That Modular Cargo Container looks really sexy. A small grid cargo ship was often defined in its shape by these bulky boxes. This new one makes for sleeker hulls.
I can easily see some of The Expanse ships from the Steam Workshop retrofitted and updated with the new Prototech and decoration blocks The Roci needs her coffee machine.
I would argue base gyroscopes are very underpowered. High weight and iron cost for diminishing results. For large ships, you need so many gyroscopes to help move , because of all your gyroscopes
@@Erik_Ice_Fangand sometimes you need so many thrusters to move because of your thrusters, so many batteries to power them because of your batteries, extra jump drives just to move the mass of the original ones
Finally, they added some sensible end game blocks! and finally I don't have to fight myself forever or that OG base in the scenerio and I will have some reasonable opponents!
The simple fact that you can now set the values on pistons etc from the setup is my personal fav in this update. No more need for various scripts and or a million timer blocks, .... yay, well, a tentative yay at least until I have put it to the test :] Love the new bridge windows too :]
For the charge efficiency on the railgun, its not that its been changed. Rather the "loss" of charge transfer was accounted for in the base game math. But with the new prototech battery, since it is 90% efficient, they added a new variable to change the loss depending on the block. And to nail it home, they just slapped the power efficiency label on anything that can charge. (Batterys and railguns) Tldr, railgun did not change. :)
I'm just happy all (I think) my suggestions on the Keen support site have been implemented: After the Automatons update I asked about the ability to automate events via the antenna, and then we've got the action relay in the Signal update. Seeing how you can set the frequency in the action realy, I asked for the abilty to set other parameters for other blocks, and now we got that! Now I can wait for Space Engineers 2 in peace
I agree that the 3x3 hit box of the og turrets is unacceptable. I get you need to have a turret head rotate in nearly 360, but couldn't you make it to where the base could be inset into a block and make the turret more subdued instead of making the entire thing an easy target? Just seems like a waste of space.
Best cosmetic block is the bridge window control seat. Best block from a gameplay perspective is the new floodlights, no joke. We can finally light large spaces easily, and light up entire sides of asteroids to look for ores both of those scenes are 80 percent of the game for me so...game changer!
Wow I didn't realise there was so much in these updates, I'm def going to get it tonight, and start building a new ship.!!! Also them piston settings are way better, should have been like that from the start.
Man, the fact thar we can now set a specific distance and speed for the pistons on a button is gonna be reallly sweet. Just immagine a launcher or something like that
the flush cockpit have so much potential yet I still can't grasp the good design around it first thing that came in my mind is cybertruck due to super flat diagonal windshield lol
At first I thought the modular cargo container would be kinda useless for my style of building. Then I realized just how good space it was for its sheer flatness, and it just works out so well.
Jokes on you, I'm using them to build a rotating and moving station with automatic sun alignment (it will be like a disc with solar panels and will try to align one of it's sides with the sun)
The Set and Move feature is awesome, so excited for it's potential! I keep discovering new little improvements (because I'm too lazy to read the change log) like adding the smallest hinge and rotor heads and the medium ones (large small grid). Also, batteries now have recharge ON or recharge OFF for commands, not just ON/OFF toggle. Love it!
Now we just need Keen to update some of the older blocks so they match the newer style. The new turret should have replaced the old one and a new DOUBLE Gatling turret should have dropped. (looks like the new rocket turret, but with Gating guns...) Or an interior turret with conveyors... I really want them to have that option... I also want 3x3x2 Hydrogen Thrusters. Every build for a corvette or smaller frigate just has a bell sticking out of the underside so it can go into atmo and land to refuel. Still waiting on a vanilla 3x3 small grid piston!
Managed to get my hands on the Prototech Drill and the small grid Prototech Jump Drive yesterday. Soooo good! Can't wait to get more of these goodies. I know that people are playing this game for years, but i found it like months ago and i'm so hyped!
Awesome video as always, and Great update by Keen, I can't wait till the next update theory videos! especially if Space Engineers is getting an story, with all this new lore found in some of the new encounters! :D
I could finally play around with the new functions for the Pistons, Rotors and Hinges and the new "Rotate to Angle" function will finally allow me to make the Custom turrets return to position and retract in the hull of my Battlecruiser like I always wanted. Great addition! Now if you'll excuse me, I have a new version of my battlecruiser to build...
When I first saw the parabolic antenna, I was konda hoping it would act as a cross between the laser and a normal antenna, effectively acting as a directional antenna (which would expand out in a cone shape), which would be super useful for long range mining operations as you wouldn't need direct line of sight, but rather be in the "transmission cone" of the antenna, the large grid dish antenna would have been great for this too. (As it really doesn't make sense a directional (mostly) shoots out a signal in all directions. Also the peak SE music is definitely the "fun" music.
i would also like to add that the prototech gyroscopes are also LIGHTER than the base game gyroscopes, so its a no brainer to put those on your end game ships
man a game like this can go SO far, the creativity you could express on this game is second to none i just wish it was a newer engine so they could edit core mechanics like on foot pvp.
I was honestly surprised by how much I'm enjoying the new floodlights. Built a new small grid runabout and these things mounted perfectly to provide light where a pilot needs it, while using a lot less of them (2 of the angled corner lamps cover forward and left/right sides, with a slightly downward bias). So incredibly useful! The new planetary encounters are a nice change, and while redesigned to fit the new content lore, function very much like the Modular Encounters Mod from Lucas and crew! Seems like KSH rolled a bunch of the popular ME mods together into a unified core spawner system (think you and I briefly talked about this before lol) For the new encounters, if you have them enabled and don't get one within about 15 minutes or so, try exiting and restarting the save. Seems like the timer is based on session, and may remember how many times it *_didn't_* trigger. After 1 restart, I had the global pop around 5 minutes in, on the next restart had a planetary encounter pop within about 15 minutes (with the global encounter still in effect) (::edit::) I know it's mostly RNG for the spawner, but my first save I went almost an hour of flying without a planetary encounter spawn, now each time I get a new chunk load or spend extended time in the same chunk, seems to increased the encounter rate
@@Zer0sLegion Interesting, and good to know. Does sound like the same general system parameters Lucas and crew built out for the Modular Encounters mod. For me, the first one (planetary encounter) spawned right around 5-6km from my landing zone on the alien world. Was recording when it popped in around 15-20 minutes in-world... course it is very possible I wasn't paying attention and I was actually in-game longer.. distractions almost always happen when recording lol
The new jump drive reminds me of the FSD from Elite. Small grid is like the pickle nuke from Halo 2 Love the torch on the new thruster Probably more excited about the inset connector than any other block.
Hopefully the new kitchen units will balance for "Eat. Drink. Sleep. Repeat!" / "Plant and Cook" and they will have at least some functionality So far, the analogue of this add-on for a small grid is the "Decorative Pack for Small Grid" (and this is an indirect analogue, without functionality) Well, or for the "Daily Needs Survival Kit" (unlike Bačiulis, on October 15 there was some kind of update of its mod)
The thing I love most; that I personally won't experience, is that these new encounters contain the DLC blocks, and turrets, allowing players to scrapyard the DLC blocks into their games.
i really like the new bridge blocks they are cool the DLC is going to be awesome already entered for that also the small grid jump drive finally great review thanks
A part that I would like to see added to the game is a capacitor, basically a battery that has a much smaller charge capacity but can discharge and recharge much more power at once and faster
so two things the set value and execute for pistons will be insane for elevators as well and second i don't know if you noticed it or not zero but while i was fighting a Factorum warship at a encounter it launched a salvo of grid ai missiles before it entered turret rang which i thought was cool and it did it again halfway through the fight so it has the ability to print more
Hearing how excited you got about the piston range dialing makes me think I am missing something. That said, still looking like a lot of cool things overall.
While before you could set an upper and lower limit on moving blocks, this update allows for multiple steps inbetween, which for something like a mech that needs to pose can be very useful. It’s also good for multifloor elevators or a sort of turntable.
Could you explain a bit more about how the Prototech drill gets around 1.4 more materials than the base drill? Does that mean that, if I were to mine the same entire ore deposit with regular drills, I would get less than if I mined the same ore deposit with the Prototech drill? If so, that'd make Prototech resource gathering and refining even more efficient.
I love the planetary encounters. But am bummed because it seems they reduced the amount of NPC trade stations in-world to save PCU for encounter spawns. I play as a pirate, so my early game is raiding moon noob bases for resources. This makes that process much more interesting and challenging. But I wish that keen didn't change it to where ship grinding yielded SPRT rep. Too much sort rep spawns bounty contracts on you. A lot of players don't know that, so I'm guessing these planetary and global encounters might give a boost to the bounty mechanic's use. A side note: a good way to drop SPRT rep is by accepting escort contracts, and destroying/grinding the SPRT drones that spawn.
I don't think they've touched anything already in the game, this is just new stuff. I've actually seen more cargo ships in this update than I normally do.
@@Zer0sLegion I was meaning on the keen vanilla servers. Usually there between 2 and 3, maybe more, trade stations on the moon of various NPC factions. But it seems now every server I visit there is only one. I'm going to start collecting NPC trade station gps coords once I find a home server.
Between the great new features and blocks, the game just *feels* better. Not super keen (aaayyy) on the new way they sorted items but I love the new build menu. I hope it gets organized a little better Edit: also who else wasn't ready for the floodlights to be as bright as a sun lol
Also at 9:30, you're referencing the real-life Phalanx CIWS (Close-In Weapon System) that is mounted on Navy warships. The big bulge mounted on top of the gun is the gun's personal radar used for target acquisition and targeting, and that bulge has to have Line of Sight on it's target in order to track. Thus, the best place for it is right on top of the gun it's mounted on. CIWS turrets are used as the final line of defense versus missiles and aircraft when indirect countermeasures (stealth technology, for example, to deny accurate targeting in the first place) has failed.
Oooooooh new bridge blocks yeeeeeeeeeees Also the piston looks awsome! Looks a lot more sturdier now to, even though that might not be the case but oh well. Ah man, I hoped to the see better blocks for "everything", like faster assembling and MoAr PoWeR Reactors and such. Eh maybe in the next update 🤔
On steam keen’s previous release (signal) they revealed some info on what would be coming in this update at the bottom of the post. They said there would be: new end game blocks, a deep dive into pve, and a beginning of exploration. I agree that all those things were included but I didn’t list one of the things they mentioned. They also said in that same paragraph that there would be New Resources. What do you think about that? Would you say they included new resources in the sense that they added new components/prototech scrap, or do you think they were hinting at something that wasn’t able to make it into this update. Personally, if they are saying that this update added new resources then I feel that was a bit insincere. All the players that read that were thinking”oh boy we get to find new ores or minerals or maybe collect new gasses”. Do you think we could expect new Recourses in a future update?
@@Zer0sLegion yeah that just feel disingenuous, like if an ad said the next iphone had better battery life, better camera resolution, better connectivity, and three cool new features but the cool new features were just the battery, camera, and connection.
wait a second, i haven't played for years so ebar with me, the best features of this update beside the new powerfl locks, is : 1- we don't need timer blocks anymore o trigger multiple actions from the same action blocks 2- we can keybind specific settings from action blocks like piston directly into the button (huge) 3- PCU reduced from blocks (could be HUGE for servers depending of the "amount" of change Am i missing something or missunderstood ?
What I wouldn't give for a low profile Gatling gun rather than that tower (less durability and articulation would be a fair trade off), and a 4 high hangar door just so I can properly center my belly hangar bays.
You can get a VR plugin for the game but I am yet to be able to try it. Plugins are just like client side only mods. It has been so long since I installed the plugin so idk how but I'm pretty sure I just found it on the workshop and the links to download the proper version are in there.
@@Zer0sLegion Dam. There is something called SE VR World Demo on Steam that I have used. But it's not quite the same as proper SE VR, from memory at least.
I'll admit, I bought the DLC mostly for the square piston... I find my current landing leg system (piston + mag plate) fairly ugly due to the shape of the old pistons...
Already getting a Idea with the Rotar value for resetting custom turrets like for Capital ship main batteries or something back into there original postion with a single click other than the way you had to do it before and reset it manually, hoping somebody goes into more detail for the added value like that may make things a lot easier for everyone.
the encounters (minus the factorum gps points) might as well not even exist. because I haven't found a single one in over 15 hours. those GPS points might as well not matter either, because they are end game events. that still means the start of the game, and the VERY long mid game stays extremely boring, unless you mod the game (MES and AIenabled for the win). Keen said they will add more stuff... and I hope they do, cos they are sitting on a massive gold mine, they just gotta realize that... the potential is insane! but we shall see... The rest of the changes are pretty nice. the AI block changes have been noticeable for me for sure, so that is absolutely amazing!
@@Zer0sLegion Even so, they need some tweaking, or maybe more settings. Som players want them to appear muuuuch more frequently, and others want them to appear less, for some reason.
Something I like with the 'set and execute' command is that it means large custom turrets, such as antenna dishes or railgun turrets or whatever else, can now be set up in conjunction with timer blocks or event controllers to return to a default position when out of combat. Now if only regular turrets could do that. Still hoping for the ability to smoothly tie one piston, rotor, hinge or wheel's movement to another, allowing for both a semi-scuffed vanilla method to control wheels on subgrids, and for much more advanced forms of custom suspension, legs, turret arrays, all sorts of things. I just want to recreate Homeworld ground vehicle suspension, man. I will note that the gatling turret type 2 is actually worse for combating characters than the standard one. Both the default gatling turret and the interior turret are quite tall, and their gun is the highest point on the turret, meaning that when peeking around edges with a rifle, it's often difficult to get an angle on the turret where you can see it but it can't shoot you (though it is much easier if you are looking around a vertical edge to it, as then you can often just shoot the side of its base). This new turret does not have that aspect, as the gun is much lower on the turret and the large portion above it will still readily take bullets and disable the entire block. It is indeed based on the real CIWS anti-munitions and anti-air turrets, though only loosely - those have a very smooth top portion (I believe packed full of sensor equipment) and a rotary gatling barrel, rather than the three tandem weapons on this new design. I never really minded the old rocket turret - of all the weapons, it is the most different anyways, so it kind of works. I think both look good, and I honestly quite like the big angled pods on the old design. Small grid one is an upgrade to be sure. Wonder if we'll get modular tanks to go with the container.
Just survived a raid on a asteroid base, nabbed me a Proto-jump drive but now my battleship has more holes than the barrel after the fish have been shot
the new antenna in large grid has an attachment on the front of it, on that little square bit. you could probably attach the truss light to the front of it and it would look pretty cool. i dont have the dlc yet, so havent tested much
Timers didn't have just 9 programmable actions, they also had the page tabs - and have had for a very long time, probably ever since the block was added.
The Proto Tech Gyro must contain the power of Klang. If the grid follows the rotating mass inside of the gyro, the connected Grid must wiggle around violantly at all times... praise Klang or be destroyed x]
What's your favourite block or feature in this update? Let me know!
The new antenna
Planetary encounters
That the prototech has small grid versions and the new jumpdrive effect. And everything else of course
by far the new Thruster, now my giant ships are even more plausible. ^^
"Set Value and Execute"/"All Action Blocks now have multiple Toolbars"/"Separate On and Off actions to multiple Action Blocks"
2°
Encounters 1° XD
The more homy blocks like fridges are what I'm more excited for, finally I can fully design my ninjago ship and monastery.
Yeah, i love that kind of stuff, especially if it's interactive.
Gort is the best serf Ngl they should make him a noble.
Yes, we all misread homy.
@@AspenBrightsoul😅 Had to read it a few times
I’m glad I wasn’t the only one that read that wrong
it would be a fun feature if the captains desk had a small projector that would show the actual grid scaled down in mini as desk decoration
YES! That would be amazing!
Like that one mod forgot what it's called
The factorum do not mess about the warships are unbelievably tough, I wasn't expecting a shield on one of their baces
They don't mess around, they nuked me the first time I met them
@@Zer0sLegion the excessive warship 16mil kilo warship got trashed it survived but everthing was on fire
@@Zer0sLegionim i blind i couldn’t find it on xbox
@@MTF-EPSILON-11-5-NULL xbox hasn't been updated yet pretty sure, give it a bit of time
@@TechnicalOveride figured
The news with the piston distances actually got me excited. The new blocks are cool n all but now i can create life (mechs) in my own image
It's gonna be so useful!
That Modular Cargo Container looks really sexy.
A small grid cargo ship was often defined in its shape by these bulky boxes.
This new one makes for sleeker hulls.
I can easily see some of The Expanse ships from the Steam Workshop retrofitted and updated with the new Prototech and decoration blocks The Roci needs her coffee machine.
It's criminal that it's just decorative block and does not have animation of pouring coffee into cup!
The doors open on the kitchen set🤯 that's amazing! Now I can build a nice RV!
the prototech gyro block, the most overpowered block in the game
It is very very strong
I would argue base gyroscopes are very underpowered. High weight and iron cost for diminishing results. For large ships, you need so many gyroscopes to help move , because of all your gyroscopes
@@Erik_Ice_Fang and even the base gyroscope is infinitely better than the IRL counterpart
@@Erik_Ice_Fangand sometimes you need so many thrusters to move because of your thrusters, so many batteries to power them because of your batteries, extra jump drives just to move the mass of the original ones
yea, it's very detailed & even a accelerated block on SE.
Finally, they added some sensible end game blocks! and finally I don't have to fight myself forever or that OG base in the scenerio and I will have some reasonable opponents!
The global encounters are gonna be tricky in Singleplayer, maybe another nudge to finally build some drones.
Warheads💥
Make several compact rocket printers and eliminate everything
@@Zer0sLegion Warcrimes 💥💥💣💣
I actually heard that first new sound last night when I *ahem* liberated a pirate station. It started with the self destruct sequence
The simple fact that you can now set the values on pistons etc from the setup is my personal fav in this update. No more need for various scripts and or a million timer blocks, .... yay, well, a tentative yay at least until I have put it to the test :] Love the new bridge windows too :]
For the charge efficiency on the railgun, its not that its been changed. Rather the "loss" of charge transfer was accounted for in the base game math. But with the new prototech battery, since it is 90% efficient, they added a new variable to change the loss depending on the block. And to nail it home, they just slapped the power efficiency label on anything that can charge. (Batterys and railguns)
Tldr, railgun did not change. :)
Yeah, I said that. I said it was interesting that they added it to the UI now.
I'm just happy all (I think) my suggestions on the Keen support site have been implemented:
After the Automatons update I asked about the ability to automate events via the antenna, and then we've got the action relay in the Signal update.
Seeing how you can set the frequency in the action realy, I asked for the abilty to set other parameters for other blocks, and now we got that!
Now I can wait for Space Engineers 2 in peace
Someone's narcissistic
me totally NOT omw to make a faction out of entirely ai drones to swarm the factorum like angry bees
🐝🐝🐝You have to paint them like bees too!
Can confirm that angry bee swarm is effective.
Careful Zer0, I'm gonna start expecting uploads more than once a week 😤 don't play with my heart like this
This is a one week special, I'll die otherwise 💀
@@Zer0sLegion 🥲🥲🥲 (take care of yourself of course ❤️)
9:43 Effect is inside of the barrel CIWS lookin' ah turret. As for the 3x3 problem, def. gonna get a mod that changes that
Yeah, a lot of people have said that it's CIWS' inspired. I have no idea what that is so I just go by aesthetics 😅
I agree that the 3x3 hit box of the og turrets is unacceptable. I get you need to have a turret head rotate in nearly 360, but couldn't you make it to where the base could be inset into a block and make the turret more subdued instead of making the entire thing an easy target? Just seems like a waste of space.
@@Zer0sLegion big rotary cannon that shoots down missiles. Usually on ships like an aircraft carrier
Best cosmetic block is the bridge window control seat. Best block from a gameplay perspective is the new floodlights, no joke. We can finally light large spaces easily, and light up entire sides of asteroids to look for ores both of those scenes are 80 percent of the game for me so...game changer!
Agreed! The new floods are extremely useful on mining ships and structures.
Absolutely love the fact that we have all those action bars for all blocks like that. Made working with the ai blocks a lot easier
My favorite feature is the "set value and move" and more action-hotbars.
And for blocks, small grid bed!
It was a pleasure testing this update for months and watching your predictions, many of which being true. Thanks :)
Can’t wait to see someone try a mech focused let’s play thanks to the new update to pistons, hinges, and rotors!
Here's hoping!
Wow I didn't realise there was so much in these updates, I'm def going to get it tonight, and start building a new ship.!!!
Also them piston settings are way better, should have been like that from the start.
Man, the fact thar we can now set a specific distance and speed for the pistons on a button is gonna be reallly sweet. Just immagine a launcher or something like that
Best update feature!
@@Zer0sLegion
I just noticed how many times my keyboard stuttered while I wrote the comment
Forget launchers, what about elevators?
Highest quality Space Engineers videos as always o7
I strive to please!
the flush cockpit have so much potential yet I still can't grasp the good design around it
first thing that came in my mind is cybertruck due to super flat diagonal windshield lol
At first I thought the modular cargo container would be kinda useless for my style of building. Then I realized just how good space it was for its sheer flatness, and it just works out so well.
Yeah, it's a much less bulky for small gird ships
I will conceede defeat about the new turret. yes, its a gattling, not an auto cannnon.
We still need a new auto cannon though.
Just build one😜
Big grid auto turret tho less hassle for people especially console
The gatling is now perfect to make retractable 😊 no barrels sticking outside the mound!
Those prototech gyros are going to be such a life saver when it comes to huge capital ships.
They are soooooo good. The small ones are 10x more powerful, it's crazy!
Jokes on you, I'm using them to build a rotating and moving station with automatic sun alignment (it will be like a disc with solar panels and will try to align one of it's sides with the sun)
i believe the contact update gatling large grid is suppose to resemble a C-ram weapon system whilst being more spacey vibes
The sensor/toolbar change + piston/rotor set value is a GODSEND. Holy shit. FINALLY.
3:49 lol, funny bit for sure!
😅 Yeap, definitely meant to do that
@@Zer0sLegion 🤣
@@creeloper27that was just a demo of how strong the cockpit was mhm yup 😂😂😂
Yay helicopter 3:49 oh no helicopter crash
Oops😅
I know it's a pretty pointless bit of furniture, but I love the captain's desk. It's just so perfect for capital ships.
Finally a proper status symbol to show your unruly crewmen that you are, in fact, better than them.
Hey, I love decoration things like that as well!
The Set and Move feature is awesome, so excited for it's potential!
I keep discovering new little improvements (because I'm too lazy to read the change log) like adding the smallest hinge and rotor heads and the medium ones (large small grid).
Also, batteries now have recharge ON or recharge OFF for commands, not just ON/OFF toggle. Love it!
Yeah, I noticed that hinge things but it wasn't in the change log.
Well, then I'm glad I didn't read it 🙃
The fact that you predicted what the blocks were is insane
Ps: you should do a 100k subscribers special where you microwave the plushie
Just that good😅
And if I can do it, I will microwave the plushie
@@Zer0sLegion LET'S F-ING GOOOOOOO
Nice new drill but we need a ore detector increase range
TRUE, I need a better Ore detector!
You are the best adition to this update Zero, withput you we would not know about all this good stuff.
Thanks😅
13:41 I bet he would love a cockpit were you open its window to get in
YES YES YES YES YES
Now we just need Keen to update some of the older blocks so they match the newer style.
The new turret should have replaced the old one and a new DOUBLE Gatling turret should have dropped. (looks like the new rocket turret, but with Gating guns...)
Or an interior turret with conveyors... I really want them to have that option...
I also want 3x3x2 Hydrogen Thrusters. Every build for a corvette or smaller frigate just has a bell sticking out of the underside so it can go into atmo and land to refuel.
Still waiting on a vanilla 3x3 small grid piston!
I don't think there's many blocks left to do... The Gyroscope is the only one I can think of off the top of my head.
Managed to get my hands on the Prototech Drill and the small grid Prototech Jump Drive yesterday. Soooo good! Can't wait to get more of these goodies. I know that people are playing this game for years, but i found it like months ago and i'm so hyped!
Glad you're having fun!
the excitement in your voice lol. this is gonna be awesome
Awesome video as always, and Great update by Keen, I can't wait till the next update theory videos! especially if Space Engineers is getting an story, with all this new lore found in some of the new encounters! :D
Lore video soon!
I could finally play around with the new functions for the Pistons, Rotors and Hinges and the new "Rotate to Angle" function will finally allow me to make the Custom turrets return to position and retract in the hull of my Battlecruiser like I always wanted. Great addition!
Now if you'll excuse me, I have a new version of my battlecruiser to build...
It's very good stuff
When I first saw the parabolic antenna, I was konda hoping it would act as a cross between the laser and a normal antenna, effectively acting as a directional antenna (which would expand out in a cone shape), which would be super useful for long range mining operations as you wouldn't need direct line of sight, but rather be in the "transmission cone" of the antenna, the large grid dish antenna would have been great for this too. (As it really doesn't make sense a directional (mostly) shoots out a signal in all directions.
Also the peak SE music is definitely the "fun" music.
True, the fun music is so good, it hurts my ears
@@Zer0sLegion Nothing better than having it play on a drone sent towards your worst enemies, or hiding a sound block in your friends base 👀
Refrigerator has bricks of cocaine.
I can finally live out my Scarface role play fantasies in Space Engineers.
😥
So glad that there is constant feed of Zeros vids thanks to the update!
1 more to come this week! Then I sleep😴
i would also like to add that the prototech gyroscopes are also LIGHTER than the base game gyroscopes, so its a no brainer to put those on your end game ships
man a game like this can go SO far, the creativity you could express on this game is second to none i just wish it was a newer engine so they could edit core mechanics like on foot pvp.
so hype for vrage 3 but i know its a ways off
Finally! Long duration small grids! I can finally put living quarters in small ships.
The new toolbar actions made EXACTLY like i imagined it to work, like i wondered and wanted, 1 to 1 like it was in my head...
It's a great change, I was really excited by it
I was honestly surprised by how much I'm enjoying the new floodlights. Built a new small grid runabout and these things mounted perfectly to provide light where a pilot needs it, while using a lot less of them (2 of the angled corner lamps cover forward and left/right sides, with a slightly downward bias). So incredibly useful!
The new planetary encounters are a nice change, and while redesigned to fit the new content lore, function very much like the Modular Encounters Mod from Lucas and crew! Seems like KSH rolled a bunch of the popular ME mods together into a unified core spawner system (think you and I briefly talked about this before lol) For the new encounters, if you have them enabled and don't get one within about 15 minutes or so, try exiting and restarting the save. Seems like the timer is based on session, and may remember how many times it *_didn't_* trigger. After 1 restart, I had the global pop around 5 minutes in, on the next restart had a planetary encounter pop within about 15 minutes (with the global encounter still in effect)
(::edit::) I know it's mostly RNG for the spawner, but my first save I went almost an hour of flying without a planetary encounter spawn, now each time I get a new chunk load or spend extended time in the same chunk, seems to increased the encounter rate
The planetary encounters don't spawn near grids and spawn every 30 minutes to 1 hours. They're not really rare, they just don't spawn that often.
@@Zer0sLegion Interesting, and good to know. Does sound like the same general system parameters Lucas and crew built out for the Modular Encounters mod.
For me, the first one (planetary encounter) spawned right around 5-6km from my landing zone on the alien world. Was recording when it popped in around 15-20 minutes in-world... course it is very possible I wasn't paying attention and I was actually in-game longer.. distractions almost always happen when recording lol
The set value and execute plus the 10 bars is going to help a lot of people make things like retractable landing gears
Also i got an idea for a meme with the new gatling turret.
Yeah, and elevators! It's gonna be great!
The new jump drive reminds me of the FSD from Elite. Small grid is like the pickle nuke from Halo 2
Love the torch on the new thruster
Probably more excited about the inset connector than any other block.
Hopefully the new kitchen units will balance for
"Eat. Drink. Sleep. Repeat!" / "Plant and Cook" and they will have at least some functionality
So far, the analogue of this add-on for a small grid is the "Decorative Pack for Small Grid" (and this is an indirect analogue, without functionality)
Well, or for the "Daily Needs Survival Kit" (unlike Bačiulis, on October 15 there was some kind of update of its mod)
The thing I love most; that I personally won't experience, is that these new encounters contain the DLC blocks, and turrets, allowing players to scrapyard the DLC blocks into their games.
i really like the new bridge blocks they are cool the DLC is going to be awesome already entered for that also the small grid jump drive finally great review thanks
The Set and move feature is the biggest gamechanger ever.
Yeah, 100%
A part that I would like to see added to the game is a capacitor, basically a battery that has a much smaller charge capacity but can discharge and recharge much more power at once and faster
For a moment I was considering entering for the giveaway but with everything they’re adding I’m more than happy to pay for the stuff
I love this game so much haha I’m very new too it, but love it.
so two things the set value and execute for pistons will be insane for elevators as well and second i don't know if you noticed it or not zero but while i was fighting a Factorum warship at a encounter it launched a salvo of grid ai missiles before it entered turret rang which i thought was cool and it did it again halfway through the fight so it has the ability to print more
The set value also works for those missile salvos too. Now you dont need to timer out every action in a loading mechanism
Yeah, I have seen that, it was very cool. Nice to see how far the AI has come.
Hearing how excited you got about the piston range dialing makes me think I am missing something. That said, still looking like a lot of cool things overall.
You couldn't do that before, it's a super cool feature. Like, you can build elevators now and all sorts!
While before you could set an upper and lower limit on moving blocks, this update allows for multiple steps inbetween, which for something like a mech that needs to pose can be very useful. It’s also good for multifloor elevators or a sort of turntable.
Could you explain a bit more about how the Prototech drill gets around 1.4 more materials than the base drill? Does that mean that, if I were to mine the same entire ore deposit with regular drills, I would get less than if I mined the same ore deposit with the Prototech drill?
If so, that'd make Prototech resource gathering and refining even more efficient.
Yes, it extracts more materials per voxel removes. I did a video just about Prototech and showed what it can do.
I love the planetary encounters. But am bummed because it seems they reduced the amount of NPC trade stations in-world to save PCU for encounter spawns. I play as a pirate, so my early game is raiding moon noob bases for resources. This makes that process much more interesting and challenging. But I wish that keen didn't change it to where ship grinding yielded SPRT rep. Too much sort rep spawns bounty contracts on you. A lot of players don't know that, so I'm guessing these planetary and global encounters might give a boost to the bounty mechanic's use. A side note: a good way to drop SPRT rep is by accepting escort contracts, and destroying/grinding the SPRT drones that spawn.
I don't think they've touched anything already in the game, this is just new stuff. I've actually seen more cargo ships in this update than I normally do.
@@Zer0sLegion I was meaning on the keen vanilla servers. Usually there between 2 and 3, maybe more, trade stations on the moon of various NPC factions. But it seems now every server I visit there is only one. I'm going to start collecting NPC trade station gps coords once I find a home server.
Between the great new features and blocks, the game just *feels* better.
Not super keen (aaayyy) on the new way they sorted items but I love the new build menu. I hope it gets organized a little better
Edit: also who else wasn't ready for the floodlights to be as bright as a sun lol
Also at 9:30, you're referencing the real-life Phalanx CIWS (Close-In Weapon System) that is mounted on Navy warships. The big bulge mounted on top of the gun is the gun's personal radar used for target acquisition and targeting, and that bulge has to have Line of Sight on it's target in order to track. Thus, the best place for it is right on top of the gun it's mounted on. CIWS turrets are used as the final line of defense versus missiles and aircraft when indirect countermeasures (stealth technology, for example, to deny accurate targeting in the first place) has failed.
Yeah, I get why it looks like that, I just don't think it looks very good 😅
Oooooooh new bridge blocks yeeeeeeeeeees
Also the piston looks awsome! Looks a lot more sturdier now to, even though that might not be the case but oh well.
Ah man, I hoped to the see better blocks for "everything", like faster assembling and MoAr PoWeR Reactors and such. Eh maybe in the next update 🤔
I imagine we'll get more Photoetch Blocks in the future.
On steam keen’s previous release (signal) they revealed some info on what would be coming in this update at the bottom of the post. They said there would be: new end game blocks, a deep dive into pve, and a beginning of exploration. I agree that all those things were included but I didn’t list one of the things they mentioned. They also said in that same paragraph that there would be New Resources. What do you think about that? Would you say they included new resources in the sense that they added new components/prototech scrap, or do you think they were hinting at something that wasn’t able to make it into this update. Personally, if they are saying that this update added new resources then I feel that was a bit insincere. All the players that read that were thinking”oh boy we get to find new ores or minerals or maybe collect new gasses”. Do you think we could expect new Recourses in a future update?
The new resource is prototech.
@@Zer0sLegion yeah that just feel disingenuous, like if an ad said the next iphone had better battery life, better camera resolution, better connectivity, and three cool new features but the cool new features were just the battery, camera, and connection.
wait a second, i haven't played for years so ebar with me, the best features of this update beside the new powerfl locks, is :
1- we don't need timer blocks anymore o trigger multiple actions from the same action blocks
2- we can keybind specific settings from action blocks like piston directly into the button (huge)
3- PCU reduced from blocks (could be HUGE for servers depending of the "amount" of change
Am i missing something or missunderstood ?
Yeap, all those things are in the update
fav block is the modular container and the inset connector
Yeah, it's the best looking cargo container we have by far!
Fridge, cooking stuff.. .may be our Engineer will get hungry in ten years of service and start eating)
The square piston alone is enough to make the cosmetic pack worth it :D
Yeap, it's beautiful!
What I wouldn't give for a low profile Gatling gun rather than that tower (less durability and articulation would be a fair trade off), and a 4 high hangar door just so I can properly center my belly hangar bays.
So, now we need VR support on SE ... :D
I would love that! And, I could write off a VR headset as a business expense😜
You can get a VR plugin for the game but I am yet to be able to try it. Plugins are just like client side only mods. It has been so long since I installed the plugin so idk how but I'm pretty sure I just found it on the workshop and the links to download the proper version are in there.
@@rex9412 It doesn't work properly as far as i'm aware.
@@Zer0sLegion Dam. There is something called SE VR World Demo on Steam that I have used. But it's not quite the same as proper SE VR, from memory at least.
"cracks brain" aight time to reinstall SE and finish my square ship.
I'll admit, I bought the DLC mostly for the square piston... I find my current landing leg system (piston + mag plate) fairly ugly due to the shape of the old pistons...
Already getting a Idea with the Rotar value for resetting custom turrets like for Capital ship main batteries or something back into there original postion with a single click other than the way you had to do it before and reset it manually, hoping somebody goes into more detail for the added value like that may make things a lot easier for everyone.
This is giving me ideas 😈
@@Zer0sLegion It'll definitely help people who want to learn the new features so I call it a win win situation
I had to pause the video, but I believe the keys on the keyboard (from top to bottom) are 'ESC', 'TAB', 'CAPS LOCK', 'SHIFT', and 'CMD'.
That's what they're supposed to be, that's not what they say
the encounters (minus the factorum gps points) might as well not even exist. because I haven't found a single one in over 15 hours.
those GPS points might as well not matter either, because they are end game events. that still means the start of the game, and the VERY long mid game stays extremely boring, unless you mod the game (MES and AIenabled for the win).
Keen said they will add more stuff... and I hope they do, cos they are sitting on a massive gold mine, they just gotta realize that... the potential is insane! but we shall see...
The rest of the changes are pretty nice. the AI block changes have been noticeable for me for sure, so that is absolutely amazing!
Planetary encounters spawn between 30 minutes to 1 hours and not near player grids. I will admit i've struggled to find them myself though.
@@Zer0sLegion Even so, they need some tweaking, or maybe more settings. Som players want them to appear muuuuch more frequently, and others want them to appear less, for some reason.
11:57 Maybe someone from Keen likes "Space Battleship Yamato" ..... Yamato 9...? idk
🤷♂️I feel like that would be very obscure
You are strapped in, when in your seat.
So don't be too afraid of accidents.
You say that until the accident happens.😱😱
That media player is going right into the center console of my rover!
I'm fine with the gatling taking up 3x3 I just wish it was taken up visually as well
9:40 I’d imagine that big block to be onboard sensors and stuff since the ammo barrel thingamajig is on the bottom of the barrel
Yeah it probably is but that doesn't stop it being ugly to me 😅
Something I like with the 'set and execute' command is that it means large custom turrets, such as antenna dishes or railgun turrets or whatever else, can now be set up in conjunction with timer blocks or event controllers to return to a default position when out of combat. Now if only regular turrets could do that.
Still hoping for the ability to smoothly tie one piston, rotor, hinge or wheel's movement to another, allowing for both a semi-scuffed vanilla method to control wheels on subgrids, and for much more advanced forms of custom suspension, legs, turret arrays, all sorts of things. I just want to recreate Homeworld ground vehicle suspension, man.
I will note that the gatling turret type 2 is actually worse for combating characters than the standard one. Both the default gatling turret and the interior turret are quite tall, and their gun is the highest point on the turret, meaning that when peeking around edges with a rifle, it's often difficult to get an angle on the turret where you can see it but it can't shoot you (though it is much easier if you are looking around a vertical edge to it, as then you can often just shoot the side of its base). This new turret does not have that aspect, as the gun is much lower on the turret and the large portion above it will still readily take bullets and disable the entire block. It is indeed based on the real CIWS anti-munitions and anti-air turrets, though only loosely - those have a very smooth top portion (I believe packed full of sensor equipment) and a rotary gatling barrel, rather than the three tandem weapons on this new design.
I never really minded the old rocket turret - of all the weapons, it is the most different anyways, so it kind of works. I think both look good, and I honestly quite like the big angled pods on the old design. Small grid one is an upgrade to be sure.
Wonder if we'll get modular tanks to go with the container.
I'm surprised there isn't an option to set turrets back to default at this point.
Just survived a raid on a asteroid base, nabbed me a Proto-jump drive but now my battleship has more holes than the barrel after the fish have been shot
The prototech gyro will have my dreadnought moving like a fighter
It is that powerful, you wouldn't believe
the oven cooking made me sub nice pun
Nice, got one!
the new antenna in large grid has an attachment on the front of it, on that little square bit. you could probably attach the truss light to the front of it and it would look pretty cool. i dont have the dlc yet, so havent tested much
Does it? That would be pretty cool if it does!
@@Zer0sLegion yes
I noticed when I was watching the after party vod
Set Value and Execute? I'll have to experiment with pistons and elevators.
Yeah, it's gonna be so good! Much easier to do that kinds of stuff now!
Now that is a game that listens to it's players
Now i can build an elevator with just a piston and a button panel.
Yeap, super cool!
Keem really cooked with this update, can't wait to make some new ships with the new blocks (the ships in question will never get finished)
Still waiting for the giant space Dorito
@@Zer0sLegion soon tm
They also updated progression
Timers didn't have just 9 programmable actions, they also had the page tabs - and have had for a very long time, probably ever since the block was added.
I didn't say they didn't have tabs, just that they had more options with nine at the bottom
The Proto Tech Gyro must contain the power of Klang. If the grid follows the rotating mass inside of the gyro, the connected Grid must wiggle around violantly at all times... praise Klang or be destroyed x]
True, except it's Clang 😜
@@Zer0sLegion Oh no, what have I done?
Almighty Clang have mercy, I'm just a simple Engineer!
10:34 the square piston is also alot less buggy than the base one especially when tryin to place oter pistons on them
Look closer at the warfare large reactor you will see the flush cockpit shape in it.
I don't see it