The Advanced Welding mod has an extra feature that you might want to use. If you hold down the right mouse button while holding a grinder and looking at a block, the grinder will be locked to that block. You can then hold down the left mouse button to grind it down and the grinder will stop as soon as the block is completely ground down. No need to worry about accidentally grinding the block behind it.
An idea: a grid that spawns with a running engine with an antenna set to broadcast. The antenna will broadcast as long as there is fuel in the engine creating an incentive to drop everything and chase down the signal before it burns through all the fuel similar to the idea of an unknown signal, you could even paint it like a cow
Here's an idea, broken/crashed versions of some of your creations from previous series. Finding a broken down Goose would be pretty fun, an easter egg that even if you don't get it you will still love it.
All I can picture is him coming across a downed Cockroach, Aglomination, Coffin, or Booze Bus; then going full Planet of the Apes Statue of Liberty scene over it.
Splitsie Just to let you know, I was browsing the Space Engineers steam discussions and I noticed a trend... Everyone tells new players to watch your tutorials on the game!!! Even the devs do that! Poor Kanajashi he is not mention once, or anyone else... 😁
I've had many years of feedback from comments to correct or confirm a lot of my knowledge which has certainly helped with the tutorials. The current ones that are up there were also reviewed by my patrons before being posted so I was able to catch a few errors that way too :)
You know one mod that's become a mandatory one for me? The welder eye strain reduction mod. I know this is a twitch vod, but I would like to kindly suggest it if at all possible. That welder flicker is pain.
Hey Splits! New sub and long time SE veteran (4600hrs +/-). Thanks for this content brother, it’s refreshing to see this style of gameplay. Love what you’re doing and the vision you have with this mod. I look forward to seeing what more you add and come up with! Have a fantastic day good sir.
Is there a way to influence your placeable blocks (in the G menu) and components through scripts? Because then you can make some kind of mod that adds 'schematic' items which you can find in wrecks and which unlock new placeable blocks and stuff you can make in the assembler/survival kit. Because then you can make some natural way of implementing progression without completely messing up the balance. In combination with disabling voxel damage (so no drilling) that would make assemblers somewhat useful because you can use them to scrap wrecks and dis-assemble stuff back into ingots which you can use to manufacture other things. But you would still need to head out to collect scrapped wrecks and search for the elusive schematics that would get you further in the game. It would make the game loop of 'find scrap, hoist it home, attach it to your base/vessel' less repetitive.
35:31 Economy needs to be opened up so you can set up stuff like in the default Valley scenario (whatever that was called) with the shops. Or to be like a trading station one of the mods I added (I’m not even sure which one, as I added a lot of them) that adds more stations, shipwrecks, and ships; and added a Trade Spacestation that would accept ores, ingots, and components (all at different selling stations) and give you “station credits” (that only existed there on the station) that could be used to buy resources, components, ammo, (Engineer held) weapons, and med station access. As it stands, economy is best used with the one food and drink mod, to be able to use the vending machine to get food and drink.
It might be handy to create a minimalist flatbed trailer design, cheap so you could have a few of them. With a row of mag plates with control buttons. That way you could just toss things in the back and lock them down. When the trailer is full come back to base and grab an empty one. That way you could have a greater selection of parts at build time to make more 'complete' items. A changeable toolhead for the crane wrist rotor might be cool too. Mag lock, grinder, welder (with connectors to load/unload from base or truck and some storage), and man lift w/controls for building. Maybe some fancy feet on outriggers so you don't fall over. And a few cans of rust mort. Good show. Take your thumbuppance...
7:38 next step would be to calculate the distance and angel between points for a gps directly were the object is. I better stop before I get detected by nerd alarm. I m geomatic so navigation and distance is my thing. Greetings Kendoka2
Some notes about using economy in this sort of set up. There are very few economy stations on the surface of planets (max I've seen is two) and they can be on the opposite side of the planet. Stations are specialized, so there is no guarantee that the one in your data pad will actually buy anything that you can get (ie. ores and ingots). If you get lucky, and they will buy components, then you need to salvage those components. Also due to specialization, not all stations sell ships and, even if they do, the cost is in the millions. You would only be able to do acquisition and search (which could get you fairly easy money but is dependent on terrain, your current vehicle and whether jet packs are enabled) contracts. You still need to do lots of salvaging to earn credits and it is in your best interest to use early salvage to get better set up for more salvaging. Only in certain circumstances will using the economy system actually help you and there is still the possibility that it won't help you at all.
There are more than just 2 economy stations per planet, finding them is the real issue. Keen made the number of stations roughly the same regardless of planet diameter, so while it's easy to find a station on a moon, it's really hard to find them on planets. Also screwed up on worlds without planets, where you end up with a solar system sized deadzone with no stations at all, I complained about it, Keen never ever considered fixing it.
The way I've set this up people will be able to enable economy if they like but I still don't think it would be the right call for a server based setup. Solo or in a small group where you can trust people not to abuse it, sure but something more public, nup
a little forklift truck like you have in Survival Impossible for base work would be good I think, Also might want a connector for charging on the front of your crane truck maybe that can extend out from the side on a piston so you don't have to disconnect your future trailer every time you want to charge up
I am so looking forwards to this being released! It's already amazing! Also, I don't know if you've named your crane truck yet, but if not, can I suggest The Rusty Giraffe? Because it keeps sticking it's neck out. Congratulations on the teaching job, but please don't forget us, your faithful students and reward our good behaviour with more of your excellent tutorials!
Absolutely loving this, can't wait to load it up and play myself, would be a nice touch if you had the base vehicles for the scrap models as ***VERY*** low spawn chance. Like the Jalopy and the Upe finding a spare vehicle could be a life saver if you lose your survival kit on a rover but the rover isn't dead yet. Then a respawn back at base isn't a game over.
Unfortunately, even a rare rover find is still going to render your game over if you crash unless you've already found that rover. I've got survival kits to be found and medical components to be found so you should be able to assemble a backup before you get too far into it that respawning in a new rover is particularly painful :)
I've also heard some of your intro and outro music being used in commercials for Canadian Tire, which is the go-to place for many a professional or DYI repairman and engineer. They also have some hilarious commercials, featuring a character named "Gary" if you ever want to check some of them out. Also, for the teaching job, you definitely need to keep one of your "I don't cheat, I just sometimes forget the rules" merchandise around, ideally a mug or something.
Just had a thought. I used to drive a lorry mounted crane (HIAB). The setup on these is as follows first and second sections are fixed length ( though in SE it could be pistons) and third extending. There is a knuckle hinge between each section and an option for rotating head. Point being it all folds up neatly and can reach anywhere on the loading bed. I might have to give it a go on my next build
@@Flipsie I appreciate that real world isn't the same as in game and was not trying to be critical, just explaining the concept of how they design to fit these things into an area 8' X 6 X 4 and still manage to reach 40'. Really enjoying the scrap concept
I was thinking is that this scrapyard thing would go very well with economy when configured properly. So you can collect scrap, sell parts and also buy some things you lack.
You mentioned at some point decreasing the amount of storage in a connector. My concern is that it will render the truck somewhat annoying initially. You would have so little storage, you won't be able to carry anything until you rebuild the truck with a found container.
That's a valid point. I've since realised that if I want to limit connectors being used as cargo I can just make computers a little more difficult to find, which may be a better way of soft limiting them (if they need to be limited at all)
My main problem with the Economy features in SE is that, sometimes if I turn them off, the economy stations will still spawn and I cannot remove them. Hostile grids really seem to hate the stations too, despite the stations being in a safe zone. [Even after removing the safe zone, the game simply crashes as soon as the economy station is damaged]
Splitsie's sense of direction reminds me of what we used to call "goldfish navigation" - swim straight ahead until you hit glass and then flip a coin"...
Got ask, how are you planning on handling ammo production? as you seemed to thinking of adding Assert. We've all seen how much ammo you'll need to fight them.
I was thinking the same: Ammo is going to be challenging since you can't produce any, meaning you would need to either find or steal anything that you want to shoot. Adding ASSERT may have been a bit optimistic here. And even if you could produce ammo, magnesium is not a very common resource.
Ammo will be found through loot, the early ASSERT bases don't spawn drones and only have interior turrets so I was interested to find out if you'd be able to use them to bootstrap your way to something more powerful :)
Splitsie, using pistons and a landing gear would allow you to create outriggers to stabilize the rig during operations. This addition would prevent you from toppling over during crane operation
Yup, I probably should have added one, though I'm now tempted to make a system that can function without the landing gear lock. Just for the extra challenge 🤔
A bit late for this suggestion, but maybe something to consider - rather than using hinges to give you the small grid conversion inside the sheds, perhaps rotors would be more stable? The rotor head should sit above the voxels more reliably than the hinge part, and I think advanced rotors would be similar in part value? A though for allowing parts to be made - at the moment (in this test playthrough) the only part you are going to destroy (deliberately) is computers - making them more common in cargo/loot might be better than allowing them to be crafted, though. Edit; just had a odd idea, in AA you pick up the 'part' needed to place the Assertive small thrusters (I think you picked up a few hydrogen ones the other episode) - perhaps a rare chance of picking up the part needed to actually PLACE an otherwise locked block will allow some more flexibility? Perhaps only for gyros and program blocks due to them only have a single attachment point.
It's possible you're right about the stability with regards to the voxels. My concern at the time was that rotors (even when locked) have a tendency to spin a bit while hinges are a bit more stable due to reduced freedom of movement
the moment you attached the Wind Turban (i mean Turbine... sorry couldn't resist) ;) i had a strong suspicion that it would start swinging your rover about like some crazy lasso trick lol thanks for another awesome episode, i do think the spawns feel more reasonable now tbh, at least you can find stuff at a better pace rather than spend most the time wondering where the hell things are, but then again that search light really does seem to help a lot more than i thought they would
Yeah, the spawns feel like they're frequent enough now that I should just run across things as opposed to having to mark them and track their locations :)
@@Flipsie it's a pity there's not a mod to allow a map marker (that i know of).. so you can mark on the general location for a potential find, doesn't have to be 100% accurate but rather within a radius, the moment you set GPS i think say it reads out the distance from your location where you can utilise the Compass mod more efficiently and say N.... from position 2KM and it should give a 100-700m radius depending on how long it takes to enter the marker definitely feels though a much more balanced playthrough this week
I’ve realized one thing with this play style, it would make playing with the food and drink mod (which you introduced me to, and I pretty much always run with now) nearly impossible; with the “no mining” making gravel impossible to get (unless it is in the loot table). Unless my first construction was a vending machine and an Economy ATM.
Since my initial planning phase I've been working on the premise that food/drink mods are not compatible as I didn't want to put the time into balance something like that, I'd prefer to put that time into making the more vanilla experience better by making extra grids or balancing it :)
@@Flipsie It’ll be interesting to run your scenario once it’s done without it, it’ll be the only thing but Escape from Mars I’ve run without it. Including my own “salvage only” run attempt.
@@Flipsie I thought you mentioned in ep.1 that the Survival Kit will only be able to produce gravel. Functionally useless except as a spawn point in vanilla, but critical for, well, survival if using the Daily Needs mod.
@@Flipsie A very honest engineer answer. At least when it comes to small scale (electronics) engineering, at least in my experience with the technician side of that.
If you set a toggle on the hotbar to lock/unlock the wrist hinges, it would be easier to have the attached items orient themselves to the perpendicular while trying to move them into a set position, or would that cause problems with the park mod? Also, place pistons on each side of the rover between the rear wheels to use as jacks and/or crane stabilisers.
Pistons AND mag plates, so the crane is locked to the ground when moving around something really big. Real cranes have those stamps as wel which take the weight instead of the wheels/tracks when lifting.
I had intended to build a locking mechanism, clearly got distracted but thankfully also knew how stable this design was thanks to using something similar in Scavenger Hunt :)
2:31:31 No, the way to summon Klang (or Clang, I thought you were going to say that Clang starts with “C” because Capac) is to say “This will definitely work.”, “This is perfect!”, or “Nothing can go wrong!”.
yeaaaah another video of salvage!!! looking foreward to see it :-) hopefully you can release it soon :-) Thx for giving us another reason to play this game again and again and again :-)
A fellow by the name of MadMavn has done a no-suit survival series, where the jetpack and helmet are disabled, and he starts on Helghen for extra pain. It involves lots of time spent at the medical room if you're working outside.
Yup, as with millions of other people. I'm just glad I've found an effective workaround so I can ignore it until a driver patch or SE patch fixes it :)
If you are going to allow the survival kit to make/break down parts, perhaps limit it to basic iron components, (e.g. steel plate, interior plate, girder, construction component).
I'd prefer not, as I think there's something nice about the weld pads being a considered choice as opposed to the one you do just because it's better in every way, plus they have computers so this helps keep them important for a little longer :)
So, now that I have finished this, I would definatly play this but less the escape to space and more just make a giant scrapyard with an overhead crane to unload the crane truck, would be interesting to see if I can make an overhead that works like 1s I have run.
Love the content!! Always great to see you make reasons to go to this an that place to add the huge amounts of depth and qol(and ideas) that you give to the content. also kind of happy im the 666'th like! hehehe! Keep on rocking it Splitsie!!
Release. It. I neeeeeeeds it. My precesious! Seriously, though, this not only has gotten me back into playing, but actually has me thinking of streaming again (both in general, and this stupidly lovable game). But, seriously. Release this. NOW.
I'll have a think this week about what I feel it needs to be released, at the very least I need to come up with some buildings that can have assemblers to be found in them
It utilises some functions of mes to delete the blocks. Was tricky to find the right combo of effects since both blocks are necessary for the behaviours to function
@@Flipsie Thanks for the reply. I will read more through the github and work on trying to figure it out, unfortunately, I am a visual learner and got this far by watching you, Red S games, and Meridus_IX. Basically, I have been setting up/building a modpack for my sons and I to play through, rover only, after seeing your videos with the signal disappearing after a bit, that is what I was trying to do, I have been creating wrecks, fuel stations and abandoned 18wheelers but the signals are just too long.
Hey Splitsie, lovin the vids. Can you link the Force Dynamic Grids mod as I went to nevcairiel's workshop and its not there also tried searching but to no avail. Definitely a mod to have! Cheers!
I see one problem with the block build restrictions you've set up in this... gyros. If you're playing mostly vanilla (no advanced welding), you don't have a reasonable means of reclaiming gyros as they only have one attachment point, so you'd have to put your merge block there and leave it there. You can build all the mechanical blocks, I feel like gyros should be buildable too.
I don't see a problem with that, if you choose not to play with advanced welding then you only have to deal with a single merge block being attached to them, or be careful to grind them off while keeping a block attached below them. The mods I've made can only work on PC so there shouldn't be any great need to avoid the advanced welding mod. I like the idea that gyros are scarce because they're a block so often forgotten it feels fun to make them something you actively search for :)
You can work around this by adding an armor block to the gyro, then adding a merge block. You can then attach it in 5 different orientations. Only downside is that you need to plan the build to incorporate the armor block.
you should add a block that the clean up options look for to remove things. that way you do not need to go into admin mode to remove then and it makes the mod pack more multiplayer friendly.
I don't believe there's a way for cleanup to function like that (though there may be server plugins which do it). It would be a good idea if it could work though :)
First, great new "series", love the concept of the mod and scenario? Just wondering (although I know you don't want to add in many dependencies), what would the Rust Mechanics mod do to this mod/scenario?
That mod would add a lot of challenge, anything you leave out is going to deteriorate and might leave you stuck. I can't really remember the exact conditions it used for stuff breaking down
@@Flipsie You could set the option that only unpowered grids rust, would make it interesting in conjunction with your spawn rate, an old shed would or windmill would have a lot less resources in them. Still viable for repair though
During this i had an idea for a multiplayer server with friends and in the server world everyone is in their own small ish solar systems and they can only meet once they realize where echother are
It may not be what you want or even possible, but wouldn't it be possible to make a mod that would change normal recipes for buildables like "Large Cargo Container" to require something like "Large Cargo Container Chassis" which you could get only by grinding down already existing blocks or maybe even in the late game by using something like chassis maker module for Assembler? I think it would make building easier while still requiring you to find the blocks first.
In this case the complicated building challenges are the goal rather than an annoying side effect. I started working on this because I wanted things like cranes to be useful and important 🙂 It's certainly possible and not especially complicated to do things the way you suggest but it's not the goal here
@@Flipsie I haven't played for a while so I might be totally wrong, but wouldn't players feel more intimidated to take on bases with turrets since you could loose everything you have quite easily without a good way to stockpile backup parts? And having tower of blocks for every non-buildable block seems quite impractical.
@@Flipsie Maybe making it, so that only large grid grinders can get them so you still have to bring them to your base. And you would have to find the grinder too, so at the beginning you would have to build like you are doing now but after discovering the grinder you would have it easier.
@@Flipsie thanks Splits, just finished setting it up after watching the tutorial you have on cranes, I do have to say it’s much easier then using build vision to move said parts 😁
I'm sure I'm a bit behind on this series but after watching you use the crane, I would like to suggest installing deployable outriggers like real crane trucks have Seeing the way the crane tends to jiggle when using digital inputs (keystrokes) is it possible to have some joystick input to the game to handle fine adjustments when using it? I see you are using the mouse for some inputs but I feel like it could be too sudden a movement for some applications. I've tried using joystick input in the past but it seemed pretty buggy. Or I was completely reading things wrong and it was just my fault it didn't work, not sure I've heard you mention some way to have messages sent to and from the game via some serverside plugin type things. I'm very interested to see how those work as I wanted to have such features in my game as well. I have some basic knowledge of programming and can understand how to open and use a basic socket to send information but I know nothing about interfacing with Space Engineers at that level. I kinda like the idea of building a satellite that can relay for example, text messages from an external source and then your base or vehicle could pick up the message from the satellite and show it on a screen. Maybe save the info somehow locally to the base/vehicle or even use it as commands to make block tools activate or what ever else like using a hotbar button What are your thoughts on custom blocks that are things like vehicle frames? I mean a toughened frame shape that you can build on but not *really* modify so you have to work within its limits to build your vehicles that is also hard or perhaps impossible to repair. Maybe not necessarily useful in this particular series but I think could make a nice constraint to work with in the future
I've got some Arduino boards and ESP32 boards that are capable of being a network client. I can communicate with (as practice) an IRC server and send/receive messages to a #room. I'm working on testing out some LCDs to readout the messages on the hardware so I can stop using the serial console. I got to thinking it would be fun to build the arm mounted computer the Engineer wears during play that could actually readout what is in a cargo system for example
Would it be beneficial to cut power to the End-Effector of the Crane so the hinges and rotors drop to be level with gravity before picking things up? Particularly by the top side of whatever you're trying to lift. Then power them back on as needed before grabbing the object to be hauled
I guess we'll have to see how good the automaton update is to see if that ends up being feasible as it's not too far off from the concept that w4sted and I have discussed before
The reason you want to extend progression is because that's about the only thing that exist in the game. When starting a new game, you get all excited because "there's so much to do", but when you have the basics down, there's nothing left to do. You make yourself a miner, so you can get resources, so you can make an awesome ship, but what's the purpose of that awesome ship? You're doing an earth->pertram run? Cool, then what? There's no progression, so your mods are adding the progression. But you still then hit the same "now what?" issue, just further down the road. I've got thousands of hours of playtime in this game, and I've played a lot of Kerbal too, and the main difference is that, even though in both games you get "basic stuff and you make things out of it", HOW you make the thing out of it matters WAY more than in space engineers. Your think that gets to the moon, you can't just "scale it up" and then get to the outer planets. You need different strategy, you need to evolve, you need to do stages, refueling spots, etc. Space Engineers? Well, you have a jump drive? You can get anywhere. You also already have all resources, so there no progress there. (Unless you use the mod scarce resources.) So yeah, the mods you do are doing a LOT to extend Space Engineer game's life, and they are very appreciated. For me, KSH owes you.
The Force Dynamic Grids mod is what I have been searching for for a long time now. However after searching for that mod I have to conclude that the modder has hidden it on steam, am I correct in this or am I just overlooking it somehow?
17:31 I d visit that class. During Covid you were a mechanic for ambulances I believe???? Correct me if I m wrong. I d be interested in what you teach exactly. Greetings Kendoka2
Perhaps have level 1 grinder / welders be more available in the inventory of scrap you find? It feels slow seeing you do it with a basic grinder / welder (not as criticism to the speed of the series).
I wondered if remote controls are buildable. (I assume antennas and beacons are disabled, otherwise Splitsie wouldn't have had to push the beacon around on his truck bed.) And also if remote controls should be buildable: They aren't an item required for getting yourself unstuck, so they could be disabled. But the rate at which you find them depends a lot on how often the glitch happens that fails to delete them (like at 3:35:55 on the highway bridge section today).
I can place buttons and I didn't disable remote controls as there is a circumstance where a remote being available can be all the difference - remotes need far fewer materials and when combined with a passenger seat can fill the functions of a cockpit :)
I've been avoiding the grid manipulation mods just to get a feel of what the more 'vanilla' approach would play like. To make sure it's properly viable and that it can work without extra stuff 🙂
Yes I agree with the progression feature, i think keen started it wrong, my idea is that progression should be little bit diffrent it would be cool to have like a research block and you would put material in and it researches better material and also ore you put cobalt and you unlock grids you research grids and get cargo container Research it to lvl2 and you unlock thrusters, and it would be great with some new material, and production blocks could change because if you are researching ore you could have diffrent refineries for diffrent ores, new assemblers for new materials, components. This should of have happend in industrial update but it was more od dlc based :/ i hope keen improves the game not just adding features, optimizes the game because with new updates my pc just cannot handle me spawning more then 2 ships :( We need like exploration update, with the new progression thingy, some new resources, new vehicle types because lets face it in vanilla we only have flying ships and rovers, what about planes, helicopters, ships, submarines, tanks, trainss! Love your vida btw
The Advanced Welding mod has an extra feature that you might want to use. If you hold down the right mouse button while holding a grinder and looking at a block, the grinder will be locked to that block. You can then hold down the left mouse button to grind it down and the grinder will stop as soon as the block is completely ground down. No need to worry about accidentally grinding the block behind it.
I always seem to forget that's a thing 🤔
@@Flipsie this was hurting me this episode haha.
An idea: a grid that spawns with a running engine with an antenna set to broadcast. The antenna will broadcast as long as there is fuel in the engine creating an incentive to drop everything and chase down the signal before it burns through all the fuel similar to the idea of an unknown signal, you could even paint it like a cow
That's an interesting one, it's going on the list :)
Your not the only one who has been waiting all week for this.
We all really love the new spins you keep putting on SE.
Here's an idea, broken/crashed versions of some of your creations from previous series. Finding a broken down Goose would be pretty fun, an easter egg that even if you don't get it you will still love it.
I'm generally hesitant to put things like that in, though you may discover some little callouts to the wrong way up series in the wreckage you find 🙂
All I can picture is him coming across a downed Cockroach, Aglomination, Coffin, or Booze Bus; then going full Planet of the Apes Statue of Liberty scene over it.
Ok, Splitsie grinding down the cockpit under usable at the exact moment he runs out of suit energy is the most Splitsie thing ever. Of all time.
It does seem to be the one resource bar he is totally blind to.
Splitsie Just to let you know, I was browsing the Space Engineers steam discussions and I noticed a trend... Everyone tells new players to watch your tutorials on the game!!! Even the devs do that! Poor Kanajashi he is not mention once, or anyone else... 😁
I have seen the Devs mention Splitsie multiple times in live streams, for years now, so yeah.
Splitsie tutorials are the only reason I was ever able to learn this game! He is the man no doubt.
I've had many years of feedback from comments to correct or confirm a lot of my knowledge which has certainly helped with the tutorials. The current ones that are up there were also reviewed by my patrons before being posted so I was able to catch a few errors that way too :)
Most choose Aussie over Canadian for anything other than bacon.
@@npenick66 Canadian bacon is just a slice of ham. Nothing like bacon at all.
You know one mod that's become a mandatory one for me? The welder eye strain reduction mod. I know this is a twitch vod, but I would like to kindly suggest it if at all possible. That welder flicker is pain.
Hey Splits! New sub and long time SE veteran (4600hrs +/-). Thanks for this content brother, it’s refreshing to see this style of gameplay. Love what you’re doing and the vision you have with this mod.
I look forward to seeing what more you add and come up with! Have a fantastic day good sir.
That crane cockpit is fricking fantastic.
Walk into your class and say "Gooday, everybody. Welcome back to Survival Unlikely."
Is there a way to influence your placeable blocks (in the G menu) and components through scripts? Because then you can make some kind of mod that adds 'schematic' items which you can find in wrecks and which unlock new placeable blocks and stuff you can make in the assembler/survival kit. Because then you can make some natural way of implementing progression without completely messing up the balance.
In combination with disabling voxel damage (so no drilling) that would make assemblers somewhat useful because you can use them to scrap wrecks and dis-assemble stuff back into ingots which you can use to manufacture other things. But you would still need to head out to collect scrapped wrecks and search for the elusive schematics that would get you further in the game. It would make the game loop of 'find scrap, hoist it home, attach it to your base/vessel' less repetitive.
35:31 Economy needs to be opened up so you can set up stuff like in the default Valley scenario (whatever that was called) with the shops.
Or to be like a trading station one of the mods I added (I’m not even sure which one, as I added a lot of them) that adds more stations, shipwrecks, and ships; and added a Trade Spacestation that would accept ores, ingots, and components (all at different selling stations) and give you “station credits” (that only existed there on the station) that could be used to buy resources, components, ammo, (Engineer held) weapons, and med station access.
As it stands, economy is best used with the one food and drink mod, to be able to use the vending machine to get food and drink.
The economy stuff is getting more API access in the coming patch so hopefully we'll start to see work in that area when it eventually goes live
It might be handy to create a minimalist flatbed trailer design, cheap so you could have a few of them. With a row of mag plates with control buttons. That way you could just toss things in the back and lock them down. When the trailer is full come back to base and grab an empty one. That way you could have a greater selection of parts at build time to make more 'complete' items.
A changeable toolhead for the crane wrist rotor might be cool too. Mag lock, grinder, welder (with connectors to load/unload from base or truck and some storage), and man lift w/controls for building.
Maybe some fancy feet on outriggers so you don't fall over. And a few cans of rust mort.
Good show. Take your thumbuppance...
when that "what's a streak" comment came up i immediately thought "dont look ethel" (from the song the streak)
7:38 next step would be to calculate the distance and angel between points for a gps directly were the object is. I better stop before I get detected by nerd alarm. I m geomatic so navigation and distance is my thing.
Greetings Kendoka2
Some notes about using economy in this sort of set up. There are very few economy stations on the surface of planets (max I've seen is two) and they can be on the opposite side of the planet. Stations are specialized, so there is no guarantee that the one in your data pad will actually buy anything that you can get (ie. ores and ingots). If you get lucky, and they will buy components, then you need to salvage those components. Also due to specialization, not all stations sell ships and, even if they do, the cost is in the millions. You would only be able to do acquisition and search (which could get you fairly easy money but is dependent on terrain, your current vehicle and whether jet packs are enabled) contracts. You still need to do lots of salvaging to earn credits and it is in your best interest to use early salvage to get better set up for more salvaging. Only in certain circumstances will using the economy system actually help you and there is still the possibility that it won't help you at all.
There are more than just 2 economy stations per planet, finding them is the real issue.
Keen made the number of stations roughly the same regardless of planet diameter, so while it's easy to find a station on a moon, it's really hard to find them on planets.
Also screwed up on worlds without planets, where you end up with a solar system sized deadzone with no stations at all, I complained about it, Keen never ever considered fixing it.
The way I've set this up people will be able to enable economy if they like but I still don't think it would be the right call for a server based setup. Solo or in a small group where you can trust people not to abuse it, sure but something more public, nup
oh yea i love that your continuing this
a little forklift truck like you have in Survival Impossible for base work would be good I think, Also might want a connector for charging on the front of your crane truck maybe that can extend out from the side on a piston so you don't have to disconnect your future trailer every time you want to charge up
Yup, maybe I could use the mini batteries and the next engine I find for one, since I still haven't found a full sized battery
@@Flipsie too true .. love the content .. thanks for sharing
No shoes on Triton quickly becomes a "jet pack only" play style.
I am so looking forwards to this being released! It's already amazing!
Also, I don't know if you've named your crane truck yet, but if not, can I suggest The Rusty Giraffe? Because it keeps sticking it's neck out.
Congratulations on the teaching job, but please don't forget us, your faithful students and reward our good behaviour with more of your excellent tutorials!
Don't worry, the reason I took this job was that it gives me security without stepping on my content creation 🙂
Absolutely loving this, can't wait to load it up and play myself, would be a nice touch if you had the base vehicles for the scrap models as ***VERY*** low spawn chance. Like the Jalopy and the Upe finding a spare vehicle could be a life saver if you lose your survival kit on a rover but the rover isn't dead yet. Then a respawn back at base isn't a game over.
Unfortunately, even a rare rover find is still going to render your game over if you crash unless you've already found that rover. I've got survival kits to be found and medical components to be found so you should be able to assemble a backup before you get too far into it that respawning in a new rover is particularly painful :)
I've also heard some of your intro and outro music being used in commercials for Canadian Tire, which is the go-to place for many a professional or DYI repairman and engineer. They also have some hilarious commercials, featuring a character named "Gary" if you ever want to check some of them out.
Also, for the teaching job, you definitely need to keep one of your "I don't cheat, I just sometimes forget the rules" merchandise around, ideally a mug or something.
Lol it seems a few advertising companies like the same music I've used 😂
1 block elevation changes can be done hinge-hinge as well. Takes a lot of space up though.
Yeah, both solutions end up enormous
Just had a thought. I used to drive a lorry mounted crane (HIAB). The setup on these is as follows first and second sections are fixed length ( though in SE it could be pistons) and third extending. There is a knuckle hinge between each section and an option for rotating head. Point being it all folds up neatly and can reach anywhere on the loading bed. I might have to give it a go on my next build
I'll be replicating my pk65 in game so I never have to stop operating
I'm pretty happy with how well it folds up now, though it's still not as neat or stylish as my one from survival impossible 😂
@@Flipsie I appreciate that real world isn't the same as in game and was not trying to be critical, just explaining the concept of how they design to fit these things into an area 8' X 6 X 4 and still manage to reach 40'. Really enjoying the scrap concept
I was thinking is that this scrapyard thing would go very well with economy when configured properly. So you can collect scrap, sell parts and also buy some things you lack.
You mentioned at some point decreasing the amount of storage in a connector. My concern is that it will render the truck somewhat annoying initially. You would have so little storage, you won't be able to carry anything until you rebuild the truck with a found container.
That's a valid point. I've since realised that if I want to limit connectors being used as cargo I can just make computers a little more difficult to find, which may be a better way of soft limiting them (if they need to be limited at all)
My main problem with the Economy features in SE is that, sometimes if I turn them off, the economy stations will still spawn and I cannot remove them. Hostile grids really seem to hate the stations too, despite the stations being in a safe zone. [Even after removing the safe zone, the game simply crashes as soon as the economy station is damaged]
It is annoying that the only way to remove them is with save file editing
Please tell me you use the falling Capacs screen saver when you are teaching. That would be amazing!
Splitsie's class on Orienteering, that sounds like a class i need!
Splitsie’s class on Orienteering would end in everyone finding themselves completely lost, and somehow on separate continents.
With guest lecturers Hibiki Ryoga and Adm. Peter Peachfuzz, USN (ret)
Splitsie's sense of direction reminds me of what we used to call "goldfish navigation" - swim straight ahead until you hit glass and then flip a coin"...
Got ask, how are you planning on handling ammo production? as you seemed to thinking of adding Assert. We've all seen how much ammo you'll need to fight them.
I was thinking the same: Ammo is going to be challenging since you can't produce any, meaning you would need to either find or steal anything that you want to shoot. Adding ASSERT may have been a bit optimistic here.
And even if you could produce ammo, magnesium is not a very common resource.
Ammo will be found through loot, the early ASSERT bases don't spawn drones and only have interior turrets so I was interested to find out if you'd be able to use them to bootstrap your way to something more powerful :)
Splitsie, using pistons and a landing gear would allow you to create outriggers to stabilize the rig during operations. This addition would prevent you from toppling over during crane operation
Yup, I probably should have added one, though I'm now tempted to make a system that can function without the landing gear lock. Just for the extra challenge 🤔
@2:57 I can't wait to see the predictions for when you try and place a full hydrogen tank you find with that crane method.
A bit late for this suggestion, but maybe something to consider - rather than using hinges to give you the small grid conversion inside the sheds, perhaps rotors would be more stable? The rotor head should sit above the voxels more reliably than the hinge part, and I think advanced rotors would be similar in part value?
A though for allowing parts to be made - at the moment (in this test playthrough) the only part you are going to destroy (deliberately) is computers - making them more common in cargo/loot might be better than allowing them to be crafted, though.
Edit; just had a odd idea, in AA you pick up the 'part' needed to place the Assertive small thrusters (I think you picked up a few hydrogen ones the other episode) - perhaps a rare chance of picking up the part needed to actually PLACE an otherwise locked block will allow some more flexibility? Perhaps only for gyros and program blocks due to them only have a single attachment point.
It's possible you're right about the stability with regards to the voxels. My concern at the time was that rotors (even when locked) have a tendency to spin a bit while hinges are a bit more stable due to reduced freedom of movement
As to the block placement thing, I'm not sure how painful that would be for gruzzob to do as his mod making that possible is so far beyond me
the moment you attached the Wind Turban (i mean Turbine... sorry couldn't resist) ;) i had a strong suspicion that it would start swinging your rover about like some crazy lasso trick lol
thanks for another awesome episode, i do think the spawns feel more reasonable now tbh, at least you can find stuff at a better pace rather than spend most the time wondering where the hell things are, but then again that search light really does seem to help a lot more than i thought they would
Yeah, the spawns feel like they're frequent enough now that I should just run across things as opposed to having to mark them and track their locations :)
@@Flipsie it's a pity there's not a mod to allow a map marker (that i know of).. so you can mark on the general location for a potential find, doesn't have to be 100% accurate but rather within a radius, the moment you set GPS i think say it reads out the distance from your location where you can utilise the Compass mod more efficiently and say N.... from position 2KM and it should give a 100-700m radius depending on how long it takes to enter the marker
definitely feels though a much more balanced playthrough this week
I’ve realized one thing with this play style, it would make playing with the food and drink mod (which you introduced me to, and I pretty much always run with now) nearly impossible; with the “no mining” making gravel impossible to get (unless it is in the loot table). Unless my first construction was a vending machine and an Economy ATM.
Since my initial planning phase I've been working on the premise that food/drink mods are not compatible as I didn't want to put the time into balance something like that, I'd prefer to put that time into making the more vanilla experience better by making extra grids or balancing it :)
@@Flipsie It’ll be interesting to run your scenario once it’s done without it, it’ll be the only thing but Escape from Mars I’ve run without it. Including my own “salvage only” run attempt.
@@Flipsie I thought you mentioned in ep.1 that the Survival Kit will only be able to produce gravel. Functionally useless except as a spawn point in vanilla, but critical for, well, survival if using the Daily Needs mod.
4:11:33 Why build your turbine tower at the opposite corner of where you dropped off the turbine instead of the nearest corner?
Dunno, just did it that way without putting any thought in whatsoever :P
@@Flipsie A very honest engineer answer. At least when it comes to small scale (electronics) engineering, at least in my experience with the technician side of that.
If you set a toggle on the hotbar to lock/unlock the wrist hinges, it would be easier to have the attached items orient themselves to the perpendicular while trying to move them into a set position, or would that cause problems with the park mod?
Also, place pistons on each side of the rover between the rear wheels to use as jacks and/or crane stabilisers.
Pistons AND mag plates, so the crane is locked to the ground when moving around something really big. Real cranes have those stamps as wel which take the weight instead of the wheels/tracks when lifting.
I had intended to build a locking mechanism, clearly got distracted but thankfully also knew how stable this design was thanks to using something similar in Scavenger Hunt :)
I do hope this modpack comes out around the time of the ai update because thats my new playthrough sorted.
Great work splits
It should come out before then - I hope :P
been playing this today, added improvised engineering for my personal preference. been having a blast.
2:31:31 No, the way to summon Klang (or Clang, I thought you were going to say that Clang starts with “C” because Capac) is to say “This will definitely work.”, “This is perfect!”, or “Nothing can go wrong!”.
yeaaaah another video of salvage!!! looking foreward to see it :-)
hopefully you can release it soon :-)
Thx for giving us another reason to play this game again and again and again :-)
You're very welcome - it's fun coming up with new ways to play it :)
if capac was in this series you'd have to call it "Scrap and Klang"
Speaking of no suit... I was thinking, what if we don't even have a space suit to start with? Is that possible? Having to craft a spacesuit? ;p
It's something that's being worked on by some modders I think
A fellow by the name of MadMavn has done a no-suit survival series, where the jetpack and helmet are disabled, and he starts on Helghen for extra pain. It involves lots of time spent at the medical room if you're working outside.
You could move the control platform to the distal section just above the wrist to have a combination crane/cherry picker.
That's a good point :)
@@Flipsie And that would also hopefully give you better visibility of how and where you are grabbing your target.
Don't need a second rotor at the tip of the crane
Can put a cam near the crane hitch for a better view lining up welds etc
Yes I do, because I want the crane to be able to flip that part back on itself if required so may need dual rotors to keep alignment while doing so
What audio chipset does your motherboard use? Realtek?
Yup, as with millions of other people. I'm just glad I've found an effective workaround so I can ignore it until a driver patch or SE patch fixes it :)
imo, I think the beacon signals on spawns should last a bit longer if possible... maybe 30 seconds. A little longer to create reference GPS points.
If you are going to allow the survival kit to make/break down parts, perhaps limit it to basic iron components, (e.g. steel plate, interior plate, girder, construction component).
Yeah, if it can do anything it'll be very little, maybe even just exchanging steel plate for interior plate
Could you place the plushy on the front of the crane control as a swing instead of a bobble-head?
Yeah, I could, maybe when I find another one 🤔
Maybe the survival kit should be able to make only the 3 mats that are required in making the weld pads ???
I'd prefer not, as I think there's something nice about the weld pads being a considered choice as opposed to the one you do just because it's better in every way, plus they have computers so this helps keep them important for a little longer :)
@@Flipsie you make a valid point.. and if I think about it, it comes down to start up versus long term spawn luck...
So, now that I have finished this, I would definatly play this but less the escape to space and more just make a giant scrapyard with an overhead crane to unload the crane truck, would be interesting to see if I can make an overhead that works like 1s I have run.
I wouldn't mind making a gantry crane at some point 🤔
This highlights the need for a "wire spool" or winch.
13:30 spray everyone with windex when they enter the stadium
it prevents streaking
Ooooh the little nails clicking on the floor
Out of curiosity why are the holo tables allowed when the projector blocks are not?
Love the content!! Always great to see you make reasons to go to this an that place to add the huge amounts of depth and qol(and ideas) that you give to the content. also kind of happy im the 666'th like! hehehe! Keep on rocking it Splitsie!!
Release. It. I neeeeeeeds it. My precesious!
Seriously, though, this not only has gotten me back into playing, but actually has me thinking of streaming again (both in general, and this stupidly lovable game).
But, seriously. Release this. NOW.
I'll have a think this week about what I feel it needs to be released, at the very least I need to come up with some buildings that can have assemblers to be found in them
I couldn't find the Force Dynamic Grids mod on the Workshop, what's the link for it?
steamcommunity.com/sharedfiles/filedetails/?id=2940745842
I already cant wait for this to release...
hey splitsie have you released the modpack yet?
Looking forward to playing this on a server
Didyou say clean up is off or just turned down?
Love the series and cant wait for the mod. I must have missed it. how did you do the remote control and antenna explode/removal after a certain time.
It utilises some functions of mes to delete the blocks. Was tricky to find the right combo of effects since both blocks are necessary for the behaviours to function
@@Flipsie Thanks for the reply. I will read more through the github and work on trying to figure it out, unfortunately, I am a visual learner and got this far by watching you, Red S games, and Meridus_IX. Basically, I have been setting up/building a modpack for my sons and I to play through, rover only, after seeing your videos with the signal disappearing after a bit, that is what I was trying to do, I have been creating wrecks, fuel stations and abandoned 18wheelers but the signals are just too long.
Hey Splitsie, lovin the vids. Can you link the Force Dynamic Grids mod as I went to nevcairiel's workshop and its not there also tried searching but to no avail. Definitely a mod to have! Cheers!
Here you go, I think he's accidentally got it unlisted steamcommunity.com/sharedfiles/filedetails/?id=2940745842
@@Flipsie Youre a star! cheers
I see one problem with the block build restrictions you've set up in this... gyros. If you're playing mostly vanilla (no advanced welding), you don't have a reasonable means of reclaiming gyros as they only have one attachment point, so you'd have to put your merge block there and leave it there. You can build all the mechanical blocks, I feel like gyros should be buildable too.
I don't see a problem with that, if you choose not to play with advanced welding then you only have to deal with a single merge block being attached to them, or be careful to grind them off while keeping a block attached below them. The mods I've made can only work on PC so there shouldn't be any great need to avoid the advanced welding mod.
I like the idea that gyros are scarce because they're a block so often forgotten it feels fun to make them something you actively search for :)
You can work around this by adding an armor block to the gyro, then adding a merge block. You can then attach it in 5 different orientations. Only downside is that you need to plan the build to incorporate the armor block.
Ya know, if I had a shoeless and topless astronaut suit with suspenders holding the pants up, I would totaly play this mod set.
you should add a block that the clean up options look for to remove things. that way you do not need to go into admin mode to remove then and it makes the mod pack more multiplayer friendly.
I don't believe there's a way for cleanup to function like that (though there may be server plugins which do it). It would be a good idea if it could work though :)
Great job as usual Shadow. :D
A interesting thing about the mag plate is that you can lock things to the side of it.
Lol yup, mostly happens to me when I don't want it to 😂
First, great new "series", love the concept of the mod and scenario?
Just wondering (although I know you don't want to add in many dependencies), what would the Rust Mechanics mod do to this mod/scenario?
That mod would add a lot of challenge, anything you leave out is going to deteriorate and might leave you stuck. I can't really remember the exact conditions it used for stuff breaking down
@@Flipsie You could set the option that only unpowered grids rust, would make it interesting in conjunction with your spawn rate, an old shed would or windmill would have a lot less resources in them. Still viable for repair though
great concept well done Thanks
Thanks :)
During this i had an idea for a multiplayer server with friends and in the server world everyone is in their own small ish solar systems and they can only meet once they realize where echother are
Is the Grind to disconnect a mod Or was that part of the base game?
Ahh so that is part of the mod.
It may not be what you want or even possible, but wouldn't it be possible to make a mod that would change normal recipes for buildables like "Large Cargo Container" to require something like "Large Cargo Container Chassis" which you could get only by grinding down already existing blocks or maybe even in the late game by using something like chassis maker module for Assembler? I think it would make building easier while still requiring you to find the blocks first.
In this case the complicated building challenges are the goal rather than an annoying side effect. I started working on this because I wanted things like cranes to be useful and important 🙂
It's certainly possible and not especially complicated to do things the way you suggest but it's not the goal here
@@Flipsie I haven't played for a while so I might be totally wrong, but wouldn't players feel more intimidated to take on bases with turrets since you could loose everything you have quite easily without a good way to stockpile backup parts? And having tower of blocks for every non-buildable block seems quite impractical.
@@Flipsie Maybe making it, so that only large grid grinders can get them so you still have to bring them to your base. And you would have to find the grinder too, so at the beginning you would have to build like you are doing now but after discovering the grinder you would have it easier.
Hey Splits, quick question, what’s the name of the script you are using for the crane? Wouldn’t mind messing with it. Thanks in advance.
PARK - piston and rotor keybinds 🙂
@@Flipsie thanks Splits, just finished setting it up after watching the tutorial you have on cranes, I do have to say it’s much easier then using build vision to move said parts 😁
I can't find the force dynamic grid mod. I'm have the same problem with my playthrough
steamcommunity.com/sharedfiles/filedetails/?id=2940745842
@@Flipsie awesome ty ty
I'm sure I'm a bit behind on this series but after watching you use the crane, I would like to suggest installing deployable outriggers like real crane trucks have
Seeing the way the crane tends to jiggle when using digital inputs (keystrokes) is it possible to have some joystick input to the game to handle fine adjustments when using it? I see you are using the mouse for some inputs but I feel like it could be too sudden a movement for some applications. I've tried using joystick input in the past but it seemed pretty buggy. Or I was completely reading things wrong and it was just my fault it didn't work, not sure
I've heard you mention some way to have messages sent to and from the game via some serverside plugin type things. I'm very interested to see how those work as I wanted to have such features in my game as well. I have some basic knowledge of programming and can understand how to open and use a basic socket to send information but I know nothing about interfacing with Space Engineers at that level. I kinda like the idea of building a satellite that can relay for example, text messages from an external source and then your base or vehicle could pick up the message from the satellite and show it on a screen. Maybe save the info somehow locally to the base/vehicle or even use it as commands to make block tools activate or what ever else like using a hotbar button
What are your thoughts on custom blocks that are things like vehicle frames? I mean a toughened frame shape that you can build on but not *really* modify so you have to work within its limits to build your vehicles that is also hard or perhaps impossible to repair. Maybe not necessarily useful in this particular series but I think could make a nice constraint to work with in the future
I've got some Arduino boards and ESP32 boards that are capable of being a network client. I can communicate with (as practice) an IRC server and send/receive messages to a #room. I'm working on testing out some LCDs to readout the messages on the hardware so I can stop using the serial console. I got to thinking it would be fun to build the arm mounted computer the Engineer wears during play that could actually readout what is in a cargo system for example
Would it be beneficial to cut power to the End-Effector of the Crane so the hinges and rotors drop to be level with gravity before picking things up? Particularly by the top side of whatever you're trying to lift. Then power them back on as needed before grabbing the object to be hauled
Well what you do after you find for more plushies put them all on the bumper and make them capac meat Shield
What's is the name scrip crane for search in workshop?
What mod you use to open the block settings
That's Build Vision :)
Splitsie teaches the true way of tree annihilation and blaming capac😂🤣😂
I would love to see you do a series about automation. Try to do everything in an automated fashion.
I guess we'll have to see how good the automaton update is to see if that ends up being feasible as it's not too far off from the concept that w4sted and I have discussed before
i think for your mod, maybe change the weld pad recipe to not need computers
Have anyone heard any updates about the playstation release? I'm so eager about finally getting to play this game.
Other than it being a thing, haven't heard any news. Not sure if it'll be timed with the next update or be a separate release
The reason you want to extend progression is because that's about the only thing that exist in the game. When starting a new game, you get all excited because "there's so much to do", but when you have the basics down, there's nothing left to do.
You make yourself a miner, so you can get resources, so you can make an awesome ship, but what's the purpose of that awesome ship?
You're doing an earth->pertram run? Cool, then what?
There's no progression, so your mods are adding the progression. But you still then hit the same "now what?" issue, just further down the road.
I've got thousands of hours of playtime in this game, and I've played a lot of Kerbal too, and the main difference is that, even though in both games you get "basic stuff and you make things out of it", HOW you make the thing out of it matters WAY more than in space engineers. Your think that gets to the moon, you can't just "scale it up" and then get to the outer planets. You need different strategy, you need to evolve, you need to do stages, refueling spots, etc.
Space Engineers? Well, you have a jump drive? You can get anywhere. You also already have all resources, so there no progress there. (Unless you use the mod scarce resources.)
So yeah, the mods you do are doing a LOT to extend Space Engineer game's life, and they are very appreciated. For me, KSH owes you.
You need to have custom turret controller with spotlight at the end instead of gun, so youre not driving in the dark like headless chicken :)
You tackled a lawnmower 😂😂😂 ur insane
To be fair, it wasn't running at the time :P
The Force Dynamic Grids mod is what I have been searching for for a long time now. However after searching for that mod I have to conclude that the modder has hidden it on steam, am I correct in this or am I just overlooking it somehow?
I believe you are correct
I think it's accidentally set to unlisted, here's there link steamcommunity.com/sharedfiles/filedetails/?id=2940745842
@@Flipsie Thank you so very much!
17:31 I d visit that class. During Covid you were a mechanic for ambulances I believe???? Correct me if I m wrong. I d be interested in what you teach exactly.
Greetings Kendoka2
lol You really don't want me as a mechanic, at least on mechanical things, soft squishy biological things? maybe :P
@@Flipsie well a biomechanic is just an other way of saying doctor even though in a more crude way. lmao
Greetings Kendoka2
Perhaps have level 1 grinder / welders be more available in the inventory of scrap you find? It feels slow seeing you do it with a basic grinder / welder (not as criticism to the speed of the series).
Yeah, definitely. I've messed with the loot side of things this week so hopefully we'll see the impact on Friday
Can’t wait to play this mod myself
Can he place buttons?
I wondered if remote controls are buildable. (I assume antennas and beacons are disabled, otherwise Splitsie wouldn't have had to push the beacon around on his truck bed.)
And also if remote controls should be buildable: They aren't an item required for getting yourself unstuck, so they could be disabled. But the rate at which you find them depends a lot on how often the glitch happens that fails to delete them (like at 3:35:55 on the highway bridge section today).
I can place buttons and I didn't disable remote controls as there is a circumstance where a remote being available can be all the difference - remotes need far fewer materials and when combined with a passenger seat can fill the functions of a cockpit :)
@@Flipsie Ah, I didn't think of that factor.
An Idea for a lategame Item is Projectors, but crank the power requirements to need you to use a reactor.
its a good thing you decided to allow the building of wheels instead of having to salvage them cuz that would have been really annoying lol
Agreed, manipulating suspension blocks is odd due to their collisions as well
@@Flipsie is this mod currently available or are you still waiting to see if issues come up?
Can't wait for release! and the next episode
You should add a mod where you can move small grid, single block stuff around by hand
Also, building a large grid, bin like structure for all of the odds and end might not be a bad idea
I've been avoiding the grid manipulation mods just to get a feel of what the more 'vanilla' approach would play like. To make sure it's properly viable and that it can work without extra stuff 🙂
@@Flipsie Seems like a good approach
Please, add a list of mods, the essentials. Thannks
I'll post a mod list when I've published the core mods, without them published it's really just the core mods from my beginner's mod list video 🙂
How long until Splitsie gives that poor engineer a proper burial?
Now I'm trying to think of what to use for a gravestone...
Told my 10 yo son about this mod. Definitely looking forward to doing some salvage survival LAN gaming with him when this releases!
Yes I agree with the progression feature, i think keen started it wrong, my idea is that progression should be little bit diffrent it would be cool to have like a research block and you would put material in and it researches better material and also ore you put cobalt and you unlock grids you research grids and get cargo container
Research it to lvl2 and you unlock thrusters, and it would be great with some new material, and production blocks could change because if you are researching ore you could have diffrent refineries for diffrent ores, new assemblers for new materials, components. This should of have happend in industrial update but it was more od dlc based :/ i hope keen improves the game not just adding features, optimizes the game because with new updates my pc just cannot handle me spawning more then 2 ships :(
We need like exploration update, with the new progression thingy, some new resources, new vehicle types because lets face it in vanilla we only have flying ships and rovers, what about planes, helicopters, ships, submarines, tanks, trainss!
Love your vida btw
its nice to inform us about a new interesting mod, but could you link it in the description please
The mod isn't released so there's no link to give
@@Flipsie I want it ^^
i would love to see the mod list for this series
It's actually a work in progress modpack Splitsie is developing. It should be released after he's had time to test it.
Yup, since the mods aren't published there's no mod list to be had :)
Back to the scrap bin..