So cool! You are a genius of automation! My Skeeter drones need a lot of work to catch up with your systems! I may have to rewatch these a few times. I love that your vanilla turning system is spinning a mass of gyros to act as an actual reaction wheel would.
@finchat238223 сағат бұрын
These kind of videos make me want to play this game again. Hope to see more of them! But this scared me! 34:07
@dread_mechanic15 сағат бұрын
Thank you, there will be lots more to come 👍
@shadenphoenixКүн бұрын
Woohoo! So awesome 😍👍
@dread_mechanicКүн бұрын
Thank You!
@cjsutherland2448Күн бұрын
Love the RedKnee/Jellyfish combo. Looks really good out and about doing their business. The little wiggly drills are just perfection.
@dread_mechanicКүн бұрын
Thank you! It took a bit of experimenting but It works quite well now. I would like to do a little more work on it and try to make it more accurate at some point.
@Dagonius.Күн бұрын
Just when you think you've seen everything. Builds an aggressive wreck salvaging Mantis mech. Next up: Grinder drones!😋 I'd love to see them latch on to enemy ships and "climb" around inside like bugs feeding off the insides. Especially cool if they only go for power or something.
@dread_mechanicКүн бұрын
I've been experimenting with some different types of grinder drones. The flying & the grinding are easily done but the AI controls are still being difficult. I've been able to get them to clean up small grids pretty easily but large grids are still proving a bit tricky 🤔
@Dagonius.6 сағат бұрын
@dread_mechanic Yeah and they get larger with increasing complexity. I hope The 25cm Grid System will change this.
@cjsutherland2448Күн бұрын
You are a wizard with your walkers and automation. Great stuff. The quad walkers I especially like. Nicely done!
@dread_mechanicКүн бұрын
Thank you! No wizardry here, just a bit of maths and a lot of patience 🤣
@theterminado8638Күн бұрын
Just seen the mantis, my gosh. Absolutely stunning
@dread_mechanicКүн бұрын
Thank you! It's still only half finished, but I should be publishing a prototype version in the next few days and then it'll get gradually updated like the rest 👍
@theterminado8638Күн бұрын
I strive to be more technical with SE like you and Engineered Coffee
@dread_mechanicКүн бұрын
It just takes a bit of practice and lots of trial & error. Play around with stupid ideas and deliberately do clangy things so you can learn where the limits are 👍
@theterminado8638Күн бұрын
@ thanks for the tip! I’m rewatching the series right now too, taking notes 📝 😂
@TheCountess313Күн бұрын
Would love to see more bipeds.
@dread_mechanicКүн бұрын
Oh don't you worry, there will be more 👍
@tinytexasfarmКүн бұрын
You pick the best songs. I swear. Sometimes I put on old videos to listen to the songs
@dread_mechanicКүн бұрын
All the music I use in these videos is from the SE Deluxe Edition except for the music in the Intro video I made which I wrote 👍
@tinytexasfarmКүн бұрын
I wish you would add sound blocks to the mechs, that way they have music playing as the walk past you. Much like how we listen to music in our cars
@dread_mechanicКүн бұрын
I've actually been toying with the idea of rebuilding my Jameson bot and adding a sound block that just plays that annoying 8-bit song on a loop and have him just wander all around the base 🤣
@tinytexasfarm9 сағат бұрын
@dread_mechanic I would love that. I'm sure others would too. What an Easter egg to hear it passing by your engineer at random intervals based on your location
@tinytexasfarmКүн бұрын
12:54 I love this drone song.
@dread_mechanicКүн бұрын
Yeah I really like it too, it's sort of become the theme for when my mechs are doing AI stuff 🤣
@roguemajin46290Күн бұрын
can u try teaching this guy how to use these mods im not great at understanding some of these mods descriptions on how they work my brain just dont brain 😅
@dread_mechanicКүн бұрын
Which mods are you struggling with?
@thegreatnull6270Күн бұрын
you ever tried to make AT-AT or AT-ST walkers from Star Wars?
@dread_mechanicКүн бұрын
I'm not a huge Star Wars fan, but I have got some plans for a larger AT-ST type mech 👍
@thegreatnull6270Күн бұрын
@dread_mechanic hell yes!
@AegirBuildsAndBeatsКүн бұрын
Great name choice for the dog mechs! Really great episode. I enjoy the idea of the Mantis mech too.
@dread_mechanicКүн бұрын
Thank you! It was a name someone suggested a while ago so I thought I'd use it for the new version of the Dog-Bot. I enjoy the idea of the Mantis too, although because of his size the leg/tail rotors are a little weak. I either need to redesign a few things or find a rotor strength mod that doesn't break 3x3 rotors. Also the AI blocks still don't seem to work all that well with 3x3 block tools. The Grinders & CTCs still have a few issues that I'm trying to work around.
@UKJamieКүн бұрын
Here's another idea try and make the spider mech from WILD WILD WEST 😆
@dread_mechanicКүн бұрын
What makes you think I’m not already planning to do that? 😉
@UKJamieКүн бұрын
@dread_mechanic I thought of the idea cus i think you'd be the 1st to replicate the spider mech from wild wild west cus I haven't seen any other vids who has done that kind of build
@UKJamieКүн бұрын
Hey so here's an idea let's say your base get damaged but you have other things to do i was thinking maybe drones that can repair the damages that has been done to your base
@dread_mechanicКүн бұрын
I am currently experimenting with a few ideas for Welder & Grinder drones. And I’ve got the beginnings of an idea for a base repair system…it might be quite a lot of work though 😂
@chadp6307Күн бұрын
As things are configured currently, if an enemy ship/drone gets shot down and crashes onto a road that is part of a mech patrol path, how do the mechs deal with the obstacle? Is this something where if a patrol mech detects enemy blocks in the path, it can call for a grinder mech (like the Mantis) to come clear the crash site? A thought that just made me chuckle... as the scrap walkers walk around on patrol, they occasionally sing a little patrol shanty song. That would be an unusual sight.. a singing mech.
@dread_mechanicКүн бұрын
At the moment, the mechs have a sensor on the front of them that detects blocks & voxels. When that triggers it stops the walk cycle and if the AI Task blocks can’t move towards their target they will skip to the next waypoint. Eventually they will skip enough that they will turn around, the sensor will stop being triggered and they’ll continue walking. It’s very basic at the moment because I’m working with limited space & logic commands, but I’ve got a few ideas to make them navigate around obstacles. If I build some larger walkers I can fit more Timers & ECs in for more complex stuff.
@chadp6307Күн бұрын
@dread_mechanic Cool. Working with the limited basic logic commands, would it even be possible for 1 mech to "summon" another to a specific location? Trying to wrap my brain around how that might be accomplished.. perhaps re-doing all the waypoints, and placing them in groups (like A1, A2, A3, B1, B2, B3, etc) to communicate to the "trash collector mech" where the enemy block obstruction is located. Then that raises a new question, how would the 2nd mech know how to return from said location, back to a known path and then back to it's hangar. UGH!, and I thought path-making for flying drones was complicated. Terrestrial pathing is a whole other level.
@randallvolk8437Күн бұрын
Maybe it’s about time you made some flying defender drones! Also, a nice challenge that be entertaining to see you tackle in this series is to build one of your armored core mechs for some extreme offense. Maybe even do a new model from scratch!
@tklxyzng9930Күн бұрын
Absolutely awesome addition to the base! As someone who has never attempted mech/AI controlled related builds, I am absolutely in awe. I always assumed scripts were needed for controlling walkers but I guess not. Not surprised by the number of timers, ECs and AI blocks used but it makes sense. Looking forward to a mech tutorial one day. Would be great if it was an in-depth one even if it takes multiple episodes. Looking forward to the next one!
@dread_mechanicКүн бұрын
Thank you! Scripts are the quickest and easiest way but a lot of what I do with these mechs is sort of reverse engineered from the scripts I used to use. There's enough variety in the control & logic blocks these days to do a lot more complex stuff than was previously possible. And I do have a few tutorials on this page 👍The first two cover Legs & Walk Cycles and Arms Weapons and I'm still working on the next one which will cover AI Controls.
@tklxyzng99302 күн бұрын
27:58 That was super epic! The two Scrapikomas moving to attack together alongside the background music looks like something from a movie. I can imagine having an army of Scrapi drones following you into battle would look really awesome 😎
@dread_mechanic2 күн бұрын
Thank you and that’s kind of the plan 😉 I’ve only made two so far but I am planning to expand the squad so we can hit some more Assert bases. Safety in numbers 😉
@DeathlokTheDemolisher3 күн бұрын
Your videos just keep getting better and better!
@dread_mechanic2 күн бұрын
Thank you! I'm working on something a bit more ridiculous for the next episode 😉
@DeathlokTheDemolisher2 күн бұрын
@dread_mechanic ❤
@DeathlokTheDemolisher3 күн бұрын
Amazing work!
@cromwelth69473 күн бұрын
I love the Ghost in the Shell vibra in that rover. Nice job
@dread_mechanic3 күн бұрын
Thank you! There will probably be one or two more references to GitS along the way 😉
@cromwelth69473 күн бұрын
@dread_mechanic I love the mining bad boy and the patrol mecha... I only can build shoe boxes with too much thrusters and guns 🤔
@dread_mechanic3 күн бұрын
@@cromwelth6947 Thank you! I find the trick to making cool stuff is to start with an interesting shape and poke holes in to make room for the things it needs rather than put a load of parts together and wrapping it into a brick.
@jaeaeaeae3 күн бұрын
this is a sick series, watching with great interest! what is the song around 14:30?
@dread_mechanic3 күн бұрын
Thank you! That track is called New Order and it comes with the Deluxe Edition of SE 👍
@Dagonius.3 күн бұрын
Yeah, good job with the drone sounds. It would be nice to have an easy way to load sounds up to SE. I don't like having to fiddle with game files. It's not the 80s anymore. KEEN could easily add a Sound Generator Block or something. Oh and we need games on the Entertainment Centers, too. 😊
@dread_mechanic3 күн бұрын
Thank you! I've got a sound mod making program that I use when I'm building specific custom builds, but I would prefer if there was just more variety of sounds in game. There's about 50+ music tracks and a grand total of...11 sound fx 😢 and they even removed old sounds and replaced them with new ones in one of the recent updates so we could have had more. I'm honestly surprised that lots of the actual game sfx don't appear in the sound block menu like the "Energy Low" warning. *hint hint Keen*
@shadenphoenix3 күн бұрын
3:40:12 The mechs left leg is jittering around a lot. I think that's part of the flipping issue too. Not all on the lift pack. 😅👍
@dread_mechanic3 күн бұрын
That kind of leg jitter is usually caused by having too much Torque in relation to the RPM on the hinges. The RPM determines the speed of the rotation and the Torque determines how much force it applies and the two settings can fight with each other and essentially cause a feedback loop of wobble. That's why you'll often see me fiddling with Torque settings to find a nice balance, too much and it jiggles, too little and it cant stand up 🤣
@shadenphoenix3 күн бұрын
2:10:13 Wouldn't the two small hinges be 45°/45° to make it right in the middle?
@dread_mechanic3 күн бұрын
It all depends on your starting position, the position you want the connector to sit in and the height you want it to sit at. 45° angles might get you bang in the middle, but due to the constraints of block sizes you might not have enough vertical clearance, that's when you start having to use a bit of rough triangle math (aka Pythagorean Theorem) to find the right position at the right height 👍
@chadp63074 күн бұрын
I found this channel today. Started watching this Survival Series and I was compelled to Subscribe at Ep 2 because that's when I also found your GitS Tachikoma video (love that anime). Since you asked for input about sounds to play when the collision detection sensor detects something while the walkers are on patrol, how about something like a mechanical voice saying "Obstacle Detected" or even "Excuse me please" ? When the sensor stops it on the docking turntable, it would be a hoot if the Mech said something like "Hi Honey, I'm Home" or "Feed Me, Seymore". When it's time to return due to low power, as the walker comes around the final corner (not in front of the docking bay), could it be configured that at that waypoint it activates a sound block on the docking bay that plays something like "Caution, Mech is approaching" ? Fenrir could be set up with a couple different barking sounds too. One (aggressive barking) for enemy detected, and a softer barking (or a loud panting like he's tired) to give you a heads-up for low power (he needs to go home). Keep up the amazing Mech work, and hopefully you'll make other references to things I recognize as the series progresses.
@dread_mechanic3 күн бұрын
Thank you so much! Most of your suggestions are ideas actually I've been toying with, although it I do end up using a Little Shop of Horrors sound it is absolutely going on a grinder mech 🤣 I think I need to go looking for some sound mods, they just need to be compatible with both PC & Console as I want to keep this series cross-platform. And trust me there will be some references when I eventually get round to heading to space to hunting for resources 👍
@shadenphoenix4 күн бұрын
35:35 WOOHOO!! soooo freakin cool. hey did he kick that road railing just before you cut the episode? lol we need to see some blooper reals for when things go awry and hilarious during the making of these episodes. ;P
@dread_mechanic3 күн бұрын
Unfortunately, he just completely stopped as his home made collision detection kicked in and he couldn't follow me through the fence. I'm playing with a few ideas to expand that system so they can navigate around obsticles. I should probably start keeping some of the bloopers, I usually just edit all the non-essential stuff out as each episode usually ends up being about 4-6 hours of game play (programming takes aaaages and it's boring too watch) and I try to focus on the interesting stuff.
@shadenphoenix4 күн бұрын
30:55 oh! you already took the merge block off! lol
@dread_mechanic3 күн бұрын
The merge blocks are just there for building. Every time you connect/disconnect two merge blocks it messes with the grid names, so I avoid using it as a regular connection method.
@shadenphoenix4 күн бұрын
29:45 (on where to keep the robo-dog and where to patrol) since you have to other 2 mechs behind the complex and they patrol those central buildings, having a dog (or 2?) on the opposite side, near the rover/ bay, they can patrol (even without roads, like dogs like to do anyways) around the power towers and such, mirroring the road path but in the dirt (until there are more roads?). as for 'how to have him dock and undock', i was thinking it would be cool to have a little 'doghouse' that had a port on both sides, but with the way you did the other mechs that turn and such, that would be cooler! but having the igloo looking doghouse design with everything pretty much exactly the same as the other mechs, except the bottom port would be where they lock in instead of on the back. you dont want to have to get in the way of the turret (though you could have the connector on it directly like you have on your walking Mobile Base solar drones), so having a small connector down right next to the merge block means you can have them walk onto a platform that spins (like the other mechs), they get aligned, merge attaches them to power on platform and spins them around to exit, and small connector helps charge and refill ammo. then when they are done, the clamps and merge/ connector release, and they walk out. almost exactly like bipedal mechs do, but cooler looking. ;P
@wulfthemountaindragon54324 күн бұрын
Your skill at mech building scares me, good sir.
@dread_mechanic4 күн бұрын
Thank you!
@shadenphoenix4 күн бұрын
16:00 so, it just hit me again (and i remembered to ask this time), if everything is running off the lights, and youre in a damage-allowed environment (even in creative, but especially survival), what happens when they get shot.. even minimally where the armor isnt really damaged, but the lights get damaged? do they suddenly not have the ability to control that appendage? no guns if the arm light gets damaged? no leg if that light gets damaged? 🤔 if so, though a really cool looking part, how would you fix that super weak "Achilles heel"?
@dread_mechanic3 күн бұрын
If the lights get damaged then it will break their controls, that's just the risk of doing this in survival. I could make them super combat efficient by just scripting every thing and wrapping the prog blocks in heavy armour, but that wouldn't be as much fun. Also I only use lights for the binary switches because they small, light weight and also double as a visual indicator that stuff is happening. Technically you could use any block that has On & Off states that an Event Controller can read.
@shadenphoenix4 күн бұрын
woohoo! lets gooooo! :D
@randallvolk84374 күн бұрын
Your new friend kind of reminds me of Ravage from ‘Transformers 2, ROTF’.
@PoliticalJohn4 күн бұрын
Brilliant work. Long tedious and thought through, great work.
@dread_mechanic4 күн бұрын
Cheers, that’s why I do all the build montages. If the episodes where all real-time they’d just be a 6 hour stream 😂
@eshfwog4 күн бұрын
why dont you turn off rotor lock for the rotor under the override gyro? that way it would be able to turn freely with yaw, but the other axes will still be restricted by it. I think you could even give the rotor a tiny bit of breaking torque if you wanted it to still be a little restricted Also, under the dog house, you could have used a hinge instead of an advanced rotor. They line up perfectly with large grid. that would only take up the space of 1 large grid block to do the job you used 4 to do, and with less subgrids (edit: I see you rotate the platform with the hinge and used the piston to give clearance as the platform rotates, but ill leave this tip here anyway in case it helps anyone)
@dread_mechanic4 күн бұрын
Good questions…the reason the gyro rotor is currently locked is because if it could free spin it would turn the entire mass of the mech left and right every time it moved. That’s the kind of thing I would want if I were setting up vanilla keyboard/pad controls, but on an AI mech with this setup it wouldn’t be very useful. I only need it to keep the mech upright at the moment. And you just answered your own question with that edit. But also I prefer to use Rotors over Hinges where I can because Rotors are generally much less clangy and I can use the displacement setting to my advantage 👍
@Spetsialista4 күн бұрын
Nice! you are a Space Ingeniours
@dread_mechanic4 күн бұрын
Thank You sir!
@shadenphoenix2 күн бұрын
You're still alive!? Welcome back! I thought something happened to you a year ago when everything suddenly stopped! @dread_mechanic if you haven't seen all his awesome mechs, he does crazy cool stuff like you, and does funny stuff also that cracked me up! 😃😍
@AegirBuildsAndBeats4 күн бұрын
I love the sounds you added to the patrol mechs. Also love how this is a survival series and you're still just diving deep into crazy mech building. Thank you for continually showing how viable it is to make mechs completely vanilla.
@dread_mechanic4 күн бұрын
Cheers, I just wish there were more sound FX to play with...and yeah I've gotten a bit lost in the mech building around my base, but I'm working on something for the next episode that's specifically about looking for pirate bases 😉
@novagamer21754 күн бұрын
Manz your mechs make me hella jealous as always xD Atm im working on a MAD-5D or the funny Maurader from battletech, the only issue im havin is balance, the thing doesn't want to stay upright when its legs are movin xd
@dread_mechanic4 күн бұрын
Like with my mini-walkers, try adding a gyro with override on a rotor with share inertia tensor switched on & really high torque settings. Or if its a larger small grid mech use a 3x3 rotor and slap several override gyros on it. It helps create stability across all the sub-grids of your mech, although it will impact it's turning speed so you might need to fight the right balance between number of override gyros & gyro power.