Live Tests of the Automatons Beta for Space Engineers

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  • Опубліковано 18 лют 2023
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КОМЕНТАРІ • 146

  • @kuroshimo31
    @kuroshimo31 Рік тому +55

    Solar tracking is an easy way to animate a radio dish in a way that moves slowly and has a long repeat period.

    • @kuhljager2429
      @kuhljager2429 Рік тому +5

      I will shamlessly steal this idea, it's brilliant

  • @WiseOakDakota
    @WiseOakDakota Рік тому +17

    We absolutely need the action option to make a hinge or rotor go to a specific angle, combined with the event controller and your suggestion for multiple toolbars in sensors would be crazy

    • @Flipsie
      @Flipsie  Рік тому +5

      Yup, just imagine how powerful it would be to use a timer block to tell a rotor to go clockwise to 90 or anti-clockwise to -243. It would give so many amazing contraptions viability without any scripts

    • @chrishoppner150
      @chrishoppner150 Рік тому +2

      I wrote a script (it's awful, don't ask for it) to do just that for my rotating nacelles. Having that as a hotbar action would be awesome.

    • @Tilleen
      @Tilleen Рік тому

      All blocks that move or detect need to be able to produce events. All actions need to have an absolute setting, not just a toggle.

  • @Unmannedperson
    @Unmannedperson Рік тому +10

    I do wish Keen would make a large grid small connector. Would eliminate having to make subgrids for connecting compact vehicles to a base.

    • @unknow11712
      @unknow11712 Рік тому +1

      for what i understood , theyr plan is to remove the whole difference from small grid and large grid . i do hope they will make one , while we wait for the rework , but theyr plan is to remove the need for it alltogheder.

    • @Axodus
      @Axodus Рік тому +1

      @@unknow11712 being able to build large grid and small grid in one would really open up what you can do.

    • @jebclang9403
      @jebclang9403 Рік тому +1

      @@unknow11712 I think i missed out on that note. Has this been confirmed?

    • @unknow11712
      @unknow11712 Рік тому +1

      @@jebclang9403 It was talk about the next graphic engine , so it was the plan , not something coming any time soon.

  • @trippyrabbit9972
    @trippyrabbit9972 Рік тому +12

    We need a standalone suspension block, or atleast a rebound option for the pistons

  • @WhatTrigger
    @WhatTrigger Рік тому +15

    Honestly love the excited happy energy you always have in your videos. From your games to these basic demo's
    It's one of the main reasons I love your work and subscribed.
    I can wrap my head around technical stuff for builds given the time for fiddling, just wish I had even a glimpse of creative sole in me to make stuff look purrdy.
    Anyway, its technically my Friday night, so back to my drink and enjoy the next few hours from a brilliant content creator 👍👍👍

    • @Flipsie
      @Flipsie  Рік тому +7

      Thanks so much, there are enough salty people out there I just don't enjoy adding to it. If something bugs me I try to mention it then move on to happier things - after all, this is entertainment, I'd rather everyone feel happier at the end :)
      Hope you enjoyed the rest of your friday evening :)

    • @devinmccreary2393
      @devinmccreary2393 Рік тому

      p
      😊?😊

    • @devinmccreary2393
      @devinmccreary2393 Рік тому

      p
      p

  • @Gottaculat
    @Gottaculat Рік тому +3

    I wish the event controller had a dead-zone slider. Would save on PCU and block count.
    I also want the event controller to be able to select saved groups rather than individual blocks.
    Would also be cool if it had an option under actions to change a light or light group's color when an event is triggered. This way, a single light block can effectively be used as a status indicator by telling it to change the color when a condition is met.
    So, like if you get locked onto by another ship, lights in a given group can go from a solid soft white to a blinking red light. This would let lights in various sections of your ship like passage blocks now be in a "code red" status, letting you and others - if not in the cockpit - know you're being targeted.

    • @Flipsie
      @Flipsie  Рік тому +2

      lol You make a very valid point :D

  • @chrishoppner150
    @chrishoppner150 Рік тому +3

    To do things like "IF H2_tank>90% AND Batteries

  • @madmo1692
    @madmo1692 Рік тому

    After watching yout video and playing with the Beta I agree, the event controller may be the best block introduced. The crazy amount of freedom I have in setting up automated systems is amazing!. Also thank you on the solar panel tutorial. That may be the best thing added to Space Engineers for my planetary bases. I hope you continue your tutorials like the ones in the past for this new update

  • @InterstellarEG
    @InterstellarEG Рік тому +8

    Splitsie, I think that one of the problems with the Butterball AI was that all the AI move blocks have a front, back left and right, and I think you might’ve put them on their side, so the max pitch and roll angles were messed up.

    • @Flipsie
      @Flipsie  Рік тому +3

      That might not have helped :D

    • @InterstellarEG
      @InterstellarEG Рік тому +1

      Thats true, betas can have all sorts of glitches this early on.

  • @aaronsneary4566
    @aaronsneary4566 Рік тому +1

    People bypass buttons and will override the door being off. Sensors that detect presence is the best way to prevent user override of automated systems.

  • @miker99
    @miker99 Рік тому

    love your videos. I personally would have started simpler, and worked my way up for more and more complex scenarios. But going the other way around can work.

  • @brianzmek7272
    @brianzmek7272 Рік тому +2

    There should be a large grid to small small grid connector.

    • @Flipsie
      @Flipsie  Рік тому +2

      Yeah that would probably help in those times when you want to avoid subgrids

  • @ikkonoishi
    @ikkonoishi Рік тому +3

    Could you have something with like 10 gyroscopes and set them to turn maximum override when a landing gear activates, and then have them go latch onto an enemy ship?

  • @chrishoppner150
    @chrishoppner150 Рік тому +1

    The real update here is that Splitsie is using VS Code :P

  • @jeremyortiz2927
    @jeremyortiz2927 Рік тому

    "Testing Impossible"
    I'd watch that. 👍

  • @DonnaPinciot
    @DonnaPinciot Рік тому +1

    I'm really excited about the drone AI stuff.
    I remember that ship you had in one of your earlier survival series, a rover with a drone on the back. If you had one just to ferry supplies, you could mine for... basically ever, while the drone automatically goes back to base _and then docks back to your mobile rover._ That's a big thing, but they need a lot of work on voxel avoidance.

    • @Flipsie
      @Flipsie  Рік тому +3

      I so hope they can get that path recorder thing working properly as it would be really cool to have a cargo ferrying drone working for you

    • @DonnaPinciot
      @DonnaPinciot Рік тому

      @@Flipsie
      The path recorder wouldn't work so well for mobile stuff, unfortunately.
      Maybe to a point, but with ever-changing mining tunnels, it would be a problem.
      I've heard that this beta is actually outdated compared to what they've got in-dev, and even compared to previews we've seen, so that's weird. Maybe we'll get the better version soon?

  • @BariiAlyn
    @BariiAlyn Рік тому

    I have something I want to try once I get a chance. Or rather something I want someone competent to try. Making a missile with railguns; charge at the target, shoot the railguns to make a hole, and then ram the missile, with proximity warheads, into the hole. Have two AI Offensive blocks, and an event controller. The EC is set to Less Than % Cargo using the railguns (1 sabot each). The first Offensive block is hit and run, gets in close-ish and fires the railguns, this triggers the EC that will turn of the 1st Offensive AI behaviour, and turn on the 2nd. The 2nd Offensive is intercept which will hopefully hit the railgun hole.
    This is based on the Astartes WH40K youtube series where the boarding shuttle fires some lasers to drill a hole before smashing through.

  • @MMuraseofSandvich
    @MMuraseofSandvich Рік тому

    I can already picture Capac breaking an airlock with a grinder.

  • @ed0c
    @ed0c Рік тому

    i like the ability to say if outside door is open, turn off xyz. if door is closed turn on xyz.

  • @pieterreynders5607
    @pieterreynders5607 Рік тому

    ...don't know about you all...but the two spotlights with the event controller reminds me of my portable radio from years back!!!

  • @Rumblestrip
    @Rumblestrip Рік тому

    Nice to see the Goose again.

  • @marksadler4457
    @marksadler4457 Рік тому +3

    I'm still waiting (patiently?) for a block that works like a 2 way valve (open/closed). So, for airlocks I could connect the evacuate tank to the main base and when it is full from recovering air it will open the valve and send it back to the base.

    • @Nurhaal
      @Nurhaal Рік тому

      You can make one now, I believe, using the event controller. You can trigger the action via condition 'Door Open'. So when you open the Airlock, you can trigger a timer block cascade via the Event Cotroller that accomplishes your requirement.
      You can also use 'Tank Fill' conditions via the EC for triggering events as well.

    • @Gsrsesgs
      @Gsrsesgs Рік тому

      A filter block with an empty blacklist acts as a one way valve. You can use the event block to turn it on or off depending on tank level.

    • @Flipsie
      @Flipsie  Рік тому +1

      To do that with the event controller should be possible. With a tank connected to the airlock air vent then hooked up to the main conveyor system with a pair of connectors (sorters don't block gas flow last I tested). The event controller could then be made to trigger a timer that locks the connectors and sets the base side O2 tanks to stockpile whenever the air lock tank is too full - cumbersome but doable once we have the controller :)

  • @Calaban619
    @Calaban619 Рік тому

    Solar tracking- NOT a super villain additional use: aim its camera backwards on a drone, so it will make its attack runs from out of and retreats into the glare of the sun. (I'm NOT a super villain! Honestly!)

  • @glimpsee7941
    @glimpsee7941 Рік тому

    Solar tracking to keep your spaceships oriented. Just remember the star is down.

  • @griggitz487
    @griggitz487 Рік тому

    2:43:10 The "Check your work, even if it's just a first draft guys." guy was on holiday this week.

  • @RobertRvv
    @RobertRvv Рік тому

    few tweaks and be good fun to test how much you could troll people

  • @bmjones66
    @bmjones66 Рік тому

    Not having to do a second dedicated vent system for depressurization to keep the o2 tank from being full is amazing. I can even see an emergency vent to atmo in case of o2 tank getting to 100% as well. How awesome

    • @Flipsie
      @Flipsie  Рік тому

      Yup, also it should be possible to have the tank only turn on when the vent is depressurising further preventing any filling issues :)

  • @jafiwam
    @jafiwam Рік тому

    One could use the solar tracker to animate a large grid dish antenna or other more artistic features, maybe a whole domed terrarium or something. It points the camera but the dish or other features wouldn't need to face the sun. It might also be possible to make an atmospheric ship that wanders the planet based on following the sun. The question is does the solar tracker work through voxels.

  • @Acirno
    @Acirno Рік тому

    I kinda think the block need a timer function added as well, then you can have just it and/or the timer/sensor combo. I would also like to see more than just the AND Gate, I would so use an Xor gate tons.

  • @jakfoot5065
    @jakfoot5065 Рік тому

    The timer thing that is why my huge ship printer falls out of timing. Dang

  • @JuniperFinch538
    @JuniperFinch538 Рік тому

    Honestly the simplest airlock design i've come up with relies on a single sensor that detects players in a field that meets the door threshold on both ends.
    The Air vent is Always set to depressurise and is tied into the cargo system,
    The sensor closes BOTH doors when a player Enters or Leaves the sensor field.
    Entering the airlock looks like this
    -Player Opens outer door>steps through
    -both doors are instructed to close
    -player walks to inner door>opens it
    -any air that escapes into the airlock is immediately sucked back into the cargo system
    -player steps through inner door
    -both doors are again instructed to close
    This airlock assumes the player is impatient and doesn't know about the airlock, so the player just opens doors and walks through in whichever order they please.
    Net result: No oxygen is lost

    • @JuniperFinch538
      @JuniperFinch538 Рік тому

      For anyone who goes "Hey you can't put the same action in both slots"
      You put the doors in a group, as well as putting them in a 2nd group with a different name.
      You use the close function for each group in each slot

    • @Flipsie
      @Flipsie  Рік тому

      Yeah that seems pretty effective, I think the main bit of your design that I like is the idea of using a sensor to ensure that the outer door is never left open. if it's kept closed at all times at least 90% of the problems are avoided nicely

  • @omegasage7
    @omegasage7 Рік тому

    My take on the issue you had with the event controller when you were testing light pistons was a misunderstanding on how the logic handles the opposite. In coding terms it would be,
    IF
    Piston 1 is below 50%
    AND
    IF
    Piston 2 is below 50%
    THEN
    Lights on
    ELSE
    Lights off
    The else is the part that messed you up. It doesn't mean opposite, it means if the above if statement is wrong. So in this example if either one is in any state besides being below 50% it does the secondary commend.

  • @trippyrabbit9972
    @trippyrabbit9972 Рік тому +1

    If you have sun rotation set at 1 hour, using the sun tracking, you could build a clock. Have the minute hand track the sun and a sensor on the hour hand. Every time the minuet hand crosses the hour hand, it triggers the sensor, moving the hour hand a few degrees to the next hour and so on

    • @6105boe
      @6105boe Рік тому

      Well yeah, but you could also just use rotors and set them to 1 rotation per minute/second, much easier

    • @TheREALDocRabbit
      @TheREALDocRabbit Рік тому

      @@6105boe I can remember someone building a clock in Medieval Engineers that behaved like that

  • @MMuraseofSandvich
    @MMuraseofSandvich Рік тому

    3:06:40 And that's why this game needs a self destruct button.

  • @krirub8166
    @krirub8166 Рік тому +2

    The automatic waypoint recorder is unreliable because you don't have any control over the positioning of the waypoints, which is extremely important. The new autopilot is actually very precise, but you must create the routes manually.

    • @Vinlaell
      @Vinlaell Рік тому

      This is why samv2 and my personal fav spugs is my best👍

    • @the11382
      @the11382 Рік тому

      We need all AI block info added to the event controller, so we can build complex AI.

    • @Flipsie
      @Flipsie  Рік тому

      Yeah, I will definitely mess around with manual placement next time I play with it as the auto might suffice sometimes but lacks that extra control which becomes useful

  • @cl1379
    @cl1379 Рік тому

    Could you test dual active sized connectors then use the conveyor/filter and improve resource transfer?

  • @MMuraseofSandvich
    @MMuraseofSandvich Рік тому

    I've never seen Splitsie intentionally crash Space Engineers, so that's fun.

  • @TheREALDocRabbit
    @TheREALDocRabbit Рік тому

    I can already see a better airlock using sensor-based action with the AND function of these new blocks. Fully automatic with no need for any interaction from the player at all. In the current game I use a 4 timer block setup with 2 buttons, one to enter base, one to exit inside the airlock, with a single button on each doors outer space to cycle the airlock for MP compat.

    • @Flipsie
      @Flipsie  Рік тому

      Yeah my attempts at an airlock were all over the place, I'm going to choose to blame getting up at 4:30am for the stream :P

  • @unknow11712
    @unknow11712 Рік тому

    i know that rockets need line of sign , have a range , and if you want them to impact things on planet , you want to put at minimum the min-altitude limit .

  • @DisconnectedDan
    @DisconnectedDan Рік тому

    Isn't the "depressurized/pressurized" check on the event controller the same as the air vent already provided? It always had two actions for those states build in.

  • @jasonwilson6062
    @jasonwilson6062 Рік тому

    Nice drones that aren't the size of ships now possible

  • @unknow11712
    @unknow11712 Рік тому

    when you picked "repeat" things started to get strange on that "waypoint" system , and when you started to start the recording from a connector.

  • @TheREALDocRabbit
    @TheREALDocRabbit Рік тому +2

    I would be curious to see how the AND gate functions with 3 inputs, hopefully it functions like this AND this AND that are all true.

    • @Flipsie
      @Flipsie  Рік тому +1

      It should but it will only check if all are true at the time of a value change or when it passes the threshold for change so you can get some slightly odd outcomes with multiple blocks

  • @christopherbutterfield8096
    @christopherbutterfield8096 Рік тому +1

    lol, the orientation is linked to the beacon... probably putting it on the trailer .. rather than the tractor may have been wise

    • @Flipsie
      @Flipsie  Рік тому

      lol You make a very valid point :D

  • @Ben-wi4ww
    @Ben-wi4ww Рік тому

    I know there’s a mod that exists but I would really love it if space engineers would put a door in that’s also a connector, so you can dock ship door to ship door and use it as a connector or have another connector that you can run your materials in and out. But please an actual space docking door. yes and if it also acted as an airlock and vent even better! I know everybody would complain about the size block it would need to be for to function I don’t necessarily think that it would really matter but the size of everybody’s ships anyway but Even if they just made some thing that functions the same way as the cockpit doors the ones we use from the outside or those little ones that we can use if we placed them correctly on the inside sort of thing.

  • @jean-pierre562
    @jean-pierre562 Рік тому

    So a way to help ai follow way points is to add reference points on the ship like the furthest points on the wings, the bottop, the top, front and back that way the ai could try and match those points with your original flight path instead of 1 singular line. Kind of making a ring that it flies inside of that helps it know what angles to use, or make a way point at every angle adjustment and speed adjustment. Singular line follow seems too unprecise for the poor ai 😅

  • @etopsirhc
    @etopsirhc Рік тому

    3:05:00 i feel like that clip needs "dance of the sugar plumb fairy" playing in the background.

  • @jeremyortiz2927
    @jeremyortiz2927 Рік тому

    Maybe have a small fleet of decoy drones (avoiding collisions) that orbit targets closely so you can get your shots in.

    • @Flipsie
      @Flipsie  Рік тому +1

      That might work if we can get them moving fast enough :)

  • @PhantomGun4
    @PhantomGun4 Рік тому

    about the simplest airlock you could do with Capac is the Rotary Airlock block by Nukequard.
    " if " he can open a door, he can use this workshop item. it's just a door block that has a inner rotating door.
    there's a straight door and a corner door.

    • @griggitz487
      @griggitz487 Рік тому +2

      They played with this one before, but at the time it was squishing engineers and killing them. The problem has been fixed as of the most recent time that I used it myself.

    • @Flipsie
      @Flipsie  Рік тому +1

      While I kinda like the mod, I also kinda don't as airlocks can be fun to mess around with when you're given the right tools and the joke picture in the block is now very old and a bit annoying to see every time :P

  • @cgrams4922
    @cgrams4922 Рік тому +1

    Splitsie don't do a Survival Impossible recording with the beta unless you disable all Modular Encounters Mods, it'll break the save.

    • @kuhljager2429
      @kuhljager2429 Рік тому

      This is good info to know, I was going to play my survival impossible world with the beta later. Guess not

    • @Flipsie
      @Flipsie  Рік тому

      Don't worry, with things as unstable as they are I'm going to be waiting

  • @unknow11712
    @unknow11712 Рік тому

    it feels like the AI blocks don't lose part of theyr programming evrything you change it, so the more you play with one , the more it looks like it bug up .

  • @axeell92
    @axeell92 Рік тому

    Can you set waypoints manually on the recorder? Ie give it a flightpath?
    This would be useful for: patrol and set up an event if battery low, return to recharge. Battery full return to patrol.
    Or if you want to make a tunnel but not keep adding pistons to a station drill, tell it to go through mountain?

  • @aaronsneary4566
    @aaronsneary4566 Рік тому

    Notice the LG Event Timer uses the sci-fi interior block floor texture.

    • @Flipsie
      @Flipsie  Рік тому

      That's a sensible reuse of a texture, I'm glad Keen don't do the Ark way of doing things where nothing gets reused and your install is over half a terabyte :P

    • @aaronsneary4566
      @aaronsneary4566 Рік тому

      @@Flipsie Agreed, so long as it's done tastefully. This one reminds me of the old Minecraft habit of hiding crafting tables (never did understand why) and using it's bottom texture which matched oak wood.
      So I may have a room full of Event Coordinators with SciFi Interior blocks as filler, as an homage.

  • @brunoks6951
    @brunoks6951 Рік тому

    About the AI waypoints, when using to dock on a vehicle, lesser waypoints, the better. Just a short entry route and a short exit, then it is free to fly.

    • @Flipsie
      @Flipsie  Рік тому +1

      I think I went with a lot of waypoints out of habit as that was one of the most reliable ways to get a ship to do what it was supposed to with the existing autopilot system.

  • @MopWhoSmells
    @MopWhoSmells Рік тому +1

    Don't think it would be a good idea to have the inner door turn off if the outer door is open because then you'll be locked in if another person left the outer door open, or if your respawn is inside and the outer door was left open. Or you'd have to Build Vision it back on.

    • @riotintheair
      @riotintheair Рік тому +1

      Normally you solve that by being able to cycle the airlock state from both the inside and outside with a button press. This will close the doors as needed.

    • @Flipsie
      @Flipsie  Рік тому +1

      I think maybe a sensor with a broad range that closes both doors if a player gets near might also be a helpful feature, meaning that the likelihood of either door being left open is drastically reduced

  • @omegasage7
    @omegasage7 Рік тому

    Ok, only an hour into the video, but I wanted to ask before I forgot, and I apologize if it answered later in the video.
    Did you test the max range that the drones can operate?
    For example, will Mining Drone A continue mining on the earth-like planet while you jump over to the alien planet and set up more drones over there?

  • @graymouser1
    @graymouser1 Рік тому +1

    without 'janky' subgrids, how do you connect your drones to large grid, then? I'd much rather connectors just connected, and we put worrying about the size disparity with the half a million other things we don't worry about in SE.

    • @Flipsie
      @Flipsie  Рік тому

      If you want to lock to large grid I can't see another approach other than a rotor/hinge mounting system, or a large grid connector to small grid large connector to small connector to drone sort of thing (since connectors don't need power any more)

  • @mugsy8
    @mugsy8 Рік тому +1

    The AI really doesn't seem very good at all. I think a better approach might be to have just the docking process and let it find it's own way to it. Swap to a different block to send it off somewhere and see if it makes it back safely. If you want to have the obstacles in the path, make that a third one, but one-way.
    I'm probably going to use the event controller to trigger spugs.

    • @Flipsie
      @Flipsie  Рік тому

      The event controller is definitely the more complete part of this update, hopefully they can iron out the issues with the AI as you're right, it's rough right now - except for the missiles, those seem to work pretty well for the most part but are also quite simple

  • @TankPlayz
    @TankPlayz Рік тому

    Is there a release date for this update? i just made a fool of myself trying the solar panel tracking lol

  • @cabbageplays6710
    @cabbageplays6710 Рік тому

    in the event block could you not tell it to turn off the outer door if the inner door is open, meaning people cant get in and out without closing the inner door?? So its then just one action which forces good behaviour?? have the airvent always set to depressurize in the airlock, as the tank is part of the entire system, this will mean one vent is trying to empty the space, and any others on the grid would be trying to fill it, but until that inner door is closed, the outer door is "locked off"

    • @Flipsie
      @Flipsie  Рік тому +1

      That would probably be a better way to approach it, yeah. My brain was just not computing what it needed to in order to come up with something good there :P

  • @WiseOakDakota
    @WiseOakDakota Рік тому

    What’s the best way to put ideas to Keen? I’ve tried the forums website but I didn’t really understand the layout

    • @Flipsie
      @Flipsie  Рік тому

      Their feedback website is the only channel that's likely to get seen

  • @marcgarrett4401
    @marcgarrett4401 Рік тому

    1:07:07 I see what the and gate is for. Confusing Splitsie. ;

  • @mugsy8
    @mugsy8 Рік тому +1

    one of the AI blocks should also be able to aim at sun, so you can have solar panels only on one side of a ship and log off with no fear of getting deleted.

    • @Offical_Ghost_Rider
      @Offical_Ghost_Rider Рік тому

      He showed it in the first 2 minutes

    • @chakatfirepaw
      @chakatfirepaw Рік тому +1

      @@Offical_Ghost_Rider I don't think mugsy is thinking of what the turret controller can do, but to also have it as an AI flight control option. That way a ship in space can also do it simply by having an autopilot system that will roll a ship to maintain solar power and O₂ production.

    • @mugsy8
      @mugsy8 Рік тому +1

      Indeed. CTC for static grids and one of the AI blocks for ships.

    • @Flipsie
      @Flipsie  Рік тому +1

      Yeah, It might be handy to have a way to automatically align a ship with gyros since that's also part of Isy's script

  • @douglasreid699
    @douglasreid699 Рік тому

    Hi, Does anyone know if there is a mod that does this (as i dont know how to explain it): the longer you use an assambler (assambler as an example, could be any of the blocks that process stuff) the more wear it gets and its starts to have problems and fall apart, or needs more parts to get it back up to full function? like how a car needs its oil changed every so many thousand mies.
    i have searched wear and tear and only mod was block degradation 2 but that is not what i want and not getting upgraded. and i have no idea what words to use to search for the mod i would be interested in. any help would be much appreciated.

    • @douglasreid699
      @douglasreid699 Рік тому +1

      @@samuelallen1402 More what i mean is the assembler or refinery or other type of block gets wear and tear from use so its not 100% productive over time. i am not worried about repairing it, im looking for a mod that would do that.
      in the real world tyres wear down and need replaced, engines will last at least 100,000 miles but after a while it would be good to have a new engine or new car, i am looking for a mod that would simulate wear and i think Splitsie would like it too from what i seen of the way he plays.
      but thanks anyway.

    • @Flipsie
      @Flipsie  Рік тому +2

      I've only ever come across a mod that was looking at making the tool heads of your hand tools wear out, haven't seen anything for the assembler before

  • @mabs9503
    @mabs9503 Рік тому

    -The event controller can see the percentage of a single battery but what about a group? If my main battery bank reaches an overall charge of 30% can it read that?-
    Nevermind. 😟

  • @crazysc0tsman
    @crazysc0tsman Рік тому

    Second! Looking forward to making use of these

  • @tj_2701
    @tj_2701 Рік тому +1

    👍

  • @LazyDude915
    @LazyDude915 Рік тому

    I can’t wait for automated miners or just automated follower crafts

  • @prometheus8010
    @prometheus8010 Рік тому

    So we need a large to small block conveyor

    • @Flipsie
      @Flipsie  Рік тому

      Yeah, something like that might be useful to allow for connections without subgrids

  • @the11382
    @the11382 Рік тому

    We need all AI block info added to the event controller, so we can build complex AI.

    • @Flipsie
      @Flipsie  Рік тому +1

      It would be nice to have access to all the controls for each block, I'm sure we won't get it but it would be cool to see the uses people come up with for some of the more obscure functions (not just with the AI blocks but with all sorts of things like lights)

  • @stevenpharr7717
    @stevenpharr7717 Рік тому

    Has anyone tested the new remote to see if it will now make wheeled vehicles work?

    • @Flipsie
      @Flipsie  Рік тому +1

      They can't make steering turn so you'll be able to make a hovercraft but that's all - which is how they've all worked up to this point. With timers and event controllers you might be able to force the wheels to turn but making something like that function well is unlikely.

  • @richardgibs701
    @richardgibs701 Рік тому

    i run airlock on decompress

  • @PeterBoddy
    @PeterBoddy Рік тому

    Alfie is the best mod on Reddit.

  • @rebelricochet7142
    @rebelricochet7142 Рік тому

    What happens if the camera for the solar tracking gets destroyed? Will the game crash instantly?

    • @rebelricochet7142
      @rebelricochet7142 Рік тому

      NM it will not crash, just not function.

    • @Flipsie
      @Flipsie  Рік тому +1

      Yeah, it only crashes if you force it to be enabled before adding the camera, Keen responded to my bug report on it and have got it fixed for a future version :)

  • @thomasmitchell1813
    @thomasmitchell1813 Рік тому +1

    The number of times I've seen him slap on an AI block where I can see the circle with the (R) or (L) facing up and then hear him say stuff like "I wonder if orientation is relevant" was painful. He'd orientate one AI block correctly then slap on the rest. Then wonder why weird stuff was happening. Just wish he paid more attention to block orientation especially after finding that orientation matters for "hit and run" and "orbit".... It's like he forgot 3 secs later. I'm surprised anything worked with half the AI blocks facing random directions. And does anyone know how well the Remote block works with the AI blocks?
    Minimum altitude I suspect is the culprit for many of the odd behaviors I've seen. The flight AI has a minimum altitude above the recorded waypoints or target.

    • @the11382
      @the11382 Рік тому

      We need all AI block info added to the event controller, so we can build complex AI.

    • @Flipsie
      @Flipsie  Рік тому

      I still find it so strange having people write comments about me rather than to me, very odd considering the number of them that I've always replied to.
      As to the orientation, there's only one block that has a set orientation - that's the move block. For the others orientation is irrelevant and for the path recorder it logs orientation so theoretically it shouldn't impact it either since it's arbitrary in that instance.

  • @krzysztofsobon1317
    @krzysztofsobon1317 Рік тому

    Min altitude 25m?

  • @shaneedwards596
    @shaneedwards596 Рік тому

    this would be funny if TFE uses these blocks and his H-Tram manages to survive and becomes far more effective in combat, once he's no longer in control lol

    • @Flipsie
      @Flipsie  Рік тому +1

      lol I feel like the paprika might survive longer too :D

    • @shaneedwards596
      @shaneedwards596 Рік тому

      @@Flipsie i agree, maybe even the 'Pull'O'Conficting Identities' too lol

  • @davidbieckert1540
    @davidbieckert1540 Рік тому

    Hey splitsie u know the vent has a setup action button for pressurized and depressurized action

    • @Flipsie
      @Flipsie  Рік тому

      I do but for some reason it's also something I forget... a lot :P

  • @FlarGarg
    @FlarGarg Рік тому

    With this "AI" i still can`t understand.
    Whole company with lots of developers who wrote the whole engine and the game itself for literally years produce a solution of "smart and innovative automation" for which you have to setup new waypoints besides the network of your general waypoints and you cannot use them interchangibely, to use a pathing you need 3 blocks one of which sets up speed an hight and does flight but needs to be enabled, the other one just sits there and a third one remembers the route and supposedly gives the other two data to work with, while the method of setting those 3 up is as cumbersom and dumb as it possibly can be, with large blank fields taking half the screen space, you cannot change the way you interact with them, you always need to dive into scrolling menues in a search of a button of which there are at least 10 on each block, etc
    WHILE
    PAM script exists for literally years, have understandable way of setting up "home" and "work sites", can travel between the two, can use general waypoints system, incorporates configuration of itself using existing in-game tools and blocs, allows you to fly your miner ONCE to the mining zone, define a zone and literally forget about it, as it manages it`s pathing, cargo, batteries, hydrogen and reactors as much as it handle the mining of the hole to fit the ship, managing the cargo to allow stone to be injected, etc, AND IT WORKS MUCH BETTER THAN THIS AI WILL EVER.
    What the actuall hell?

  • @spitfiredj7614
    @spitfiredj7614 Рік тому

    Hello

  • @SqualidsargeStudios
    @SqualidsargeStudios Рік тому

    Keen soft has become a huge disappointment if you ask me..