Sorry this one is so late! The simulation is collapsing in on itself like a dying star - What do you REALLY want to see me do before it implodes and takes my pc with it?
once you get the FFP into space what might be interesting is if you do a playthrough where you're living out of that one ship and adding onto it as you go, it'd give you an opportunity to delete all the simulation-killing stuff and it would be a natural continuation of the series, Suit only survival would become ship-only survival
This is a great idea, could also give a breakpoint where you could cap this series off but continue it down the road as a new series with the FFP and new goals.
I want to see you try and do a piracy/ scraping only playthrough where the final goal is something like create a space port for your fleet of pirate and support ships.
Adding piracy to Splitsie's scrap mod could be fun. Specifically a scenario where you're not able to build, so much as merge ships and vehicles together. I really love asymmetrical ship designs and especially love ships that look cobbled together. Perhaps he could find an Ork ship mod and an Ork player model heh.
I want to see a ground to space challenge: 1) Build a base 2) Build a spaceport 3) Build a ship that can get to space 4) Build a cannon in orbit 5) Blow up base using cannon. 6) ??? 7) Profit
A nice episode, now to build some defense towers for your gate :D And fleeing the simulation for the next episode as people in the comments mention. I really hope that space engineers get a full engine/simulation rebuild that makes it run better. Dreams for the future.
I'd like to see you have a simulation where you can't build any advanced modules like refineries, or major infrastructure. Instead, you have to use merge blocks and cranes/moving vehicles to assemble your bases/ships
I do think a series like Assertive Acquistions with you an Magic on Petram or Earthlike would be cool. Also shields and nanobots wreck sim performance if you did not know
Just recently was recommended your Space Engineers Series by YT, and I have been binge enjoying it! A challenge series is definitely also on my to-do list (Fighting Procrastination for over 40 years now... 😂). No matter what you plan to do in the future, hope you stick around with SE! Btw, Even a Pro as Splitsie has backseaters... I just gave up trying to set these people straight. 😅
Here are some suggestions about improving sim performance in general; some of them can be applied to this series. We all love to see big guns and stuff, but in general, they are only adding extra types of bullets to be simulated. The same engagement (dog fights, etc.) can be achieved with the vanilla weps too. Consider disabling this mod. In the current settings of the series with these powerful weps, shield mod is just meaningless, only preventing invadable for some seconds. Consider removing this mod. You already have projections settled with the great tool "build and repair system". Voxel destruction generates lag. You are on the moon, digging huge holes, while every fight generates more voxel destruction, changing every time. You should also even consider removing an asteroid when you are done with it using cheats, off camera. When you are grinding a large ship, I guess that is one of the most intense times for the sim, like fights. Consider watching it till the end instead of doing anything. Crushed reavers, with all those blocks and other crushed ships trying to move and try to target something, are waiting to be grinded there while you are doing something else and are still being calculated by the sim. You should consider powering all off after each fight if you are not going to directly grind. And I believe you should directly grind them and get rid of them as soon as possible. You have too many build and repair systems scattered around. At least consider fine-tuning their ranges to be more effective and local. I guess you already know that you can see and edit the working areas of that stuff. A smaller area of range when a large one not needed may reduce calculations. Also you can consider using modded assemblers or refineries oxy/hydro generators where you need only 4 of them instead of 50 but requires 50x normal materials to build and 50x energy to run keep it as challenge. Is there a way to limit the NPC count further? You can also remove or disable the NPCs while constructing a large project and re-enable between projects to generate some fights. Ps: with that much minutes of loading time i understand some of my suggestions are not possible to execute in this series. You can also consider such enable/disable structure as series while you fighting enemies in weaves, grinding/building/repairing between attacks.
As I have a fair amount of experience with the limits of Space Engineers myself, I'd like to give you some advice on how to prevent the Simulation from breaking for your next playthrough. 1. Ideally completely remove the Nanobots mod, or dramatically decrease their numbers. Each of them individually is really *really* performance intensive, and as soon as you have multiple nanobots with overlapping operation areas their resource intensiveness increases exponentially. From personal experience, you should *never* have more than 4 of them per world, ever. 2. Not sure what you have it set at, but I'd still recommend lowering the game's simulation distance - the more things loaded at a time, the more calculations need to happen, simple as that. 3. Less individual grids in close proximity - physics calculations are the bane of Space Engineer's existence, and the more separate grids you have in an area the worse the simulation's gonna run. 4. Automated trash cleanup - the admin menu (Alt+F10) has some handy settings for that, especially if you plan on playing with NPC mods again, having the game clean up any wreckage is crucial. 5. Try to minimize voxel modifications around your main "playing area", as in mine for resources further away, since voxel deformation => bad performance (generally speaking, not always 100% true) 6+. No specifics here, just as a general rule of thumb, more mods equals more bad, especially with complex mods such as Weaponcore, since it fundamentally changes parts of the original game - add on some weapon mods using it, and it's gonna cost performance. Same goes for the teleporters, and those aren't even strictly needed, since you can theoretically just fasttravel by respawning at different survival kits/medbay Enough negativity - great videos, keep it up! Looking forward to whatever comes next
I think the nanobots are indeed the culprits here. I've used this exact collection of mods (minus weaponcore and the nanobots) for 3+ years and have never had it break down this quickly.
so, from what i can remember about SE, the reason the simulaton is struggling is prob due to a combination of the ammount of mods your using and more than likely some specific stuff, like the nanobots, from watching every episode, i would guess you have nearly 100 of them?, maybe look at reducing the mods list, you can allways save your current world and just remove mods and see if it runs better.
@@LargelyUnemployed in the future you could try making a ship or rover that has some on and just move it around rather than build it into everything. Might help delay the effect
I love the way you make videos and want to see you continue, either with this series (if the game will let you) or the one with magik yall were talking about!
Rimworld and other games would be cool, staying only in SE would be boring, i loved you narreted video on rimworld, and things like that with Project zomboid or similar games can be really good
with so much going on thats slowing down the game, i would look into removing mods that are adding unnecessary power consumption. or remove mods and swap them with ones of a similar affect but can reduce the strain, i saw someone mention a mod that can do something at 50x the normal production but would equally take up 50x of materials and energy which would do great because then you can reduce the number of entities in the game and free up some power.
One idea I had for a playthrough is to install Industrial Overhaul and build a small hydrogen ship as a starter ship, then land on the moon and RP that Elon Musk sent me there to build the first moon colony. Why me? Who knows. Maybe I could RP as someone competent. Though you might be able to come up with some excuse that included "he heard I was from South Africa too and somehow that made him pick me."
Pam seems to have a player range limit I've noticed. Like if you are very far away from your miners they stop work. At least that's how it did me about 2 years ago. I wished keen would move on to a version two of SE.
Honesty there should be a shift option with building in survival. Just let it place the frame + in other buildinggames like scrap mechanic it funtions the same and is also just an improvement
I was think you could reduce the amount of tartegrade and perhaps build bigger ones that could do maltable dig sites or you could find an Ai/program that does inventory and mineing
i would love to see you continue playing ! i must admit i have basically watched all your space themed video and there so good ! you were a bit of a discovery and oh boy quite one at it ! Good luck with the ambiant chaos ! et au plaisir de voir plus de vidéo de ta part j'ai cru comprendre que tu apprenais le francais aussi, donc bon courage !
You could build a Rokk for your next challenge. A big asteroid with huge engines and very few maneuvering drives. then you cruise across the system in straight lines with the ultimate mobile base.
Maybe you could make a new series in wich you're a empire's founder that escaped a war wich destroyed the empire and try to build a new massive mothership to restart the empire
I'm starting to think that this guy has had some really bad experiences with 'backseat drivers'... Either an ex-partner or siblings that really nagged him or something. Whatever it was, it really scared him for life... Lol Also, I love how you pronounce tuberculosis.
HI if you want to improve your server while keeping your gameplay, you could MOD the drills .By increasing their range you could divide by two their number (increase the gap between them, so divide by two the server load regarding drills. There are various mods out there, Tiered mods for example or simply 'improved vanilla tools'.
I found where the base lost its color! The cut that happens at 15:41 seems to be where it happened in the video, so it is unknown when during the building process the change happened, but when talking about the UN, there is clearly color on the factory in the background and then there's a cut to working on the floor and everything is grey! My best guess is that you tried to copy the color from the floor and in doing so you did a "paint all" for the base. Probably just some wires getting crossed between placing the blocks with the left mouse button and painting a block with the middle mouse button. Your hand was already on the shift key from selecting the color with shift+p, so just a small slip with your left hand and then boom, you're now pressing shift, control, and the middle mouse button and your whole base is grey!!! (If any of these controls are wrong, I apologize. I've never played the game and am just going off of what the wiki says the controls are)
Please make moooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooore
For the Machicolations, I would have suggested half slabs, or even the half high walls (I think that's what they're called) in the one block gap between the sticky up parts. Just a suggestion, since it would provide a place for infantry (if there were any) a place to take cover and fire from at the top of the wall, no need to actually add it though.
I'm still watching and enjoying the series but if your pc can't keep up I'm also fine with you playing something else. I'm mostly here for your personality and voice.
So basicly i used your minig bots, on moon they work more than good but on qsteroids where is no gravity they get stuck even when I am loocking qt them. Maby u should qdd like gravity generator there to simulqte moon. Gl
I've found from using them in my own playthrough the tardigrades don't have enough downward thrust to actually start moving down in zero g once their inventory starts to get full so that's why they say ship stuck.
I've noticed a lot of base tools in your inventories. It might be a good idea to dismantle those for some free resources. Might reduce some of the simulation strain not having dozens of lvl 1 tools as well.
I love the series and this episode so far and I’d love to see more if it’s possible! Also as an American the UN is objectively the shittiest of shit because most of the other countries don’t pull their weight
The US is an odd beast when it comes to international participation. They're a huge source of funding and yet are the least willing to participate in the programs that they fund! Especially if it involves volunteering information about their military (gender makeup, training percentages, etc.). In fairness to them though, none of the big players like to share.
Love the wall! So glad you kept the crenellations, I have been taught (and agree that) making sure your walls aren't completely flat is a key element in making a better looking building. I do wish we could get away with a more rube-goldberg door in this simulation, but as you always say, c'est la vie. Can't wait for the next one, I was going to suggest making the doors flush with the ground since in my headcanon rovers need to get through there (since unless you dome the crater ships probably wouldn't use the gate), but I see you've already seen such a suggestion. My OCD was screaming to do that this whole video, since it would have made the door vertically symmetrical, haha. :D
Instead of having 7 tall doors on top and 8 tall doors on bottom, I think you should swap out every other one for 8 on top and 7 on bottom so it alternates, and the top and bottom doors interlock.
I think it would be fun to see a play through where you can only steal ships and most if not all of them must be fused onto the first to make a horrid abomination that doesn't know the love of god.
If the game engine can hardly handle your world even with excess processing power, I wonder how large servers like those hosted by LSG run with even more active grids... The repair projections might be causing issues? I know they (LSG) more or less demand their players turn off projectors when not in use.
So, after much diagnosing, these were the problems in order of impact: - Trash cleanup hadn't worked once from the start. There were literally hundreds of AI ships just flying around every corner of the solar system. - Isy's autocrafting was trying to use the gravel sifters as assemblers and was throwing almost constant errors. - the base repair projector, plus all the tardigrade projectors were asking a lot of the simulation - the nanobot overlap was too large. You can definitely have a lot of these but not this spread out. The extra ships were probably 40% of the problem, Isy's around 30%, the projectors around 20%, and the nanobots around 10%
haha it's fine. Do whatever is financially sensible as well as enjoyable for you. But for now, i hope this series continues since you make some of the best SE content out there.@@LargelyUnemployed
What kind of load is the game putting on your ram? I was working with 8gb originally and it would give up even in vanilla pretty easily. Once I upgraded to 32gb of ram, it performed a lot better and is utilizing about half of that.
I am so sad about all these fun games basically running on an engine that seems to be utterly incapable of actually making use of even average PC hardware nowadays. Sure, you may have a monster of a machine but even if the CPU useage went to 60%, that would still not be ... well, 100%, obviously. I can math like that. Maybe time to find a reason to start a new season on a cleaner savegame.
Don't sweat it being late stuff happens, but with the failed video you could try cutting into only the "important" parts and release it as like a 13.1ep
A possible reason for the Tardigrades in orbit getting stuck is distance from the player, not not something breaking I can't say I know too much about it, but from what I remember reading and my own experience writing scripts for drones, getting too far from the player can cause a script-based drone to just freeze. The game just stops them moving and all that. This seems to be mitigated (in my experience) if it has an antenna signal you can see (this can be an antenna or beacon). This can be relayed through laser antenna and all that, doesn't matter how you see it, just that it has a signal and you can see it. I have not tested this thoroughly, but they seem to continue moving and working if you maintain connection with it. The downside in your case is reavers, but with laser antenna and antenna with small radii, this can work Now you returning and them still not moving is just space engineers not being made for drones. It's a weird thing with thruster overrides where the game sometimes just ignores it if a player's not involved. Keeping the drones loaded through proximity or antenna may help prevent this too, but again I don't know exactly how this works and haven't done thorough testing. Still something you can try, if it works it's generally good information and may help everything limp along for longer
when building a large floor you could always make a blueprint of a section and paste it. (also doesn't the settings menu have a setting for changing build style)
Please keep going!... until you find out what's eating the simulation ressources. Take your time, you can do this after your move. I'll be waiting for the voxel reset, your amazing sense of drama and magic's magic touch on the editing!
Sorry this one is so late! The simulation is collapsing in on itself like a dying star - What do you REALLY want to see me do before it implodes and takes my pc with it?
maybe build an escape ship to flee to the next series? have had games commit sudoku due to it not being able to run itself
Go down to the nearby planet
Do a barrel roll.
build a space station just outside of the earthlike planet's orbit for the funny
perhaps...
once you get the FFP into space what might be interesting is if you do a playthrough where you're living out of that one ship and adding onto it as you go, it'd give you an opportunity to delete all the simulation-killing stuff and it would be a natural continuation of the series, Suit only survival would become ship-only survival
YES
Kind of like how the city in Valerian grew organically from 1 ship.
This is a great idea, could also give a breakpoint where you could cap this series off but continue it down the road as a new series with the FFP and new goals.
@oldmantaiter would be nice if in the new series the fff is his starter ship and he has no resources
@@hopeytm Interesting. So have the ship, some fuel and some ammo, but be completely broke otherwise?
I want to see you try and do a piracy/ scraping only playthrough where the final goal is something like create a space port for your fleet of pirate and support ships.
Adding piracy to Splitsie's scrap mod could be fun. Specifically a scenario where you're not able to build, so much as merge ships and vehicles together. I really love asymmetrical ship designs and especially love ships that look cobbled together. Perhaps he could find an Ork ship mod and an Ork player model heh.
After this monstrous series I think a small, mobile one is the dream
I want to see a ground to space challenge:
1) Build a base
2) Build a spaceport
3) Build a ship that can get to space
4) Build a cannon in orbit
5) Blow up base using cannon.
6) ???
7) Profit
Art
I really hope you find your cat. Cats are precious.
She came home a few days after leaving
That's good. I've stopped letting my cats outside after 2 never came back.@@LargelyUnemployed
I would love to see this series continue it is in my opinion one of the best series on this game
OMG MY MUSIC MADE IT IN LETS GOOOOO
well deserved
A nice episode, now to build some defense towers for your gate :D And fleeing the simulation for the next episode as people in the comments mention. I really hope that space engineers get a full engine/simulation rebuild that makes it run better. Dreams for the future.
I'd like to see you have a simulation where you can't build any advanced modules like refineries, or major infrastructure. Instead, you have to use merge blocks and cranes/moving vehicles to assemble your bases/ships
There is a mod where you can weld 2 blocks together and pick up whole blocks. H wouldn't need full merge blocks
I do think a series like Assertive Acquistions with you an Magic on Petram or Earthlike would be cool. Also shields and nanobots wreck sim performance if you did not know
Just recently was recommended your Space Engineers Series by YT, and I have been binge enjoying it! A challenge series is definitely also on my to-do list (Fighting Procrastination for over 40 years now... 😂). No matter what you plan to do in the future, hope you stick around with SE!
Btw, Even a Pro as Splitsie has backseaters... I just gave up trying to set these people straight. 😅
Here are some suggestions about improving sim performance in general; some of them can be applied to this series.
We all love to see big guns and stuff, but in general, they are only adding extra types of bullets to be simulated. The same engagement (dog fights, etc.) can be achieved with the vanilla weps too. Consider disabling this mod.
In the current settings of the series with these powerful weps, shield mod is just meaningless, only preventing invadable for some seconds. Consider removing this mod. You already have projections settled with the great tool "build and repair system".
Voxel destruction generates lag. You are on the moon, digging huge holes, while every fight generates more voxel destruction, changing every time. You should also even consider removing an asteroid when you are done with it using cheats, off camera.
When you are grinding a large ship, I guess that is one of the most intense times for the sim, like fights. Consider watching it till the end instead of doing anything.
Crushed reavers, with all those blocks and other crushed ships trying to move and try to target something, are waiting to be grinded there while you are doing something else and are still being calculated by the sim. You should consider powering all off after each fight if you are not going to directly grind. And I believe you should directly grind them and get rid of them as soon as possible.
You have too many build and repair systems scattered around. At least consider fine-tuning their ranges to be more effective and local. I guess you already know that you can see and edit the working areas of that stuff. A smaller area of range when a large one not needed may reduce calculations.
Also you can consider using modded assemblers or refineries oxy/hydro generators where you need only 4 of them instead of 50 but requires 50x normal materials to build and 50x energy to run keep it as challenge.
Is there a way to limit the NPC count further? You can also remove or disable the NPCs while constructing a large project and re-enable between projects to generate some fights.
Ps: with that much minutes of loading time i understand some of my suggestions are not possible to execute in this series.
You can also consider such enable/disable structure as series while you fighting enemies in weaves, grinding/building/repairing between attacks.
those are all good ideas.
*Establishing battlefield control, stand by*
*Welcome back, commander!*
Thanks for another video)
They are definitely crennulation, maticulations are the holes that go down the wall to fire arrows at people who are right up against the wall.
As I have a fair amount of experience with the limits of Space Engineers myself, I'd like to give you some advice on how to prevent the Simulation from breaking for your next playthrough.
1. Ideally completely remove the Nanobots mod, or dramatically decrease their numbers. Each of them individually is really *really* performance intensive, and as soon as you have multiple nanobots with overlapping operation areas their resource intensiveness increases exponentially. From personal experience, you should *never* have more than 4 of them per world, ever.
2. Not sure what you have it set at, but I'd still recommend lowering the game's simulation distance - the more things loaded at a time, the more calculations need to happen, simple as that.
3. Less individual grids in close proximity - physics calculations are the bane of Space Engineer's existence, and the more separate grids you have in an area the worse the simulation's gonna run.
4. Automated trash cleanup - the admin menu (Alt+F10) has some handy settings for that, especially if you plan on playing with NPC mods again, having the game clean up any wreckage is crucial.
5. Try to minimize voxel modifications around your main "playing area", as in mine for resources further away, since voxel deformation => bad performance (generally speaking, not always 100% true)
6+. No specifics here, just as a general rule of thumb, more mods equals more bad, especially with complex mods such as Weaponcore, since it fundamentally changes parts of the original game - add on some weapon mods using it, and it's gonna cost performance. Same goes for the teleporters, and those aren't even strictly needed, since you can theoretically just fasttravel by respawning at different survival kits/medbay
Enough negativity - great videos, keep it up! Looking forward to whatever comes next
I think the nanobots are indeed the culprits here. I've used this exact collection of mods (minus weaponcore and the nanobots) for 3+ years and have never had it break down this quickly.
@@LargelyUnemployed Most likely, yes, combined with the huge amount of individual grids in close proximity of each other
so, from what i can remember about SE, the reason the simulaton is struggling is prob due to a combination of the ammount of mods your using and more than likely some specific stuff, like the nanobots, from watching every episode, i would guess you have nearly 100 of them?, maybe look at reducing the mods list, you can allways save your current world and just remove mods and see if it runs better.
I think it's definitely the nanobots
@@LargelyUnemployed in the future you could try making a ship or rover that has some on and just move it around rather than build it into everything. Might help delay the effect
#giveawayVCsquad
#giveawayVCsquad (Halbardo made me do it)
i wonder which comment will get the most upvotes .. no particular reason ..
TIL "Machicolation"... Large ramping up on the English Teacher gig😁
Looking great, man. P.S. Glad you found your cat.
I love the way you make videos and want to see you continue, either with this series (if the game will let you) or the one with magik yall were talking about!
35:50 that there is what we call "rapid unscheduled disassembly"
Rimworld and other games would be cool, staying only in SE would be boring, i loved you narreted video on rimworld, and things like that with Project zomboid or similar games can be really good
Definitely time to put a bow on this I agree
As an CompletelyUnemployed, I see notification of new video, I click, simple
You should do a mobile only play through
the sacrilege there is never enough dakka
Nice a new vid to watch while eating dinner
random idea for the end of the series: turn the entire moon base into a titanic ship (crash it into the planet optional) or something if possible
Love the episodes! Focus on the move though! We can be patient (most of us lol).
with so much going on thats slowing down the game, i would look into removing mods that are adding unnecessary power consumption. or remove mods and swap them with ones of a similar affect but can reduce the strain, i saw someone mention a mod that can do something at 50x the normal production but would equally take up 50x of materials and energy which would do great because then you can reduce the number of entities in the game and free up some power.
One idea I had for a playthrough is to install Industrial Overhaul and build a small hydrogen ship as a starter ship, then land on the moon and RP that Elon Musk sent me there to build the first moon colony. Why me? Who knows. Maybe I could RP as someone competent.
Though you might be able to come up with some excuse that included "he heard I was from South Africa too and somehow that made him pick me."
well when your SpaceEngineers YT series derails just ask Keen for support. I am sure they have some way to provide support. 😁😇🤔🤐
Pam seems to have a player range limit I've noticed. Like if you are very far away from your miners they stop work. At least that's how it did me about 2 years ago. I wished keen would move on to a version two of SE.
Honesty there should be a shift option with building in survival. Just let it place the frame + in other buildinggames like scrap mechanic it funtions the same and is also just an improvement
I was think you could reduce the amount of tartegrade and perhaps build bigger ones that could do maltable dig sites or you could find an Ai/program that does inventory and mineing
i would love to see you continue playing ! i must admit i have basically watched all your space themed video and there so good ! you were a bit of a discovery and oh boy quite one at it ! Good luck with the ambiant chaos ! et au plaisir de voir plus de vidéo de ta part j'ai cru comprendre que tu apprenais le francais aussi, donc bon courage !
merci beaucoup! je suis encore débutant 😂
You could build a Rokk for your next challenge. A big asteroid with huge engines and very few maneuvering drives. then you cruise across the system in straight lines with the ultimate mobile base.
Is there anyway to make voxels mobile in this game?
I have no idea. You are my only exposure to this game.
@LargelyUnemployed
38:36 we might have enough?? ITS NEVER ENOUGH!
More space engineers! This series. If you want to put it down, do so. Just make sure to start a new Space engineers! Greetings from Sweden
Maybe you could make a new series in wich you're a empire's founder that escaped a war wich destroyed the empire and try to build a new massive mothership to restart the empire
TBH... if this save wants to wants to die horribly, I'd be down for a new one, or a Stationeers run.
oh ah highly manouverable ship... lets ram it... *sight* the next minutest will be boring
Do I sense a Shad watcher? Those aren't machicolations though.
0:40 okay I typically hear this music for an outro and get confused also not being able to crisply hear you a little annoying
i think the reason your game is suffering so much is because of all of the mod blocks and scripts you use
If the game isn't a game without mods and mods quickly make the game unplayable, shouldn't the people who make the game make the game more of a game?
Preach
I'm starting to think that this guy has had some really bad experiences with 'backseat drivers'... Either an ex-partner or siblings that really nagged him or something. Whatever it was, it really scared him for life... Lol
Also, I love how you pronounce tuberculosis.
Nope, it all comes from the comments section 💀
'Nough dakka? Aint no real ork boi dat says dey got nough dakka! Yous aint no real ork!
what is the name of the mod that automatically builds things after you place them?
You've become my favorite SE player you don't say a load of stuff you want to do then not do any of it
HI if you want to improve your server while keeping your gameplay, you could MOD the drills .By increasing their range you could divide by two their number (increase the gap between them, so divide by two the server load regarding drills. There are various mods out there, Tiered mods for example or simply 'improved vanilla tools'.
Which drills? I don't have any
I found where the base lost its color! The cut that happens at 15:41 seems to be where it happened in the video, so it is unknown when during the building process the change happened, but when talking about the UN, there is clearly color on the factory in the background and then there's a cut to working on the floor and everything is grey!
My best guess is that you tried to copy the color from the floor and in doing so you did a "paint all" for the base. Probably just some wires getting crossed between placing the blocks with the left mouse button and painting a block with the middle mouse button. Your hand was already on the shift key from selecting the color with shift+p, so just a small slip with your left hand and then boom, you're now pressing shift, control, and the middle mouse button and your whole base is grey!!!
(If any of these controls are wrong, I apologize. I've never played the game and am just going off of what the wiki says the controls are)
I think this is exactly what happened!
I'm sure it's been listed on one of these videos, but does anyone know what the intro song is? The one at 4:00?
Its soon good
those build and repair systems kill my fps when i have more that one in the same place so bet thats one of your issues
Please make moooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooore
I would love this series to continue but i know it won't probably last much longer but heres to a hoping. Btw i hope you find your cat(i love cats).
Just got around to this one, and hell yeah brother, you suffered for this one but it was a banger
For the Machicolations, I would have suggested half slabs, or even the half high walls (I think that's what they're called) in the one block gap between the sticky up parts. Just a suggestion, since it would provide a place for infantry (if there were any) a place to take cover and fire from at the top of the wall, no need to actually add it though.
I hear what you're saying. We'll test it out next time
when you end the series you should put the base defences to the test by sending ships to attack it. If that's possible.
I'm still watching and enjoying the series but if your pc can't keep up I'm also fine with you playing something else. I'm mostly here for your personality and voice.
PC really isn't the problem, and thank you
Nice video! I’m actually part of a Model United Nations and participating as South Africa on the Human Rights Council!
No way!! That's amazing. We've got a discord linked down below. I'd be happy to answer any questions you might have 🇿🇦
Ohh I had a feeling he was gonna upload today hooray 🥳
Just for you!
@@LargelyUnemployed haha your awesome man
yea, you got too much spawned in as fun it was to see AI factions react to each other.
So basicly i used your minig bots, on moon they work more than good but on qsteroids where is no gravity they get stuck even when I am loocking qt them. Maby u should qdd like gravity generator there to simulqte moon. Gl
Gravity generators don't affect powered ships
I'm still here from that initial boom, loving the content man :D
I've found from using them in my own playthrough the tardigrades don't have enough downward thrust to actually start moving down in zero g once their inventory starts to get full so that's why they say ship stuck.
They should always be able to move in zero-g, they'd just be slow. This is a problem with the game engine being overwhelmed .
Might want the rebel gates mod if your game can handle it
Y now I want to go to sleep but Ur videos are to good to be skipped ❤😢
@ 20:10 that music slaps when I play warthunder
I've noticed a lot of base tools in your inventories. It might be a good idea to dismantle those for some free resources. Might reduce some of the simulation strain not having dozens of lvl 1 tools as well.
I clean them out periodically. It's just a single integer, no real impact there
I love the series and this episode so far and I’d love to see more if it’s possible! Also as an American the UN is objectively the shittiest of shit because most of the other countries don’t pull their weight
The US is an odd beast when it comes to international participation. They're a huge source of funding and yet are the least willing to participate in the programs that they fund! Especially if it involves volunteering information about their military (gender makeup, training percentages, etc.). In fairness to them though, none of the big players like to share.
Love the wall! So glad you kept the crenellations, I have been taught (and agree that) making sure your walls aren't completely flat is a key element in making a better looking building. I do wish we could get away with a more rube-goldberg door in this simulation, but as you always say, c'est la vie.
Can't wait for the next one, I was going to suggest making the doors flush with the ground since in my headcanon rovers need to get through there (since unless you dome the crater ships probably wouldn't use the gate), but I see you've already seen such a suggestion. My OCD was screaming to do that this whole video, since it would have made the door vertically symmetrical, haha. :D
Instead of having 7 tall doors on top and 8 tall doors on bottom, I think you should swap out every other one for 8 on top and 7 on bottom so it alternates, and the top and bottom doors interlock.
That would look so cool
I think it would be fun to see a play through where you can only steal ships and most if not all of them must be fused onto the first to make a horrid abomination that doesn't know the love of god.
Love this idea
If the game engine can hardly handle your world even with excess processing power, I wonder how large servers like those hosted by LSG run with even more active grids...
The repair projections might be causing issues? I know they (LSG) more or less demand their players turn off projectors when not in use.
So, after much diagnosing, these were the problems in order of impact:
- Trash cleanup hadn't worked once from the start. There were literally hundreds of AI ships just flying around every corner of the solar system.
- Isy's autocrafting was trying to use the gravel sifters as assemblers and was throwing almost constant errors.
- the base repair projector, plus all the tardigrade projectors were asking a lot of the simulation
- the nanobot overlap was too large. You can definitely have a lot of these but not this spread out.
The extra ships were probably 40% of the problem, Isy's around 30%, the projectors around 20%, and the nanobots around 10%
@@LargelyUnemployedneat!
3:05 this is like if lets game it out play space engineers
Bro spawn in some huge enemy ships and see how the base fairs. Ships so insanely powerful the base is gonna be destroyed. Death before dishonor
We print the ffp, or we burn it all down
Let me see the fit for purpose destroy all fo the reavers!
remove build and repair you got a gazillion that will help and remove isy inventory love your se serie allot keep them comming
I think you're onto something here
Oh no :_(
"I'm watching you -Mike Wazowski- Largely Unemployed, always watching."
-- some scratchy voiced slug
With MadMavn having quit space engineers for project zomboid, I'm so happy someone else is carrying the torch. Loving the videos man! Cheerz
Not me about to do the exact same thing 👀 (not quit SE, but start a PZ challenge playthrough next)
haha it's fine. Do whatever is financially sensible as well as enjoyable for you. But for now, i hope this series continues since you make some of the best SE content out there.@@LargelyUnemployed
Woooo! Got so excited seeing a new LU vid go up!
enough…daka? impossible
hah! I was wondering if you'd remember your teleporter. Cool that we get to see it in actioni
I definitely totally did not completely forget it existed 😂😂
What kind of load is the game putting on your ram? I was working with 8gb originally and it would give up even in vanilla pretty easily. Once I upgraded to 32gb of ram, it performed a lot better and is utilizing about half of that.
64gb and it's at 53%
A lot of that is the recording too though
I am so sad about all these fun games basically running on an engine that seems to be utterly incapable of actually making use of even average PC hardware nowadays. Sure, you may have a monster of a machine but even if the CPU useage went to 60%, that would still not be ... well, 100%, obviously. I can math like that.
Maybe time to find a reason to start a new season on a cleaner savegame.
I'm running one hell of a beast too:
MSI PRO Z690-P MB
Core i7 13700KF CPU
Nvidia RTX 3080Ti - 12GB
Corsair Vengeance 4000MHz RAM - 32GB
DeepCool CASTLE 240EX AIO CPU
Liquid Cooler
CoolerMaster 850W PSU
2TB HDD
1TB NVME SSD
@@LargelyUnemployed that should simply not be struggling to run Space Engineers :D
But the engine is the crux. It's not the newest game anymore, too
Still watching, still loving, still here
Maybe “for the sim speed” maybe you could use the same large doors for the pit👀
At this point why now
I would love to see a city skylines 2 series
View number 8 wooooo
What is the intro music? I love it so much!
Don't sweat it being late stuff happens, but with the failed video you could try cutting into only the "important" parts and release it as like a 13.1ep
I'd rather use magick's time for the main content
@@LargelyUnemployed fair enough but with all going on irl don’t feel bad for needing to take a break, you do come first remember that
Enough dakka? Please. You know there is never enough dakka.
The man speaks only truths
At 38:04 why didnt you put the gates 1 block lower instead?
I thrive on inefficiency
A possible reason for the Tardigrades in orbit getting stuck is distance from the player, not not something breaking
I can't say I know too much about it, but from what I remember reading and my own experience writing scripts for drones, getting too far from the player can cause a script-based drone to just freeze. The game just stops them moving and all that.
This seems to be mitigated (in my experience) if it has an antenna signal you can see (this can be an antenna or beacon). This can be relayed through laser antenna and all that, doesn't matter how you see it, just that it has a signal and you can see it. I have not tested this thoroughly, but they seem to continue moving and working if you maintain connection with it.
The downside in your case is reavers, but with laser antenna and antenna with small radii, this can work
Now you returning and them still not moving is just space engineers not being made for drones. It's a weird thing with thruster overrides where the game sometimes just ignores it if a player's not involved. Keeping the drones loaded through proximity or antenna may help prevent this too, but again I don't know exactly how this works and haven't done thorough testing. Still something you can try, if it works it's generally good information and may help everything limp along for longer
when building a large floor you could always make a blueprint of a section and paste it. (also doesn't the settings menu have a setting for changing build style)
That's only for creative mode unfortunately.
projectors + welder
@@LargelyUnemployed
Please keep going!... until you find out what's eating the simulation ressources. Take your time, you can do this after your move. I'll be waiting for the voxel reset, your amazing sense of drama and magic's magic touch on the editing!
Dude I'm so sorry about your cat. :( I hope you find them.
We did! Thank you. She was missing for 3 days 😭
Kill a borg Cube with that mod