What's exciting me about Space Engineers 2 + why we might be playing the original for now

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  • เผยแพร่เมื่อ 11 ธ.ค. 2024

ความคิดเห็น • 661

  • @DecidedlyNinja
    @DecidedlyNinja วันที่ผ่านมา +468

    The one downside of the 25cm grid system is that I'll take forever to design large ships because I won't be able to resist building tiny details.

    • @robinwang6399
      @robinwang6399 วันที่ผ่านมา +28

      I feel like it would be ok to build in largest grid first then iteratively change each block into smaller composite blocks.

    • @lordradin8549
      @lordradin8549 วันที่ผ่านมา +8

      At least there's a fill tool/bucket for x,y plain

    • @valdemarsimonsen9612
      @valdemarsimonsen9612 วันที่ผ่านมา +32

      On the other hand the more detailed a ship gets the larger it will feel. In that sense we might be building some things smaller by default

    • @ndevar
      @ndevar วันที่ผ่านมา +16

      @@valdemarsimonsen9612 this guy gets it

    • @matteo_z
      @matteo_z วันที่ผ่านมา +5

      I hope for 2 things:
      Large 2.5m x 2.5m x 50 (and/or 25)cm plates, they could be used for almost anything, including skinny interior walls;
      Option to choose if welding on groups or single blocks.
      For the greebles, there are blueprints. You can design a couple of "pre-fabricated" greebles and paste them in whenever you want... (if the blueprint system has folders, that is)

  • @balistictempest
    @balistictempest วันที่ผ่านมา +185

    10:58 if you look closely at the solar panel, the half that has broken away has red lights, while the connected half still has green. Seems to support your hope that they will still work after the fracturing effect.

    • @CrispyMuffin2
      @CrispyMuffin2 วันที่ผ่านมา +11

      My guess is they might just be removing the "delete when health is 0" damage style, and the way to completely shoot a block out of existence is to blow off all the fragments
      Or at least thats my hope cause that sounds a lot more realistic lol

    • @sharp14x
      @sharp14x วันที่ผ่านมา +7

      You can see that the connected half, when itself fractured away, also turns red. I expect that the connected pieces will still contribute some functional capacity to the block, but that more complex blocks will simply cease to work.

    • @shannonbrown7016
      @shannonbrown7016 วันที่ผ่านมา +3

      Nope. In SE1 every block is an actual unit. This is what is causing issues in multiplayer. In SE 2 a grid is all 1 unit. The debris in SE 2 are no longer a grid. So imagine a small grid fighter is sometimes 5000 blocks. That's 5000 units. In SE 2, it's 1 unit for a small fighter. That means you can have 5000 more ships in your world/server for each ship you would have in SE 1. :)

    • @joshrawlinson6821
      @joshrawlinson6821 16 ชั่วโมงที่ผ่านมา

      Mini skywarp lol can't wait

  • @gruzzob
    @gruzzob วันที่ผ่านมา +161

    One of the things about "buildvision-as-a-tool" is that you could have that gated behind some kind of technology. Even if it was something as simple as only being craftable from the full assembler equivalent instead of the basic or survival kit.
    This would aid with a sense of progression in a similar way that the assembler/refinery levels do (even if the basic ones are just a stepping stone in SE).

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +33

      Yes, this would be a fantastic way to do that

    • @mugsy8
      @mugsy8 วันที่ผ่านมา +4

      The way the game we have is now, it would only be appropriate to gate it behind building an antenna on the grid. Anything else seems overkill unless it becomes an item you need to carry in your inventory and I don't know about you, but I am annoyed enough that the tools and weapons take up a slot each in my hotbar, let alone adding another one that I can't go without.

    • @bannickartem7624
      @bannickartem7624 วันที่ผ่านมา +4

      ​@@mugsy8how about making it a hit key like the jetpack, suit antenna and helmet

    • @btCharlie_
      @btCharlie_ วันที่ผ่านมา +2

      Well, having the exact same menu pop up accompannied by a hand animation the likes of pipboy from fallout would solve basically all of this. It can still be locked behind the advanced assembler or some computer system, though.

    • @hedwigmathijs3717
      @hedwigmathijs3717 วันที่ผ่านมา +2

      I would not like it if it would be full-grid-assembler only. I'd like it more like we have with the other tools and weapons: a limited version almost immediately available (or craftable) and upgraded versions that need more exotic components and therefore more progression on refinery and assembler versions. The basic model could have a (short but noticable) delay before the connection is made, and a rather short range. Upgrades could increase range and/or shorten the delay. A bit like the other tools: speed and range gains.

  • @chaosknight626
    @chaosknight626 วันที่ผ่านมา +55

    There's a few things I'm hoping we see for SE2.
    -Build Vision is one of them (Likely in some form of "Engineer's PDA" Tablet of some kind)
    -Better Organization would be great (Folders especially, or collapsible lists of some form)
    -The ability to mirror projections (That feels like it would be real easy, even in SE)
    -A handheld remote for triggering signals (Mainly for more immersive vanity projects)
    -Let me PLEEEEASE display camera views on screens. I WANT TO MAKE A COOL SECURITY ROOM OR A STAR TREK BRIDGE

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +13

      Oh yeah, I've always wanted to have the ability to add something like the broadcast controller to my suit's hotbar

    • @andrimar4362
      @andrimar4362 วันที่ผ่านมา +2

      Dont forget about "[QoL] Mechnical Keybinds". That single mod is a gamechanger if you like to create usefull vehicles/ships and still have controls feel natural.

    • @dustymooneye5858
      @dustymooneye5858 วันที่ผ่านมา +3

      How would you feel about a holographic or some other kind of 3D, visual display of your ship? That would make it a lot more intuitive to get the block that you need in the terminal 🤔

    • @galaxygamers4965
      @galaxygamers4965 วันที่ผ่านมา +3

      Display cameras in our HUD somewhere would be nice too

    • @jymmykill1611
      @jymmykill1611 วันที่ผ่านมา +5

      Camera displays on screens are a real optimization challenge in games, imagine having to simulate the visual of 10 different POVs instead of a single one...

  • @letthebasscannon223
    @letthebasscannon223 วันที่ผ่านมา +62

    Regarding them only showing off space in these teasers, I think it's two things
    a.) going for a nostalgia/classic SE vibe with the new versions of the classic ships, starting platforms, and green station, and b.) putting their best foot forward: what you said about how planets and water might not be ready to be shown, space and asteroids are a lot easier to get presentable-looking

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +14

      Yeah, could be both of those as well as them not just being ready to show but not being in the game even though they've been implemented in the engine

    • @jymmykill1611
      @jymmykill1611 วันที่ผ่านมา +3

      That's true, but if all the VRage3 teasing we've had was in some sort of pre-alpha of what they show in the teasers, then they're already quite a bit of the way there at the very least. It could also just be hype building

  • @trevorhaddox6884
    @trevorhaddox6884 วันที่ผ่านมา +112

    Personal welders should have an AOE of at least one "medium" block, so it can weld multiple tiny greebles at once. Maybe even have higher tiers have more range, so the highest tier could have a range of one "large" block. Parts cost is also concern, the current small block is now only a medium, but currently only costs one plate. If tiny blocks also cost a plate each that adds up fast. They might add different component teirs (kind of like the small and large steel tubes), which is fine as long as they are recyclable.

    • @ghostfire5973
      @ghostfire5973 วันที่ผ่านมา +12

      I like this idea, AOE on welders like the welders for grids would just be smack

    • @Vivi-yw1eu
      @Vivi-yw1eu วันที่ผ่านมา +7

      the plate or whatever base component used will probably be a lot cheaper and smaller

    • @bannickartem7624
      @bannickartem7624 วันที่ผ่านมา +6

      Make the block welder more effective so Welding ships have a purpose beyond the larger amount of components you can carry.

    • @Stoney3K
      @Stoney3K วันที่ผ่านมา +2

      @@Vivi-yw1eu Probably, the steel plates in the game now are comparatively expensive needing 21 iron ingots for a single small armor block.

    • @versinussyrin577
      @versinussyrin577 วันที่ผ่านมา +2

      I had the same thought in mind, aoe welding. They can add small/large steel plates, metal grids etc. Makes sense.

  • @Yull-Rete
    @Yull-Rete วันที่ผ่านมา +29

    For me, the block I most want to see is unironically a 1.25m conveyor. Not just for the block itself, but for the philosophy that it would bring. From what we can see in the teasers, most larger blocks still seem to be built out of 2.5m cubes, which I don't actually have a problem with, but it could lead to some SE1 problems rearing their heads, like whether to build an odd or even-width conveyor system (if they include 0.5m "large" conveyor frames, that doesn't actually fix things, we'd need 0.25m). If we have 1.25m (or, by extension, 0.25m) conveyors, then a ship's conveyoring can be *both* odd and even width. Not only that, but we could also have blocks like a 5m cube cargo container, or a 5m cube hydrogen thruster with a centered cargo port.

  • @tryorse8340
    @tryorse8340 วันที่ผ่านมา +36

    1:42 i recall xocliw saying in a stream that happened some time after the second teaser that there are thrusters for each size. So unless i remember wrong, yourwish is granted

    • @Beef4Dinner22
      @Beef4Dinner22 วันที่ผ่านมา +6

      I think in Zer0sLegion's most recent video he noticed that there seemed to be 25cm grid thrusters on some of the smaller ships.

    • @tackytrooper
      @tackytrooper 23 ชั่วโมงที่ผ่านมา +4

      That's probably true but xocliw is also not a 100% reliable source. When Warfare 2 launched he claimed on stream that the explosions from railgun hits were actually just components blowing up, but it turned out that the railgun rounds did in fact cause explosion particle effects.

  • @Frosty-1098
    @Frosty-1098 วันที่ผ่านมา +84

    I hope they keep the infinite interchangeability that the component system provided and not an “item” based system like so many other games do

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +26

      Yes! It's one of se's best assets

    • @MedicMainDave
      @MedicMainDave วันที่ผ่านมา +5

      If they don't keep it that way, it'll be a pain to play survival

    • @godmode8687
      @godmode8687 วันที่ผ่านมา +7

      Well I would say for most blocks yes. But it is also fine to have special components for some blocks, which are harder to get. For example that you need a CNC part for the assembler. Or High power processor for ai blocks etc. Which are harder to get. At least that would be my hope

  • @codyexzonk
    @codyexzonk วันที่ผ่านมา +5

    you're such a chill guy
    i started learning and playing SE just a week ago and your channel is of a big help. i don't really like strictly following tutorials, but it is clear that the main purpose of your educational content is to actually teach how the game operates, it gives you a general intuition, troubleshooting skills - so you can learn on your own as soon as you get the very basic, fundamental concepts. it took me only two videos - the very first "getting started" and rover tutorial - to obtain enough fundamental knowledge. i am now building a giant armed VTOL guardian UAV to patrol my base because some hostile outpost spawned 7 km away from me and i am scared.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +1

      Thanks so much, that's exactly my goal with the tutorials so I'm very pleased it shows through 🙂

  • @DonnaPinciot
    @DonnaPinciot วันที่ผ่านมา +17

    Hear me out on this:
    25cm conveyors in ships as oxygen pipes.
    We'll need adaptors, but only really to go between one size at a time, since we can build everything so small. A custom 2.5m-25cm adaptor would easily fit within a 2.5m block, _no_ problem.
    Oh, imagine if blocks have different sized pipes, and you need to connect them with the proper size (Even if you just use adaptors at the end points)? That would be a neat little bit of engineering to deal with without going too far.

    • @Beef4Dinner22
      @Beef4Dinner22 วันที่ผ่านมา +3

      Maybe something similar to the SE1 small grid conveyor convertor?

    • @paulchaisson8301
      @paulchaisson8301 วันที่ผ่านมา +3

      Different components having a different size requirement makes me continue to frown at SE1 lacking a 3x3 piston, for welder components.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +4

      With the removal of grid separation, hopefully they'll be more open to giving varied sizes of the functional blocks and they'll be easier to integrate anyway :)

    • @DonnaPinciot
      @DonnaPinciot 22 ชั่วโมงที่ผ่านมา +2

      @@Splitsie
      Also, a _very_ important thing, blocks only taking up the physical area that they should, down to 25cm precision.
      Placing blocks within the appropriate physical space, not having a 2.5m slope restrict the entire 2.5m space.
      It would also remove the need for alot of block variants. No catwalks with and without rails, no armor slabs, you can make a lot more connections with a lot fewer shapes, because you can build a bigger block out of smaller blocks without struggle.
      They can have whatever weird shapes they want and they'll only occupy the volumetric physical space that they logically should.
      Put things next to the medical bay's terminal, slap a button right on a door, have a drink stand coming up from your seat, that opens _so_ many possibilities.

  • @matthewgillies7509
    @matthewgillies7509 วันที่ผ่านมา +15

    My Primary Wishlist for SE2 is fairly straightforward:
    1. Existing blueprints are still viable in the new game.
    2. Authorized (AKA: Trusted Users) for designated blocks, like cockpits.
    3. Fixes to very, very old glitches (ie: negative vent pressure that depletes tanks, or causes a room to sap suit power faster than the vacuum of space).
    4. Personal Railgun (but I'll settle for the apparent Personal Minigun in the trailer).
    5. Sectional blueprint projection (ie: one level of blocks shown/able to be welded at a time).
    6. PCU changes that won't penalize us for having detailed bits on our ships or from using these new smaller blocks.
    7. More economy and reputation features for inter-faction relations (ie: missions, reputation bonuses, and ability to sell hydrogen, etc.).
    8. Personal Parachutes.
    Pie-in-the-Sky Wishes:
    1. Welder buddy drone that assists engineer in construction of the small blocks.
    2. In-game thrust calculator (b/c ships with various-sized thrusters will be very challenging to determine optimal thrust-to-weight ratios).
    3. Shields or regenerative armour.
    4. Angled merging of grids (ie: 45 degree offsets for ships/stations, allowing for a more rounded or spoke design).
    5. Ability to place or grow actual plants for hydroponics purposes.
    6. Elimination of Progression (we'll have had 10,000 years to learn things, cryo and general relativity be damned).
    7. FOLDERS (100% agree with you Splitsie).
    8. Build Vision and/or Air Leak Detection.
    Concerns:
    1. 25cm blocks will cost the same PCU as the 50cm or 1m blocks.
    2. Worried that not all blueprints will carry over, or that certain existing blocks will be absent from new game, or require add on DLCs.
    3. Lights, doors, and other functional blocks will still require significant PCU investments.
    4. That we'll see increase in personal PCU limits on servers, but they'll implement maximum grid PCU sizes.
    5. Grid Pressurization or Incomplete Build State Glitches (b/c you know Clang is going to be hunting us no matter what).

    • @diazinth
      @diazinth วันที่ผ่านมา +2

      on reputation features, it would be nice if making people angry by trading with their enemies will only make their prices higher or whatever, at least initially, rather than making them aggressive. While shooting their stuff will ofc turn on aggression. So a distinction between violence and unhappiness I guess. Also, a timer that gives you a little period after you've been shooting at their enemies that will allow them to be a bit more accepting of stray shots. Still make them a little unhappy (srsly dude, be more careful), but not turn on violence immediately.
      If AI can differentiate beween damage caused by guns (violence) and grinders (perhaps except against defensive structure/disconnecting defensive structure I guess), and have the latter be something you can pay your way out of later, would be nice.
      TLDR; It'd be nice if an angry AI somehow could still trade with you and not be happy about it, or just lock you out of their stuff, instead of instantly going violent. Violence should have a higher bar in most cases.

    • @JP-pv2ze
      @JP-pv2ze วันที่ผ่านมา

      It is highly unlikely that any performance price (like PCU) will be lower for smaller blocks, that is just due to the nature of the maths and calculations. Collisions, Rendering, etc. have to be done for each block individually, no matter which size.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +1

      Yup, I suspect building your whole ship out of the mini blocks will be more taxing, so some will likely get better at optimising their ships, or maybe we'll get someone very clever who can make an external program to optimise a blueprint outside of SE

    • @matthewgillies7509
      @matthewgillies7509 21 ชั่วโมงที่ผ่านมา +1

      @@Splitsie I hope that large and continuous sections of armour will count as one PCU, much like how a 3x3 window counts as one instead of nine. What concerns me is that a 25cm block will count as one, while a 1m block will count as four (or more, depending on depth).

  • @daz8405
    @daz8405 วันที่ผ่านมา +20

    My hope, or maybe dream, for the grid size is to now have the capital/station grid, the fighter/utility grid and the drone grid. Being able to use any size on one grid is great for decoration, but hopefully we can build a functional ship at each of the sizes.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +5

      Same, having something to use at each grid size with optimisations and performance improvements as you increase the size being a driver to use the cheaper (in a PCU sense) blocks without the player actually having to think about such things

    • @JasonAguirre
      @JasonAguirre 19 ชั่วโมงที่ผ่านมา +2

      Even if they don't include that, which would be typical for Keen, I'm certain modders will be able to add smaller thrusters since we've already got tiny and enormous thrusters.

  • @Fydril
    @Fydril วันที่ผ่านมา +50

    My thoughts are that this will be more of a story with better survival mechanics. Full of NPC engagement, both hostile and friendly. Just follow how the DLC's have been. They constantly lean more towards NPC interaction. They know we all love that aspect. I feel confident that the new game has adventure and engagement as a close second to the building.

    • @cptnoname
      @cptnoname วันที่ผ่านมา +5

      Exactly. It really does need some type of living world to interact with. What are you building ships for anyway? It's essentially just a roll-the-dice on a random encounters chart in SE1, and try as they might with things like AAW, modders don't even have a way to make an immersive campaign if they wanted to. If you lack the vision then give us the tools, Keen, and we'll make it into an incredible game. Like Ravien & Vermillion have done with Empyrion, except with a solid physics engine

    • @Stoney3K
      @Stoney3K วันที่ผ่านมา +6

      @@cptnoname Adding to that: Please give us the tools to be able to interact with the economy system as mods. If we can use stations as hubs to start our own missions from, that's a perfect way of creating a campaign-like story line in a mod.

    • @magicalfungi3206
      @magicalfungi3206 วันที่ผ่านมา +7

      unfortunately that is pure hopium right now... there is nothing in the teasers showing anything of the kind. It looks like an upgraded SE, but with the amount of content we saw back in the beginning of SE. It has a long way to go and years of development before we will have similar amounts of content for SE2. If it was going to ship with a large AI NPC component, they would have shown that.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +3

      I'd like them to get the core mechanics in place first, my fear with an early push for NPCs is that we'll end up with the Medieval Engineers problem - you've got NPCs that need to be constantly updated alongside the other work, making the work of creating them all that much greater, meaning instead of updating them, they ditch them altogether :(

    • @cptnoname
      @cptnoname 18 ชั่วโมงที่ผ่านมา +1

      @@Splitsie sure, I just want to see it in the plan. Space Engineers has always been an empty playground where you're the lonely kid sitting there with the cool toys but nothing to do. It has the most lazy PvE ever conceived. It's great for TH-camrs, and if you have the time to play on a PVP or rp server with a beast rig I'm sure it's great, too. But for those of us who work on a schedule or have other more important priorities and can only do single player it's been like one of those expensive AAA games that you finish in a day. Empyrion is garbage by comparison, but with modders turned it into a game that was fun enough that I could put 1500 hours in within the first year despite my work schedule. That's gotta be the plan. Another lonely playground is not worth the money for me, and I know I'm not alone

  • @aurenian8247
    @aurenian8247 วันที่ผ่านมา +12

    Maybe for the welding side you could have welders that do larger areas of blocks at once. So basic welder does 3x3, middle welder does 4x4, etc up to the largest ship welders. But have a toggle key that lets you switch to precision mode so you can target a particular block if needed.

    • @ghostfire5973
      @ghostfire5973 วันที่ผ่านมา +3

      Yeah a toggle like how terraria does it,
      Switching between auto and precision

  • @urgo8750
    @urgo8750 วันที่ผ่านมา +3

    I appreciate your more realisitic perspective, rather then the wild speculation I've seen elsewhere.
    I'm looking forward to the 19th and the livestream.

  • @TheFinalEvent97
    @TheFinalEvent97 วันที่ผ่านมา +18

    0:14 Trying to pronounce the last name would have been even worse :p
    More seriously the 25cm/50cm/250cm building system is reminding me of Enshrouded, hopefully being able to copypaste the frame of grid sections is a thing for survival as well as a small AoE for hand welders to make really small stuff less tedious to weld up.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +4

      Yup on both counts 😂

    • @davidmartensson273
      @davidmartensson273 วันที่ผ่านมา

      I had an idea of being able switch to blueprint mode (but in game sort of as hologram) where you get all the creative build mechanics but once done you have a blueprint that needs to be welded but that can be repeatedly placed, same with copy, in survival the copy is a blueprint. A handheld area welder that can weld multiple blocks would be a good thing but it could also make grid welders more useful, especially if you can more easily switch to building in a cockpit, and if blueprints can be placed on hotbars to act as custom blocks. I would accept a requirement to use a projector for this possibly if they want to.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +3

      Yeah, I still hope for the build stages and component based construction if they went that way as I always liked that SE was different from the other block builders in that way

    • @nomendubium
      @nomendubium วันที่ผ่านมา

      the damage system they've shown does seem to go against that though... i really hope the solution isn't something like build and repair or some gimaballed beam :/

  • @btCharlie_
    @btCharlie_ วันที่ผ่านมา +6

    For very large ships in survival, it's gonna become a practical necessity to have some form of the nanobot welding mod. With the resource limitations Keen's been adding over the years, it could now be balanced by using rare and expensive materials, something that was probably the main argument against having such a thing in the base game, cause performance can imho be solved using other programming patterns than constant scanning for damaged blocks. Or it could be some "prototech" block that simply cannot be replicated, which would be really cool if you had access to only a single one and made it into a dedicated nanobot welding vessel.
    It would be cool to see Keen add more survival mechanics, from new types of metals and compounds to be mined to organics that can be grown and sustained to even more exotic ideas. Would be nice to have the options to set the survival up just like we want.

    • @Coyleravane
      @Coyleravane วันที่ผ่านมา +1

      I don't see it as a necessity. You can already make blueprints of smaller parts of a big ship or base, 3d print them, then use cranes etc to move them into place and merge block them together.
      I prefer that, as if feels more realistic, and it gives you a reason to build a lot of stuff you wouldn't need otherwise, like cranes, tugs, fully functioning shipyards, etc.
      If you've never tried it, building a functioning shipyard, and using it to build parts of the ship and then combine them is a LOT of fun.
      For the truly ambitious you can design a fully automated shipyard where different parts of the ship are automatically built and assembled into a finished ship.

    • @btCharlie_
      @btCharlie_ วันที่ผ่านมา

      @@Coyleravane I do agree it's a pretty engaging way to play, unfortunately though I don't think that's how most people would like to play, or even if they do, they don't have the time to game so much to be able to make all this in survival (my case). Also, this approach necessitates designing in creative, otherwise you won't know how the result is gonna look nor how to assemble it correctly. And I don't think transitioning between creative and survival is desirable, unless it's baked into the survival experience as some sort of "virtual design" mode.
      On top of that, I'm almost certain Keen is gonna want to target larger audience to make a reutrn on their investments. The fabase as is is ok to support SE and the Vrage3 development, but it's hard to say how many people will readily move on to SE2. Making the controls and systems as accessible as possible is gonna key for Keen.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      As someone who staunchly refuses to use that mod, if it's a 'necessity' I'll be very, very sad :(

    • @btCharlie_
      @btCharlie_ 22 ชั่วโมงที่ผ่านมา

      @@Splitsie Well, you either have to go through everything by hand, or have an automated tool. I don't see a way to make something in between. Maybe the process of creating the nanobot welder would require some engineering? Maybe you steer the bot swarm around the ship yourself? Or maybe printers would be more viable to make in SE2? Risky to assume anything at this point.
      The AoE hand welding suggestion from elsewhere makes the process less finicky, but you still would have to go through the ship yourself. Still, it would be better than the version in SE as of now.

    • @Coyleravane
      @Coyleravane 20 ชั่วโมงที่ผ่านมา +1

      @btCharlie_ 25mm grid may make welding drones usable in tighter spaces, which may help.

  • @icingdeath1295
    @icingdeath1295 8 ชั่วโมงที่ผ่านมา +1

    What I want to see and was not mentioned in the video is the ability to blueprint with sub grids. I feel that a lot of the cool stuff in the game (like elevators, automated rill rigs, extending land gear etc) require sub grids and they take a lot of time to tweak and fine tune and you don't have the option to take that tweaking into another save or share it with the world.

  • @justwords3882
    @justwords3882 วันที่ผ่านมา +21

    Hope physical water will be in SE2, my imagination goes wild with ideas to build and destroy.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +7

      Me too

    • @Fanrak-2700
      @Fanrak-2700 วันที่ผ่านมา +4

      I want to build a dam with a floodgate and waterturbines for electricity😊.... And No other ulterior motives

    • @chakatfirepaw
      @chakatfirepaw วันที่ผ่านมา +2

      @@Fanrak-2700 Really? Then what's that bust of Barnes Wallis doing on your shelf?

    • @Fanrak-2700
      @Fanrak-2700 วันที่ผ่านมา +2

      @chakatfirepaw uh... Decoration..😅

  • @DonnaPinciot
    @DonnaPinciot วันที่ผ่านมา +12

    Note that the 'raytracing' seen here isn't RTX, which is the only thing I see people actually complain about due to the exclusivity.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +5

      I've definitely seen people paint all raytracing in that regard, personally I don't mind at all, but I know some people have a bee in their bonnet over it for not entirely unreasonable... uh... reasons. For example that they won't be able to upgrade their older card to play with said features

    • @magicalfungi3206
      @magicalfungi3206 วันที่ผ่านมา +4

      @@Splitsie at some point those people will have to upgrade that old 900series lol
      devs cant build for current gen and every gen previous... at some point those old systems just dont cut it for modern games and its not on the devs to manage peoples systems or wallets.

    • @DonnaPinciot
      @DonnaPinciot วันที่ผ่านมา

      @@magicalfungi3206
      And if not, that's what graphics settings are for.
      Yes, your game looks worse, but your card just can't do it anymore.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +1

      I don't disagree, but I can also empathise with the disappointment people feel when they are stuck between what they can afford and what they can play

    • @DonnaPinciot
      @DonnaPinciot 22 ชั่วโมงที่ผ่านมา +1

      @@Splitsie
      That's true, but graphics settings at least can allow someone to _play_ a game they want.
      However, it's also unfair to have developers deliberately handicap themselves and those who _are_ able to run it by removing the options or lowering the quality globally.

  • @diazinth
    @diazinth วันที่ผ่านมา +2

    Build states being component based would be cool: So the initial plate/girders etc will only give you the frame, pipes will give you the tubing, computers will give you electronics, and the final plates will give you coverings etc. Hopefully they are able to do that in a computation friendly way (the hard part I guess).
    Everything will break when all us derpy players get our hands on it, and I will be here for it and be patient with them as long as I see progress. :)

  • @AegirBuildsAndBeats
    @AegirBuildsAndBeats วันที่ผ่านมา +1

    I'm with you on all these points, but the UI for the paint gun being for all tools. I'd be happy with it just being for the paint gun or a toggleable option.
    I also really love your idea for incorporating Build Vision as a tool.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +1

      In my head I was thinking toggleable like the current crosshair is, but with a keybind instead of something in the menu :)

    • @AegirBuildsAndBeats
      @AegirBuildsAndBeats 21 ชั่วโมงที่ผ่านมา +1

      @@Splitsie That sounds perfect, fellow Dadgineer.

  • @andersiversen230
    @andersiversen230 วันที่ผ่านมา +5

    Welders and grinders would be cool if they had an adjustable (to a extent) splash area so that you could weld multiple small grids at once or turn down the power on the welder so you can weld one at a time

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      Yeah, some sort of modifier would be a good way to handle it, maybe the better welders get more range as well

  • @vin5316
    @vin5316 วันที่ผ่านมา +3

    All my god your build vision idea sounds like remote network access and to have it work through the engineers arm data pad sounds awesome

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      It would be so good if we saw something like that implemented :)

  • @sheaross3124
    @sheaross3124 17 ชั่วโมงที่ผ่านมา +2

    Splitsie my friend, there's one thing that I haven't heard anyone talking about and I personally am super excited at the possibility for. and that is dynamic voxel, imagine being able to create an actual bulldozer that works in the way you would expect or an excavator likewise. being able to build dump trucks to move material And create earthworks In addition to the existing build style, even To the extent of creating graders to make roads for example. The idea that tunnels created in gravity could collapse if not properly reinforced sounds exactly like that special kind of difficult that I know you love from the game, And moreover the idea of (Potentially pressurized) subterranean aquifers interacting with that system simultaneously enthuses and terrifies me... It's all fun and games until you're mining operation breaches a stone wall holding back 100,000 tons of water pressure XD Let me know what you think. and if you like it spread the idea around, it might not be easy to implement but it would certainly be Awesome even if just a framework for modding.

    • @Splitsie
      @Splitsie  17 ชั่วโมงที่ผ่านมา +1

      They haven't shown anything to suggest that voxels will behave differently to what we're used to. I'd go nuts over a game with dynamic voxels like that, but I haven't even seen anything that really tries at any scale - except for maybe technically Teardown

  • @usaky_youtube
    @usaky_youtube วันที่ผ่านมา +2

    The biggest thing I realized is how easily we will be able to paint interiors and exteriors differently, especially if we can interact with the "large grid" blocks at the tiny grid scale once they are placed. We could also theoretically build at large grid scale and then cut trenches into our walls for hidden/recessed conveyors, very exciting!

    • @tackytrooper
      @tackytrooper 23 ชั่วโมงที่ผ่านมา

      Underrated observation.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +1

      Even if we can't carve out of the large blocks directly, being able to rough out the shape of something in big blocks, then remove them as you add little ones to take their place will open up so much capacity for gradual detailing and I'm all here for it :)

  • @JamesAlexanderMartin
    @JamesAlexanderMartin วันที่ผ่านมา +30

    Marek was saying in one of the livestreams that he wants building in survival to be more like creative. That combined with the fact that welding tiny blocks would be pretty tedious makes me think that you might be using an assembler to produce blocks that go into an inventory then get placed. Though I guess we'll have to wait and see! I'd be happy if armour blocks were just placable and you had to weld up functional blocks, I think that would be a nice medium, speed up design and iteration while still having the labour element of construction. I'm also really hoping they institute alternative building materials with different performance characteristics like aluminium instead of just skins. I remember back in the day when everyone was petitioning for block groups in menus, what you've described is what we wanted at the time but in typical keen fashion, they instituted a system that almost, but not quite, entirely missed the point. Still very useful but not what we were asking for. But as we've seen, even when they miss the mark on the little things, they still make a great game so I'm really looking forward to SE2!

    • @waterscripts
      @waterscripts วันที่ผ่านมา +6

      perhaps small blocks could be already fully built, but larger ones have to be welded.

    • @notTheDutchBoy
      @notTheDutchBoy วันที่ผ่านมา +2

      ​@waterscripts i think that is the most intuitive solution for me atleast

    • @Yull-Rete
      @Yull-Rete วันที่ผ่านมา

      It would be nice if there were blocks with different visual properties too. The two that most strike me as useful would be a "decal" material that doesn't form block edges with other bocks, so you can have a digital camo, or racing strip that looks painted-on rather than having the groove breaking up the outline. And also, a translucent "frosted glass" material for softer lighting solutions.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +1

      It needn't be that the assembler makes blocks, you could I guess place a block by using one or more of the steel plate in your inventory. I think it would be tragic if we lost the build stages we have from SE1 as they are so useful for decoration and such a good way of connecting the player to the build. So many other games have the magical placement and for me it means I really struggle to care about what I'm building when it all just turns up magically, plus it diminishes the drive to make welding apparatus and that's always an engineering challenge

    • @JamesAlexanderMartin
      @JamesAlexanderMartin 22 ชั่วโมงที่ผ่านมา +2

      @@Splitsie @Splitsie yeah, I do agree with you. I've played dual universe and skywanderers or whatever it's called these days as well and I know what you mean. But then there is also a level of frustration that comes with trying to picture the outline and shape of a ship when it is all framework then building it up only to tear it down. That's why I think it might be a happy medium to have to weld up anything else and just place armour blocks. You build up the shell quickly but then have to fit it out and weld up doors, programmable blocks, flight seats, lockers conveyors, cargo, thrusters, tanks etc etc. I do actually think you would still feel that same connection, fitting it out. Minus a bit of frustration. But anyway, speculation! I guess a solution that would be just as viable is having the welder have a second function that is an area weld.

  • @musicduck4538
    @musicduck4538 วันที่ผ่านมา +1

    Something I realy hope to see for survival, (yes I know, it's mainly creative at first), is when we want to place a larger number of blocks we can just drag out the number of blocks we want to have like how we do it in creative, and then the amount of blocks we place, (in it's first build state), subtracts the amount of steel plates of what we have in our inventory, so we don't have to place them one at a time. Assuming they continue with the same ore, component, block system like we have in SE1. And if we then have different welder tiers where the higher the welder tier is the bigger the welding area becomes, then that takes care of it taking longer to weld them up.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา +1

      Yeah, things like that for the small blocks especially. With the larger ones it'll run into that awkward thing of placement range limitations, but it's also never been as big an issue for me with building large grid in survival

  • @anumeon
    @anumeon วันที่ผ่านมา +24

    Just imagine all the havoc that Capac can cause with the new damage models... :D

    • @ranow3389
      @ranow3389 วันที่ผ่านมา +6

      I'm more curious about what sort of shenanigans Splitsie will do to invoke our Lord Clang.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +9

      All of the shenanigans :P

  • @jowi_
    @jowi_ วันที่ผ่านมา +27

    what i'm somehow very excited for is that it seems that we will be able to change between m/s and km/h on the speedometer, a small change, but km/h feels more intuitive, to me atleast

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +5

      Yeah it used to be that way in the original too, was handy for rovers

    • @B3zzkha
      @B3zzkha วันที่ผ่านมา

      m/s for spacesuit, wind turban and km/h for every rover, ship and so on.

    • @Deetsdnb
      @Deetsdnb วันที่ผ่านมา +1

      Also miles per hour for people that are used to imperial units (mainly Americans and British and other countries)

  • @Oozywolf
    @Oozywolf วันที่ผ่านมา +3

    My biggest hope is some UI and control updates. Really excited to see this game develop!

  • @ALPHABARLOG
    @ALPHABARLOG วันที่ผ่านมา +4

    It took them 11 years to finally give us CTRL+Z button!

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา +2

      lol True and I'll be very happy to use it :)

  • @Zorgus
    @Zorgus วันที่ผ่านมา +1

    You really summed it up perfectly at the end there! Space Engineers grew a lot from the simple ship-building sandbox it was in the beginning, so everything I hope for in Space Engineers 2 is basically what we have now, but built into the engine right from the beginning & optimized.
    Oh... and a better inventory view ;D

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      lol Yeah, I really hope they've got someone smart working on the UX/UI side of things :)

  • @eduardoflores3453
    @eduardoflores3453 วันที่ผ่านมา +3

    Something I would love to see in the new grid sistem is the combination of blocks that are way better in a grid type without subgrids, small antenas have very decent range for a fraction of the cost and even a large grid compact antena is to large for some ships, making probe like small grids with big ore detectors to use like missiles and using the much more compact small grid turrets on some battle ships so there are less unnatural towers on the main hull of a ship just for some light anti fighter turrets.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      With it all being one grid size, they can now more justifiably limit the tiny ones in more interesting ways, since if you've got the room, you can technically attach any size you like - hopefully they take advantage of it to create unique use cases for each option

  • @radiationzone5821
    @radiationzone5821 วันที่ผ่านมา

    An idea I had while you were talking about welding those tiny blocks...
    I think one of best ideas would be making the welder have 3 different modes: Ex fine tip Welding, standard tip, and Coarse tip Welding. This could also be applied to grinding too. This would allow us to still have tiny "unwelded" blocks. The fine tip would be for welding the tiny blocks and the coarse would be a giant area (that would be equivalent to a large grid block or something).
    thanks for reading

  • @BrandonBarnwell
    @BrandonBarnwell วันที่ผ่านมา +4

    "we havent had any suggestion that they will add blueprint folders etc". actually theyve pretty much confirmed outright that the next update in SE1 will be adding things like folders and other minor tweaks that have big impact like that, that guy xoilol (however its spelt) talked about it in one of his latest streams, like 3 days ago

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +2

      Cool, I hope that ends up being a thing :)

    • @BrandonBarnwell
      @BrandonBarnwell วันที่ผ่านมา +1

      @@Splitsie yeah, it should have been a thing years ago. it gets so confusing trying to find the final version of a blueprint, especially since they dont even show in order or list date of creation. Especailly with my naming schemes
      "ship name wip v2 (final version_001) vanilla survival variant (with missiles) prototech version 2024_003"

    • @weasleywells
      @weasleywells วันที่ผ่านมา +2

      You can already make a folder for blueprints, just not an option in the game and you have to navigate to the actual folder to create one. Bit clunky and makes no sense why they haven't implemented it into the game as the code for supporting folders is there already.

  • @R.P.G.
    @R.P.G. วันที่ผ่านมา +2

    Shoo I can not wait for this! I'm excited to see what it will become. I bet Capac can't wait to die in SE2 lol.

    • @B3zzkha
      @B3zzkha วันที่ผ่านมา +2

      Bet he is the first one to die :D
      Also excited to see how this game will blow up. Bet i also will need new pc for this game xD

    • @R.P.G.
      @R.P.G. วันที่ผ่านมา +1

      @B3zzkha no doubt 😂

  • @NathanGibbs3
    @NathanGibbs3 วันที่ผ่านมา

    Absolutely love that this is based on released fact vs. speculation.
    Hoping some of the improvements find their way into the SE1 codebase as well.
    Like you said, we will probably be playing SE1 for a while still.

  • @Caffin8tor
    @Caffin8tor 15 ชั่วโมงที่ผ่านมา +1

    So I was wracking my brain trying to figure out how to take advantage of smaller blocks in larger builds in survival without it being painfilly tedious and I came up with something I think could work. So the game could let you create sub-structures that are similar to blueprints, but act like a single block when placing, welding or grinding. This would let you design your own cosmetic blocks that aren't awful to weld or grind. They could even add in a "simulation" mode where your player enters a temporary simulated creative mini-world specifically for designing and modifying these sub-structures. In the G menu, there could be a separate tab for these custom blocks and maybe even an option to add "tags" to them in order to make your own groups.

    • @Splitsie
      @Splitsie  14 ชั่วโมงที่ผ่านมา +1

      That would be amazing if they did it well

  • @DonnaPinciot
    @DonnaPinciot วันที่ผ่านมา +2

    I think all they need to do to make welding more enjoyable and intuitive, especially with tinier blocks, is to add a single mode to hand welders:
    Spherical.
    Instead of just a raycast where you're looking where it's frustrating to aim exactly where you want and things get in the way all the time and you keep hitting the wrong blocks, toggle a mode on the welder to switch it to a sphere in front of it.
    Maybe it has less range or something, and it's _definitely_ not as powerful as a grid welder, but it would help you get those nooks and crannies without tearing the thing apart to reach them.
    Grid welders still have the advantage of having a much faster work speed, bigger range, and ability to be connected to the conveyor system for parts.
    Combined with that projected circle, but as a sphere intersecting surfaces? Yes please?

    • @Stoney3K
      @Stoney3K วันที่ผ่านมา

      On the other hand, it would give players much more incentive to use grid welders and build welding/grinding ships.

  • @Sucralose2
    @Sucralose2 วันที่ผ่านมา +1

    the small conveyor on large grids just to get air pressure is so true, I've thought about that *specifically* before
    also yes less menus, more folders !!

  • @kholdanstaalstorm6881
    @kholdanstaalstorm6881 วันที่ผ่านมา +2

    My biggest concern with SE2 is what kind of beast rig you need for stable operation.
    Maybe they could hint at what's their estimated high, mid - or low-level rig to give us an indication of what we should aim for in our next rig build.
    I'm certain I need to get a new build, but what should that be?
    Ray tracing is a given, but what else?
    Will a chipset or manufacturer be favored, or will they manage to let any new gaming rig handle the game?

    • @PaulaXism
      @PaulaXism วันที่ผ่านมา +1

      That's what I need to know.. Will my 10 core 20 thread (3.4g)Xeon, 256g ram with a 1080 handle it. I can't afford more grunt than that.. 1080 is fine for me.

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา +2

      Hopefully we'll get a little bit of info about that next week

  • @fkmanproductions4146
    @fkmanproductions4146 วันที่ผ่านมา +1

    I like it that space engineers 2 has 3 sizes of blocks to build with and that you can build on the same grid no subgridding required. The developers wanting to do stuff with water is also very cool.
    I am interested in the next space engineers game however my 2016 PC is shaking in fear.
    However there's one thing i want, it exists as a mod, but i wanted in vanilla a medium hydrogen tank for small grid...

  • @ClangandChiill
    @ClangandChiill วันที่ผ่านมา +1

    I think they set up the lore perfectly. Seems like The Bering Project left before jump drives, which explains why they have SE technology, but the time jump allows them to arrive slightly before or after the now current age engineers also arrive who bring with them new tech developed in the 10k year gap. It perfectly explains the usage of everything we know from SE while still giving them creative freedom to create any new tech they want. For example the tedium of excessive small block welding can be rectified by the use of micro bots capable flying from your suit into into blueprint scaffolding and turning into the structure/ship you've built. Perhaps instead of creating different components we will instead create different classes of microbots that work in a similar function. Just an idea, but surely 10k down the line we wouldn't still be using hand tools would we?

  • @boruta1034
    @boruta1034 วันที่ผ่านมา +2

    Besides water, I'd really love to see actual aerodynamics in the game. Come on, if we have planets, then we should be able to make proper planes as well. And it's been added by modders years ago.

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      It'd be nice to get some firm confirmation about that, just so we know which way they're hoping to go with it when we see some planets. It's a big question I have too :D

  • @alejxander2204
    @alejxander2204 วันที่ผ่านมา +1

    For welding I think anything smaller then the current block size should get an area of affect so you don't have to spend as long welding every piece individually but anything from the current block size and up would not have the area of effect so that you still keep the space engineers one block at a time but it's also not a pain to weld up all those small blocks at least that's what I hope for

    • @Splitsie
      @Splitsie  23 ชั่วโมงที่ผ่านมา

      Yeah, I just hope we do get some sort of welding, if it's all just creative mode style placement I'll be quite sad

  • @5kellDarkes
    @5kellDarkes วันที่ผ่านมา +1

    I'm just glad that Marek confirmed on Twitter/X that the overpowered laser shown on the video is a creative debugging tool, was worried they were going to have it as a weapon.
    The unspoken part of calling something a creative tool is that it suggests the existance of something other than creatjve exists so I am jopeful for an early Survival mode.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +2

      Yeah, I just assumed that was a creative mode thing. I'm not sure exactly where I got this impression but I always thought Marek was quite anti energy weapons

  • @hell_march6652
    @hell_march6652 วันที่ผ่านมา

    Block Variety is the biggest change I would love to see. This would certainly go along very well with the new unified grid system giving even more opportunity for detailed builds.1x3 and 1x4 blocks would help smooth out designs and could give more of a natural flow iin designs. Medium Armor blocks would be great. Light armor tends to be too flimsy for combat and heavy armor tends to be... well... heavy, and resource intensive. There is a HUGE gap between armor types and this has never been adressed. Lastyly Will we get 1 meter or 1.25 meter blocks. I know I am not the only person that has ever wanted this. As it stands now you can either build a really large small grid or a really small large grid.

  • @christopherpoet458
    @christopherpoet458 16 ชั่วโมงที่ผ่านมา

    My Hopes for SE2: Automation Improvements and Options
    With the new grid system coming and so many other changes, I think what we really need is easier access to being able to automate things. Drones are cool. but not always the most efficient. Building blueprint production lines is probably something that will be more of a standard just as it is currently often something we currently go for in SE1. I would like to see SE2 either offer ways to make these production systems better, improve performance, etc.
    My absolute two most favorite mods of SE1 are the Static Drills and the Build/Repair system. The people who came up with both those mods had good ideas in mind. Automating tasks that tend to be more boring to the average player. I think it may also become quite normal for us to standardize most of our "ship designs" in single player creative worlds and then import blueprints of the final products into survival. I stopped designing vehicles in survival a long time ago. Its wasteful on resources and time.

  • @rohenthar8449
    @rohenthar8449 วันที่ผ่านมา

    You know, what I wish to see are proper battleships and proper exploration ships with all their functions, abilities, drawbacks and interiors (like sample analysis, research or perk unlocking), since now its a crazy gun feast where we see a massive guns in space. Also I hope that they finally solve armor and guide/tracing problems.
    Also I would be very happy if they would give us a bit better avatar (engineer) customization options and include technology branches (can be only as a skin) lie cybernetic or organic.
    But as I already pointed, what is the most important are quality of life improvements; like armor problems/penetration/ricochets, turret tracing problems, no guided missiles, no compass, no info how much fuel is left in reactors or even if the landing gear/door are open or not without additional or external scripts.
    Im positive about SE 2, but I also wish that they will expand this game a lot.

  • @FritiFirecaster
    @FritiFirecaster วันที่ผ่านมา

    EDIT: Not as exciting as I'd hoped. It was pointed out to me it's 310 m/s and 1116 km/h, which is the same - a detail I hadn't noticed. Thank you @TheFinalEvent97
    Speed: You noted the 310 speed (@0:45 of SE2 reveal Concordia Research video), but elsewhere in the video the same bar seems to indicate 1113 (@0:56 of SE2 reveal Concordia Research video) as the max speed in the UI.
    Speculation/thoughts: Not sure if that's just an artifact, if they're playing with different speed limits, or perhaps we are looking at a grid-size speed limit (It /could/ be interesting if anything with large-grid blocks/mass is capped at lower speed, and the smaller you go the smaller your cap-penalty is. Perhaps speed limit defined by grid complexity? Or dynamic speed based on server capability/load?) or perhaps a suit upgrade system determining top speed. Or perhaps some local effect (in gravity, space, etc?) Might just be an editing of video issue between different versions of code/UI's.
    Hard to say without additional data at this stage exactly what they're doing, but a tiered speed limit system has interesting implications.

    • @TheFinalEvent97
      @TheFinalEvent97 วันที่ผ่านมา +1

      That 2nd speed is in kph, it's the same top speed 310 m/s = 1116kph :)

    • @FritiFirecaster
      @FritiFirecaster 23 ชั่วโมงที่ผ่านมา

      @@TheFinalEvent97 Good catch! I'm at work so had missed that detail. Updated my comment and credited you with the correction. :)

    • @Splitsie
      @Splitsie  16 ชั่วโมงที่ผ่านมา

      300m/s is still a big improvement on what we had and for me at least, is going to lead to a lot of crashing :P

  • @LexieAssassin
    @LexieAssassin 21 ชั่วโมงที่ผ่านมา

    Few things I'd like to see:
    1. Increase the block limit by tons! I had a heavily modded lunar save with a big base, multiple drilling platforms, and I'd started to build a ship in space. Probably had around 3-6 months from start to end put into it. …and then the block count went too high and would crash the game upon trying to load the save. I completely dropped SE after that, and I haven't played it in years now.
    2. AI space engineers, with friendly ones you can give tasks! As a single player, this would help make the world feel much more alive and lived in!
    3. Fluid physics.

    • @Splitsie
      @Splitsie  18 ชั่วโมงที่ผ่านมา +1

      SE was a weird mix of 32bit and 64bit from what I understand, so at least that aspect of it should allow for more blocks and physics shapes than the original. I also assume that we'll be able to have a lot more if they made it at a 25cm cube scale because that immediately adds a LOT to the game

  • @baronvonschnellenstein2811
    @baronvonschnellenstein2811 วันที่ผ่านมา

    Yes, @Splitsie - I (probably like most of the other viewers) found myself nodding in agreement to pretty much all the thoughts you've shared. :)
    - On top of the unified build grid, I really like what they've shown around options for placing a line or even a plane of blocks in one go, along with the improvements to blueprinting.
    - Hopefully the fluids feature will make the initial release of SE2. The water mods people have made for current SE are a good compromise, but I feel that the Keen developed fluids would be an ideal "finishing touch" to all the other terrain improvements they've shown for VRage3 to date. It would add another dimension to the gameplay.
    - You might have said this in other words, but I'd love to see blocks that have been 100% repaired _look_ slightly imperfect:
    - e.g. weld seams and perhaps scuffed paint on repaired armour blocks, then if you want the block to look pristine again, a quick right-click with the grinder, or a second, quick burst with the welder to bring the block to looking brand-new.

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา +1

      I really like the system in Icarus for damage as it's just like you describe, do the basic repair and it keeps the damage decals, do another repair on top of that and you get it refreshed. Would be cool to see in SE, but it also feels like the sort of thing Keen wouldn't be all that likely to implement despite the cool factor

  • @override367
    @override367 วันที่ผ่านมา

    what I'd like to see as someone whos tried to bring friends into space engineers is it would be nice if it was easier in survival to build your first ship, car, whatever, maybe a "prefabs" tab that is already populated with a few modular sections for basic ships. The ability to select "basic ship frame" and just pop it out without having to use third party stuff would be nice

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา

      That's an interesting concept, in a way it's not too different to what I've always tried to do with my tutorials - provide the basic framework to help players understand what they're doing so they can go out and build their own in their own way

  • @ryderlynch2281
    @ryderlynch2281 วันที่ผ่านมา

    I'm hoping to see more functional blocks with animations, i.e. an assembler with moving parts as it assembles components. Not to mention I wouldn't mind see functional blocks with sub-components. Imagine racing to a sparking panel, opening it, and being able to pull shorted out circuit boards from inside it, replacing them with fresh ones to repair the block. And decorative blocks that allowed us to create more detailed rooms instead of the plain armor blocks. You could have a "block" that was a floor and ceiling piece at the bottom and top of the collision box along side a separate couple of "blocks" that had only a floor or only a ceiling. I like the idea of Build vision being on the Engineer's forearm tablet, but what about a locker block that the Engineer could use to remove their suit altogether while on a planet or in a pressurized environment, leaving the Engineer in short sleeves or a jacket while we explore. Maybe even blocks with dual functionality, i.e. a toilet that acts as a seat and has an operable door without us having to build a separate door block. I have a feeling that we'll all have things we really wish Keen would add to the game. Anyway, I look forward to see what you and others end up building.

  • @BillWiltfong
    @BillWiltfong วันที่ผ่านมา

    The "If it has an antenna on the grid" proposal for your tablet tool idea sounds good, but limited and lightweight connections needs to be possible. Something like a wifi router antenna that wouldn't connect further out than the other end of your huge ship. Like, you get to choose to put a control panel on the grid, or a router antenna so you can use your tablet to access the grid.

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา

      If we have antenna blocks at the 25cm grid size, then perhaps that block will be lightweight enough to slap down as one of your first things when building something new, or build connected to your main grid and use its antenna connection :)

  • @SteffDev
    @SteffDev วันที่ผ่านมา +1

    I have high hopes for the new game!
    Even though it's probably going to start off like the first one, but if we give it time, and support, which the Developers have more than enough earned, it can turn into something beautiful.

    • @tackytrooper
      @tackytrooper 23 ชั่วโมงที่ผ่านมา +1

      At the very minimum on day 1 of release we should still be able to rig up some very pretty shells for ships, lol.

  • @SuperfluousUser1781
    @SuperfluousUser1781 วันที่ผ่านมา

    You never disappoint Spitsie. Another educational video by a man with an accent which we all know, makes you sound smarter! Love the idea of a better way to organize BP’s and systems within a grid.

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา

      An Australian accent makes you sound smarter? Maybe I need to start talking more like the late great Steve Irwin :D

  • @waynekent7068
    @waynekent7068 วันที่ผ่านมา +2

    Please for the love of all that is good in the world, add the script for controlling wheels on a sub grid to the programmable block for consoles.
    We want to make fancy suspensions.

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา

      100% I've always hoped that they would flesh out the available built in 'scripts' with the most popular functionality from the workshop, but we only really got solar tracking :(

  • @kinngrimm
    @kinngrimm วันที่ผ่านมา

    6:00 Big fan of "nano build & repair system" mod. Aslong the server owners take some time to configure it properly, have the latest version installed(because there are several now that seemingly are diverging from each other) it gives you still the feeling of acomplishment when building stuff yourself, while slowly in the background the placed blocks are wellded up. One of the biggest concerns with this and other mods as well with the base game in multiplayer was lag, desync and rubber banding. There are tools around there for server owners to have a grip on this, but i would prefer some better optimization from the base game and built in tools that would allow for more stable development of mods, too.

  • @BeanoNoir
    @BeanoNoir วันที่ผ่านมา

    For those who think in chassis, the 25cm will be very helpful as well. For those who chase the ultralight dream, and no longer have to consciously set aside that bit about their flying creation somehow flying at 65 tons.

  • @octavius32a64
    @octavius32a64 วันที่ผ่านมา +2

    Give me organisation or give me death ! :) Cautiously excited about this great to hear your excitement about it too!

  • @ultmateragnarok8376
    @ultmateragnarok8376 วันที่ผ่านมา

    My pipe dream for this game is that they've been saving cables as a surprise. Even if it's not full-physics ropes like Medival Engineers had, but just something decorative, that would still be so good for building.
    That, and if we see hydrodynamics applied to craft, it would be easy to change some values and apply it to atmosphere for immediate aerodynamics. I wouldn't even fully expect wings or anything, just perhaps the ability to slow a ship that little bit more by turning it flat-side-on towards the full force of the air. Gradual slowing you could build your craft to take advantage of or avoid, to make flying on planets feel that bit more different to flying in space. Though if we do get wings and whatnot, I would expect an overhaul for custom control surfaces - something to make vanilla rotating thrusters, rudders and flaps, wheels on custom suspension, and so forth to be controllable without scripts.
    Oh, and of course, who knows how water will interact with artificial gravity and with violent decompression. _That's_ exciting, for someone like me who often builds spacecraft with a lot of weird shifting gravity fields.
    The unified grid system does somewhat worry me, and in other parts just intrigue me. The worries - a 25cm block is a thousand times smaller than a 2.5 meter block. If I want to paint things with them or carve out little patterns into my bigger blocks, am I gonna have to take, say, my 22 thousand block hydrogen hauler and make all 16k-odd armor blocks into 1.6 million armor blocks? I can't imagine performance would handle that well even through optimization, but the possibility of the detailing means people (probably me included, goodbye to my future free time) _will_ work at this scale. I think they have something to fix this, but we'll have to see. It could be as simple as 2.5m flat panels so we can build walls that aren't insanely thick without making them out of a hundred mini blocks per block.
    Secondly, they've apparently said that you can transfer old grids into this new engine, which to me implies that all blocks from SE will be in SE2 already. This seems like something of a loss - with all the SE blocks working on the old grid system, there's a lot of completely useless or just weirdly categorized blocks now that it's all on one grid. Will we have two or three sizes of thruster all named the same way? Or would it be simpler to completely reclassify thrusters into, say, type one for the 2x1x4 and type two for the 2x3x4, introduce new sizes in between these old ones, etc? Or outright redesign thruster sizes entirely rather than stick with the old sizes - something they might not be able to do with allowing transfers of old builds? Given some of the blocks they've shown seem to be proportioned pretty differently to the old ones, I wonder if that's going to cause oddities of old versions of blocks like the refinery remaining for these old builds, but being mostly inaccessible or unused otherwise.
    This brings me to something that, while not concerning, is just interesting. SE has a focus on large grid as a necessity, in terms of progression. Recently we were given the prototech refinery and jump drive as a small grid option for these blocks, but with SE2 this is just.. not as much of a concern. Sure, they're still small enough to be practical on some builds, but unified grid building lets you make a small grid ship with an attachable module for a jump drive or alternate variant or what have you. I'm curious how progression will be arranged with this change - the ability to stick wind turbines to small grids, to use small grid event controllers and AI blocks on large craft, to make seamless connections where there were previously distinct gaps. I saw, on that shot of the ship flying through a hangar, a 50cm 1x1x3 version (or I guess 2x2x6) of the compact antenna, despite the old antenna presumably still existing, so they seem to be trying to bring parity to the grids in that way too.
    12:00 Even as someone good at naming things, at making groups and hiding things that aren't named, it's still annoying. Firstly, I don't want to name 600 lights from the terminal - buildvision-like tools would be so much better than turning one off, figuring out which one it is, naming it, going back into the terminal with ten all its items and finding the lights again, doing the next one - it's still not sufficient to name things. The ability to categorize things, to sort that damn list by importance without resorting to special character in the names, to have things I might need to access accessible when I need them but not clogging it normally in a way that isn't just 'here's literally every block on it', would be so nice. I have hope for this feature, as they've mentioned something similar coming for blueprints.

    • @tackytrooper
      @tackytrooper 23 ชั่วโมงที่ผ่านมา +1

      The concept I've seen thrown around for optimization of the 25cm blocks is that at some stage in construction all the little blocks in a given cube (probably at the 2.5m level) are tallied up and merged into a single composite cube, which the game treats as a single unit for computation, up until it is damaged or altered.

    • @ultmateragnarok8376
      @ultmateragnarok8376 23 ชั่วโมงที่ผ่านมา

      I've seen someone suggest this solution for all the connected armor on a whole ship, and while it's possible it might lead to lag spikes when trying to grind or weld any part of the ship if it has to figure out where every block is at once again. I don't think they'd be releasing the game if they didn't have a solution, though, and perhaps that is exactly it. It does feel one step away from just giving us the ability to make custom armor shapes.

    • @Splitsie
      @Splitsie  16 ชั่วโมงที่ผ่านมา +1

      It'll be interesting to see what's possible with the newer Havok physics

  • @wabniky
    @wabniky วันที่ผ่านมา

    I agree that the dot for where you're using the paint gun should be applied to all of the tools, it would be useful to see when I'm grinding down a small ship I want to keep and accidentally get the wrong block and break the grid

  • @breytac
    @breytac 22 ชั่วโมงที่ผ่านมา

    I'm looking forward to see what master builders do with the 25cm grid system. The amount of detail they already put into ships is already amazing.

  • @dralord1307
    @dralord1307 วันที่ผ่านมา

    I think the new block system is a double edged sword.
    It will make some things considerably easier, since you wont need to workarounds the way in Space Engineers 1.
    BUT it also means designing a single ship can take MUCH longer. Since you have essentially infinite options now.

  • @Paladinleeds
    @Paladinleeds วันที่ผ่านมา

    Something I'd love to see is those pipes you had in Survival Maybe/Unlikely, the modded ones. Imagine those being only able to pass through gases and water. No items. Those would be so nice to use I feel, for say like you mentioned, about pressurising a room.
    Oh, and one other thing I'd love to see added. Support for things like HOTAS, wheel and pedal sets, etc. Give us more customisable control options. Like imagine being able to use an IRL say... truck sim control scheme, to control say a crane or whatever.

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา

      I haven't seen many people talk about other control schemes, but yeah, better support for analogue inputs would be great, especially if we get any sort of aerodynamics

    • @Paladinleeds
      @Paladinleeds 22 ชั่วโมงที่ผ่านมา

      @Splitsie for sure. I'm planning on building a full custom space/flight setup, which would result in me being able to go all out with hundreds of buttons, dials, faders, etc, as well as dual sticks, throttle, yoke, and rudder pedals. Even better would be if we could get force feedback support (especially for when driving rovers as they have force feedback wheels already)

  • @randomanimator6289
    @randomanimator6289 วันที่ผ่านมา

    Being able to design our own furniture is gonna be SO cool

  • @aron501
    @aron501 21 ชั่วโมงที่ผ่านมา

    I agree with all the points you brought up. I also really hope that they make the physics be more accurate as well. I find is strange that ore goes through a refinery and comes out weighing less. Where did the mass go? Why not just make gravel be a by-product of all ores? When I construct a hydro engine why does it weigh more than the components put in to it? Why does one liter of ice weigh 2.7 kg??? These things are not a deal breaker for me and have little impact on what makes it fun. I love this game regardless and I'm really excited for #2, but one can hope.

    • @Splitsie
      @Splitsie  20 ชั่วโมงที่ผ่านมา

      Those sorts of things have always been less of a concern for me than having them do something about phantom forces, since that's the sort of physics that impacts my gameplay, I always see the other things as just arbitrary anyway. It does make me wonder if they'll have planned around those issues though as the stuff you brought up would be pretty simple to control for if you have the whole game planned out at the beginning and not having things added over the course of a decade

  • @nickbuss3834
    @nickbuss3834 วันที่ผ่านมา

    Earlier this year I got a copy of Emperion Galactic Survival, and one of the really nice features in that is that each face of a block can be independently coloured and textured. Really hope that SE2 has this.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +2

      From what they showed of the painting in the video it seems unlikely, but at least at a 25cm grid size it'll be easy to compensate for it in a lot of cases - especially if we get the equivalent of the current armour plates

  • @omni2066
    @omni2066 วันที่ผ่านมา

    the paint gun and the new copy and paste thing will be a god sent for detailing in survival, not that there is anything wrong with modded paint gun rn, its saved me hours in detailing already

  • @user-xsn5ozskwg
    @user-xsn5ozskwg วันที่ผ่านมา

    I noted the lack of survival mechanics too, but between the survival blocks like the refinery and the fact that the player HUD had O2, health, power, and H2 I think it's safe to say it's planned to return, at least. My hope is that they plan to show it off once its in a state they want and its planned with the initial release, but right now my expectations are tempered and I'm prepared for Keen to mirror the original's development (market it a shipbuilding sandbox, slowly introduce survival mechanics). It'd be a way for them to get money for continued development early on and given DLC might be a bit of a challenge with how granular the new build system is I'm sure they have thoughts on how to continue making money on the game after initial sales.
    My hope with welding is they'll have neighbouring blocks all have a collective pool you weld up. If you target one 25cm block it would also give details on all other blocks in a 3x3x3 or even 5x5x5 cube, and allow you to weld them without moving. It'd be more engineer-like if this only extended to blocks of the same category (so you could weld a patch of armour since its structural, but functional components like thrusters must be welded separately), though I could just as easily see them simply expanding the effective range of the personal welder.

    • @Splitsie
      @Splitsie  16 ชั่วโมงที่ผ่านมา +1

      Yeah I'd agree, it does appear planned at least, which is good as I struggle to entertain myself in creative mode for very long :D

  • @leopardspheel3638
    @leopardspheel3638 4 ชั่วโมงที่ผ่านมา

    I have never been as excited for a game as I am for SE2. I am SO excited

  • @snake61388
    @snake61388 วันที่ผ่านมา +1

    I know it's only in speculation, but I do hope that the new physics engine will not require a gyro for ship control. Allow us to fly ships with just thrusters please. I mean it's kind of in the original game already when using the flight alt controls

  • @tarab9081
    @tarab9081 วันที่ผ่านมา

    In the Concordia Research Station trailer when we get the engineers pov building the door the hud has familiar energy/o2/h2/health status bars so it looks like at least some of the SE survival mechanics are planned. I am super excited about how smooth and simple and powerful the new building system looks though.

  • @STSWB5SG1FAN
    @STSWB5SG1FAN 9 ชั่วโมงที่ผ่านมา

    One of the things I'm hoping for is PROPER tank treads.
    EDIT: Another thing I'm hoping for is proper design tools for your blueprints. (You could do a design like in creative mod, but it would be stored as a blueprint rather than an actual grid. This would save from people having to do the designs in creative mod, then having to copy it to blueprint to bring it into their survival game.)

  • @skurtlil1104
    @skurtlil1104 วันที่ผ่านมา

    block welding merge. make the blocks connect to eachother in certain ways like 2x2 2x2x2 or so on. the ability to make a build both less complexed but also give us the freedom to use diffrent shapes

  • @Colt_RazorVolt
    @Colt_RazorVolt วันที่ผ่านมา

    im keeping my money high in steam just for this game when it first releases. i am INSTANTLY buying this game when i hear its out and i will check every day. i didnt get to experience the beta days of the original space engineers and id like to be a future veteran of the new version of space engineers

  • @boggels8013
    @boggels8013 วันที่ผ่านมา +2

    hope we get blueprint transfers from space engineers 1 to 2

    • @Splitsie
      @Splitsie  22 ชั่วโมงที่ผ่านมา

      Given they've kept the grid sizes there, it seems like it might be possible and I've certainly had people say they though something along those lines was said in a livestream somewhere

  • @ec-norsemanzero-drake7031
    @ec-norsemanzero-drake7031 วันที่ผ่านมา

    I would say a ramped welding speed, 25cm block seems welded instant, next size up is slightly faster, with the next size faster yet and so on for the welding.
    My hope was to be able to paint one side of a 25cm block so that the we can be even more diverse. Excited about the paint tool.
    For building I am looking forward to this, just hope they start with SE blocks and tools, with the SE2 add more things as a new age.

  • @BrokenBoxProduction
    @BrokenBoxProduction วันที่ผ่านมา

    One thing in creative I'd like to see is a "paint" tool for switching light to heavy armor on already places blocks. I'd really like that in the current edition too lol

  • @PhunnyConflicts
    @PhunnyConflicts วันที่ผ่านมา +1

    Thats so cool. They took the block mechanic from Vintage Story, a block game that proceeds Minecraft. If yall into block games, check Vintage story out. Its equally as good as space engineers in terms of block building

    • @toxicbavariankitten
      @toxicbavariankitten วันที่ผ่านมา

      VS is awesome, bought it some days ago, then had to fight with my OS (a linux distro), VS and microsoft. VS requires .NET runtime 7.0.19 and microsoft said that is deprecated, so I used chat gpt to help me with terminal commands to delete certain versions of .NET on my pc and then get the correct .NET version. It took me two hours, but it was worth it.
      (No I wont go back to windows out of convenience sake)

    • @mz00956
      @mz00956 วันที่ผ่านมา

      proceeds? VS isn't older than Mc xD

  • @caegonkilpatrick8499
    @caegonkilpatrick8499 วันที่ผ่านมา +1

    The last part of the video felt so haert warming

  • @Mad_Hat_was_taken
    @Mad_Hat_was_taken 22 ชั่วโมงที่ผ่านมา

    @6:00 Hand tools should get a welding/grinding radius from their target point, similar to current block tools. Also like the range/reach of current hand tools, that radius should upgrade with the tier. Though there should definitely be a togglable precision mode that ONLY affects the targeted block, like the paint gun mod has.

  • @Jay-fy4zy
    @Jay-fy4zy วันที่ผ่านมา

    "you gotta take hope with a grain of salt, especially when you're paying money for it" 👍 Not only hope but expectations.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา

      Yup, agreed 👍

  • @itsasecret2298
    @itsasecret2298 วันที่ผ่านมา

    I really hope they add more progression to the power system in the game. Atm having enough power for your grids is really trivial in survival. I would like to see them make hydrogen engines more end game, on par with nuclear, and add a coal/oil resource while also increasing the energy costs of refining and assembling. Especially if they make refining ice into hydrogen energy expensive then it creates a legitimate use for rovers.
    That way you could have the progression of solar/wind->fossil fuels->hydrogen/uranium
    Hydrogen engines should be equally powerful to reactors with the tradeoff being more abundant fuel you burn through fast/store large quantities of vs a more difficult to acquire, longer lasting fuel.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา

      I hope we see them put some serious time into making a well integrated progression system, rather than something patched on like progression. It was really fun coming up with one for the Scrapyard mod and I think having a proper setup like that for vanilla would be great :)

  • @evablouseblanche112
    @evablouseblanche112 วันที่ผ่านมา

    I agree with you on a lot of points. a few things I'd like to note :
    this new 300m/s speed is good news, though wildly incompatible with the major hope I had that they would revamp space travel to include orbital mechanics (think KSP). they showed off moving planets once and I was extremely hopefull but, alas. HOPEFULLY it's "easily" moddable.
    another thing is that the refineries and assemblers don't seem functionally different from those of the base game, I was hoping for another look at the gameplay loop because in the original game its a very unfun grind, and I'm not looking forward to just more of it.
    on more positive notes, the destruction physics look fantastic, the graphics of course, and what they had previously shown off with water and planet generation makes me hopefull that we'll have nicer toys and backdrops.

  • @TheEmOwl
    @TheEmOwl วันที่ผ่านมา

    Imagine if we had an onboard projector in the suit, to let us copy paste things and place things as "ghostblocks" which we had to weld up. Feels like that would still let cool creative tools be available in survival while still feeling like you are actually producing something with effort, without magic'ing it into being....

    • @Splitsie
      @Splitsie  16 ชั่วโมงที่ผ่านมา

      I think that would be an option, or instead we place the build state of the thing we copied assuming we have enough steel plate to do so

  • @metalWarriorCZ
    @metalWarriorCZ วันที่ผ่านมา

    in my opinion, it is quite evident that the functional blocks will not have their mini versions. And that's a good thing

    • @Splitsie
      @Splitsie  วันที่ผ่านมา

      I would like them to have mini versions, but not more powerful per unit of volume. Because being able to make small but largely underpowered things is a nice bit of variety and will make for better engineered solutions vs things like interior base or ship defenses :)

  • @filips.6482
    @filips.6482 วันที่ผ่านมา

    The original SE also started with just creative mode on. Which was why I bought it and thought "meh" after an hour play... but then survival came in, and I loved it immediately... I hope Keen makes survival a bit more "survival game" then SE is. Not much, just small changes here and there, to give us a reason to use more blocks/builds, a bit like your scrapyard, but perhaps not as hard ;)

  • @mandrakejake
    @mandrakejake วันที่ผ่านมา

    I 100% agree with a tool that functions like build vision that would make the game much better

  • @JPEight
    @JPEight วันที่ผ่านมา

    I’d be ok with ditching the need for a blueprint block, but would still want it to be an option.
    We already have AR 3d visualisation in real life so it would only make sense that the suit would have a built in projector.
    Being able to copy a set of blocks and the paste in a ghost/projection block would be a huge survival QoL upgrade.

  • @elmar001
    @elmar001 วันที่ผ่านมา

    I would imagine that Space Engineers 2 will release in Early Access and basically be a stripped down version of Space Engineers but in the VRAGE 3 engine with Unified Grid System, Ray Tracing etc. and they will slowly add more stuff into SE2 over time.

    • @Splitsie
      @Splitsie  วันที่ผ่านมา +1

      Yeah, that's my guess too

  • @Dinkleberg96
    @Dinkleberg96 วันที่ผ่านมา

    I think welding in survival may be dynamic. U select where to build (with that border thingy) and then the game calculates how many stell plates are in there and u look at the creation and it may take 375 stell plates and take 10 mins to weld and when there’s only 10 steel plates it would take like 20 seconds. I think a block now it’s how many tinny blocks u decide to build

  • @visualcadev2visualcade
    @visualcadev2visualcade วันที่ผ่านมา

    Imagine making rc-xd's and just fpv drones in general in this game. Im hyped. Hope its implemented

    • @visualcadev2visualcade
      @visualcadev2visualcade วันที่ผ่านมา

      Also, seeing the build system improve is getting me as giddy as I get when a new halo game releases and the forge is improved and loaded with new features!

  • @exterminater267
    @exterminater267 5 ชั่วโมงที่ผ่านมา

    The only things I want is proper orbiting of planets, multigrid projectors, and some way to force proper atmospheric flight with wings and lift.

  • @SootytheMagicalBear
    @SootytheMagicalBear 20 ชั่วโมงที่ผ่านมา

    you do understand that the build system is still large cubes as well, its not that everything is suddenly smaller

    • @Splitsie
      @Splitsie  20 ชั่วโมงที่ผ่านมา

      I do literally say that in the video

  • @AndrewStephen-d4g
    @AndrewStephen-d4g วันที่ผ่านมา

    All i ever wanted was SE with a building style similar to ME. But it seems they have went even more detailed than that and have something possibly similar to Enshrouded. Exciting times.

  • @timothyloveridge4051
    @timothyloveridge4051 19 ชั่วโมงที่ผ่านมา

    Something i would love to see, if you could set a projector to a mirror mode, that way you could mirror your build in survival

    • @Splitsie
      @Splitsie  18 ชั่วโมงที่ผ่านมา

      Same, that would make symmetrical stuff in survival so much better. Still gotta build the thing but at least you only place half as many blocks