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HomeOfTheCosmicDonut
United States
Приєднався 12 гру 2022
SpaceEngineers Friendly Playthroughs of challenging survival scenarios.
This channel is currently dedicated to the idea of producing at least one, if not many series consisting of specific scenario playthroughs. The current one Far From Home can be found on Steam. Later ones will be custom scenarios I've designed, which may have mods designed specifically for them. I've watched several SE series produces by others, and have very much enjoyed playing the scenario as I watch.
This channel is about giving back in kind. Producing something for others to watch and possibly play along with. I enjoy the game a lot, but it can be a lonely place at times if you have bad internet, so this is also a way to connect with others over SE.
If you'd like to have a discord discussion, this is the sever I've setup for this channel:
discord.gg/CxXAn4jge5
This channel is currently dedicated to the idea of producing at least one, if not many series consisting of specific scenario playthroughs. The current one Far From Home can be found on Steam. Later ones will be custom scenarios I've designed, which may have mods designed specifically for them. I've watched several SE series produces by others, and have very much enjoyed playing the scenario as I watch.
This channel is about giving back in kind. Producing something for others to watch and possibly play along with. I enjoy the game a lot, but it can be a lonely place at times if you have bad internet, so this is also a way to connect with others over SE.
If you'd like to have a discord discussion, this is the sever I've setup for this channel:
discord.gg/CxXAn4jge5
TUTORIAL: PertamStart Part 1: GettingMobile Space Engineers Survival
This is a short tutorial series for starting space engineers.
In this 4 part series, we will:
EP1: Get our survival pod mobile
EP2: Get our survival pod hooked up to power
EP3: Get resources by building a collector mine
EP4: Upgrade the production base so that we can be ready to build.. whatever we like. :)
This is Pertam start, so it's a little bit harder. This is an actual playthrough, and I include the mistakes I make along the way, so you can see some of the problems encountered and the resolutions.
Mods in tutorial:
steamcommunity.com/sharedfiles/filedetails/?id=1662953858&searchtext=sneakysounds
steamcommunity.com/sharedfiles/filedetails/?id=657749341&searchtext=automatic+pickup
steamcommunity.com/sharedfiles/filedetails/?id=514062285&searchtext=build+info
steamcommunity.com/sharedfiles/filedetails/?id=1697184408&searchtext=build+vision
There are other mods on the server, but they are not being employed by me, so I'm not mentioning them.
Music credits go to:
UA-camAudio.
AND
HotSwing by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/by/4.0/
Source: incompetech.com/music/royalty-free/index.html?isrc=USUAN1100368
Artist: incompetech.com/
In this 4 part series, we will:
EP1: Get our survival pod mobile
EP2: Get our survival pod hooked up to power
EP3: Get resources by building a collector mine
EP4: Upgrade the production base so that we can be ready to build.. whatever we like. :)
This is Pertam start, so it's a little bit harder. This is an actual playthrough, and I include the mistakes I make along the way, so you can see some of the problems encountered and the resolutions.
Mods in tutorial:
steamcommunity.com/sharedfiles/filedetails/?id=1662953858&searchtext=sneakysounds
steamcommunity.com/sharedfiles/filedetails/?id=657749341&searchtext=automatic+pickup
steamcommunity.com/sharedfiles/filedetails/?id=514062285&searchtext=build+info
steamcommunity.com/sharedfiles/filedetails/?id=1697184408&searchtext=build+vision
There are other mods on the server, but they are not being employed by me, so I'm not mentioning them.
Music credits go to:
UA-camAudio.
AND
HotSwing by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/by/4.0/
Source: incompetech.com/music/royalty-free/index.html?isrc=USUAN1100368
Artist: incompetech.com/
Переглядів: 74
Відео
"Far From Home" (EP#61) Tormented - Space Engineers Survival
Переглядів 4016 годин тому
Hello Space Engineers! In this episode of FarFromHome, we try to survive while we add guns to the ship and acquire some more GOLD. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 25,000km b...
"Far From Home" (EP#60) Jump Drive - Space Engineers Survival
Переглядів 5414 днів тому
Hello Space Engineers! In this episode of FarFromHome, we find the gold to repair the jump drive, but getting it is a bit of an adventure. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 25...
"Far From Home" (EP#59) Havelock Salvage - Space Engineers Survival
Переглядів 6321 день тому
Hello Space Engineers! In this episode of FarFromHome, we get interrupted by a Havelock and it goes badly... for everyone. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 25,000km back home...
"Far From Home" (EP#58.5) Creating a Mine Launcher - Space Engineers Survival
Переглядів 4928 днів тому
Hello Space Engineers! In this "episode" I go over setup and creation of a mine launcher system, followed by a demonstration. This is the development work I did for the mine launcher that did not work in the actual series. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and fin...
"Far From Home" (EP#58) Mine Launcher - Space Engineers Survival
Переглядів 5428 днів тому
Hello Space Engineers! In this episode of FarFromHome, we define the front of the ship a bit more, and work on a new mine launcher, with mixed results. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to ...
"Far From Home" (EP#57) Catfishing - Space Engineers Survival
Переглядів 140Місяць тому
Hello Space Engineers! In this episode of FarFromHome, we use the Catfish as it was intended, and we work on the prow of the ship This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 25,000km ba...
"Far From Home" (EP#56) Monster In the Making - Space Engineers Survival
Переглядів 362Місяць тому
Hello Space Engineers! In this episode of FarFromHome, we TRY to lay down some defensive mines, and perform a refit of the Donut using the stockpile of captured thrusters. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of...
"Far From Home" (EP#55) Cosmic Donuts - Space Engineers Survival
Переглядів 138Місяць тому
Hello Space Engineers! In this episode of FarFromHome, we work on the hull of the ship, make a lot of cosmic donuts, and prepare to perform surgery on the Donut. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scena...
"Far From Home" (EP#54) Resurecting a Friend - Space Engineers Survival
Переглядів 1442 місяці тому
Hello Space Engineers! In this episode of FarFromHome, we escape the Reaver Havelock, but pay a price for it, and we re-print of our ships. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 2...
"Far From Home" (EP#53) Decision Point - Space Engineers Survival
Переглядів 2932 місяці тому
Hello Space Engineers! In this episode of FarFromHome, we find a lot of fuel, and are faced with a difficult decision. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 25,000km back home wit...
"Far From Home" (EP#52) Catfish - Space Engineers Survival
Переглядів 1772 місяці тому
Hello Space Engineers! In this episode of FarFromHome, we build a fighter, and make a lot of progress towards home. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is to travel the 25,000km back home withou...
"Far From Home" (EP#51) Double Salvage with a side of Havelock Sauce - Space Engineers Survival
Переглядів 952 місяці тому
Hello Space Engineers! In this episode of FarFromHome, we salvage 2 wrecks and fight of Reavers. We're collecting power, to continue jumping towards home. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. The goal of the scenario is ...
Allied Traders (EP:09) "RedRum" SpaceEngineers Survival. Keen Public Server
Переглядів 2162 місяці тому
Hello Space Engineers! In this series, I form a trade alliance with Bearded, ZaflowGalactic, and EKO, where we seek our futures on a public Keen server, and meet new fiends along the way. Some of this series will be edited by me. Some of the series will be edited by Bearded. Some will be edited by both. The playlist will have all content in sequential order except for episodes we both edit. If ...
"Far From Home" (EP#50) Untimely Launch - Space Engineers Survival
Переглядів 1972 місяці тому
Hello Space Engineers! In this episode of FarFromHome, we salvage a "new" wreck, "fight off" Reavers, cause ourselves a little problem with the missiles, and find... something else. This is my play-through of Wellington6012s "Far From Home" scenario. In this scenario, you have been kidnapped from your home planet, but manage to elude your captors and find refuge on a friendly trading station. T...
Allied Traders (EP:08) "Space Miners" SpaceEngineers Survival. Keen Public Server
Переглядів 723 місяці тому
Allied Traders (EP:08) "Space Miners" SpaceEngineers Survival. Keen Public Server
"Far From Home" (EP#49) Clangervention - Space Engineers Survival
Переглядів 703 місяці тому
"Far From Home" (EP#49) Clangervention - Space Engineers Survival
Allied Traders (EP:07) "Nose up and Pray" SpaceEngineers Survival. Keen Public Server
Переглядів 863 місяці тому
Allied Traders (EP:07) "Nose up and Pray" SpaceEngineers Survival. Keen Public Server
Allied Traders (EP:06) "Ready For Launch?" SpaceEngineers Survival. Keen Public Server
Переглядів 1143 місяці тому
Allied Traders (EP:06) "Ready For Launch?" SpaceEngineers Survival. Keen Public Server
"Far From Home" (EP#48) Interdictor - Space Engineers Survival
Переглядів 5223 місяці тому
"Far From Home" (EP#48) Interdictor - Space Engineers Survival
Allied Traders (EP:05) "Building A Ship" SpaceEngineers Survival. Keen Public Server
Переглядів 2143 місяці тому
Allied Traders (EP:05) "Building A Ship" SpaceEngineers Survival. Keen Public Server
"Far From Home" (EP#47) Low Power - Space Engineers Survival
Переглядів 3033 місяці тому
"Far From Home" (EP#47) Low Power - Space Engineers Survival
Allied Traders (EP:04) "Uranium Run" SpaceEngineers Survival. Keen Public Server
Переглядів 2054 місяці тому
Allied Traders (EP:04) "Uranium Run" SpaceEngineers Survival. Keen Public Server
"Far From Home" (EP#46) Back To Basics - Space Engineers Survival
Переглядів 1414 місяці тому
"Far From Home" (EP#46) Back To Basics - Space Engineers Survival
Allied Traders (EP:03) "Wrecks Rescues Progress" SpaceEngineers Survival. Keen Public Server
Переглядів 1914 місяці тому
Allied Traders (EP:03) "Wrecks Rescues Progress" SpaceEngineers Survival. Keen Public Server
Allied Traders (EP:02) "Power Problems" SpaceEngineers Survival. Keen Public Server
Переглядів 3464 місяці тому
Allied Traders (EP:02) "Power Problems" SpaceEngineers Survival. Keen Public Server
"Far From Home" (EP#45) Reavers 'Lite' - Space Engineers Survival
Переглядів 1824 місяці тому
"Far From Home" (EP#45) Reavers 'Lite' - Space Engineers Survival
"Far From Home" (EP#44) First Jump - Space Engineers Survival
Переглядів 3674 місяці тому
"Far From Home" (EP#44) First Jump - Space Engineers Survival
Allied Traders (EP:0) "Printering" Space Engineers. Keen Public Server.
Переглядів 2974 місяці тому
Allied Traders (EP:0) "Printering" Space Engineers. Keen Public Server.
Allied Traders (EP:00) "HumblePlans" Space Engineers. Keen Public Server
Переглядів 3895 місяців тому
Allied Traders (EP:00) "HumblePlans" Space Engineers. Keen Public Server
Nice tutorial, I'd never thought about using the flatmo's like that on the spawn vehicle, I may have to give it a try on my next play through.
Thanks man! Yeah, I just got that idea from @kevmeup, a few days before I did the tutorial.
Jerks like that are the sole reason i won't pvp. "I'm a pirate" ? No dude you're a small minded jerk. Pirates would have demanded a ransom for safe travel "Pay 5 mill credits or i blow you up" or perhaps boarded the ship and taken hostages not just silently rolled up and blown up the ship - get a life and learn to 'play' there's more to interacting socially with others than clearly your small mind has so far learned.
Well there you have it ! 3000 in game hours and i never knew that existed ! I still have no idea how to use it on a moving grid though, i tried selecting a grid and it just f's everything up :(
I'm not sure I understand... you want to set waypoints for the camera in relation to a grid and not in relation to the game world?
@@toroidaldevil9303 Yup, i tried but as soon as i clicked my ship (grid) the whole screen jolted and pieces flew off the ship !
@@MozoTyce1 I wonder if another grid you selected earlier may have been pasted into your ship somehow? IDK. I'm just taking wild guesses.
@@toroidaldevil9303 Hmmm no idea !
Walk (run) of shame.. lol The respawn pod displays across the entire system ( base game) just like body location but it is only visible to you ... the beacon has a separate viewable distance. Example since you started on Pertam and your survival kit was not/damaged to non functional on you would and you wanted to get back to the same spot when you came with the next respawn pod
You know I had a feeling something like that was going on, but I've never paid enough attention to figure it out. lol. Thanks for the info!
"Health Recovery" I think is the setting to slowly heal - only takes you up to around 70% of max. Sorry btw for the Ore Detector++, that was my ask. The vanilla ore detectors work, but they take a lot of work, lol.
Oh yeah, that's fine. Just embarassing I don't know what the actual range is. lol. Thanks for checking out the video!
Vanilla small grid ore detector range is 50m. Large grid is 150m.
Thanks man! So embarassing that I wasn't prepared. lol. Funny how I set it to 3 times vanilla.
I don't understand how the Crimson Tormentor got so close without you realising, the change in music tone was a dead giveaway bad things were about to happen, you should be more aware 🤪 Seriously 🤔 a very nice piece of editing, Spielberg would be proud. Also still loving the scrapnando 🌪🌪🌪
🤣Thanks man! I had a good time adding in the b-reel for the tormentor. Made the episode more fun. :) Yeah, I had to turn off the temporary containers so I could go back to scrapnadoing. I felt like they did increase performance... I had the item limit maxed. I reduced the limit to I think 400 items now, and containers are off... :)
Tiredness can kill - take a break Most people associate that with driving etc, for me - its mostly SpaceEngineers 😆
Nice. I did have quite a few of those this time. I'm doing some tutorials ATM, so I'm working harder than normal. Maybe that's why? lol.
I did try the Yorkshire gold. It's also very good. A little stronger as you said, but very smooth, great flavor. Thanks for recommending!
@@toroidaldevil9303 At least you have an excuse, I die with wild abandon without any ecuse 😆
@@toroidaldevil9303 Taylors of Harrogate also do a good selection of coffee too - same company that makes Yorkshire tea.
Urani-nom-noms best nom-noms. That Havelock had it all 😆
Yeah really made my day to get a large chunk of uranium like that! I'm starting to think the best way to get gold might be to just go after the SPRT mining signals. I can get onto one of those and cut up all the thrusters for pickup with the magnet.... probably won't die more than once or twice. lol.
@@toroidaldevil9303 "Tis but a scratch!' Monty Python, Holy Grail 😆
@@Chilled_Mackers Lol. yeah that dude hopping around on one leg threatening to bite the other dude to death.😂
Great video, I loved the editing at the start showing the reaver getting closer. When the proximity alarm went off at the end I thought it might be another reaver, That private sail will never know what a lucky escape it had.
I'm glad you enjoyed it, thank you for pointing out the bits that worked for you. I keep those comments in mind when editing. :) Yeah, I really appreciate the proximity alarm, mostly it's only detecting maydays for me... I mean it closes the doors and what not, so it ensures that the blast doors are closed during an attack, but it's only good for 2.5k, so If there's a Reaver around... it's probably already locked on...but it does ensure we won't be surprised... like from salvage station drones, that kind of thing.
Nice job on the Havelock, I thought you were done for when it dropped that volley of shots at point blank range. While you were firing on manual, I thought the AI was doing a pretty good job to pick the turrets off, made life a little less dangerous when boarding.
Thank you sir! I was very concerned, the large Reavers are extra dangerous. Yeah the AI does a real good job of that. I kinda feel like with these big Reavers, that fighting them at range is a bit "cheaty", because MES can't use they're turrets at max range. Once we get home, I may do another series where I change that, so they are more deadly. They're hard enough for this scenario as they are. The salvage only for resources makes it very hard to fight back. lol.
Lots of action in this episode, congrats on capturing the 2nd havelock.
Thank you sir! Was definitely NOT on the menu. I just waned to deal with what I already had. lol. Darn Havelocks. When they spawn, they always come after you within 13 seconds. There's never a chance to send them away with a decoy.
Interesting but i can't help thinking you over complicated the design ! Also, don't use groups if you have more thank one ship spawned from the same BP and docked to the same grid, they interfere with each other (i have bug reported it). Hey... it worked {pat on the back] and was quite impressive :D
I may have over complicated the design, wouldn't mind having a discord discussion about it. discord.gg/zzkrJdDS94 I've been messing with missiles/mines a bit for this scenario, and would like to feel as though I understand the problem set and how to reliably solve it during a play-through. Obviously there are things for me to learn still. I know there is definitely something going on with the blueprints, I'm glad you've found at least one of the issues and reported it. It's super frustrating when you just have to rebuild some of the more complicated things instead of being able to rely on a blueprint. I don't mind setting things up... but I generally have the expectation that I can avoid doing it in the future. lol. The reason some of those missiles "swarmed" is that they only had forward thrust turned on when they detected a target. sigh. I was very pleased that I had some success with it, and it was very impressive(for me anyways). I make these hydrogen missiles, because I don't have the resources to put warheads on them. A couple of warheads with a detonation sensor is much more effective.
@@toroidaldevil9303 Yup when you finally ran the test i was impressed ! Whatever process we all take towards the conclusion... if it works, it works !
When building using a blueprint and welder you must build the event controller last (put it furthest from the welder) otherwise when it gets built the blocks it controls don't exist, it therefor does not have them in its config. Not sure what the gun is for ? Why destroy the block ? Just use en event controller to detect a small merge block (use the second slot for 'not merged').
That is a very interesting point you are making about the event controller. I guess if I'm going to use them to detect, they should all start "off"... but also... I'm really going to have to look into that a bit harder. Will it be setup when the rest of the blocks finally print, or will it just need to be re-setup, regardless of whether it starts off? Great question. My reasoning for using the block destruction is that to me it *appears* to be cheaper in a couple of ways. Programming simplicity: 1 connection point for all 3 mines. 1 firing mechanism for all 3 mines. merge block and connector statuses don't have to be handled. the tanks are on stockpile as default. PCU count: merge blocks are 100 PCU each connectors are 100 PCU each So for 3 mines, that's an additional 1200 PCU. A merge and connector on the launcher and on the mine for each one. I've done the merge block connector pattern before, and not been very reliably successful... (I lost my whole mine launcher top malfunction) this appears... at least in my test world to be pretty reliable... but then my mergeblock/connector setup works all the time in the test world I built that in too. Forehead slap.
@@toroidaldevil9303 I figured the gun action would give you more of a feeling of 'firing' the missiles whereas i see them (for what i do) as drones - your method works that's what's important ;) The event controller doesn't matter whether it's on or off when built, but the blocks it controls need to be present.
@@MozoTyce1 Thanks for the tip man, I'm going to revisit these eventually, and I'll check that out. I do think some of my problems may be attributable to that.
Superb episode as always fella, That Havelock certainly had a lock! Looking forwards to the next 👍
Thank you sir! Yeah, the darn things target you withing the first 13 seconds of spawning. They do, or can change targets, but I don't know the specifics.
Think you found Bearded's missing Havelock -- lol
Nice. lol.
That was a hell of a battle. I honestly thought the Havelock had run out of ammo or stopped shooting until you got back to the donut.
Yes it was. Yeah the issue there is that MES can't control the turrets, so they only shoot at 800M. It makes all the MES opponents pretty easy kill. Especially now that you can put AI blocks on your grid and get all of your turrets to fire at max range. I'm thinking about "fixing" that for future scenarios involving the Reavers. Hey man, you seem to have watch most of this series. If you're interested in giving me your opinions about what works for you, or not, I'd love to hear them. I'm just kinda making content that works for me, but sometimes I probably spend effort on things that may not be important to others... or maybe I'm not showing things you'd like to see. Here's a link to me discord if you'd be up for sharing: discord.gg/zzkrJdDS94
@@toroidaldevil9303 Thank you for the invite, I'm not the most active Discord user in the world but I joined and will probably lurk in the background to get the feel of things before I say anything. I've watched most of the series because I enjoy seeing how others play and its helping me to change the way I play.
I really enjoyed the combat section of this video for some reason, but the half where you were picking over the wreck was still slow at 2x playback. That being said, - you are almost home, so at this point I'd be thinking of shedding weight and salvaging whatever jump drives you have left to get it done in like 14 minutes. Are you going to touch down on the surface and set up a base? Or does the scenario just sort of end with you crash landing on the closest planet? That would be funny af actually.. Then your new challenge can start from that crash site. :) Either way this has been a fun one to watch! Cannot wait to see what happens when you arrive bro!
Thanks man, glad I did a better job of playing and editing than normal. LMFAO. Yeah, I've definitely thought about trying to shed some weight. If I'm really super psyched about getting home... might that speed up the process? There's definitely enough power now with all the hydrogen. The reason I'm not doing that is actually because I want to work on the ship more. I'd like to finish it more before I get home. The series is supposed to be about building a ship along the way. It somehow feels wrong to tear it up as we get home. I do have some other plans for after I arrive home. I've been working on getting a different scenario ready, and that has given me some MES skills. Current plans are that when I get home, I'll be taking a game save, and doing some setup to make a workshop scenario that continues where this left off. I have some simple objectives that shouldn't be too hard to implement. I'd like to keep working on the ship, and Reaver combat/capture tactics in general. There's a lot of stuff I wanted to do this series that I didn't have time for, or did poorly and then moved on. What's kinda not great about this scenario, is that it's SE, and there really isn't any point at which you can just sit down and do some building. Sort out some problems. Have the resources available to do some testing. yada yada yada. If I do a "continuation" series, it will offer opportunities to build in peace, and acquire resources a little more easily.
Yeah, maybe the continuation there could be something really hardcore waiting... Like an "End Boss" with Prototech or something. Oh yeah very stoked to see what they next update is like! I have been working on a few ships for public servers, (Vanilla + DLC and <20k PCU) and I have a design that includes every single feature in the game, plus some of my own made up features.. but now yet another update is coming to completely change my design lol. I have just started using action relays, doing things barely worth doing tbh but now the whole game is about to change again. I haven't even tried a broadcast controller yet lol.. I need to start bringing my gaming pc to work with me at this point... 🤣
Well, that's how you learn the blocks right? Just start out trying to get them to do whatever, lol. Then incorporate that into your gameplay in some way that's cool.
Ship destruction is great in SE 👍
Yes sir! Hey man, just to come full circle here, I tried the PGTips. I had been drinking some Earl Grey, and it was "OK". The PGTips was a dramatic improvement, and I now drink a couple cups a day! lol. Thanks for the Tips. Pun intended.
@@toroidaldevil9303 Nice, if you fancy a 'stronger' tea - "Yorkshire Tea" made by "Taylors" is a good shout. PGTips is a good daily tea though, can guzzle pints of it without drama. Now, level 2 tea drinking : Buy packet of hobnobs - dunk hobnobs in tea - eat - win at life. Repeat.
Hmm... not sure I need a stronger tea. lol. I'm definitely into the "low drama" teas. My imagining of a "high drama" tea is a little scary. I like having something to sip on all day. I'm almost through my first 80 bags. I just do one at a time. Do you have a favorite hobnob brand I might try? I'd very much like to get into wining at life.
Great episode, I still havent gotten round to playing with missiles yet but did design one when the AI blocks were launched.
Yeah, every time they release new blocks/ new features, it always takes me awhile to start messing with them. I'm still working on incorporating the last new features. lol. And it's always a LOT of trial and error to get automated things working in SE... even if some kind of game jank doesn't get in the way and muddy the waters... sometimes just a reload can mess up current AI operations... so if your drone is en-route when you save. One thing I've learned, is that the offensive block doesn't need a defensive block to take evasive manuevers. I thought they needed both. But they are designed to have only one AI "controller" block active at any one time.
@@toroidaldevil9303 Thank you for the tip, I'll remember that one.
Superb episode, I need to re-watch this, not at 1am 😆 just to take it all onboard! This part/side of SE really blows my mind!
One of your sensors had "detect owner" enabled - not sure if that would have any effect on things? If it works in a vanilla environment - could it be a mod causing something to work differently? Clutching at staws, I have no clue fella. :ooking forwards to the next one chap 👍
The detect owner is necessary for both sensors. One is the fire sensor, so it needs to detect when the block leaves. The other is the Clear of Ship sensor, so it also needs to detect owner. Yeah, my thoughts from doing the edit... I get to see more of it than you. lol. My current guess is that something went wrong with the event system. When I was grinding out he timer on the launcher... simply removing the timer caused an event to take place... and after the re-weld from the blueprint... same thing happened. I think somehow the state of the event system got messed up. Don't know if it's from bringing a blueprint in or what. When I tried to reload the world I did the experiments in... like after I put the donut in it, I had issues reloading that game. It was crapping out on the load when it got to the Donut. I had to go into the save file, and delete the Dount for it to load. So at this point I feel like something is just WRONG with the Donuts save data.
@@toroidaldevil9303 Could Donut be exceeding all the limits? Not fat-shaming the ship - but it be a chonker of a vessel 😆 Was the new environment suitably 'un-limited' in terms of pcu/block count?
@@Chilled_Mackers You know that's a good point. IDK what the block limit for that save is, if 100k... then yeah which might explain the messed up entry in the creative world game save. FarFromHome is an unlimited PCU count game. Or at least it's supposed to be lol. The Dount is about 85,000 PCU right now.
@@toroidaldevil9303 Yeah, even when selecting no-limit - it can get funky in the higher numbers - I normally live in asteroids, a mostly static creation - but it still gets wonky on occaision, when pcu gets high-high. Even having a high number of floaty bits enabled can cause oddities.
24:28 Oh, the many times, I myself, have made that sigh. 😅
lol
I'm enjoying seeing how the ship changes shape. I've been trying to explain to a friend of mine why salvage can be faster than mining for ore but he isn't convinced.
Thanks man! Me too. lol. Finally making some decent progress in an episode. Yeah sometimes salvage is faster, just not having to place a lot of blocks saves a lot of time. I think it depends on how much of a vision you have up front. If you're willing to just go with the flow, definitely faster to use salvage as a start/basis for your ship.
Large donuts are better! 😆 Is it worth having decoy launcher systems port, starboard and under the donut now, seems a proven reliable system and would save time rotating the donut each launch? Superb episode chap, looking forwards to the next one 👍
Nice. I haven't had one in awhile... hmm... Yeah IDK. It would definitely be nice to not have to rotate the ship. I'm a little worried after my terrible missile failures that I'll have problems with blocks named the same or groups, or both across the different launchers, and having to sort that out. It's a very reasonable suggestion. :) Thank you sir!
I like the addition to the ship, its really getting big now.
Thank you sir.... and yeah. It's getting big. Definitely a problem I have. Making things big. Big things are hard to finish. lol.
Excellent progress, the distance getting under 10k km is a milestone. Looking forwards to the next one chap 👍
For sure man, I have to really get kicking on finishing this ship out. I mostly know what I'm doing with the overall design at this point. It's just a whole darn lot of building a whole darn lot of ship. The Dount is around 80K PCU right now. I looked in the menu the other day, I have 55 ion thrusters. Every one of the thrusters on this ship has been attached with a weldpad. I haven't built any of them. For most of them, I put the names of the ships they came from in the name I gave the thruster. Which I think is great fun. :)
Glad Speedman has been resurected, poor thing got battered! Superb episode as always fella 👍 Looking forwards to the next one!
Yeah I was really pleased I was able to release the batteries so that they hit the Reaver. I was hoping they would do more damage when they exploded. The poor speedman. Seemed like the best compromise at the time. I really wanted to get away with the hydrogen!
Superb stuff as always fella 👍 For the sorters, I colour code them, red for timed/triggered and green for always on - helps me remember which ones do what and when. Looking forwards to the next one chap!
That's a pretty interesting idea. Helps you remember what's what at a glance... I may color code mine as well. Thanks for the idea!
You can see the planets now! They are huge! look!
Yeah man, we're making some serious progress now. I really have to get my act together on getting the ship finished. I have so much to do. It is weird that they aren't specs anymore. lol.
You're getting closer and closer, you can actually see the little planets maybe! I heard enemy detected going off when you're just trying to do an outro lol. The ship is really looking cool now, that was a close call with the railrun jump! I'm perplexed as to how your connector didn't disconnect before it shut off.
Yeah, won't be too long now. Lots of power for jumps. :) A Reaver ... I think Invader, was prowling around during the outro. lol. The connector thing. Yeah IDK. Weird bug. I saw it with my original drone as well. There's something about hand placing, two of those small connectors to face each other, with armor blocks holding them together. It decides... in that situation only... that the connectors are attached to each other... but I'm not sure if it ALWAYS does that. It's happened to me maybe 3 times now. Maybe it wouldn't have happened if I'd used merge blocks, and then ground off the connecting armor blocks before placing the connectors. I don't think it's a common "bug."
@@toroidaldevil9303 Sketchy af, and I can't even remember how I got my small gird missiles to work, but I do remember klanging my head against the wall for like an hour
Wow. Only an hour? I'm still having problems. I have a terrible time with them is episode 56. Like they never worked at all or something. sigh. They currently work in my other save. The same darn blueprints... so must be something else IDK.
I remember a bug where if I saved and quit, or just reloaded the world, any missiles I had pre printed wouldn't launch. Turns out it had something to do with a battery getting discharged from my jump drives. All kinds of banging my head against the wall lmao.
@@zaflowgalactic Yeah, I feel like printing grids with groups in them... and this may just be because I copied the missiles to start with and renamed some of the blocks, but printing multiple grids that were all based off each other... seems to really screw up the "groups" of grid that the other grids are printed onto... IDK. It goes poorly for me next episode. lol. I may try and work on a different "less" complicated design. It might work better. I've looked at a few workshop blueprints that "appear" to work more reliably. IDK. Maybe I have to build the original missiles in place on the owning grid and do all of the setup in order to get them to print properly from projection. It's just real confusing that they work so much better in my test scenario. Something must be different.
0:52:31 - before you jumped, were those connectors yellow or green? Credit where credit is due, that was a good shot by the Reaver
Yeah I didn't do a very good job of showing you guys. It was green. The darn piercer. I didn't really expect him to get me, although I knew he might get a shot off. I'm kinda glad he got me though, it was pretty cool to see how the round tore through the ship during jump.
Heave, Heave - lol. Made my day. I was laughing and knew it was for me before you said anything.
That's awesome, I'm glad it gave you a chuckle. That's one of the fun things for me, allowing little details in my content to be references to other SE YT, or viewer comments.
I was just thinking that the ship was wagging the decoy like a tail when it was struck. Technically it did its job and drew the enemy fire towards it.
Yeah, I think the Reaver targeted the decoy. I think it corresponded with the decoy antenna coming on. There wasn't anything I could do to turn it off. in retrospect, I shouldn't have taken the time to get my tools... or maybe should have started moving the ship. Ions are hard to get.. since I'm salvaging all of them. It was a fairly expensive mistake on my part... I was kinda wondering if the Piercer would shoot at 2ks out... which apparently it will. 🙂
As a reminder your camera is mounted above your railguns on the Catfish ... so the sabots will land below the crosshair of the camera Lots of jumps added weight of prometithis smaller jump range
Yeah, not unexpected. I was very pleased with the recoil. I was able to stay zoomed in on the camera, and not lose the action. :) Right... that is kind of an issue, but the Donut is going to get bigger not smaller... so... But yeah, you're right. I'm hauling around at least 600,000kg of iron ore I probably won't need. I could cut off as much weight as possible, and probably get home faster... probably a lot faster, but I'd like to see if I can get a bit farther with the Donut before we get there... like make more progress towards completion of the ship, so I'm gonna keep dragging all this weight around with me. Actually, right now, the tanks on the prometheus wrecks still have my "excess" hydrogen, so I have to at least haul the tanks around until then. lol.
Nice moves at the end 🙂
Thanks!
I'm somebody now! Millions of people look at this book every day! This is the kind of spontaneous publicity - your name in print - that makes people. I'm in print!
OMG. LMFAO dude. At least somebody's getting famous. lol.
What a cliff hanger ending! I can wait to see the next one.
Watched and Liked 👍
Thank you sir!
Another way to "double" trigger is to create that block as a group and set one action on the block and the other action on the group
Yeah, that's a great idea, thanks for pointing it out.
Watched and Liked 👍
Thank you sir!
Did you sleep with the Reavers sister or something? They had it in for you today. That aside, your ship is really starting to take shape.
Nope. She offered, but I turned her down. ...maybe that's why they were so mad?
The Speedman event controller You are going to want to turn off thrusters instead of dampeners. The Cockpit dampeners option is only a on/off flip switch, if on turn off, if off turn on. Higher probability of screwing you up if you ever have them in the 'wrong position'. Thrusters have separate ON & OFF options. so you know they are all off when you dock and all on when undocking. if you want to stick with dampeners on/off you can put them in separate menus (3) when connected and (4) when disconnected
Well... yeah. That makes sense. I'll check that out. I agree about the toggle being a little unreliable... I was disappointed there wasn't an on off. What's got my brain a little fuddled is that I feel like I ALSO or... already have the thrusters on/off on the event controller. My event controller runs a timer block "shutdown", and another one "startup". They got a little messed up when my connectors got torn off, by my inertial dampener "experiment". That was the difference between all the tugs thrusters on when that happens, and just one in each direction. lol. I never really fully/properly went over those timer blocks to ensure everything is working properly. I was actually in the process of trying to fix it when the Reaver alerted, so I just switch locked it, and flew to the helm. Then I went later and "probably/mostly" fixed it. I'll check on my timer blocks next episode and make sure it's all setup properly. Thanks for the suggestion! :)
Cargo sifter looked like it was working superbly on the donut! The dampner control on the speedman is 'chefs kiss' - its like a fully loaded car with all the options ticked - adding some flashy lights for dampner states would finish it off 😆 That wreck striking the donut was like a 'reverse masher' maneuver! Superb as always chap, looking forwards to the next one!
Yeah, the sifter is working great! I actually turned off all the sorters, because they use like 250w each. That's saving me some power... and is keeping the usage steady. I guess they only use power when actually "sorting". I'll be turning them on again when I want to refine or clean up, clean out the inventory. Having the refinery running just kind of... whenever... for however long. Was causing me to constantly be out of power. Yes... very close. That would have been so embarassing... it's probably still out there too, so since it's ahead of me... Thank you sir!
Great progress again, Keep up the great work.
Thank you sir, glad you're enjoying them.
Hey, thought I’d poke my nose in and see how your mission is coming along! Great to see you’re still at it! I’m gonna have to play catchup on the series…. I’ve been a bit busy 😉
Hey man, thanks for taking another look! Mission is going well. Currently trying to haul ass towards home. lol. I think I maxed out the Reaver spawns, and it was like every 5-8 minutes, so I turned them down a bit.... so it could be fun again. Actually, I'd recommend that anyone trying this scenario, should consider turning them down from the start. I think it would be more fun. I have been enjoying the abstinence from solar panels. Relying only on salvaged power. :)
There are some asteroids? Are drills even buildable?
Yeah, you can build drills in the scenario. You *could* mine stone from asteroid encounters, but you're not supposed to. There aren't any asteroid spawns... the only ones available are from encounters.
He'll do what now?
I'll do what now?
Hilarious
Dampner safety is real - also - schmaaybe reduce connecting strength of the connector - so it doesn't spring and sprang everytime you use it? I think you can use a control block to auto disable dampners when you leave the seat - not sure - never done it. Looking forwards to the next one chap 👍
Yeah, I didn't really learn about it until I started the scenario. lol. It's funny, you can have a lotta time in this game, and still be learning basics. That's an interesting idea... turning off the dampeners through an event controller... I'm definitely going to add that to my docking procedure. Cockpit empty definitely would definitely helped me this episode, but I'm hesitant to do that, because if I get out and the ship isn't stopped... Thanks man, I haven't tried the tea yet, but it;s on my to-do list. I need something other than soda/coffee to satisfy my whatever it is.
@@toroidaldevil9303 it's best to have "fail to safe" in most automation systems, so have primary setup for dampners to turn off (prevent damage to donut) - if you want to keep dampners on, just turn the controller off to disable the automation before getting out, via the hotbar? Adding a whirly light or two for dampner states (on/off) might help you notice before it gets its wriggle on 😆 As an avid tea/coffee drinker - I force myself to have a pint of water between consecutive hot drinks - also - try a non-concentrate orange+mango with some ice cubes - chefs kiss!
@@Chilled_Mackers I'm definitely going to add the dampeners off on to the event controller for docking. Solves a potential problem without adding extra steps to anything else. For the orange+mango, you just mean juice right? A non-concentrate of the juice?
That first ship you salvaged normally spawns with an asteroid. I'm still enjoying this series.
Oh ok, first time I've seen that one... at all I think. Thanks for the vote of confidence. lol. If you feel like I should try to do something different with it let me know. discord.gg/zzkrJdDS94 Maybe I do too much salvage, or show too many Reaver decoy experiences. IDK. I think I still have a lot to learn. Doing this playthough has definitely been a challenge from a show standpoint, because the Reavers interrupt you so often... better now with Reavers Lite. It's kinda hard to do other things than salvage/fight/buildship. I'm up for any ideas you have. :)
Watched and Liked 👍
Thank you sir!