Space Engineers | Mechyard Survival: Episode 09 - Change of Plan
ฝัง
- เผยแพร่เมื่อ 3 ม.ค. 2025
- In this episode I build a docking station for the Mantis and make a start on some aerial defense because I think I've annoyed ASRT 🤔
Mantis Mk 01 Blueprint
Steam: steamcommunity...
ModIO: mod.io/g/space...
Mini-Bachi Mk 01 Blueprint
Steam: steamcommunity...
ModIO: mod.io/g/space...
#spaceengineers #mecha #survival #needtocreate
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/ @dread_mechanic
Played bit of SE when it first came out, now started playing again and built my first basic mining and patrol ships in survival, then I get recommended your video which has a giant mech patrol, man this is really awesome! Love your creativity and thinking, keep it up
Thank you! There will be more giant mechs soon enough and I'm always open to suggestions 👍
It's all so high tech. I'd love to see it look sleek, rather than rusty. 😁
I've done lots of sleek & stylish paint schemes in the past. For this series I wanted something a little more rustic with a "used future" sort of vibe.
0:27 Looks like a Helldivers 2 Factory strider.
Thank you.
I haven't been on HD2 for a while. First time I played it I spent far too long trying to get a good look at the robots and kept getting blown up 🤣
You could make another flying drone, one that has enough solar-panels and is light enough so it only docks up when it is low on ammo. It could be set on a very wide patrol as an even more of an early warning! Maybe even be able to call the other flyers when an enemy is detected!
I have got some plans for something more long range, my only issue with Solar Drones is the Mass vs Output ratio of small grid solar panels.
They're quite large & heavy for not a lot of power.
The Solar Drones I've made in the past have still had to rely on battery power, the Solar Panels just increased the lifespan before recharge.
I definitely want to try making some satellites for long range automation, they'll almost certainly end up being solar powered.
As for drones calling in other drones as back up, that's absolutely part of my plan 👍
@dread_mechanicair to air refuelling? Lol ive seen a mod that adds wings, that generate free lift when moving forward. Makes planes feasible. Perhaps this is whats needed for a solar drone. If its limited to recon only
lol I started cracking up when the alarm went off... after everything was dead. Too funny.
oh oh and I wanted to say. I am more excited to see what you build in SE2 than anything else. This is going to be a whole new level.
I'm excited too! I REALLY hope we get a full set of 25cm mechanical blocks. I want to make tiny robots!
A battery swapping system could be cool. Every robot of a certain class has the same battery system, it will dock, battery swapped for a full one, and sent back out. That way, you could have a revolver type system of batteries and have potentially 10 robots with one dock.
Also, do you have a repair area? Perhaps theres a way to detect damage, turn on a projector, got to the repair dock.
Even add parachutes and a sos beacon to stop it from plummeting to ground
Oh I like that idea. I would probably have to do it with the larger mechs for space reasons.
And I've got repair bays set up for the Scrapikomas, but I haven't set up any for the others yet.
Event Controllers can also detect Projectors and Block damage as far as I know so a damage repair system might not be too difficult
You're a Space Engineers super genius! Amazing builds.
Thank you so much!
Hi Dread Mechanic! I've just gone through the videos in this series and I'm impressed with all the mechs you've built so far! Keen to see what you're planning so I'm looking forward to the next one. Might be good to have one or two Mini-Bachi stationed at the drone bay that only trigger when an enemy's nearby in case all drones are charging. Also, when running out of Action Relay channels combining two to form an AND-gate might be useful, though that would take a redo of all current action relays.. Looking forward how you'll manage that. Again, awesome job!
Thank you so much for watching the whole series so far! I am planning on having some stand-by aerial defense and I might start having to use some tricks with the Relays soon...I'm up to 34 separate channels now 🤣
first video ive ever seen from this channel sees intro only thought is "holy shit thats fucking fire"
Thank you very much! I've got lots of live streams of how I build this stuff and a little catalogue of blueprints on Steam & ModIO if you ever want a closer look at them 👍
would be so cool a "scramble" command that launches in sequence all the aerial drones, like, you keep only one or 2 in patrol but when they see an enemy coming they send this signal and you see an "organised" launch
That's kind of the plan with the other half of that first hangar. The last 3 drones will be combat support for the first 3, I just need to solve the power issues first 🤣
its going to be fun seeing how you combat the power problem you keep running into with so many drones. Id say make multilabel small solar arrays scattered out the base that track the sub using icys solar script. that way your power output is better and will last longer when there is sun. at least 3 medium sized solar towers can charge batteries rather quickly however with your ever growing grid of drones and grid itself. id defiantly lean more towards at least 5-6 medium solar arrays inorder to keep your base charged and your drone charged with ease with out having to worry about the wind turbines until night time. also id defiantly suggest finding an ice lake near by so if you do plan on switching to reactor power you have enough ice to fuel a space veering ship capable of breaching the atmosphere for when you go for the black gold hunt.
I like the idea, but I'm trying to do this series as vanilla as possible. There's one or two little mods in their but I'm trying to make everything scritpless and seeing how far I can get with just in-game logic.
And I'm already planning something quite ridiculous to deal with the power issues and it absolutely involves an ice lake and going to space 😂
@dread_mechanic oh no... but icys solar script is very friendly for performance and i use it all the time. but i see where ya coming from.
@@K3rmit94 Why not just use Custom Turret Solar Tracking?
SO....FREAKIN....AWESOME!
i wanna live here. lol
Awesome work. Subbed
Thank You!
Lov'n the Mini-Bachi drones. Can't wait to see a swarm of them chew up and spit out any ASRT ship foolish enough to get too close to the base.
Initial testing of the first Mini-Bachi showed it trying to land before the platform was fully raised into position.
I was thinking you'd either have to increase the piston speed so the platform was lifted in time, or, as you seemed to have done, send the signal sooner so the piston had time to raise before the drone arrived.
The end result looks so much smoother. Amazing what a little bit of fine-tuning can do to automated units.
Are there any plans to have turrets that only target projectiles (missiles/rockets/torpedos) to help protect the base while other turrets and the mechs/drones take out the ships?
Have you tried or had any success with dividing up the primary targeting when a mech/ship has multiple guns?
As in, one gun is targeting weapons while another is targeting thrusters, something like that.
Is that something where it would require multiple AI blocks that would/could interfere with each other, or is that not an issue provided the guns aren't fixed-mounted (on separate sub-grids)?
With an Action Relay (or some other method) could you go ore scouting, send out an Ore Deposit GPS, and have a mining drone (or something like the Mantis & Jellyfish) accept that GPS then go there to start mining?
Now I'm curious about how you might try to design some sort of unicycle mech.
Thank you! I've built 3 of them now and the little bugger are stealing all my power so I either need to build the world biggest solar farm or I need to get some Uranium.
Yeah the Mini-Bachi was a bit too hasty land at first, but that's what testing is for, a few little tweaks can make all the difference.
As for the targeting stuff, what you've suggested is pretty much exactly what I'm experimenting with.
I'm trying to preserve as much loot from the enemy drones as possible so all the mechs are set up to target either Weapons or Propulsion currently and it's not working to bad.
Multiple CTCs on the same grid don't have any problems targeting multiples enemies, the only issues like that are when the AI Offensive block tries targeting something in front while the CTCs are targeting something behind.
I have been thinking about how I could make an auto-mining system.
I could easily get the Red-Fish to travel to a GPS and engage the drilling sequence, but as far as I know I'd still have to manually scout and set the waypoints myself.
Unicycle you say? 🤔
it, so satisfying... YURP! Liked & Subscribed
Thank you!
I must say the Scrapkomas' are STILL my favorite creations of yours this series. Their so fast n small and they both give me "friend-shaped" vibes theyre just so stinkin cute
The Red Knee also gives me "friend-shaped" vibes which is ironic given that i have arachnophobia
Edit: ffs the Mini-Bachi is ALSO friend shaped!! Also, what's this about a _Giga-Bachi??_
Technically the Scrapikomas only have 4 legs, so just think of them as big puppies with guns 🤣
@dread_mechanic *GUNPUPPIES!!!!!!*
Flying robotic dragons😮 dang
There'll be bigger ones once I get Uranium 😉
😱
Locking a landing gear from your computers to the base will stop them clanging out like they did here.
That would probably help, but the main issue there was the armour blocks to the side were damaged and the deformation was pushing on the subgrid. As soon as I welded it up again it stopped clanging.
Uma coisa que simplesmente eu não entendo, se existe tantas tecnologias e agora tecnologias alienígenas, porque a desenvolvedores não colocam pernas modulares para fazermos exoesqueletos ? Algo pra podermos fazer robôs que sejam realmente ergometricos, responsivo! (Pernas, braços e armas e todos utensílios que já temos no space enginners, até mesmo modders fazerem isso seria um sonho
Já vi esse argumento antes,
para mim toda a diversão está em projetar as pernas e a animação de andar.
Se os engenheiros espaciais tivessem módulos de pernas pré-construídos, a construção de mechs não seria mais interessante do que comprar uma nova atualização no Armored Core.
Isso também restringiria você apenas a esse estilo de perna e há tantos tipos de pernas quanto há criaturas vivas.
O Google traduziu isso para mim, espero que faça sentido.
what npc mod do u use cuz all the other ones dont work anymore
In this playthrough I'm using Splitsie's Assertive Combat Systems mod
steamcommunity.com/sharedfiles/filedetails/?id=1902970975
As far as I know, MES based NPC mods still work fine as the new in-game Global Encounters were created to work side-by-side with MES 👍
@dread_mechanicI can confirm that info. Imber, incon, cult and reaver work as expected. Most probably a lot more. The only issue which can happen is, that they might spawn more often. But hey, I'm all in for some more fun ;)
could you have your mining mech go out on its own and get resorces when you get low?
Sort of...I could easily program him to travel to GPS markers and launch the drill, but I would need to manually scout locations first.
I've been thinking about adding a few more Remotes or Task blocks so I can set a bunch of preset locations and send him out to the one when I need it, but he'd still eventually drill through the deposit and would need manually repositioning.
I wish there was a way for Ore Detectors to interact with the AI blocks...
@dread_mechanic I wish that the Sensor block could be set to sense Ore Voxels for use in automation.
@@travispluid3603 Absolutely. It's a shame there's no way for Ore Detectors to interact with Sensors, Event Controllers or AI blocks.
If you could do a vid on the computer, you lost me when you started talking binary. Very cool vids.
There's a lot of little tutorials I need to find the time to make.
But the basics of it is rather than having Timers with loads of different confusing commands in them for all sorts of blocks, I like to set up up Event Controllers with Lights so I can use the Lights as an On/Off or True/False switch.
Have one action when the Light turns On (e.g. Piston Extending) and another when the light turns Off (e.g. Piston Retracting).
It makes it much easier when playing with Event Controllers & Timers sequences.
Instead of having to worry about lots of different blocks and actions, you can just flick the lights on and off in different combinations.
It also helps with bug fixing, if a light hasn't switched on when it's supposed to you'll have a better idea of where you messed up.
@dread_mechanic for sure I started watching a couple, hinge portions were really confusing. So I am going to look through your videos today, see if I can find very very basic step by steps. For slow old dude with bad eyes, bad hearing, to follow haha
Confusing part so far is the light, I understand the concept if the light is on, via event blocks, but I missed a part somewhere. How does the other event blocks turn on an off the light automatically. Assuming its a lot simpler than I think, light on turns event on, so i assume other events are triggered by triggered events.
@@1985Sherwood Yeah I basically set up an Event Controller/Light as an on/off switch for a particular action.
Then I use another Event Controller to trigger that light under certain parameters.
That's why the docking computers have a set of ECs/Lights that perform the actions.
And then a separate set of "Stage" ECs that are looking for the conditions to trigger those lights.
A Little Example:
I've got 3 x Event Controller/Light switches.
The first one Opens/Closes a Door.
The second Extends/Retracts a Piston
The third Lock/Unlocks a Connector.
I then build another bunch of Event Controllers and name them Stage 01, Stage 02, etc.
Stage 01 looks at the Door Open/Close event and when it detects the Door is Open it turns the Piston Light ON.
Stage 02 looks at the Piston Position event and when it reaches 100% it turns the Connector Light ON.
So after setting those bits up I can activate the entire sequence just by switching on the Door Light ON.
Then I could make a Stage 03 EC that looks at the Connector Locked/Unlocked event.
And when it detects that it's been unlocked it could turn the Piston light OFF.
Then a Stage 04 could be set to detect Piston Position so when it retracts to 0% it switches the Door Light OFF.
And after setting that up I can retract the entire thing by switching off the Connector Light OFF.
Then I could take it another step further and make an On/Off switch for the entire thing with another EC/Light.
I'd set the EC to the Block On/Off event and in the first slot turn the Piston Light ON and in the second slot turn the Connector Light OFF.
Now when I flick new master switch on & off the entire sequence can play out in both directions 👍
Seriously awesome designs, although none of them used one of the best parts of a mech. All of your docking systems adapted to the mech, instead of visa versa.
I had expected the dog mechs to lay down to dock, same with the giant grinder. Is it not as easy as I'm thinking it would be?
Thank you!
Getting the multipeds to lay down would require more Timers to change from standing to lying position and there's only so much space in the designs to work with.
Once I get Uranium sorted out I can strip out some of the batteries and make space for more functions 👍
I expecting to see you make Metalgear Rex in one of these videos.
I've actually tried at least 2 or 3 times to build Rex. His leg design and center of balance are really difficult to work with.
I might give it another try at some point soon, need to get Uranium before I more advanced stuff 👍
11:25
😍💚💚💚
u need a defensive wall
Yes I have been considering this but I keep expanding the base. Once I've built myself a spaceport I might wall it all off and make plans to establish an off-world base somewhere.
👎👎👎👎👎
U ok hun?