listed on the sorter, and trash all on the connector. I first put this design on the little yellow ship. The Duck.
Haha, I like it. I do something similar on my large grid utility ships to this day. Only instead of conveyors I use 2-3 pistons, so the proboscis can be retracted. Same setup for tossing rocks.
@@ShiftyshadowTV Noice;)
1-9 are all great tips, which I use all the time as well. #10 is an exploit, as that isn't the intended behavior of those blocks, but I can see in the case you suggested (you have friends that don't wait for your airlocks and constantly vent everything) it is a reasonable solution that doesn't break immersion too badly. Nice work!
Yeah, I usually keep #10 hidden. I don't like breaking immersion, but sometimes I want to save PCU or make things foolproof. I've actually put in bug reports for the windows (and panels), but it seems they're working as intended. :/ At this point I'm embracing it.
Most of the economy ships are from the Devs themself and are fair game. Aragath made the B-60, H-01, Ambassador, others are from Xocliv, iirc. Really no one cares if these get reposted. It is true tho to workshop specific ships to ask. Also, I'm your ladder guy. Why? Immersion. You want mostly to conserve as much weight and as much space as possible, thinking from a fuel/energy and resource point. I get they are tedious to walk, but I build space ships, not yachts :) edit: typo.
nice base
Thanks, it was my initial base on our prior community server iteration. Spent a lot of time living there in survival, many good memories (and explosions).
I must say, I'm mostly critic, and while those ideas are fairly known for long time players, you explained it absolutely well and added some bonuses. I wasn't fully aware of the air tight blocks, which can save you 125 pcu instead of a door. Superb. As a mini cherry on top, you might have could said for your periscopes, they can't be projected (from their main grid), as they are a subgrid. Veterans know this ofc, but I saw a few new comers in the comments. Splendid work overall.
and yeah, if guys want to use fancier stuff, like said periscopes or extra remote controls, etc and are limited by pcu (like on the servers often times), one has to outweigh the cost/usefullness depending on ones situation and desire.
i like climbing ladders.... 😂
Nice to meet you. Haha. The ladder lovers are coming out of the woodwork since this one. I'm gonna have to start a fan club.
I don't know if it was mentioned yet but putting an air vent pointed to the exterior and set to depressurize will collect oxygen. Of course you can use it for larger grids but it's also useful for cockpits since they require an oxygen supply even in atmosphere
No-one has mentioned it, but yes that's a good idea. I do that for most of my builds (anything that flies in atmosphere). If I make another of these upgrade videos that might make it in.