SE is awesome! Your knowledge of building, the componate controls and their configs are outstanding! End Goal? Make it to Proxima? Build a Starbase? I've often wondered if it were better to create small vs large grids for atmospheric/space ships such as examples we have had in fantasy fiction films like StarTrek Voyager, Firefly, Marvel films, etc. the list can go on. Thanks Beebs!
@@Hillbilly-Tech Cheers Billy, I am thinking of spreading this playthrough over different seasons (depending on how well it does) and then have the End-end Goal of all seasons reaching earth again. So each season should have an end goal - but only leading up to the next season. Building a Starbase is a good call 👍
@@MM10567 Yeah, bases on all planets will be a goal - I might have to look what the size of a 100K ship is.. haha - I feel very bad at building ships. 😂
Cheers, I am enjoying making it for sure. I did try several times to do some Co-Op playthroughs, but it can be hard to get together with timezone differences or when people lose interest.
Hello! I started playing SE for just shy of 6 months now, and I've got to say, it's the most fun I've EVER had in any game I've ever played. I saw your name in my feed, and thought I'd give you a try at gameplay. Beeblebum, you are AWESOME!! I watched this entire episode and I immediately liked and subscribed to your channel. Looking forward to the next episode. Thanks for making my day!!!
Haven't played SE in ages, at least 6+ years. I do remember I played it after the devs rewrote everything and added in the enemies etc. Having watched you and others I really should give this another shot.
I can't stand that realistic super dark space mod. I recently did a scenario where my large ship was severely damaged not far from the Alien Planet and I had to use the drop ship to get down to the surface to collect resources to repair the big ship so I could get back to Earth. It was really fun.
While I do like the vibe of it, and it looks pretty good - It does feel like it might make the footage too dark at times. And cool idea for a scenario 😊
The master objetive IMPOV and IMHO would be having a Capital-ship! As the story of your season, it would be nice to have an end goal towards a ship capable of driving you back. It could also be the point where when you build the jumpdrive, this is the ultimate goal to allow you to go for the second season. I would suggest to add "AiEnabled" to add companions. But it would require a "special rule" to allow you to simple add the block to spawn a companion for you.
Hmmm, A Jumpdrive can be a good goal, but that would mean I need to keep the building restrictions enabled, otherwise it will be pretty easy to craft a JumpDrive, apart from the grind for resources. That would mean I have to either Find or Steal it... I have no idea if there are jumpdrives on the Scrapyard Vessels... And Stealing them from Factions means battle, which means every attack is very risky. Especially if I can not build many of the blocks myself. I will keep it in mind, If I can find a good way to implement it.
@@Beeblebum I think that some items should be exclusive for "high risk, high reward", don't you think? Of could because of the theme of the series, engaging in combat, means that you must be prepared to have an huge amount of lost, unless there is an huge reward to do so. If include this item in the scrapyard vessels, would that be possible to make the percentage chances of it rare? Of course this item is huge, and would require you to have an massive vessel to carry it if you're gonna steal it. Keep going with the series. i wanna see the upcoming challenges you gonna face. Cheers.
ok ya got a sub this is epic... one you could look at MES is wasteland tire thieves for the flat type voxel planets.... for a chance on the series... establish a base on every planet and moon then at the far reaches... a three point roid base with the big radar dishes... that all point to a center roid base that beams out so you can find "home" last point is the jump out to start the next series... with room to change as ya go lol also to cut down on prog blocks and scripts... air lock mod is amazing has a one door spiny that keeps everything slealed... please tell me you will do at some point custom ball turrets.. those are fun to see how someone can build them
Did not hear about that MES pack yet - will have a look into it - It could always come in handy for seasons after this. Establishing Bases on each planet was already kind of in the back of my mind - and a Asteroid Base (Space Port) would be cool too, so keeping that in mind. And yep, the plan is to jump away at the end of this series - ready for another season. I kind of see reaching Home (Earth) as the final goal and the end of a later season. 👍
Choose one faction (if there is more than one) and treat them as mortal enemies (lowering your reputation with them) whenever possible. (Sorry if my English is poor, I learn it by listening to recordings like yours).
Really great start. I would vote for dark: it is space after all and looks the kinf of realistic look you get with good sci-fi films. I wonder with the battery question; adding the detatch mod? Would make for an interesting play style where you can have a small tug ship for positioning blocks on your new scrap builds. Good work on the first episode: I think I'm going to go straight onto watching the second 😀
@Beeblebum Love these types of scenarios...This and Junkyards Journeys are series I will be watching. As always, great job on the videos. End Game...I think when you get to the point where you can take on any ship/base without any worries, you pretty much mastered the scenario.
Loved the intro but wasn't expecting it to turn into a regular video after. Should continue it without talking to viewers but instead, yourself trying to survive. Really sell the survival aspect of it. Would be interesting. At least that's my opinion.
Thanks, the intention of this playthrough was to be a regular playthrough, but the intro was to set the scene and story. While I personally love watching Story driven videos, they sadly do not well on TH-cam - which means you are spending too much work on editing with hardly any ROI.
Haha, It is always great to hear when people like the intro - I wish full videos like this would do better on YT. But the amount of work that goes into it does not compare with what it gives in return. Maybe one day... 😅
@@BeeblebumYeaa it is a shame, maybe one day 🙏 but also suuper exited for this series to continue!! Also underrated kinda saying things that might help new people to the game understand what’s going on was goated
Think having some kind of engineeing background would be more than helpful, but I didnt let a small thing like that, stop me from suscribing and enjoying he episode. Looking forward to the next one. 😊
Enjoyed this episode very much. Subscribed and waiting for the next episode. I would like very much to play this scenario. If you can figure out how to workshop the universe I'd definitely appreciate it.
I enjoy using "space just got real" when I'm on planets, but I tend to believe it makes it less enjoyable over time in space-only playthroughs. But that's just me.
I keep thinking "I just need to dive into SE. Spend the time to figure it out." The I watch you (and others) play and then it's "Nope. I'm still too dumb to play this game!" 😂
While the game is complex, it only really is the intial hour or 2, trying to figure it out. And I am also playing this scenario as a challenge - you can start in a much more relax situation the first time. 😅 If you have Gamepass, you can actually try the game out for free - might be a good trial. Just check my 4 part beginners guide, and you should know enough to get going.👍
@@Beeblebum Thanks. I've already started your tutorial videos. Great stuff. I keep trying to watch some of the stream videos, but don't have a lot of time to to watch more than a few minutes at a time. Thanks!
Not sure if they're still available to build in the mod, but large grid welders and grinders make for great storage if you can't find cargo containers.
Yeah, Even large connectors offer like 8000L of storage, but as explained later in the video, It feels pointless to make a challenge with building restrictions, if I just cheese my way around it. Finding a Cargo Container will make the find much sweeter now. 😅
Very cool, but folks need to know if you don't have experience with the mods used you will be totally lost starting this. Build Vision and Advanced Welding were the first two I realized I don't know yet.
Pretty cool intro. I haven't played with Splisie's scrapyard mod yet, but if I were you I would double-check because I think it also disables all crafting and ore processing (except H2O2, obviously), since the main point of the mod is to force an engineer to use pre-existing scavenged parts to build stuff. So I don't know if the refineries and assemblers (if you can even find them) work properly.
It seems you can not find refineries and assemblers on the planet - I mean, I have not come across any in the 40 hours I played the scenario. But there are in space - So I feel they did this on purpose to only allow them at the moment you are advanced enough. Still, As I have been considering to remove the building restrictions at future point.. that could be one of the moments/reasons.
Only just spotted this. So you wrote your own scenario? Maybe an end goal is find the nice people/bugs that shot up your ship and have a little chat..😀😀😀
Haha, I actually made the damage as if it had gone through a meteor storm. 😅 The "Scenario" Itself is not as complex as it sounds though - Just have my own respawn ship, and a set of mods crafted by the community. 😊
1. I enjoy the darkness. Though I'm watching on a fairly decently sized screen. 2. I think you could consider not travelling everywhere at 100m/s when you are struggling for fuel/energy. 20m/s will get you there just fine, and use 1/5th the fuel accelerating and decelerating. You can eventually just edit out the travel time. Ofc, I certainly understand if you have limited time. 3. If you can't find the AI block immediately (like 1min), hacking and turning off the thrusters (and gyros you can find) before looking further, would allow you to not use so much of your valuable fuel. 4. Speaking of fuel: tanks leak content when you're hacking/grinding them. Personally I'd look for a less wasteful hacking target. I guess I come off as extremely stingy here. Which makes sense, considering I partially grew up in Sunnmøre (I expect less than 0.07% of the human population to know that reference). :D Either way, I enjoyed this. And I thinks it's cool that Splitsies mod keeps driving new cool content! Makes the SE content creator community seem like a band riffing off each other.
Lol, economical space faring is always smart, especially because your life depends on it. 2) The 100m/s is not a problem once you hit the speed, just turn of the dampeners to coast that speed. 3) You will notice I am doing some adjustments to the modlist in the next episodes to make the hacking more efficient. 4) Yeah, although hacking should never take more than a second, so there is only a minimal loss of Hydrogen, but again, with the mods I use now, no more need to hack tanks. Glad you enjoyed it - And yep, the scrapyard mod is a good one for sure! 😊
@@Beeblebum 2. Coasting is always good, but you still spend 5 times the fuel to get to 100m/s than you do to 20 m/s, and the same when breaking again. :)
Hi ,nice to find some new interesting game play. TH-cam hates dark, but was not to bad. Can you use or do you have access to the Hacking plate ? Will you find a Bod ( build and repair) or a robotic helper ? Watched and Liked 👍
Not sure what the Hacking plate is? You mean the Welding pads? I won't be using B&R mod for this playthrough, I can see the benefits of it for certain playstyles, but whenever I used it, I find that the mod detracts from the sense of accomplishment and challenge I enjoy in my gameplay.
Interesting for sure! I find myself trying to figure out your dialect, i cant make heads or tails of it! I would say finnish/south african/indian or mix thereof? Keep it up anyway!
Hi, i subscribed in hope to find out what are going to be your main goals. I must say that i dislike any music: for me it doesn't make it more cinematografic. Good luck and "... boldly go where no man has gone before".🙂
Thanks for the Sub! There will be music in these playthroughs now and then, even if it is just for my own benefit 😅 Hope you enjoy the next episodes. 👍
Yeah, I seen it used several times and I like it. Probably will use it once larger ships or bases are build, and I have easier access to Programmable Blocks. 👍
I personally like the realistic dark skybox. The vanilla skybox provides too much uniform light everywhere, so it diminishes the sense of contrast. After a decade of playing Space Engineers, the vanilla skybox gets a little bland. The realistic skybox, OTOH, does the exact opposite. However, if you're willing to spend some system resources on running more light blocks and spotlights, this can provide some really nice, dramatic shots where your tiny ship's lights attempt to pierce the vast darkness of space. Nothing shows up... until your next scrap target looms suddenly out of the darkness at 100 meters. You can see moments of this in this episode, when your ship gets close enough to lock the landing gear onto the wrecks. I would say at least 2 widely spaced rotating spotlights, with AI targeting set to your choice of small/large grid, neutral/hostile/friendly grids, and maybe even set to track characters. If a rotating spotlight or custom turret (with a spotlight) is set to target friendly characters, they'll usually follow you around as though you're on a stage. You could also of course search the workshop for some of the most recent skyboxes that offer a balance between all-dark or all-dull-light. There are some really pretty ones, including but definitely not limited to Splitsie's Hubblegum one. Otherwise, I really like the work you put into setting up your scenario, with the Foundation ship. For future objectives or endgame goals for this series, I've come to define these as time-based or resource-based. More specifically, for dramatic and interesting content, time constraints or resource constraints. And since collecting in-game resources is only a matter of player time spent, all constraint-based challenges boil down to time constraints. I think any goal you set for yourself could define a challenging restriction on one or both of time and resources. 5 episodes to salvage a functional jump drive. 10 episodes to reach the alien planet and build a 1000 PCU basic outpost on the surface (with power generation, antenna, and respawn point). Defeat 10 large grid and active/functional NPC ships within 15 episodes. Etc. PCU-defined challenges are a subset of resource constraints. Even if a saved game is set to no PCU limit, the game engine itself has a soft limit on ALL grids (both player and NPC) at around 300K PCU (total MES NPC grid PCUs are often several 100Ks until you admin-clean them out). Default singleplayer limit is 100K PCU, and official Keen server limits are 25K PCU (which implies they assume either a half-full server on average with players maxing out their PCU, or a full server with player averaging 50% utilization of their PCU limits). Using these numbers as guidelines, you could challenge yourself to build the best 1000 PCU ship possible (i.e. repairing and enhancing the current Foundation ship), then a 5K PCU ship, a 25K PCU ship, and finally maybe a 125K PCU ship. or any combination thereof: ten 5K PCU small grid ships and two 25K PCU large grid, etc. This goal will help to fight scope creep and loss of focus due to accumulating too much STUFF. Keeps you running lean and mean, with a limited number of very purpose-built ships. And as a bonus, this challenge directly works within the game engine's soft limits instead of ignoring or trying to exceed/break them. I personally have mixed feelings about the scrapyard and restricted block mods. interesting gameplay content comes from a player using creativity to maximize progress within constraints of time and/or resources. The gameplay can become boring if you have either nearly unlimited time, or unlimited resources. This mod set uses the approach of tightly restricting resource inputs -- can't just grind down and rebuild thrusters etc willy nilly anywhere you like. So it makes individual important blocks uniquely valuable -- if you want one more of that type of block, you have to specifically manipulate and merge that particular existing block. Space Engineers is a sandbox with optional combat, and over the past decade it's often selected for a player base and content creators who focus on risk-averse construction that is usually not too time-constrained (but can be exciting or even frustratingly deadly sometimes when it is, e.g. MadMavn's no-suit survival on Pertam). Combat is not explicitly excluded, but with the scrapyard/restriction mod set the risk of easily destroying specific irreplaceable blocks greatly disincentivizes lots of casual, highly explosive combat. But having watched Splitsie's and numerous other players' scrapyard survival playthroughs, as well as playing with my own physical manipulation of extant blocks before there were any mods to enforce these restrictions, I find it frustrating. Especially in a gravity environment, where you can lose gobs of time working a piston-and-rotor crane through multiple axes, only to have the merge blocks (both vanilla and Advanced Welding mod) remain out of axis by 0.1 degree. :D I think the block manipulation mod (I forget its name) has significantly improved (or been superseded by a new author's version), b/c I saw someone holding key combos to rotate a block while they were holding it. So this would be a lot less frustrating now, compared to 2 years ago when I tried it. :D I think your 0 g environment will greatly facilitate this, so that's also a lot of the frustration removed for now. This "interesting content" problem has made me think about how to change the other variables in the equation though. Resource constraint can also occur through much faster resource consumption or destruction, which is not included in the vanilla gameplay loop. The vanilla SE gameplay loop taken to its logical endgame is one of mostly unrestrained hoarding -- you just collect more and more STUFF because there's no real way to lose or spend resources in the same amounts that you can either mine/refine with one piston/rotor drill rig, or salvage from grinding down 1-2 big large grid MES NPC ships (unless their mod author specifically limited the designs to not include advanced blocks and components like reactors and ion thrusters). Players being risk-averse loot goblins, we'll pirate and grind down anything both nailed down or not. So constraints on acquiring resources alone aren't a complete answer to interesting content. Because given enough time, you can still accumulate nearly infinite resources until you run out of PCU to build any more and your SE saved game becomes unstable. That's why I think any kind of constraint-based objective needs one or both of time constraints and resource consumption. Sooo, a combat-centric approach could dial up the NPC threat. A lot of active combat will naturally consume a lot of resources -- both from your current supply and ships, as well as future resources from destroying enemy ships instead of being able to salvage them in their entirety. Adjust the MES config text files for more spawns, closer spawns, etc. I personally found a really challenging edit was to reduce the minimum distance to player for NPC pathing. This is a single number in the config file that makes MES only create start/end waypoints for NPC ships that make a path that NEVER passes nearer to the player than the aggro range of 2.5 km. Thus if a player never moves, they will never be attacked by most passively hostile factions (this excludes factions that actively hunt down the player). However, set this distance to less than 2.5 km, and you will create a chance where ANY NPC ship passing you will have a chance of potentially coming close enough to aggro on you even if you don't move. There's also a time-based constraint. Deadlines are one example, like the "speedruns" where Splitsie and others have tried to reach a certain objective (from Earthlike, reach 0 g space; from Earthlike, land on Mars; etc) in as short a time as possible. My suggested MES minimum pathing edit also implies a kind of time-constraint because you have to hurry to find, mine, or salvage enough of each resource to build a ship that can 1) run away from NPCs passing too closely, or 2) fight and destroy said NPCs. Another constraint or form of resource consumption I've seen is Andrewmangaming's use of a fictional external expense that needs to be paid. He created a rule in one of his series where he had to imitate paying for the blueprint license to build certain blocks. Something like 50K credits for a basic refinery and basic assembler, and 1M credits for the full size refinery and assembler. Hardspace Shipbreaker also creates this sense of resource constraint or consumption through the artifice of a massive billion-credit debt that the player starts with and must pay off (with scads of daily interest). The payments cost the player resources, giving them a reason to need to collect more resources. The Hardspace Shipbreaker interest payments create a deadline, playing to the time constraint variable. Anyway, sorry for the text spam and thanks for coming to my TED talk on "interesting content in the form of player time/resource scarcity".
Or TLDR: risk aversion = default evolutionary human instinct = boring gameplay leading to accumulating unrestrained resources indefinitely with no risk risk tolerance/appetite = dynamic situations of uncertain outcome, including a nonzero chance of loss = exciting time or resource constraints impose risk on player in-game, all resources can be measured in player time. Thus all constraints are time-based. Someone else will probably see it a different way. This is just some of my own conclusions from watching waaay too many SE series from creators big and small plus 3000 hours of observing my own playing habits in SE.
Hey, thanks for the lengthy comment - I did read all of it! 😅 I love the Hubblegum Skybox from Splitsie, but I wanted something different this time. The only downside to that skybox is that it gets a little too blurry when zooming your camera... I like your thinking about the Episode constraint to meet goals, although I currently very unsure on what to expect from the world I am in. It seems like Ammo might be a challenge for now, and still being stuck with one survival kit does force me to be more careful. I think at a certain point in this series, I will decide to remove the Building restriction mod, as if I learned the new technology and can now build things my own. But I do not want to do this too early. And perhaps it would be a good idea to put that milestone behind a challenge. Thanks for the time sharing your thoughts, it did help me figure things out! 👍
@@Beeblebum Ha ha you're very gracious for having read all of that. XD But I'm glad if that helped give you one perspective on episode/content goals and structure. For skybox quality, I roughly estimate the quality by the mod size. Some of the older ones that are under 160 MB are pretty in thumbnails, but very pixelated in actual play. So I think 300 MB would have to be your floor for skybox size. Only a few of them are 600 MB to 1 GB though -- and running one that big will use a big chunk of your system resource budget for stuff to run (possibly affecting game stability if you also want to run any large block mods etc).
@@Beeblebum i mistook the intro for a machinima project (using a game or a game engine to act out a story ) they sadly ended it on a massive cliffhanger and stopping the project due to time zone related time issues
@@Em.P14 yeah, some others expected it to be a Machinima project as well.. but it simply takes too much work to put this together and have hardly any interest in it. ROI for these series is painful - sadly.
There are controls on the hot-bar when you sit in the pilot seat. One of them is to turn of the alarm, another to enable the lights, and some other controls i forgot. 5:25
Thanks! If you check the description of the video, there is a link to the mod list, including the spawn ship. One day I will learn how to make and upload a scenario. 😊
Hey, I hope you enjoyed the first Episode!
What do you think would be a great end-goal for this playthrough?
that is awesome. i love it
SE is awesome! Your knowledge of building, the componate controls and their configs are outstanding! End Goal? Make it to Proxima? Build a Starbase? I've often wondered if it were better to create small vs large grids for atmospheric/space ships such as examples we have had in fantasy fiction films like StarTrek Voyager, Firefly, Marvel films, etc. the list can go on. Thanks Beebs!
having a permanent base in all planets,Having a 70k-100k pcu ship
@@Hillbilly-Tech Cheers Billy, I am thinking of spreading this playthrough over different seasons (depending on how well it does) and then have the End-end Goal of all seasons reaching earth again. So each season should have an end goal - but only leading up to the next season. Building a Starbase is a good call 👍
@@MM10567 Yeah, bases on all planets will be a goal - I might have to look what the size of a 100K ship is.. haha - I feel very bad at building ships. 😂
There is an appropriate number of times where you mention metal grids, I approve of this.
😂
i knew you would approve of the metal grids akhinnaeempire
This was enjoyable. I liked the intro; a fun premise for a story.
I'm excited to see how the new ship comes together as you salvage things.
Thanks 😊
Episode 2 is already out - so you can have a sneak peak at my sorry excuse of an attempt... 😂
Great Video, you could use the detatch/weld mode to detach items and then reattach them to your ship.
Oh yeh, that one is already installed - I just did not need it in this episode yet.
Also avoiding weld plates where I can, just because of the cost.
Dark system pro: ppl with night-vision love it.
Dark system con: humans don't have night-vision.
I have night vision, it just doesn't work on displays because the minimum light level is well above dim light.
Okay, I just started this and a 1st time viewer but that was the most EPIC beginning EVER!!
Thanks! 🤗
I love the dark. It's a survival playthrough, so very appropriate.
Just found your channel today and this was an awesome vid! Keep up the great work! Yes, it is very dark.
Thank you. 😊
It is indeed dark - but did not get too much complaints from viewers.
I am still considering changing though...
Excellent introduction sequence, I'm really looking forward to this SE survival series👍
Love this... I literally watch while I work... so I love the long vids.. I can stop and watch at my pace
Thank you, I will release more for sure - 😊
I like the dark... gives me Alien vibes
I seriously love the fact that you have a Batman Avatar telling me you Love the Dark... 😂
@@Beeblebum I was going to go with the whole "I was born in the Dark... you merely adopted it" line but I thought it was a little on the nose ;) lol
Such a good game
I think that one of the best intros I saw in any series on YT in at least 5 years. Top 3 of all time. Starting to watch :)
I do not get why you did destroy the gun if you could grind it down from the top and attach to your ship.
Guns and turrets were not limited at that time, so I could build them whenever I needed one.
@@Beeblebum I see :) thank you for replying! Already on the 8th episode :)
This looks like a nice bit of SE content. Maybe it'll scratch that itch from the Group Survival days with Morph Shack and W4sted.
Cheers, I am enjoying making it for sure.
I did try several times to do some Co-Op playthroughs, but it can be hard to get together with timezone differences or when people lose interest.
Hey man I know I’m late to the party but I’m glad I found this series since I was looking for a new se series to watch keep up the good work my guy
Hello! I started playing SE for just shy of 6 months now, and I've got to say, it's the most fun I've EVER had in any game I've ever played. I saw your name in my feed, and thought I'd give you a try at gameplay. Beeblebum, you are AWESOME!! I watched this entire episode and I immediately liked and subscribed to your channel. Looking forward to the next episode. Thanks for making my day!!!
Glad to hear you are enjoying both Space Engineers and my Playthrough! 😊
Thanks for making mine! 👍
Haven't played SE in ages, at least 6+ years. I do remember I played it after the devs rewrote everything and added in the enemies etc. Having watched you and others I really should give this another shot.
What a great video. Hope it was as fun making as it was to watch. Keep it up (for selfish reasons) and will watch the second instalment soon.
Glad you enjoyed it! 😊
that was a great haul you got looking forward to watching this series
Cheers Fred, Glad you will be one of my regulars! 😊
I can't stand that realistic super dark space mod.
I recently did a scenario where my large ship was severely damaged not far from the Alien Planet and I had to use the drop ship to get down to the surface to collect resources to repair the big ship so I could get back to Earth. It was really fun.
While I do like the vibe of it, and it looks pretty good - It does feel like it might make the footage too dark at times.
And cool idea for a scenario 😊
The master objetive IMPOV and IMHO would be having a Capital-ship!
As the story of your season, it would be nice to have an end goal towards a ship capable of driving you back. It could also be the point where when you build the jumpdrive, this is the ultimate goal to allow you to go for the second season.
I would suggest to add "AiEnabled" to add companions. But it would require a "special rule" to allow you to simple add the block to spawn a companion for you.
Hmmm, A Jumpdrive can be a good goal, but that would mean I need to keep the building restrictions enabled, otherwise it will be pretty easy to craft a JumpDrive, apart from the grind for resources.
That would mean I have to either Find or Steal it... I have no idea if there are jumpdrives on the Scrapyard Vessels... And Stealing them from Factions means battle, which means every attack is very risky. Especially if I can not build many of the blocks myself.
I will keep it in mind, If I can find a good way to implement it.
@@Beeblebum I think that some items should be exclusive for "high risk, high reward", don't you think?
Of could because of the theme of the series, engaging in combat, means that you must be prepared to have an huge amount of lost, unless there is an huge reward to do so.
If include this item in the scrapyard vessels, would that be possible to make the percentage chances of it rare?
Of course this item is huge, and would require you to have an massive vessel to carry it if you're gonna steal it.
Keep going with the series. i wanna see the upcoming challenges you gonna face.
Cheers.
Wow.....Very cool! thank you.
Loved the intro, enjoyed the episode, can't wait for the next one... subscribed.
Thanks for the sub! Next Episode is in the Oven! 😅
i second this
ok ya got a sub this is epic... one you could look at MES is wasteland tire thieves for the flat type voxel planets.... for a chance on the series... establish a base on every planet and moon then at the far reaches... a three point roid base with the big radar dishes... that all point to a center roid base that beams out so you can find "home" last point is the jump out to start the next series... with room to change as ya go lol also to cut down on prog blocks and scripts... air lock mod is amazing has a one door spiny that keeps everything slealed... please tell me you will do at some point custom ball turrets.. those are fun to see how someone can build them
Did not hear about that MES pack yet - will have a look into it - It could always come in handy for seasons after this.
Establishing Bases on each planet was already kind of in the back of my mind - and a Asteroid Base (Space Port) would be cool too, so keeping that in mind.
And yep, the plan is to jump away at the end of this series - ready for another season.
I kind of see reaching Home (Earth) as the final goal and the end of a later season. 👍
And yep - I think Turrets and Missiles will show up in the future! 😊
this is one of the best damn intros to an SE series I have ever seen
Choose one faction (if there is more than one) and treat them as mortal enemies (lowering your reputation with them) whenever possible. (Sorry if my English is poor, I learn it by listening to recordings like yours).
Immersion is a very important park of language learning!
Not sure if MY English is too great to learn from.. haha. 😂
Thats gotta be THE best narrative SE cinematic I've ever seen, great job brother.
Thank you 😊
When he said Gods Speed, i waited for = and may the force be with ya :P
it was enjoyable, I think I have a new series to watch on my tablet now...
Really great start. I would vote for dark: it is space after all and looks the kinf of realistic look you get with good sci-fi films. I wonder with the battery question; adding the detatch mod? Would make for an interesting play style where you can have a small tug ship for positioning blocks on your new scrap builds. Good work on the first episode: I think I'm going to go straight onto watching the second 😀
Can't believe I haven't started watching this earlier
thank you for This. very cool
@Beeblebum Love these types of scenarios...This and Junkyards Journeys are series I will be watching. As always, great job on the videos. End Game...I think when you get to the point where you can take on any ship/base without any worries, you pretty much mastered the scenario.
Yeah, well you can go pretty bananas on guns and stuff to deal with ships... We need to find creative ways! 😂
Bro I have seen movies with less production quality as you put into that intro, and just...everything else. Love it!
Amazing intro and great editing. Gonna binge watch all of this right now.
Hope you enjoy the next Episodes! 😅
Quite enjoyed that. Subbed, liked, went and priced the game on Steam lol. Thank you for your time into this.
Loved the intro but wasn't expecting it to turn into a regular video after. Should continue it without talking to viewers but instead, yourself trying to survive. Really sell the survival aspect of it. Would be interesting. At least that's my opinion.
Thanks, the intention of this playthrough was to be a regular playthrough, but the intro was to set the scene and story.
While I personally love watching Story driven videos, they sadly do not well on TH-cam - which means you are spending too much work on editing with hardly any ROI.
Fair enough, I can see your point.
@@Beeblebum
Logical
This interaction was so nice and very humane, hope you guys have an amazing day and stay hydrated
Hooked me to sub in the intro.
Sounds like a great setup, already excited to enjoy more of this series.
Awesome, thank you! 😊
Dude I’m watching a movie!! Holy shit that intro went hard I’d literally watch a full time machinema
Haha, It is always great to hear when people like the intro - I wish full videos like this would do better on YT.
But the amount of work that goes into it does not compare with what it gives in return.
Maybe one day... 😅
@@BeeblebumYeaa it is a shame, maybe one day 🙏 but also suuper exited for this series to continue!!
Also underrated kinda saying things that might help new people to the game understand what’s going on was goated
Think having some kind of engineeing background would be more than helpful, but I didnt let a small thing like that, stop me from suscribing and enjoying he episode. Looking forward to the next one. 😊
I loved that intro too by the way.
Great scenario, love it. Excited to see more. Eventual goal? Kind of depends on the factions that join. I'm sure that will emerge as you play...
In Episode 4 I shared an outline I think would be good for the playthrough (I shared it as a pinned comment). 😊
What an intro! Seriously, really well done!
Cheers! Glad you liked it! 😊
Enjoyed this episode very much. Subscribed and waiting for the next episode.
I would like very much to play this scenario. If you can figure out how to workshop the universe I'd definitely appreciate it.
Cool great to hear that!
I will definitely work on getting something released as a scenario! 👍
Very cool! Subbed! Can't wait to see more!
Keep em coming!!!!
Thanks for the Sub! 😊 And that's the plan!
Very cool premise!
Ok you got me this viseo was enough for me to subscribe to your channel the amount of work that wwent into this must of been loads
haha, thanks for the sub - It does indeed take quite some time, especially to set up the scenery.
Hope to keep entertaining you! 👍
ive subbed cause i like this type of content. Looks like youve turned into the borg.......
Lol, "You uniqueness will be added to our collective" 😂
the editing text taking the micky at past you was funny
16:35 well done on not having the game detonate due to clang
I enjoy using "space just got real" when I'm on planets, but I tend to believe it makes it less enjoyable over time in space-only playthroughs. But that's just me.
yeah, I can see that.
I keep thinking "I just need to dive into SE. Spend the time to figure it out."
The I watch you (and others) play and then it's "Nope. I'm still too dumb to play this game!" 😂
While the game is complex, it only really is the intial hour or 2, trying to figure it out.
And I am also playing this scenario as a challenge - you can start in a much more relax situation the first time. 😅
If you have Gamepass, you can actually try the game out for free - might be a good trial.
Just check my 4 part beginners guide, and you should know enough to get going.👍
@@Beeblebum Thanks. I've already started your tutorial videos. Great stuff.
I keep trying to watch some of the stream videos, but don't have a lot of time to to watch more than a few minutes at a time.
Thanks!
Not sure if they're still available to build in the mod, but large grid welders and grinders make for great storage if you can't find cargo containers.
Yeah, Even large connectors offer like 8000L of storage, but as explained later in the video, It feels pointless to make a challenge with building restrictions, if I just cheese my way around it. Finding a Cargo Container will make the find much sweeter now. 😅
Very cool, but folks need to know if you don't have experience with the mods used you will be totally lost starting this. Build Vision and Advanced Welding were the first two I realized I don't know yet.
Pretty cool intro.
I haven't played with Splisie's scrapyard mod yet, but if I were you I would double-check because I think it also disables all crafting and ore processing (except H2O2, obviously), since the main point of the mod is to force an engineer to use pre-existing scavenged parts to build stuff. So I don't know if the refineries and assemblers (if you can even find them) work properly.
It seems you can not find refineries and assemblers on the planet - I mean, I have not come across any in the 40 hours I played the scenario.
But there are in space - So I feel they did this on purpose to only allow them at the moment you are advanced enough.
Still, As I have been considering to remove the building restrictions at future point.. that could be one of the moments/reasons.
That intro was great!
Not a bad start.
All I can hear is "This mission is sponsored by Fazbear Entertainment"
Only just spotted this. So you wrote your own scenario? Maybe an end goal is find the nice people/bugs that shot up your ship and have a little chat..😀😀😀
Haha, I actually made the damage as if it had gone through a meteor storm. 😅
The "Scenario" Itself is not as complex as it sounds though - Just have my own respawn ship, and a set of mods crafted by the community. 😊
I like ur intro
this intro was sick nice job
Vedy Gute! Love your Intro. Keep Them Coming. GG
Cool, thanks! 😊
God this game can make you dizzy sometimes
1. I enjoy the darkness. Though I'm watching on a fairly decently sized screen.
2. I think you could consider not travelling everywhere at 100m/s when you are struggling for fuel/energy. 20m/s will get you there just fine, and use 1/5th the fuel accelerating and decelerating. You can eventually just edit out the travel time. Ofc, I certainly understand if you have limited time.
3. If you can't find the AI block immediately (like 1min), hacking and turning off the thrusters (and gyros you can find) before looking further, would allow you to not use so much of your valuable fuel.
4. Speaking of fuel: tanks leak content when you're hacking/grinding them. Personally I'd look for a less wasteful hacking target.
I guess I come off as extremely stingy here. Which makes sense, considering I partially grew up in Sunnmøre (I expect less than 0.07% of the human population to know that reference). :D
Either way, I enjoyed this. And I thinks it's cool that Splitsies mod keeps driving new cool content! Makes the SE content creator community seem like a band riffing off each other.
Lol, economical space faring is always smart, especially because your life depends on it.
2) The 100m/s is not a problem once you hit the speed, just turn of the dampeners to coast that speed.
3) You will notice I am doing some adjustments to the modlist in the next episodes to make the hacking more efficient.
4) Yeah, although hacking should never take more than a second, so there is only a minimal loss of Hydrogen, but again, with the mods I use now, no more need to hack tanks.
Glad you enjoyed it - And yep, the scrapyard mod is a good one for sure! 😊
@@Beeblebum 2. Coasting is always good, but you still spend 5 times the fuel to get to 100m/s than you do to 20 m/s, and the same when breaking again. :)
@12:40 u had respawn already, should have charged them with ur jet pack and grinder. Canibalized their ship
I like this 😊
Great Intro looks great
This is awesome!!!
Haha, great to hear that! 😅
Hi ,nice to find some new interesting game play.
TH-cam hates dark, but was not to bad.
Can you use or do you have access to the Hacking plate ?
Will you find a Bod ( build and repair) or a robotic helper ?
Watched and Liked 👍
Not sure what the Hacking plate is? You mean the Welding pads?
I won't be using B&R mod for this playthrough, I can see the benefits of it for certain playstyles, but whenever I used it, I find that the mod detracts from the sense of accomplishment and challenge I enjoy in my gameplay.
@@Beeblebum Hacking computer (looks a like plate with a CPU on it) place it and Weld, over time it hacks most of the enemy Ships / Bases
More plz
There is already a 2nd Episode! And will start recording the next Episode soon! 😊
I'm really trying to figure out your accent. Eastern European probably, but can't place it. Nice video!
Its more Western European.. lol...
I am originally from Belgium. 😅
Interesting for sure! I find myself trying to figure out your dialect, i cant make heads or tails of it!
I would say finnish/south african/indian or mix thereof?
Keep it up anyway!
Haha.. Tbh you are on the right track assuming Finish and South African - But I it is a Flemish Accent (Belgium), which is very similar to Dutch. 😊👍
Thats a small ship to be going so far. Is it got fold space tech
is this a game or a movie XD
Hi, i subscribed in hope to find out what are going to be your main goals.
I must say that i dislike any music: for me it doesn't make it more cinematografic.
Good luck and "... boldly go where no man has gone before".🙂
Thanks for the Sub!
There will be music in these playthroughs now and then, even if it is just for my own benefit 😅
Hope you enjoy the next episodes. 👍
Just what do i need to play this game.
Bit late but quick question:
Are their planet unique resources and if not would installing a mod that does so for the vanila planets work for this?
Please consider using the Floor Plan mk1a script ❤
Yeah, I seen it used several times and I like it.
Probably will use it once larger ships or bases are build, and I have easier access to Programmable Blocks. 👍
I personally like the realistic dark skybox. The vanilla skybox provides too much uniform light everywhere, so it diminishes the sense of contrast. After a decade of playing Space Engineers, the vanilla skybox gets a little bland.
The realistic skybox, OTOH, does the exact opposite. However, if you're willing to spend some system resources on running more light blocks and spotlights, this can provide some really nice, dramatic shots where your tiny ship's lights attempt to pierce the vast darkness of space. Nothing shows up... until your next scrap target looms suddenly out of the darkness at 100 meters. You can see moments of this in this episode, when your ship gets close enough to lock the landing gear onto the wrecks.
I would say at least 2 widely spaced rotating spotlights, with AI targeting set to your choice of small/large grid, neutral/hostile/friendly grids, and maybe even set to track characters. If a rotating spotlight or custom turret (with a spotlight) is set to target friendly characters, they'll usually follow you around as though you're on a stage.
You could also of course search the workshop for some of the most recent skyboxes that offer a balance between all-dark or all-dull-light. There are some really pretty ones, including but definitely not limited to Splitsie's Hubblegum one.
Otherwise, I really like the work you put into setting up your scenario, with the Foundation ship. For future objectives or endgame goals for this series, I've come to define these as time-based or resource-based. More specifically, for dramatic and interesting content, time constraints or resource constraints. And since collecting in-game resources is only a matter of player time spent, all constraint-based challenges boil down to time constraints.
I think any goal you set for yourself could define a challenging restriction on one or both of time and resources. 5 episodes to salvage a functional jump drive. 10 episodes to reach the alien planet and build a 1000 PCU basic outpost on the surface (with power generation, antenna, and respawn point). Defeat 10 large grid and active/functional NPC ships within 15 episodes. Etc.
PCU-defined challenges are a subset of resource constraints. Even if a saved game is set to no PCU limit, the game engine itself has a soft limit on ALL grids (both player and NPC) at around 300K PCU (total MES NPC grid PCUs are often several 100Ks until you admin-clean them out). Default singleplayer limit is 100K PCU, and official Keen server limits are 25K PCU (which implies they assume either a half-full server on average with players maxing out their PCU, or a full server with player averaging 50% utilization of their PCU limits). Using these numbers as guidelines, you could challenge yourself to build the best 1000 PCU ship possible (i.e. repairing and enhancing the current Foundation ship), then a 5K PCU ship, a 25K PCU ship, and finally maybe a 125K PCU ship. or any combination thereof: ten 5K PCU small grid ships and two 25K PCU large grid, etc. This goal will help to fight scope creep and loss of focus due to accumulating too much STUFF. Keeps you running lean and mean, with a limited number of very purpose-built ships. And as a bonus, this challenge directly works within the game engine's soft limits instead of ignoring or trying to exceed/break them.
I personally have mixed feelings about the scrapyard and restricted block mods. interesting gameplay content comes from a player using creativity to maximize progress within constraints of time and/or resources. The gameplay can become boring if you have either nearly unlimited time, or unlimited resources. This mod set uses the approach of tightly restricting resource inputs -- can't just grind down and rebuild thrusters etc willy nilly anywhere you like. So it makes individual important blocks uniquely valuable -- if you want one more of that type of block, you have to specifically manipulate and merge that particular existing block.
Space Engineers is a sandbox with optional combat, and over the past decade it's often selected for a player base and content creators who focus on risk-averse construction that is usually not too time-constrained (but can be exciting or even frustratingly deadly sometimes when it is, e.g. MadMavn's no-suit survival on Pertam).
Combat is not explicitly excluded, but with the scrapyard/restriction mod set the risk of easily destroying specific irreplaceable blocks greatly disincentivizes lots of casual, highly explosive combat.
But having watched Splitsie's and numerous other players' scrapyard survival playthroughs, as well as playing with my own physical manipulation of extant blocks before there were any mods to enforce these restrictions, I find it frustrating. Especially in a gravity environment, where you can lose gobs of time working a piston-and-rotor crane through multiple axes, only to have the merge blocks (both vanilla and Advanced Welding mod) remain out of axis by 0.1 degree. :D I think the block manipulation mod (I forget its name) has significantly improved (or been superseded by a new author's version), b/c I saw someone holding key combos to rotate a block while they were holding it. So this would be a lot less frustrating now, compared to 2 years ago when I tried it. :D
I think your 0 g environment will greatly facilitate this, so that's also a lot of the frustration removed for now.
This "interesting content" problem has made me think about how to change the other variables in the equation though. Resource constraint can also occur through much faster resource consumption or destruction, which is not included in the vanilla gameplay loop. The vanilla SE gameplay loop taken to its logical endgame is one of mostly unrestrained hoarding -- you just collect more and more STUFF because there's no real way to lose or spend resources in the same amounts that you can either mine/refine with one piston/rotor drill rig, or salvage from grinding down 1-2 big large grid MES NPC ships (unless their mod author specifically limited the designs to not include advanced blocks and components like reactors and ion thrusters).
Players being risk-averse loot goblins, we'll pirate and grind down anything both nailed down or not. So constraints on acquiring resources alone aren't a complete answer to interesting content. Because given enough time, you can still accumulate nearly infinite resources until you run out of PCU to build any more and your SE saved game becomes unstable. That's why I think any kind of constraint-based objective needs one or both of time constraints and resource consumption.
Sooo, a combat-centric approach could dial up the NPC threat. A lot of active combat will naturally consume a lot of resources -- both from your current supply and ships, as well as future resources from destroying enemy ships instead of being able to salvage them in their entirety. Adjust the MES config text files for more spawns, closer spawns, etc. I personally found a really challenging edit was to reduce the minimum distance to player for NPC pathing. This is a single number in the config file that makes MES only create start/end waypoints for NPC ships that make a path that NEVER passes nearer to the player than the aggro range of 2.5 km. Thus if a player never moves, they will never be attacked by most passively hostile factions (this excludes factions that actively hunt down the player). However, set this distance to less than 2.5 km, and you will create a chance where ANY NPC ship passing you will have a chance of potentially coming close enough to aggro on you even if you don't move.
There's also a time-based constraint. Deadlines are one example, like the "speedruns" where Splitsie and others have tried to reach a certain objective (from Earthlike, reach 0 g space; from Earthlike, land on Mars; etc) in as short a time as possible. My suggested MES minimum pathing edit also implies a kind of time-constraint because you have to hurry to find, mine, or salvage enough of each resource to build a ship that can 1) run away from NPCs passing too closely, or 2) fight and destroy said NPCs.
Another constraint or form of resource consumption I've seen is Andrewmangaming's use of a fictional external expense that needs to be paid. He created a rule in one of his series where he had to imitate paying for the blueprint license to build certain blocks. Something like 50K credits for a basic refinery and basic assembler, and 1M credits for the full size refinery and assembler. Hardspace Shipbreaker also creates this sense of resource constraint or consumption through the artifice of a massive billion-credit debt that the player starts with and must pay off (with scads of daily interest). The payments cost the player resources, giving them a reason to need to collect more resources. The Hardspace Shipbreaker interest payments create a deadline, playing to the time constraint variable.
Anyway, sorry for the text spam and thanks for coming to my TED talk on "interesting content in the form of player time/resource scarcity".
Or TLDR:
risk aversion = default evolutionary human instinct = boring gameplay leading to accumulating unrestrained resources indefinitely with no risk
risk tolerance/appetite = dynamic situations of uncertain outcome, including a nonzero chance of loss = exciting
time or resource constraints impose risk on player
in-game, all resources can be measured in player time. Thus all constraints are time-based.
Someone else will probably see it a different way. This is just some of my own conclusions from watching waaay too many SE series from creators big and small plus 3000 hours of observing my own playing habits in SE.
Hey, thanks for the lengthy comment - I did read all of it! 😅
I love the Hubblegum Skybox from Splitsie, but I wanted something different this time.
The only downside to that skybox is that it gets a little too blurry when zooming your camera...
I like your thinking about the Episode constraint to meet goals, although I currently very unsure on what to expect from the world I am in.
It seems like Ammo might be a challenge for now, and still being stuck with one survival kit does force me to be more careful.
I think at a certain point in this series, I will decide to remove the Building restriction mod, as if I learned the new technology and can now build things my own.
But I do not want to do this too early. And perhaps it would be a good idea to put that milestone behind a challenge.
Thanks for the time sharing your thoughts, it did help me figure things out! 👍
@@Beeblebum Ha ha you're very gracious for having read all of that. XD But I'm glad if that helped give you one perspective on episode/content goals and structure.
For skybox quality, I roughly estimate the quality by the mod size. Some of the older ones that are under 160 MB are pretty in thumbnails, but very pixelated in actual play. So I think 300 MB would have to be your floor for skybox size. Only a few of them are 600 MB to 1 GB though -- and running one that big will use a big chunk of your system resource budget for stuff to run (possibly affecting game stability if you also want to run any large block mods etc).
Subscribed to collection but the Research mod is bugged where I cannot repair the seat because I have not learned it yet :(
But the collection does not have the research mod...
It has the Scrapyard building restrictions...
@@Beeblebum Sorry I am new to the game, I saw that I had to untick Progression in advanced settings. So all good now.
Lets see if you live up to what shack morph and w4sted put up back in their "terra incognita" or "group survival" as most people know it.
Hmm, this is the third time someone mentioned that playthrough..
This is a solo playthrough though, so not sure If I can live up to them. 😅
@@Beeblebum i mistook the intro for a machinima project (using a game or a game engine to act out a story ) they sadly ended it on a massive cliffhanger and stopping the project due to time zone related time issues
@@Em.P14 yeah, some others expected it to be a Machinima project as well.. but it simply takes too much work to put this together and have hardly any interest in it.
ROI for these series is painful - sadly.
how do u trun off alarm
There are controls on the hot-bar when you sit in the pilot seat.
One of them is to turn of the alarm, another to enable the lights, and some other controls i forgot. 5:25
hey im the first one here
4:32 well technically your scrap is you r ship is barely functioning
Never been a fan of the dark mod as I'm finding myself straining to see what's happening.
Do you mean to watch on the video? Or to when you are playing it yourself?
its fine, it's space ffs, leave it be..
You should continued off with the intro left off. It really gave the crash landing. Don’t know what you’re going on survival aspect
I like it the way it is. Keep up the great work! 😇🫡
Hey nice work i love this kind of survival any chance of mod list or a posted scenario on worshop.like and sub to you for great video
Thanks!
If you check the description of the video, there is a link to the mod list, including the spawn ship.
One day I will learn how to make and upload a scenario. 😊