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AliceDoesThings
เข้าร่วมเมื่อ 7 เม.ย. 2012
Hei hei!
My name is Alice, and I do a lot of things. Specifically, I make videos and tutorials for some of the games I enjoy the most (Ark Survival Ascended/Evolved, Space Engineers, 7 Days to die, etc). I am currently studying game design, so I often don't have a lot of time to do TH-cam. However, I try my best to get videos out with a focus on the quality of each one. Either way, don't be afraid to comment or ask questions, come with suggestions or whatever it might be. Every comment is appriciated!
Thanks to all of those who have supported me for so long, and for all the newcomers... Welcome!
It means a lot to me that all of you have taken time to visit my little channel :3
My name is Alice, and I do a lot of things. Specifically, I make videos and tutorials for some of the games I enjoy the most (Ark Survival Ascended/Evolved, Space Engineers, 7 Days to die, etc). I am currently studying game design, so I often don't have a lot of time to do TH-cam. However, I try my best to get videos out with a focus on the quality of each one. Either way, don't be afraid to comment or ask questions, come with suggestions or whatever it might be. Every comment is appriciated!
Thanks to all of those who have supported me for so long, and for all the newcomers... Welcome!
It means a lot to me that all of you have taken time to visit my little channel :3
Survive using ONLY BATTERIES! How to survive! - Space Engineers Contact Update
The new contact Update just released for Space Engineers in addition to the Contact Pack, this update brings PROTOTECH and the Factorum faction. But for the best experience you will have to start a new world, and go through the same old start... But what if there was a new way to do so? One where you would not have to worry about power? Well, stay tuned!
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Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
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#spaceengineers #contactupdate #automatons #warfareevolutionsupdate #contactpack #spaceengineersnews #dlcnews #updatenews #spaceengineersnewdlc #update #pc #xbox #playstation #gaming #builds #keensoftwarehouse #twitter #newspaceengineersupdate #67newblocks #spaceengineerswarfare #newupdate #newdlc #updateoverview #spaceengineersnew #contactpackdlc #batteries #howto #tutorial #spaceengineerssurvival
________________________________________________________________________________________________
Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
________________________________________________________________________________________________
#spaceengineers #contactupdate #automatons #warfareevolutionsupdate #contactpack #spaceengineersnews #dlcnews #updatenews #spaceengineersnewdlc #update #pc #xbox #playstation #gaming #builds #keensoftwarehouse #twitter #newspaceengineersupdate #67newblocks #spaceengineerswarfare #newupdate #newdlc #updateoverview #spaceengineersnew #contactpackdlc #batteries #howto #tutorial #spaceengineerssurvival
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Id love to see a video of you recovering the Prototech blocks, weve been trialling some different ship styles for recovery
Or just use hydrogen engines 👍
I was able to get the large thruster, and large assembler from the outpost at two different times.
is their a way to put the grid back to the same position in the new world?
all the odd sized blocks My OCD is insane
Hey, sorry but does this detect enemy grids in a 360 degree zone?
Smal VS Large reactor 9 small will generate 405 Mw and only 20 Small will generate 300 Mw giving 7 block more space on a ship or les in size Sure the large one is only 72.295Kg and 20 small together are 95.860Kg . So that is like 23 tons difference yet 23 tons is nothing to be concerned about if a ship needs that match power because than we are talking about a big ship any ways . The small reactors can be spread trough the ship so that will give the advantage that taking out your power in a battle will not be easy at all . About the Battery in your video yes it needs to be in it yet its not listable because it needs to get charged and fully loaded to be of use for when all other power sources fail so you got time to restore your ship or vessel . Great video love it please do it again and ad the Vs info I have provided you :D
In the start I say 9 I ment 27 will generate 405Mw and 27 take the same space like one large Reactor
6:32 "mWh" is milli watt hour "MWh" is Mega watt hour The difference is a factor of a billion.
You call that a heavily armed warship? Have you seen what an average pvp player builds ?
I find that building large hydrogen engine rooms on my bases or smaller ones (2-4 engines) on my large grid ships that I can turn on when I need to charge the batteries, and turn them off when they are charged works great. Ussualy my problem with hydrogens engines is that they consume all your fuel without you realising it. But with event controllers you can make sure they turn on under specific conditions or they leave a reserve of hydrogen at all times for the thrusters on big grid ships.
The Invid would like to know your location
Why are hydrogen small tanks so useless????
Most of these encounters are not for solo players. Going to need friends with space ships
I felt the ranking was very arbitrary in my opinion. The details of the power generators were described well, but the individual qualities were not ranked and added to clearly explain why one was ranked higher then the other.
Do I have to start a new Home System, or will they appear in old Home World? (Talking about the new encounter)
I think the large one is okay because of how big it is because it's double the size which makes it harder to put on your smaller vessels the small ship battery is a little over powered
What I see is salvage and pirating the prototech ship to add to the fleet hell the warship and transport ship looking might nice and with a bit of a refitting will be like the old ship back in 2014
I personally have mine track sun with just a few blocks control block program block and those piston roaring blocks but I been testing and starting to like my new idea basically the same but main blocks are now a piston so I can roleplay where I can watch it go up when sun out and when now it faces directly up and lowers itself all way down
you dont say how take down the ambush mission! there need to distroy all the ship to go closer, and then nothig left, just damage to your ship...
Good Tutorial even a year after. Sadly the AI path blocks are so broken, that they do not work most of the time, or break after one loop.
I've got 7 wind turbines mounted in a battery-tree that's only 6 blocks high and I'm getting 260 per, I'll just count myself lucky
sub grid projecting batteries, event controller when out of power, cycle of deconstruction/reconstruction? you can control the production of power cell too
ahh, why does the gyroscope turn all over the place, thats not how thats supposed to work ;D
This video is kind of stupid... you just can't make tierlist of power sources: Wind turbine - better variant for start, if you can use it, usually requires battery as capacitor Solar panel - if wind turbine at start is not an option, go with this, same with battery Hydrogen engine - can be used when good ice source is found, tho requires constant ice mining - highly suggest against using on servers, as it drains too much fuel. Only use with batteries and 2 event blocks, as it can't produce partialy power Reactor - end game powersupply, basically necessity when using jump drives, small one for starting, big one can changer 7 drives at once. Finally batteries become obsolete. Why am I against using batteries? 20% power loss...
every time i try to disarm warhead, it will go kabommmm
I'm not criticizing the quality of the video or anything like that; until recently, I was doing the same thing myself, and honestly, I don't know if it makes a significant difference. When you add up a seat and a remote control, it's only 1 construction component and 2 interior plates more expensive, but it saves you 14 computers. Doing the math, a control seat is 2.29 units of Fe cheaper. I'm not counting the antenna, which comes by default in the drop pod.
Found a small proto thruster and some components at the logi facility. There may be an explosive barrel you need to deconstruct which is in the "main room" with the loot. There may have been more proto stuff but my turrets went a little gun crazy. Edit - Checked the entities and there was a proto large refinery heading into the abyss.
9 BLOCKS APART. ENERGY EFFICIENCY!!!
They'll see you if you leave your turbines exposed like that, but hollow out that base some more and put them underground with the rest of your crap. They don't care if they are above ground or not, just how much space is around them. Problem solved.
True, but imagine how much digging you need to do and how big of a space you need to dig out, in order to fit enough turbines. Doesn't sound worth it to me.
@@AliceDoesThings404 I don't have to imagine, it's not that bad to get enough room for just minimum power. Takes five minutes or less with right click on the character drill. More if you're setting up pistons and drills to clear tunnels, but mainly from the setup time. A decent drill rig will have you done in a jiffy though. The battery solution works if you have a limited space, or no atmosphere, definitely not saying it's a bad solution, but it requires more input after the initial setup and you have to be vigilant about keeping it topped off if it's running your med stations. Having even a trickle to constantly charge your system can make a huge difference.
Idk how you even attach it to you’re ships
Merge blocks. Takes multiple ships to do it
Ore to power uses the chemical reaction to create power. It is no better or worse then the ice to power chain. Someone a few years ago had an automated setup to produce energy for a flying base. He only needed to strip mine the ore to keep the base afloat. With smart drones, it is probably easier now than it ever was.
Invented the AA Batteries of space engineers lol
This is all nice and dandy, but how do you actually stop the despawn timer? We got the biotech research, which takes quite a lot of time to get down to, hacked the drill and refinery, and while thinking about how to get the stuff out of there, believing "we hacked the blocks, they won't despawn", it all despawned. OUR prototech machinery included. These facilities must have some kind of central command block to hack, right? Also, why has Keen still not given us personal shields or armored suits? Getting oneshot from interior turrets makes the existence of medkits a bad joke...
You need to claim the NPC grid to stop the despawning. Once you can access the grid inventory/menu there is a red button on the top right that lets you do that. The simplest way is just to bring along the parts for a control panel so you dont need any existing access. However you have to do that for every seperate grid. So good luck getting there, clearing the defenses, taking out the self destruct if present and accessing all the grids within 2 hours. Enjoy the challenge :)
Thanks for this video, my m8 n i am currently stuck in the middle of nowhere with our rover with little power.. will 150% use this method, thanks
I've seen a full on battery reactor before that just takes stone as input, and has a massive array of batteries with grinders and welders
whats the point of finding this stuff if its access denied even after you make the grid yours and merge block it to your ship/grid? you have to grind it to make it yours then you dont have the stuff to repair it??wtf, today we found an assembler large block got it merged to the ship and cant use it till we grind it down.. stupid.
You can grind it down to just below the hack point without damaging any of the non-recoverable components. I’ve finally gotten all the pieces, but you not only need to claim their grid but also hack them to use them. Don’t be like me, taking someone else’s grid and only realizing too late I led them back to one of our safe zones…
I tried to use event controller to turn on a warning light when oxygen tank level reduces to certain % but it doesn't execute this simple instruction to turn on the light block when conditions are met. I don't understand why it doesn't work. Game seems to be full of weird stuff like this that ruins my plans.
not wanting to be the party pooper i am actually using this on private game but try to refrain from using this on official its been categorized as exploit lol...
That's dumb. Obviously they intended for batteries to be partially charged on construction. Therefore generating power via batteries is an intended feature and it's not utilizing a bug. Meaning it's not an exploit
@@jamestaylor9887 ive been told otherwise by officials themselves :/ tho they cant stop it on private servers or solo games its a no-no in official
@@gamerelite3989 oh i believe you. i'm just saying its dumb because it is. if they didn't want it in the game batteries should have zero charge when you finish building them.
That was brilliant :)
the power isn't free though, you're losing power cells which are made of materials, so it's essentially an elaborate solid fuel generator.
Stone is all that's required, it's practically free
Yeah but how much stone do you need? I feel like 1 player can't harvest enough to maintain a base.
@@demiurgoplatonico7815Make a stationary miner
@@jonasstahl9826 I'm testing it rn and I think harvesting all minerals separately is way more time-efficient for a medium-large base/ship. With one full big container you can recharge almost 400 batteries.
@@demiurgoplatonico7815 Depends how you do it. I usely use an automatic mining drone with a refinery ship close by. I let the drone collect all the stone it gets while mining the ore deposit I am after and unload it in the refinery ship to process. Only when the cargo capacity on the refinery ship reaches 90% I start to dump stone. Usely I get enough iron without minig iron ore and can focus on more valuable ores.
i thought it takes as much power to make the batter as you get from the battery?
irl yeah but in SE they have future tech that can extract 1000% of the minerals from the ground without even putting enough power in to melt the metals for instance the iron alone you get from a survival kit smelting 100kg of stone would take 3600kJ of energy alone but it melts it all with just about 600kJ
@@Polar_Onyx I wonder if on realistic settings this would even out, would be an interesting test (realistic inventory, realistic assembly speed, refinery speed, etc.
That's how I play from the beginning of the Space Engineers. Always dig up and always exploit the batteries to avoid base being ugly with all the turbines around
Perpetual motion machine: drill>refinery>kit>projector>welder>grinder>2 timer blocks.
This. Maybe you could show this on the video for a new players as well? :) I remember when I did it myself for the first time. Event controller is also helpfull here so you could completely automate it - if battery is depleted it will grind it, create a new one and you can add Isy's IM to make sure you always have enough power cells :D
@andyblondyn1898 I actually tried to make something like this and its not as easy as it sounds. At least when trying to involve event controllers. But I might give it another try.
@@AliceDoesThings404 if I remember correctly, I did it on a subgrid. Projection with connector, battery set to discharge. This way I did not have any issues with events itself :)
i actually never thought of doing it that way thank you great idea
I need help: when I build wind turbines on my base only one of them works, what should I do? is this a bug?
Yes it is a bug that everyone has rn there is a mod that fixes it or a really tedious method that I found but it resets when you leave and rejoin other then that you will have to wait for it to be fixed
@@JaydenClemens-t7s спасибо за ответ, а то думал что это я что-то не так делаю. Игра конечно с этими ветряками за этот вечер потрепала мне нервы неплохо так)
it's an iron/nickel generator. you can probably automatize it using event controllers, timers, a ship welder, a ship grinder and a projector.
That.. is actually a really cool method of power extraction, and in theory* good for stealth. I’m already kinda doing mental napkin math on how I can use event controllers, timers, projectors, welders, and grinders to automate the process too, I think it’s possible, especially since if you have your main base batteries be prototech, they can recharge a lot faster, and thus it can shorten the cycle time of the battery weld/discharge/grind process, since discharge speed is iirc infinite, and for sanity’s sake you don’t want your automated power extractor to be processing more than 1 battery at a time, since it makes construction of the contraption more complicated. Might work on that today. In-game programming with ECs and TBs is definetly doable, though I also want to get into scripting and see if it’s possible to evaluate your storage for battery components and give an estimate of total ‘disassembled’ power capacity in MWh you have, checking either components, ingots, or both. If I can do that I bet I could also adapt it to work with calculating hydrogen engine potential power given ice in containers (maybe also factoring in the power required to process it in an O2/H2 Generator but tbh that is slightly negligible) and potential power in Uranium ingots too, especially since reactors only give their total runtime based off their current inventory, which is almost never full (which is good, since assemblers can’t pull uranium FROM reactors to make railgun sabots and such, so storing uranium in reactors isn’t a good idea to begin with. ) ***As for stealth, it IS in fact good in theory, but due to how SE currently renders voxel deformation at a distance, any underground base would be found pretty quickly if they know what to look for, especially if the underground tunnel network is expansive, which is why you hear multiplayer veterans saying to designate a mining area that is far away from your planetary installations and to not build on ice lakes, or to just live in space. Here’s to hoping that changes with VRAGE 3!
it's significantly (20%) more efficient to have two banks of batteries. Do not put either on recharge - build/destroy each bank alternately. The charge efficiency loss applies when you transfer power into the battery by any means, not just from renewable sources, so if you recharge a battery from a newly built battery, you lose 20% of that new battery's charge. If you just discharge the battery normally to power your equipment you "keep" that power.
@@TheUrit Fair, I didn't consider charge efficiency and the amount lost during the transfer. However I still see some problems with your suggested method. ISSUE ONE: Reliability of being a Self-Sufficient power generation source. Generally speaking, power isn't necessarily consumed in a predictable manner or at a consistent rate, which in turn usually requires you to compensate for this by having plenty of power storage as well as generation in order to compensate for spikes in consumption, such as when a refinery (or multiple refineries) with Speed Modules comes online after a mining expedition, or an ion/atmospheric ship or AI drone comes back to recharge itself. Since in this hypothetical our only source of power is batteries, it means our power generation and storage are one and the same, while also requiring auxiliary systems per bank in order for it all to be self sufficient. That is, a battery bank can't refresh itself with newly welded batteries if it has no power because it ground itself down. This in turn requires a second bank of batteries, as you've suggested having. To make sure the process can be completed in any condition, the designated 'auxiliary' bank of batteries should (for safety's sake) remain off, and then come on when the main battery bank is about to begin it's grinding and welding sequence, after which it may do one of the following: 1: Remain ON while the refreshed bank is turned OFF, thus having the roles switch between banks. OR 2: Turn back OFF while the new bank resumes operation as it had before, which I don't think would work in the long term since the auxiliary bank would be drained over time as the machine cycles and cycles over hours of gameplay. This would then require the auxiliary bank be replaced ー in which case you would have been better off programming it all to end in condition 1 ー or recharged from the newly refreshed bank, which results in a loss of energy as you initially stated. Additionally, with that secondary bank being turned off a majority of the time while waiting for the main bank to discharge, it means your base will be constantly operating at less than 100% power capacity, possibly all the way down to 50% capacity if using only 2 battery banks; Using both at the same time would be a liability, as a grid will draw power from ALL batteries toggled ON across all batteries set to auto or discharge at an even, identical rate, regardless of initial charge capacity, with the only method combatting this being having some batteries be more charged than others, which will require either slightly recharging some batteries, or another complex system that selectively turns the batteries on and off in order to stagger consumption from a designated battery bank, or maybe even each individual bank. ISSUE TWO: Physical Scalability of power generation via Battery Banks. Assuming standard multiplayer build restrictions, you can only have 5 welders, 5 grinders, and 5 drills constructed at a time, regardless of what grid size each tool is built as. A single large grid welder can weld up to 9 blocks at a time in the plane in front of it, up to 17 total blocks (9 centered around the block in front of the welding tip, and 8 surrounding the welding tip, encasing it completely). Conversely, a large grid grinder can only theoretically grind 5 blocks, those being the single block directly in front of it, and the 4 directly to the sides of the saw end of the grinder block. I say theoretically, because this would require optimal positioning of a grinder in-between the 5 blocks, and since grinder's cannot grind their own grid, it requires the grinder to be placed on a sub-grid, in which case you are better off using a small grid grinder offset on its small grid, such as to sit in the exact center of a flat 2x2 array of blocks, thereby having a maximum grind efficiency of 4 large grid blocks. Thus, for grinding and welding any set of batteries, there are two setups that would function efficiently: 1: A group of 4 batteries in a 2x2 array with 1 welder and 1 grinder tending to them, on opposite sides of the battery array OR 2: A group of 16 batteries arranged with a welder in the center of them, with no battery in the space directly in front of the welding tip, and 1 grinder per side of the 3x3x2 battery bank, coming out to 4 total grinders, each tending to 4 batteries. In any case, the limiting factor in battery-centric power generation will be how the batteries are disposed of, and thereby the size and shape of any battery bank is limited. In my mind's eye, Setup 1 is ideal since it is easily tileable, which in my opinion offsets the fact that it has a ratio of welders-to-grinders that is 4x more inefficient than Option 2, as the tileability could then allow both the lone welder and grinder to be placed on a piston, and thus access more batteries without additional tools. (For argument's sake, I'm ignoring the possibility of invoking Klang's wrath here, as multiple nested subgrids are typically more stable when the root is a stationary grid, and having a power generation system like this on a ship is beyond asinine.) Any station or planetary installation would want at least 6MW of power generation in order to operate both a single refiner and single assembler (both upgraded fully with 4 speed modules each, coming out to 2.8MW for each building) for any amount of time, leaving 0.4MW to spare for things such as a Survival Kit, some Base Lighting, and the block tools used to generate that power (0.002MW, or 2 Kilowatts are required per Welder, Grinder or Drill used). While this can be covered by a single vanilla large grid battery, which has a maximum output of 12MW, that will be eaten through in 30 minutes at peak operation from a full charge; Using only the 900kWh that comes with the battery upon construction, however, that will be consumed in just 9 minutes, which is rather quick, and extremely volatile when it comes to power generation stability. Let's say the target rate of power production is an average of 6MWh. Since a single battery supplies 900kWh, you will need 7 batteries (6 and 2/3rds to be precise) per hour to meet that requirement if using the power directly. With a 20% loss via my recharging method, that would require 9 batteries (8 and 1/3rds) per hour, which is less efficient, as you were correct in saying. (ProtoTech Batteries have a 10% loss on recharge compared to a normal battery's 20%, but for the sake of simplicity I'll just say that it comes out to 8 batteries an hour.) Now, in terms of scalability, which of the following sounds easier to set up, manage, and/or automate, per hour: A: Grind down and weld up 7 batteries (basically all at once) while activating another separate bank to compensate for the dip in power supply (Requires at least 1 Welder and 2 Grinders in an odd but efficient layout, or 2 Welders and 2 Grinders if tiled), in an hour. B: Grind down and weld up 4 batteries forced set to discharge, twice (totaling 8 batteries) with roughly 9 minutes of downtime between each cycle (Requires 1 Welder and 1 Grinder) without having to worry about auxiliary power banks or outages, in an hour. I think I fried my brain writing this out for too long. But I still think Setup B here is easier to expand upon, since you can easily stack more and more pistons without increasing tool count and you won't have to worry about outages as much. Power generation in Space Engineers is crazy man, heck if we wanted to get REALLY tool efficient, we could have a piston arm assembly with just 1 welder weld up ANY amount of battery banks connected to the main grid via merge blocks, bank-by-bank, and then have an event controller detect when any bank is drained, deactivate and detach the bank's merge block, and have gravity drop it off a slope into a small grinder pit, or have the piston assembly come back over and use a piston on the assembly's 'head' to 'kick' the bank away, jettisoning it into the void.
Discharge isn't infinite, it's included in the specs in the power panel. 12 MW for the normal large grid battery.
@@isoinsignia7540 Ah right you’re right. I’ve been playing too much creative mode recently with the latest update. I should build things that aren’t capital ships so I’m not working with so many hundreds of batteries that they are ‘effectively’ infinite LOL
I love breaking the laws of the universe with batteries
First!
i like your delivery