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KiltedBastard
United States
Приєднався 1 лип 2011
Let's play some Space Engineers!
I Revamped Our Community Resource Center in Space Engineers
Join the Discord: discord.gg/7c8aF2StUg
Help feed my coffee addiction: buymeacoffee.com/KiltedBastard
CRC: steamcommunity.com/sharedfiles/filedetails/?id=3359262797
Feel Free to add it to your games! If you use it for mods, could you let people know who you got it from?
I recently re-did the Community Center for Content Engineers. Please let me know what you think I should add. #spacebase #spaceengineers #basebuilding
@PrestigedReaper
Help feed my coffee addiction: buymeacoffee.com/KiltedBastard
CRC: steamcommunity.com/sharedfiles/filedetails/?id=3359262797
Feel Free to add it to your games! If you use it for mods, could you let people know who you got it from?
I recently re-did the Community Center for Content Engineers. Please let me know what you think I should add. #spacebase #spaceengineers #basebuilding
@PrestigedReaper
Переглядів: 160
Відео
Large And Small Blocks On The Same Grid! | Space Engineers
Переглядів 5522 місяці тому
Join the Discord: discord.gg/7c8aF2StUg Today we are looking at Supergridding, or attaching large and small blocks on the same grid. NotePad : notepad-plus-plus.org/ Lunar Moth(2 seater): steamcommunity.com/sharedfiles/filedetails/?id=3308802868 Lunar Moth(1 Seater): steamcommunity.com/sharedfiles/filedetails/?id=3308802417 Zealot M3: steamcommunity.com/sharedfiles/filedetails/?id=3308802665 #s...
5 Ore processing Set Ups in Space Engineers!
Переглядів 7 тис.3 місяці тому
Join the Discord: discord.gg/7c8aF2StUg Today we are looking at 5 ore processing set ups in space engineers. #spaceengineers #basebuilding #gametutorial #Oreprocessing
Unlocking the Power of Scripts in Space Engineers!
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Become a Space Camp Dropout Today: discord.com/invite/7c8aF2StUg Dive into the world of scripts in Space Engineers! Enhance your base building skills with our how-to tutorial and guide. PC gamers, get ready to level up your gameplay! #spaceengineers #Scripts #BaseBuilding #HowTo #Tutorial #Guide #PCGaming #KeenSoftwareHouse #GameTutorial #GameGuides
Using Action Relays In Space Engineers!
Переглядів 1,1 тис.5 місяців тому
Become a Space Camp Dropout Today: discord.com/invite/7c8aF2StUg Space engineers dropped the Signal update this week. So with this guide we are taking a look at the Action Relay, and how to set one up, and how to use one. #spaceengineers #basebuilding #signalpack #signalsupdate #automatons #warfareevolutionsupdate #spaceengineersnews #actionrelay #howto #tutorial #guide #dlcnews #updatenews #sp...
Simple and Useful Base Upgrades Using The New Signal Blocks
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Become a Space Camp Dropout Today: discord.com/invite/7c8aF2StUg The New Signal Update is just dropping in Space Engineers. and today, I am looking to build two simple and useful base upgrades using the new signal blocks,for your Space Engineers survival play-through. #spaceengineers #basebuilding #gameplay #gametutorial #spacespaceengineersexperiments
How to Build a Sun Tracking Solar Panel | Space Engineers
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Join the Discord: discord.gg/7c8aF2StUg In this Space Engineers tutorial we are going to build a sun tracking solar array. To maximize our solar power generation for our base. Blocks Used: Armor Blocks Rotor Hinge Solar Panels Camera Custom Turret Controller #spaceengineers #basebuilding #gametutorial #gameguides
How To Power Your Base In Space Engineers
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How To Power Your Base In Space Engineers
The Titan Transfer: A Space Engineer Adventure
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The Titan Transfer: A Space Engineer Adventure
Your Space Engineers Adventure Starts Here: The Menu
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Your Space Engineers Adventure Starts Here: The Menu
How to Build a Crane In Space Engineers
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How to Build a Crane In Space Engineers
Building 3D Printers in Space Engineers!
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Building 3D Printers in Space Engineers!
Every Drilling Rig Should Have This!
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Every Drilling Rig Should Have This!
Staging Pistons & Auto Retract In Space Engineers
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Staging Pistons & Auto Retract In Space Engineers
Advice When Building Drilling Platforms in Space Engineers
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Advice When Building Drilling Platforms in Space Engineers
How To Build a Hinge Drill in Space Engineers
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How To Build a Hinge Drill in Space Engineers
How To Build a Rotor Drill in Space Engineers
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How To Build a Rotor Drill in Space Engineers
How To Build a Drill Rig In Space Engineers
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How To Build a Drill Rig In Space Engineers
Can I drive this rover around the world?
Переглядів 809 місяців тому
Can I drive this rover around the world?
Ok, so built the same thing, but when I float over to the cargo box, I can't withdraw my stone😮
I think I built this one with a sorter, so it is possible your sorter isn't allowing for stone or ore to pass through.
What Should I add to the CRC?
Awesome video! Just wanted to add something: I really like compact ship and base builds, so while the basic refinery isn't power efficient, I'd never say its useless, since its way smaller, thus, lets you build small vessels while still having the capacity to refine some ores :).
you showed me how its done, therefore you deserve a sub. thank you
Awesome glad you found some use for it. I highly suggest checking out the Pinned comment from Trekkertech.
Hi I'm not great with the automation. I was wondering if you could explain how you set up the Last set up with the timer blocks and buttons
Buttons and Timers for Control: Button Restore Default: Resets the system by triggering the “Timer Block: Default.” Timer Block: Default - With a 60-minute delay, it reactivates the default sorter to allow all ores except the prioritized resource (e.g., iron) to flow, disabling the iron sorter. Button Iron: Initiates iron processing by triggering the "Timer Block: Iron." Timer Block: Iron - Activates the iron sorter, deactivates the default sorter, and starts a countdown to revert to the default configuration. Ore Intake and Sorting: Ore Intake: Ores enter via a connector and are directed to Ore Storage. Sorters: Sorter Default - Allows all ores except the prioritized resource to flow to the refineries when active. Sorter Iron - Whitelists only iron ore, allowing it to pass when activated. Sorter Ingots - Set to whitelist only ingots, ensuring refined materials are directed to Ingot Storage. Clean Out Function: Button Clean Out: Triggers the “Timer: Clean Out on,” initiating the clean-out process. Timer: Clean Out on - Activates the Sorter: Clean Out to remove all ores from Ore Storage, draining them when necessary. It also starts a secondary timer to turn off the clean-out process after 30 seconds. Timer Clean Out Off - After a 30-second delay, deactivates the clean-out sorter, returning the system to its normal sorting configuration. Sorter Clean Out - Configured to drain all ores when active, helping to empty ore storage during a clean-out. Ore Processing: Ore Storage directs ores to the Refineries based on the active sorter: Prioritized Resource (e.g., Iron) flows to the refineries when its sorter is active. Other ores flow through the refineries when the default sorter is active. Ingot Storage: Refined materials are stored in Ingot Storage after processing in the Refineries, with only ingots allowed to pass via the Sorter Ingots. This system’s modular design allows for adding similar sorters and timers for additional resources. Replace "Iron" with the desired material, and the system can process each type of ore independently. The "Clean Out" function is a flexible addition that can quickly clear out storage when needed. I hope this helps.
Just what I was looking for. Great video!
Awesome!
It's basically a timer block without the timer but with a (radio) channel a much wanted block for me personally. I have for example several drones flying around my space station making sure everything is safe. They are fully autonomous meaning they will come back to base when the battery is low or they are out of ammo to reload and will go on again on patrol after. They will also send a message if they are under attack and the others in range will convey to assist the drone. If I want to recall all my drones back to their docking ports I simply press a button which sends a signal to all drones in range which till trigger their return sequence. With the broadcast controller you can send these messages also to chat so you visually know your drones are engaging some target (which might not be very near in my case as they patrol around 5-10km range).
That is a great way to look at it!
Nice
So, like, um, ugh, like, like, um. Jesus H Christ, dude. Go to a speech therapist...
Honestly? I put refineries in all my mining stations that specifically deal with the stone and ore on site. the material you get from it is generally worth the effort, but actually transporting it anywhere is pointless. Why would you waste valuable cargo space on fricken rocks instead of the actual ingots your after and an occasional mixed ingot shipment? in fact, pretty much the only thing i'm willing to ship in it's just pulled out of the drill form is ice.
sorry, but u screw around way to much. i can see this on a hundred other videos. i wanted to see more of the planet. any good base locations. any good sources of ice? have to guess u never played this game before. keep trying, u will get it some day.
Best advice dont build a drill platform. Build a drill vehicle instead.
True, you will eventually need a mobile drilling system(rover or ship). However, I do still find uses for some large stationery drilling rig of some kind. But that is just my style of play.
Song at 6:30 ? also great video :)
Sorry it took a bit longer then I wanted but after listening to it I think it is "Morgan" by Mark Grundhoefer.
yield module is the only module
Unfortunately I was not able to catch the stream but the last few minutes but was wondering will you be putting this up on the Steam Workshop? It looks like it will be fun to play with.
I can absolutely do that. Let me work on version 2, which is still exploding on some hard impacts.
@@KiltedBastard Thanks! Yea, exploding definitely makes the ride a bit more bumpy. But fun sometimes.
Once youre up to the refinery basic refinery is useless. Never use power efficiency mods total junk. Yeild mods are a trap and will slow your rate of production down from 500% to 180% per min. Speed mods are the only one worth using and are a must. Dedicated refinery per ore is a trap just like high vs low sorting. Use a 3 sorter node system and include an overflow. Ie have one that prevents cobalt, one that only allows iron, 1 only stone, etc as needed but use the third sorter to allow everything in if its dedicated ore isnt present. If youre having power issues use large reactor and no chance youre running low on power for an industrial complex. That timer block system seems like you have a bunch if mistakes in your logistics prior to this step.
A bit late to the party, but thank you for a great video. Good explanation. I myself have the piston regulated by checking the cargo percentage of the drills. if they are empty, i turn the pistons on. It is not fast, but its safe ;-) cheers.
Thanks this helped
Are you aware of the fact that you can press Ctrl + 1-9 to cycle through action tabs in the event controller set up action menu? The on/off indicator can be done with one event controller for example, and also do a bunch of other stuff relating to your condition. I get that this is not a PCU efficient design, just a proof of concept, but I wonder if you've ever used the event controller to do multiple things. Also since you only get nine tabs, I'd also suggest for toggle states such as these to group your lights, set one to off, and then simply select toggle on/off in the set up action menu, this way you can save an entire tab of the event controller, however you must be careful to inspect that the lights are in the correct state, and not inverted. I use such tricks all the time with airlocks and elevators and such. Hope my advice finds ya well! My last advice is a bit economical with materials and space but costly on pcu. If you put all of these event controllers and lights on a subgrid they could be small grid, and fit within the field of view inside a bridge or control room. I only just use event controllers to turn off my drlls when the cargo is full on my miner, and nothing else. That is usually enough information for me to know when it is time for me to return and unload, but fancy display lighting is very snazzy!
Chasing down the Unknown Signals is a nice diversion till kill a few minutes while waiting for ore to refine. With so my blinding sunlight you should consider dropping down a couple solar panels to supplement your power, maybe a battery even. How many steel sheets are in the basic refinery? At some point grind it down to finish the Refinery. Looking forward to seeing your list of what mods you are using.
I got you, posting a link for the mod collection in the description
This will become a feature for SE2
I read about that, and I'm excited for SE2. Everything so far looks good
You ever played Ark: Survival Evolved? I can't remember how many times I jumped off my pterodactyl or argie when flying and I'm frantically whistling at them all the way down till I splat into the ground.
I haven't but if you have played 7days to die, they have a gyrocopter and I have jumped out of it mid flight...
@@KiltedBastard Done that in 7DtD also. Did that also in Empyrion Galactic Survival, had my space craft hovering and accidently exited the ship, splat onto the ground then couldn't find my way back to it. They need when airborne a "Are you sure you want to do that?" secondary check.
Small grid vehicles only; leave yourself the option to build a nice large grid shack if you find that perfect view - and station in orbit for easier ice.
Good stream, have to go back and watch the parts I missed, annoying family... wanting to be fed dinner and making me miss the stream. Could you put up a list of what mods you are using? You might also consider putting a solar panel or two on the roof of the party bus to help your batteries.
Yeah that for sure, I can absolutely get a list of mods!
I just got the game, and thanks for the help
Great video!
Check out "Automatic Mining Platform by Kezeslabas" script. I absolutely love this script for platform mining
Good explanation for how to use event blocks, but the actual design of this rig can be significantly improved. Cargo containers fill and take in the order you daisy chain them together; so, you can simplify and improve your event controllers by considering SE's default sorting behaviors. If you chain several cargo containers for ore (have 1 feed into the next, not one pipe system that connects to all of them), then pipe the last one out to your refineries, the first container will fill up, then the next one, then the one after that, and your refineries will take from the last one that has cargo first. Then for your indicators, you can simply measure when each box hits 100% instead of doing the AND logic, and use the last box in your chain to trigger when you turn the rig on and off. The AND logic will actually become unreliable if your refineries take from your containers asymmetrically; so, if one container had 100% and another 30% which often happens when you transition between drilling things like ice and rock and ore, your system would only show you as 25% full. The next thing to consider is your drills themselves. Kilted Bastard may have designed his drill this way for demo purposes to show things filling up quickly, so no judgement, but don't build a rig like this for production purposes. This rig will dig rock and ice way faster than you can collect it which is what the sorters seem to be there to speed up, but a much easier solution is to just slow your pistons down. The system you have right now digs so fast is would take 100ish H2/O2 generators/refineries to keep up with it; so, there is little point in digging that fast because a refinery big enough to keep up will be more expensive than the mine's actual payout and/or require you to constantly rework you pistons/drills to expand your mining area. Slowing your rig down from 0.5m/s to 0.1m/s will keep your conveyors from overloading just as well as 5 sorters; so, there is no reason to be moving fast enough to need to use that sorter trick in normal play. Also, because going fast can overload the conveyors is the reason rotor rigs are so common. A 3 drill rig on an adv. rotor can make a larger borehole than all 9 of those drills in a square. By eliminating 6 drills and 5 sorters, you can SIGNIFICANTLY reduce the cost, complexity, and power consumption of your rig which makes the rig as a whole way more profitable.
Hey I need help I have an asteroid base and I want to make it pressurized and to close the dore so I don't have to get out to do it it's my no suit playthrough on these ps5 all I get is the doors to close and the pressurized of the Hange turns on and off and won't stop and I'm stuck can I get some help?😅
There is a mod called leak detector that is very helpful in finding these leaks, however without seeing the base I can't diagnose it, However best thing you can do is make sure all of the walls are enclosed with airtight blocks.
I wonder if the signal relay, perhaps with some event controllers, would make it easier for a vehicle with modular trailers. For a modular trailer you need rotor and hinge to allow movement while being pulled, and those should be free floating as it were - how, then, do you get it set straight easily for connecting? I'm thinking broadcast from relay in 'truck' to relay on trailer with an event controller returning rotor/hinge to 0 position of straight forward. Another relay to event to unlock them to free movement. Hmm...must test..
This was a great tutorial, really explained things well. My only issue was i had to watch it at 1.5x speed. You seem to take long pauses between each line. But still very informative!
yeah, I tend to do that. I don't try to, but I'm glad the 1.5x speed worked for you.
One quick tip I found useful when building these, instead of having pistons slowly inch their way down, you can use one of the event controllers to increase the maximum distance of the pistons each time the hinge is at the top
Hey that works, I have also used sensors that do the same as well.
i use the newtons thingy it pushes the drills once the voxels in the front of the drills erases
Another thing that I have been having trouble with it the speed of the ore feeding into the refinery, with all speed modules, sometimes the intake of OREs is not fast enough. Is there a limit in wich the sorter can "push" ores into the refinery? I use some module mods where each speed module is x16. Where I don't have that issue is with the assemblers, they love speed modules.
Interesting problem, perhaps use a Small Cargo Container as a buffer point? If the sorters are limiting it that will show you right away I'd think. Perhaps some creative testing may be necessary. Edit: further research and testing says it is the sorter that will be your problem, they are limited - use more sorters to solve the issue is the easy fix.
@@oscargaming7582 There may also be mods to increase the speed of sorters, if you’re into using that as a solution.
@@JoshuaKA02 Very much so, I never thought about that, thanks, sounds like a great option, can you point me to a particular mod?
@@strixfiremind Thanks, yes, I agree, the sorters are the problem in SE, I am looking for a large capacity sorter mod. I think multisorters for a single input or output are a bit cumbersome.
@@oscargaming7582 I've only seen one called "Fast Conveyor Sorter," but have not tried it. My sorters are super fast since I set all the inventory sizes to max in advanced configuration settings for my save. Make sure they're on and "Drain All" is on as well.
Hi, I am highly interested in your last method, I build VERY large motherships and I want to streamline the process (by choice) I don't do event controllers but if you can do one for a specific ore and one for cleaning it (next to the L cargo container) I can set up the rest. I could then make a video showing your set-up on my ship. Thanks.
@@oscargaming7582 sorters. I set my refineries up so a sorter pulls ore into the refineries, isolates the refineries so only certain ores go in each refinery, and then other sorters pull the ingots out to the assemblers. It takes a bit to set up but keeps you from having to manually shuffle if cobalt or something is blocking iron. It's also slightly more spacious, but I don't think that's a huge issue for most people.
@@videowatchaccount Correct, I agree that is a reasonable approach, at the end of the day, you are alone in a world, we have plenty of space, lol
Hi! Creator of the script here! This is a pretty good tutorial for PARK, however, one feature everyone seems to miss is that if you run the command "mult 2" it will actually multiply the impulse values by 2. Any multiplier will work since it parses the number part as a float. No need for additional profiles! Also, if it says warning, the script will generally be able to run, just that if you have thrusters or wheels or gyros on the controlling grid it may activate as well. So it is entirely possible to build for example a welding ship that is locked horizontal with a script with PARK actuating a welder/grinder array up and down.
Thanks, man, for the info and the script! I will have to make an updated video!
Honestly I'm happy with the first one.. But you've given me Ideas for sure
another idea set base 1 to turn on 3 lights on three channels if all 3 lights are on then base listens to other channels if not then it ignores broadcasts. Turn off listening with a timer block every 5 seconds so you can turn on base send a chain of commands then the base quits listening to commands.
If 100 channels are not enough for you add an extra relay and set to channel 100 it turns off first set relays and turns on second set of relays now you have another 99 actions.
If you have a remote mining base and some automated cargo grid is transferring material to a main base, this could fire off a signal at your main base when your main grid input cargo is full and remotely turn off a filter that is pushing material to a connector for your cargo grid. If your cargo grid is set to only depart when full, it will keep the grid attached to your remote base. It stays charged/fueled. Waiting for the cargo to empty to a predetermined level and start the process of refilling your cargo grid. Your remote grid continues to mine and process until it's cargo is full.
First hour or so, I use the battery on the starting ship. It can be used to power large grid blocks through a connector or merge block. It is a great way to focus on getting a mining rig up and running. Skipping power generation and storage steps. If you get stuck, building more batteries using stone materials is easy enough. Once you have a stone mining rig up, then you can begin some base load power, which is your wind if you are not in rarefied air. If you are near/on a lake then hydrogen engines could be your base load. Solar requires batteries for storage, so early game it is resource intensive option with less benefit. You could pair solar with hydrogen and have solar as your base load and hydrogen as a battery. Benefit there is you don't loose the efficiency of the charge/discharge you get with batteries. I also don't recommend spamming batteries unless you have maxed out the storage capacity or you are in a PvE or PvP senario and you can foresee losing your power generation.
Might be worth noting, that the event controllers and lights could all be small block to take up less space.
Yes! I love using small logic blocks on large grid.
On my large space station I’ve added a rout for stone to go through to a decent amount of basic refineries solely for stone And the last ones pretty cool and fun, it’s like a “focus mode”!!
Basic take forever a lot of pcu and space compared to a reg refinery with 4 speed mods which will process 100s of ks of stone in minutes.
Great value! I learnt a lot of things!
Glad it was helpful!
i still have very old save where i build my base into asteroid; i first had refinnery for every ore; all connected intput and output filters, all connected to main logistic system and storages. later i added had 8 refinneries for every ore; all controlled by similar filters. only issue was that ore was distributed very unevenly in expanded version., but everything was done. with that many refinneries i just went with yield modules, speed was just concern of adding more refinneries.
I had a comment about the superfluous & limiting sorter in your system, but you addressed it later in the video. Drills do indeed push their inventory into the nearest accessible free cargo space. They'll fill the small container at the top of your tower, then the large container at the base. You don't need a small container to buffer your ore input and trigger your overflow events: just use the large container, and replace the little container with a conveyor. I prefer to use a horizontal surface-scraping drill that covers a wide fan shape. One hinge swings side to side, one hinge pivots limply up/down, a piston or 2, and some drills on a wheeled sled held down by gravity to ride along the voxels. Motion can be automated by event controllers or by using sensors. This rig is particularly effective on ice lakes, and can be scaled up to cover a huge area.
You could have greatly simplified this by eliminating the Small Cargo Container. Drills automatically push their inventory to the nearest container they can, so just a straight pipe from the pistons to the final cargo container would eliminate the need for any sorters. Then you could just have the 100% full event controller stop the drilling, and the 75% event controller could restart drilling. They could switch the drill indicator lights too, if you didn't simply eliminate those and use the fill lights for the same purpose.
Tips from a 5250-hour veteran: #1: Never play on official public servers. They're terrible. Host your own world locally for friends to direct connect to, or play solo. You can alter your world's settings in the Load menu to go offline or online, add & remove mods, change settings, or do anything you want. #2: Activate "Experimental Mode" in the game settings, and always tick the "In-Game Scripts" option ON in your worlds. This should be on by default, and the only reason why it's not is because Keen is lazy about patching the core game and overly cautious about game performance. If your PC can run the game, it can easily handle in-game scripts, and their power to alleviate the frustrations in the game's mechanics makes them absolutely essential for a great experience. Also, the Programmable Block is nothing but a decorative block if you aren't using those settings. Isy's Inventory Manager (IIM) is my personal favorite for automating all my inventory needs. Work smarter, not harder: with a few good scripts like IIM and PAM (Path Auto Miner) and timers and the event controller block, Space Engineers allows you to automate almost everything you can imagine. #3: If you use sorters, avoid activating their "Drain All" function. 95% of the time, you will not need this, as all functional blocks you may want to place downstream from a sorter have the ability to pull material faster than a sorter can pump. Sorters have a limited inventory space for pumping, which will severely throttle the speed at which downstream blocks can function. Sorters are best used as passive filters only, allowing downstream blocks to pull whitelisted materials at whatever speed they can. This is particularly important when building waste stone ejectors on your mining rigs: set a sorter to whitelist stone only, and turn the sorter on/off as needed, while the connector(s) after the sorter should be set to Drain All and Throw Out. This allows the waste dump to operate at maximum throughput. #4: Regarding your refinery setups, the split ore output to speed-boosted refineries & yield-boosted refineries should have a return feeding back into the ore storage, so you can manually drag slow ores (like cobalt or nickel) out of the refineries & drop it back into storage to prioritize something else you need more of. #5: Refineries will pull the ore listed first in accessible cargo container inventories, from left to right. You can manually control the order of ores you want refined by adjusting their order in your storage containers. #6: As long as refineries have their "Use Conveyors" option active (it's on by default), they will automatically try to pull ore and push out ingots when they get too full. If you turn this function off, you have to use sorters working as active pumps to move items in & out. Just think of refineries as having their own material pumps built-in.