If anybody was wondering, yes you can fire a railgun down the Willis Duct block if you want a protective/decorative cover over your weapons. Also, the Emotion controller can be a stand in for a full block LCD panel to inset into a wall, same PCU cost.
I loved the way your transitioned there.. Decorative paid panels > why should we buy > added depth, for example: new event controller trigger > panel reset > emojis. Well done. Same with the alien vibes of air vents and plushies. That was different than all the alternative SE UA-camrs.
I can see it already: Guided torpedoes, PMWs, "Jerricho"-style cluster munitions, AI drones,... This calls for a "Mad Aaron 3: Full Auto...mation" server. Absolute madness, absolute Aaron. This spring, 2023.
The down side to the ducts is there is no up/down holes. And one with a door in it would be nice cause if you use these than you won't be able to compartmentalize your ship/station to keep it air tight.
On the other hand, they could be used to effectively pressurize an entire section of a facility with only one air vent. Not exactly the safest way, but would cut down on conveyer tubes and be good for roleplay
@@FormerBunsenBurner I only just noticed but Duct 2 is not airtight on the top, there's a small grate and it will allow you to pipe air in through the floor/ceilings easily.
Something i would like to see a tutorial on would be something i was wondering about a while ago; how to get my ships to fly in formation. Like if i had a really big carrier and i wanted two cruisers on either side to maintain a formation and follow me around.
Yes you can to an extent if you turn collision off on your ai and set the distance. The ai ships kind of dont know which way is up or down sometimes so it won't be perfect but I have 6 Ai cargo carriers that follow me around in survival while I build stuff took me less than 2 hours to make them all and get them following eachother.
You can see a small test in my channel, but it was in the beta. Basically you put a Beacon on your carrier then AI Flight and AI Recorder on the cruisers. Place your cruisers on the position manually then add two waypoints in the AI Recorder when the speed is zero. Set it to repeat, then turn Flight on and Recorder to play. You can use a AI Basic task to follow the cruiser but there is higher chance for collision. The downside (at least in the beta) that the ships werent keeping up to the speed the ship they "escort".
@@wailfulcrab Now put a beacon on a larger rotating rod underground or in the center of your ship, and you can reenact the alien queen scene from Independence Day 2, with all the drones swirling around in a big tornado.
Hope this AI development eventually leads to more NPC type content being developed (pirates and the like), as a PVE player I'd love more meat on that side of the game
I sure hope that when SE 2 is released, they integrate all these awesome DLCs into it as a base content so that there is consistency between various people's blueprints.
@@LastStandGamers considering the DLC are an absolute disgrace i would say yes and don't get me wrong content wise they're not a disgrace but the fact Keen buys a mansion and then has the gall to release DLCs that in total cost more than the base game to fund development of more DLC and not really the base game is just BLEH
@@Mad_Catter_ LOL how are they supposed to pour thousands of man hours into something that isn't making money? you *do* realize they are a company whose goal is to remain profitable, and not some hobbyist working on a passion project, right? develop a sense realism dude
@@LastStandGamers I would *overwhelmingly prefer* to have the current blocks available as alternative skins for SE2 blocks, instead of leaving them in the first game. I mean it's a sandbox game where you make ships out of blocks, so I can't imagine having fewer blocks is somehow "better"
Awesome update, I really can't wait to see what kind of creations make it to the workshop using these new blocks. My one gripe: that top mounted camera really needs to be a base-game feature. That's some functionality that can't really be accomplished in the base game.
@@LastStandGamers I dont really see why they would, I mean the programmable block skin is also something you cant do in base game because it can be attached on all 6 sides where the original can only be attached to the bottom
@@jh5kl i think both need to be vanilla, I can see that camera working very well with custom turrets/"cranes" and that 3 block wide saddle cockpit is like the rover seat, but with an uneven thickness, which fits better with all the 3x3 smallgrid blocks. I don't care much about the redesigned vents and walls, but I think the new cockpit is unique among the other cockpits
It's interesting that they label the DLC as "not pay-to-win", but - although I dont really see what there is to "win" in SE - a lot of paid blocks offer an advantage over the base game blocks. With all DLCs, you could save a lot of space and material in your creations compared to vanilla.
I love that they just keep building out this game. It would be cool if we ever got some new ramped curved and cosmetic shaped pieces to flesh out builds.
With this can see a truly new terrifying return of the purple drones. Also am glad I held back work on my own design till after the update so many things to give more life and enjoyment out of my ship build. Only question I was wondering is if the AI system can interact with the store areas? A good example the AI drone deliver ores to the store to be sold or to pick up something you need without having to run there yourself. If not it defiantly a good idea for whatever updating they'll add after this
The new camera block makes me really wish they'd add a feature to both cameras and turrets where you can rotate the camera orientation by 90° increments. Like what if you want to mount the new camera under the nose of your ship instead of on top. Then you could just adjust a terminal slider to flip it by 180°. Similarly what if you mount a turret upside down or sideways?
The Willis ducts need airlock section blocks otherwise that pretty much renders air-tight bulkheads worthless. Also your update videos are the best laid out. No unnecessary bells and whistles, just a straight forward well-laid out guided tour of new blocks and features, good work over the years!
I have to say the amount of roleplaying available with this is going to be awesome. you can make it so the crew has to go through ducts and then peeps on a enemy crew talk and you can have all this hiding and puzzling with moving around. you can making actual tiny drones and warthogs now that would provide an awesome cinematic for running or chase scenes
I think if this were the case the conveyor connection would have to be outside of the duct itself, but yes, I agree. It was actually one of my first complaints.
@@LastStandGamers I was imaging it as the half space above/below/to the side of the walkway was the conveyor and the walkway would act as an access method.
@@LastStandGamers nah, have the space above it work as a conveyor, so you can design ships without exposed piping but still able to move through ducts and check the systems for damage. Such as taking a rail-gun shot that penetrated really deep. You'd have to cut deep into the ship to try and find the damaged areas if it severed a conveyor line, where as if your conveyors were integrated with a duct system, you could simply look at the status lights in the ducts as you walked along to find the damaged conveyors. sections.
I just wish more block-functions had an On or Off option instead of just the basic On/Off. As an example I tried to setup an event controller to turn the handbrake ON when exiting the seat but it only have the On/Off option which isn't reliable for what I had in mind. :(
Man its nice seeing you still play SE I've been watching you on and off almost a decade. I remember you made a scenario video where you had a asteroid base and someone was chasing you grinding down doors and so on man your content its top end.
Loved the video @LastStandGamers! Can't wait for the next video man! The new blocks look pretty great and can't wait to see how people use them. The Emotion Controller Block could be used as Yes Man's Face from Fallout: New Vegas LMAO!
I preordered the ps4 version earlier this week and I cannot wait. Ive followed your channel for years and I am looking foward to being able to put everything g I've seen and learnt to use. This update looks great. Cannot wait to see what you will do with it
@@LastStandGamers It would be great if we could, im building a massive carrier (im on Xbox and yet my biggest build) so if we could have automatic fighters it would be epic
Still waiting for multiple blocks on a single block, like being able to place down a light and couches/seats. (as long as the textures don't touch each other)
I don't like the fact the new cockpit is a dlc item. But then again, I'll probably just stick to the workshop versions that have been around for a long time.
I was really looking forward to an automation block that automatically moves the ship to track the Sun for solar panels so I no longer have to create scripts or a separate grid with a gyroscope and its own solar array just to keep my panels pointing at the sun without setting up a Servo and or rotator.
The camera doesn't really concern me. It's the same effect as before, only now it's placed on top of the adjacent block, rather than in front of it. And it looks way cooler.
The moment I saw the Emotion Controller blocks I thought someone needs to make a Mr House style AI from Fallout NV! Or any of the various Robots there! Been such a long time since I played SE, wow its changed a lot.
What if the conveyor cap was a system tool to help tell the computer that there's no connection on that end of the conveyor junction thus helping mitigate system lag and help Sim speed?
Having trouble programming a miner. The Ai seems to have trouble pathfinding in underground mine. A video on how to set up a drone auto miner would be good.
Ngl the front facing camera has been so useful to me since it laucnhed. Now I don’t have to worry about having a dedicated setup as much with it vs the default.
multi-crew ships have been really buggy in space engineers history, there's times they've worked great, there's other times they haven't worked at all. Currently they're working again. But for awhile they hadn't been.
I may be incorrect but I remember some modders saying that conveyor junctions added a lot of cpu usage and that capping them off or using specific directional tubes were better
@@Loona_imp the garage door was just an example, I more meant, like, random arbitrary tasks you could do by connecting through antennas, but available as an action. Like being able to take control of an RC block for a ship that's not currently connected to the same grid as you by pressing a cockpit button, or having drone fighters automatically recalled if you start to charge your jump drive.
2:08 they also said in the stream, when asked about it, that it’s a possibility they could be changed to open in the future, but that there are some problems they’d have to work out. I’m just paraphrasing so I may have gotten it a bit off, so don’t shoot the messenger.
I've been testing very small flyers in a building with spacious hallways I made. I'm talking hallways around 30 meters wide and even taller than that leaving more than enough space for some error. Nearly every drone has managed to bump into the ceiling, walls, etc and destroy itself after a few minutes tops. At 10m/s speed limit and with collision avoidance on to boot. In my opinion they could stand to drastically improve it some more. There's nothing that hard about casting a bunch of rays predictively to determine if a collision is going to happen. Some things like the conveyor air vents are welcome but modders had already done that years ago so can't give too much praise there. Overall let down by this update so far. Has anyone explored vanilla space to see if at least some of the encounters were updated?
What did you mean by "we'll see how long this lasts this time" with multicrewing ships? Could you once muticrew ships? What happened? Did it just break or did they redact the feature?
I haven't followed anything about the new AI system, can we make guided missiles easier now in vanilla using the new AI blocks? The turret controller method was nice, but it was hard to mass produce since it relied on rotors and subgrids.
I've tried making guided missiles, and maybe I just haven't explored all the possibilities, but the AI just isn't very competent at being a missile, and there's no way to select a specific target for it to chase, it'll just pick the nearest/largest/smallest enemy ship it can see, depending on what you've asked it to do.
@@SerialSnowmanKiller A loitering munition is fine too. Toss a bunch in the general direction of the enemy, let them do the rest on their own is still a vast improvement over what we used to have.
I agree that the top mounted camera will make a debate, I got the DLC so I'm not concerned tough (as I usually want to use at least 1 or 2 block of dlc I got them) Haven't played the new update yet (gonna clean up my mod list a little before like the now obsolete full block air vent) got another game that got a dlc too and enjoying it...
It's pretty much a sloped block with a camera stuck to it. It definitely LOOKS a lot prettier, but functionality wise doesn't change anything, unlike the industrial cockpick did. it really comes down to if the costs are significantly different than setting it up vanilla or not. (though generally, the DLC blocks thus far as cost slightly more resources than the vanilla equivalents, so that is unlikely make a difference unless it's super cheap in comparison to slapping on a forward camera or setting up a sloped block mounted camera).
Event controller would be way better if it could be configured for multiple events and actions. As it is whole ass block for a single event and single set of actions it is pretty limited in usability unless you got lots of space to spare.
The DLC is 3.99. From my point of view, i bought the game not knowing Keen does regular updates. If i need to pay 4 bucks to build better looking ships, thats fine
Tutorials on the many uses of the new blocks would be great maybe now we dont need to use scripts to make mining drones? need to reinstall the game to test that though
If anybody was wondering, yes you can fire a railgun down the Willis Duct block if you want a protective/decorative cover over your weapons.
Also, the Emotion controller can be a stand in for a full block LCD panel to inset into a wall, same PCU cost.
Thankyou for answering the question that was on all our minds ;]
How dare you point your weapon at that plushie
This needs a meme
@@LastStandGamers please do, lol
@@jasongoodrich1 *Eats Plushie*
@@LastStandGamers *Eats LastStandGamers alive*
😂
I loved the way your transitioned there.. Decorative paid panels > why should we buy > added depth, for example: new event controller trigger > panel reset > emojis. Well done.
Same with the alien vibes of air vents and plushies.
That was different than all the alternative SE UA-camrs.
I can see it already: Guided torpedoes, PMWs, "Jerricho"-style cluster munitions, AI drones,...
This calls for a "Mad Aaron 3: Full Auto...mation" server.
Absolute madness, absolute Aaron.
This spring, 2023.
The down side to the ducts is there is no up/down holes. And one with a door in it would be nice cause if you use these than you won't be able to compartmentalize your ship/station to keep it air tight.
On the other hand, they could be used to effectively pressurize an entire section of a facility with only one air vent. Not exactly the safest way, but would cut down on conveyer tubes and be good for roleplay
@@FormerBunsenBurner I only just noticed but Duct 2 is not airtight on the top, there's a small grate and it will allow you to pipe air in through the floor/ceilings easily.
I think you could just have your ducts terminate in a vertical ladder shaft and that would look pretty good.
There is a sloped Willis block. It can connect to a ladder stack.
Target locking at max range for turrets, thank you Keen!
Something i would like to see a tutorial on would be something i was wondering about a while ago; how to get my ships to fly in formation. Like if i had a really big carrier and i wanted two cruisers on either side to maintain a formation and follow me around.
Came to say exactly this
Yes you can to an extent if you turn collision off on your ai and set the distance. The ai ships kind of dont know which way is up or down sometimes so it won't be perfect but I have 6 Ai cargo carriers that follow me around in survival while I build stuff took me less than 2 hours to make them all and get them following eachother.
You can see a small test in my channel, but it was in the beta. Basically you put a Beacon on your carrier then AI Flight and AI Recorder on the cruisers. Place your cruisers on the position manually then add two waypoints in the AI Recorder when the speed is zero. Set it to repeat, then turn Flight on and Recorder to play. You can use a AI Basic task to follow the cruiser but there is higher chance for collision. The downside (at least in the beta) that the ships werent keeping up to the speed the ship they "escort".
Same but change the following ship into a flying decoy that has has random, but slight, movements :)
@@wailfulcrab Now put a beacon on a larger rotating rod underground or in the center of your ship, and you can reenact the alien queen scene from Independence Day 2, with all the drones swirling around in a big tornado.
Hope this AI development eventually leads to more NPC type content being developed (pirates and the like), as a PVE player I'd love more meat on that side of the game
I sure hope that when SE 2 is released, they integrate all these awesome DLCs into it as a base content so that there is consistency between various people's blueprints.
Interesting lots of people get annoyed when developers reuse assets from a previous game, do you think it would be justified for SE 2 ?
@@LastStandGamers considering the DLC are an absolute disgrace i would say yes
and don't get me wrong content wise they're not a disgrace but the fact Keen buys a mansion and then has the gall to release DLCs that in total cost more than the base game to fund development of more DLC and not really the base game is just BLEH
@@kilotheneko2064 If only people would quit giving them money blindly for the dlc's
@@Mad_Catter_ LOL how are they supposed to pour thousands of man hours into something that isn't making money? you *do* realize they are a company whose goal is to remain profitable, and not some hobbyist working on a passion project, right? develop a sense realism dude
@@LastStandGamers I would *overwhelmingly prefer* to have the current blocks available as alternative skins for SE2 blocks, instead of leaving them in the first game. I mean it's a sandbox game where you make ships out of blocks, so I can't imagine having fewer blocks is somehow "better"
Was waiting for this! (But for the hundredth time, it's "Automatons" not "Automations")
For some reason I instinctively say the wrong one.
Sounds like the aluminum/aluminium argument. Slightly different words, same definition.
@@entropybear5847 Except for the fact that it's actually the opposite of that.
Awesome update, I really can't wait to see what kind of creations make it to the workshop using these new blocks.
My one gripe: that top mounted camera really needs to be a base-game feature. That's some functionality that can't really be accomplished in the base game.
Do you think they would change the top mounted camera to base game ?
@@LastStandGamers I dont really see why they would, I mean the programmable block skin is also something you cant do in base game because it can be attached on all 6 sides where the original can only be attached to the bottom
the saddle needs to be vanilla, not the camera
@@jh5kl i think both need to be vanilla, I can see that camera working very well with custom turrets/"cranes" and that 3 block wide saddle cockpit is like the rover seat, but with an uneven thickness, which fits better with all the 3x3 smallgrid blocks. I don't care much about the redesigned vents and walls, but I think the new cockpit is unique among the other cockpits
It's interesting that they label the DLC as "not pay-to-win", but - although I dont really see what there is to "win" in SE - a lot of paid blocks offer an advantage over the base game blocks. With all DLCs, you could save a lot of space and material in your creations compared to vanilla.
I love that they just keep building out this game. It would be cool if we ever got some new ramped curved and cosmetic shaped pieces to flesh out builds.
2:1 and 3:1 curve blocks would be amazing
The improved turrets will really help me for playing solo so I can have a much more fun experience in combat rather then trying to avoid it.
With this can see a truly new terrifying return of the purple drones. Also am glad I held back work on my own design till after the update so many things to give more life and enjoyment out of my ship build. Only question I was wondering is if the AI system can interact with the store areas? A good example the AI drone deliver ores to the store to be sold or to pick up something you need without having to run there yourself. If not it defiantly a good idea for whatever updating they'll add after this
The new camera block makes me really wish they'd add a feature to both cameras and turrets where you can rotate the camera orientation by 90° increments. Like what if you want to mount the new camera under the nose of your ship instead of on top. Then you could just adjust a terminal slider to flip it by 180°. Similarly what if you mount a turret upside down or sideways?
So many good tank related blocks here…Hatches, sleeker cameras, 2x2 wheels…
Also: "Custom Turret Controller now has the much requested “Sun Tracking” option!" - from the blog post
Useful on solar arrays
3:26 - Heh, your grid has been invaded by Tribbles.
The Willis ducts need airlock section blocks otherwise that pretty much renders air-tight bulkheads worthless.
Also your update videos are the best laid out. No unnecessary bells and whistles, just a straight forward well-laid out guided tour of new blocks and features, good work over the years!
I have to say the amount of roleplaying available with this is going to be awesome. you can make it so the crew has to go through ducts and then peeps on a enemy crew talk and you can have all this hiding and puzzling with moving around. you can making actual tiny drones and warthogs now that would provide an awesome cinematic for running or chase scenes
The new camera will be really useful for custom turrets
It is do you think it shouldn't be part of the paid DLC ?
@@LastStandGamers definitely no. IMO, for this game, dlc should just be “flavor packs”. This new camera will definitely fall under “pay to win”
I wish those willis ducts worked as conveyors so they would act as natural access corridors for repairing various hard to reach systems in ships
What is it with everyone wanting to get inside conveyors ? It would be extremely dangerous with all those parts flying through them.
I think if this were the case the conveyor connection would have to be outside of the duct itself, but yes, I agree. It was actually one of my first complaints.
@@LastStandGamers I was imaging it as the half space above/below/to the side of the walkway was the conveyor and the walkway would act as an access method.
@@LastStandGamers I feel like it should at least have 1 small connector
@@LastStandGamers nah, have the space above it work as a conveyor, so you can design ships without exposed piping but still able to move through ducts and check the systems for damage. Such as taking a rail-gun shot that penetrated really deep. You'd have to cut deep into the ship to try and find the damaged areas if it severed a conveyor line, where as if your conveyors were integrated with a duct system, you could simply look at the status lights in the ducts as you walked along to find the damaged conveyors. sections.
I just wish more block-functions had an On or Off option instead of just the basic On/Off. As an example I tried to setup an event controller to turn the handbrake ON when exiting the seat but it only have the On/Off option which isn't reliable for what I had in mind. :(
Yes, I'd like to see in-depth tutorials on everything AI-related.
Man its nice seeing you still play SE I've been watching you on and off almost a decade. I remember you made a scenario video where you had a asteroid base and someone was chasing you grinding down doors and so on man your content its top end.
Thanks for watching, just really enjoy playing space engineers, there's not many other games like it.
Definitely need to do a focus video on the new Event Controller! I can't wait to start using that in my infrastructure!
Would love to see the AI tutorial.
Need to see if it works on rovers. If you can have a printed ship stay near its build area and defend it. Ect...
Loved the video @LastStandGamers! Can't wait for the next video man! The new blocks look pretty great and can't wait to see how people use them. The Emotion Controller Block could be used as Yes Man's Face from Fallout: New Vegas LMAO!
I preordered the ps4 version earlier this week and I cannot wait. Ive followed your channel for years and I am looking foward to being able to put everything g I've seen and learnt to use. This update looks great. Cannot wait to see what you will do with it
the hamster with a helmet is still one of the cutest channel icons im subbed to.
tutorial on how to make auto fighters that come back when low on ammo or low on hull ?
Sounds good , see if we can come up with some boomerang fighters. ;]
@@LastStandGamers It would be great if we could, im building a massive carrier (im on Xbox and yet my biggest build) so if we could have automatic fighters it would be epic
alll of it please! i am a bit lost and yes i am jumping from UA-cam channel to channel to get as much info as possible
Will get on it
I like how you color coded the additional blocks.
Love how he says he's gonna keep it locked up down there, but fails to close the gate...
What did you mean by we can mulit crew ships? Does this mean one person drives and the other is on a turret controller?
Emotion Controller and torpedoes make me laugh.
Still waiting for multiple blocks on a single block, like being able to place down a light and couches/seats.
(as long as the textures don't touch each other)
I don't like the fact the new cockpit is a dlc item. But then again, I'll probably just stick to the workshop versions that have been around for a long time.
agreed
I was really looking forward to an automation block that automatically moves the ship to track the Sun for solar panels so I no longer have to create scripts or a separate grid with a gyroscope and its own solar array just to keep my panels pointing at the sun without setting up a Servo and or rotator.
The camera doesn't really concern me. It's the same effect as before, only now it's placed on top of the adjacent block, rather than in front of it.
And it looks way cooler.
willis duct is funny, i first thoguht of it as a reference to bruce willis in die hard when hes in the vents
0:01 It's not the 'automations' update. It's Automatons. Pronounced like 'aw-TOM-uh-tawns'
One of the best things is the sun tracking for turrets, makes it easier to make automatic solar panels on console
i would love to see a tutorial on how to build fighter interceptor missiles with the ai system
I would REALLY appreciate it a lot if there's a guide on how to use the ai blocks, please make a video on that. Thank you very much💕💕💕💕💕
Will try and get something straight forward together ASAP any blocks that interest you more combat/defensive/follow bots
Well alright then😄😄😄cheers guys!!👍👍👍👍👍
The moment I saw the Emotion Controller blocks I thought someone needs to make a Mr House style AI from Fallout NV! Or any of the various Robots there! Been such a long time since I played SE, wow its changed a lot.
I know the AI blocks are going to need a tutorial on there own. Love to try and make a miner with them as it where.
Aren’t the saddle seats a 2 and 3 block wide variants 😅
Anything and everything AI related please. I don’t have the hours to figure everything out on my time. Thanks for the content
So much cool stuff, really pleased with how it all looks. Now if I could just get missiles to work.
Good luck engineer half the fun of building SE is the disaster you have when trying to develop a new system.
Hey, those vehicles at the end are from Mortal Engines. I loved that movie. 😊
What if the conveyor cap was a system tool to help tell the computer that there's no connection on that end of the conveyor junction thus helping mitigate system lag and help Sim speed?
Having trouble programming a miner. The Ai seems to have trouble pathfinding in underground mine. A video on how to set up a drone auto miner would be good.
Yay, first again.
I am excited for this update. More creativity.
Ngl the front facing camera has been so useful to me since it laucnhed. Now I don’t have to worry about having a dedicated setup as much with it vs the default.
Yes some tutorials would be great Aaron. :-)
what did you mean by multycrew ships at the end?
multi-crew ships have been really buggy in space engineers history, there's times they've worked great, there's other times they haven't worked at all. Currently they're working again. But for awhile they hadn't been.
I may be incorrect but I remember some modders saying that conveyor junctions added a lot of cpu usage and that capping them off or using specific directional tubes were better
The one thing I wonder about with the automations update: can I make a wireless garage door opener button yet?
You already could with sensors
@@Loona_imp the garage door was just an example, I more meant, like, random arbitrary tasks you could do by connecting through antennas, but available as an action.
Like being able to take control of an RC block for a ship that's not currently connected to the same grid as you by pressing a cockpit button, or having drone fighters automatically recalled if you start to charge your jump drive.
2:08 they also said in the stream, when asked about it, that it’s a possibility they could be changed to open in the future, but that there are some problems they’d have to work out.
I’m just paraphrasing so I may have gotten it a bit off, so don’t shoot the messenger.
Thanks for letting us know I just zoom through the streams for additional information.
The words "oldschooll Half-life style" warmed my heart
Nothing like a head crab launching its self at you in a vent.
Woah weapon start locking at longer distance?!!
Now weapon mod will work on all NPC ships.
I've been testing very small flyers in a building with spacious hallways I made. I'm talking hallways around 30 meters wide and even taller than that leaving more than enough space for some error. Nearly every drone has managed to bump into the ceiling, walls, etc and destroy itself after a few minutes tops. At 10m/s speed limit and with collision avoidance on to boot. In my opinion they could stand to drastically improve it some more. There's nothing that hard about casting a bunch of rays predictively to determine if a collision is going to happen.
Some things like the conveyor air vents are welcome but modders had already done that years ago so can't give too much praise there. Overall let down by this update so far. Has anyone explored vanilla space to see if at least some of the encounters were updated?
What are plushies used for is it just decorative
Forgot about the new camera view for weapon turrets
2:39 SUS
Come on for some reason there's always a ducked in every video game bathroom. Its almost as prevalent as red barrels.
I’m honestly more surprised that the new cockpit is a payed feature rather then the camera.
i would like to see a tutorial about the drone that can haul cargo
from my miner to my base,
What did you mean by "we'll see how long this lasts this time" with multicrewing ships? Could you once muticrew ships? What happened? Did it just break or did they redact the feature?
At one point players all use a grid at once using weapons and and custom turrets but then it just stopped working and hadn't worked till this update.
Would like to have seen induction plates so you can park rover or ship over them to charge
I haven't played in a couple of months, maybe a year, have they fixed the guns yet? By which I mean continually firing off into space but not at npcs.
i really really do think the camera should have been free also the small grid ai seems more accurate in combat then the large grid
I haven't followed anything about the new AI system, can we make guided missiles easier now in vanilla using the new AI blocks? The turret controller method was nice, but it was hard to mass produce since it relied on rotors and subgrids.
I've tried making guided missiles, and maybe I just haven't explored all the possibilities, but the AI just isn't very competent at being a missile, and there's no way to select a specific target for it to chase, it'll just pick the nearest/largest/smallest enemy ship it can see, depending on what you've asked it to do.
Yes they have a combat AI block that has an intercept function, build you missile add the AI and watch it launch towards its target.
@@SerialSnowmanKiller A loitering munition is fine too. Toss a bunch in the general direction of the enemy, let them do the rest on their own is still a vast improvement over what we used to have.
I agree that the top mounted camera will make a debate, I got the DLC so I'm not concerned tough (as I usually want to use at least 1 or 2 block of dlc I got them)
Haven't played the new update yet (gonna clean up my mod list a little before like the now obsolete full block air vent) got another game that got a dlc too and enjoying it...
It's pretty much a sloped block with a camera stuck to it. It definitely LOOKS a lot prettier, but functionality wise doesn't change anything, unlike the industrial cockpick did. it really comes down to if the costs are significantly different than setting it up vanilla or not. (though generally, the DLC blocks thus far as cost slightly more resources than the vanilla equivalents, so that is unlikely make a difference unless it's super cheap in comparison to slapping on a forward camera or setting up a sloped block mounted camera).
note: you cannot shoot through the access panel 4 with small arms.
Event controller would be way better if it could be configured for multiple events and actions. As it is whole ass block for a single event and single set of actions it is pretty limited in usability unless you got lots of space to spare.
exactly what this game needed
Do we have to grind the tube cover away?
Okay so Is it just ships that the AI can control or can they control rovers to and follow you around like a little armored convoy??
They can't control rovers rn :(
There’s the movement ai block that specifies flight so it might be a feature we get in the future?
They can't officially control rovers but people managed it in beta so I am sure it can be developed further.
I am going to need to see somebody make a rideable missile with that saddle cockpit…and probably build one myself.
idk why but the access pannels spin without reason when closed
What does multi crew do?
How about a solar tracking system for solar panels :)
Imagine being on a starwars server and someone making fully ai vulture droids
Multicrew ships? What do you mean?
Some of these blocks have new idle sounds too.
As a PlayStation user. I'm hyped for playststion relea se
good now my ship can be just as depressed as I am
Have the new blocks released on Xbox? Purchased new dlc and downloaded but still no new blocks besides Ai blocks
I cant wait for the playstation release its gonna be a dream for me 😢
dang man you still put out vids for this game? bless you and all 29 ppl that still play it.
All us 29 people are having a great time ;]
29? I’ve seen quite a few more than that.
Don’t spread misinformation, be realistic. There’s at least 30
My friends and I are over 20 so if that's all that's playing it, Keen is amazing with their budget since that means they made this game for like $900.
what is multi-crewing a ship?
Having a driver and then players on custom turrets all control bits at once.
The DLC is 3.99. From my point of view, i bought the game not knowing Keen does regular updates. If i need to pay 4 bucks to build better looking ships, thats fine
I will love to see a server with a 10k people in it or even with 5/6k
That would be cool but just seeing 64.
starbase from frozenbyte had nearly 10000 players peak in the same universe/ server
"Emotional Controller" block sounds like the name was inspired by some unhappy programmer's wife lol
A bit of a strange block if you ask me.
@@LastStandGamers I can see the angry face being the front of a speeding torpedo though 😈
May be I"ll buy official version someday XD
Tutorials on the many uses of the new blocks would be great
maybe now we dont need to use scripts to make mining drones? need to reinstall the game to test that though
Will have a look at making a mining drone tutorial.
you totally missed the point of the two saddle cockpits. one is not simply without connectors one is NOT 3x3 its 3x2. thats why its "compact"
They should add space exploration and npc's
Can I get a tutorial on how to use the robots?
Combat AI ?
All of them because I need help
Also, I love your videos