Small changes that would make a MASSIVE DIFFERENCE to Space Engineers

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Zer0's Legion

Zer0's Legion

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I love Space Engineers but I'm always thinking of small changes to the game that would make a MASSIVE DIFFERENCE, so in this video we go through a few of my favourite. Do you guys have any small changes you'd like to make to the game? Let me know!
0:00 Start
0:15 Distance between Planets
1:44 Speed Limits
3:20 Thruster Strength
4:15 Tools Working Radius
5:27 Volume Sliders
6:39 Weapon names
7:49 Coloured Icons
8:53 What are your changes?
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Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
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Title: Small changes that would make a MASSIVE DIFFERENCE to Space Engineers
My Last Video: My BIGGEST PROBLEM with Space Engineers
#SpaceEngineers #Warfare #Update

Пікірлер: 858
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Do you guys have any small changes that would make a big difference? Let me know!
@singularity9156
@singularity9156 Жыл бұрын
auto fuel up hydrogen bottles when recharging
@raysandrarexxia941
@raysandrarexxia941 Жыл бұрын
Slightly increase ships speed, but also have a "pulse drive" like No Man's Sky, which allows for 1000m/s travel and immediately slows you down when in a gravity well (while passing through asteroids)
@RedGallardo
@RedGallardo Жыл бұрын
Long time ago I left a suggestion at that SE site with suggestions nobody cares about. Let people do the tuning. The game already has all the values. All we need is an advanced menu that would simply allow us to change any values that affect the game. Freely. And share the setups. So the best would get the most votes. Same as mods. You could set the distance between planets, gravity of planets, sizes, number, number of suns, rarity and availability of resources etc etc. Absolutely anything. I suggested that to relay the fine tuning job from the devs to the players. We know what we want. And it's easy to do. It doesn't need that much work. Just connect each value to a line in a menu "pro tuning". And save the results of course. For sharing. The devs would focus on making new content while we, players, seek the best, most fun setup for a given playthrough. Military, colonization, exploration or maybe something else. I suggested that because that would simultaneously fix a 1000 other problems in suggestions. I thought that was reasonable...
@ashleyriot1805
@ashleyriot1805 Жыл бұрын
Eliminate hydromen by preventing enemies being able to grind through armour blocks! Doors yes, windows probably but not armour! Fed up of having huge holes bored into my massive ship by a tiny human with an even tinier grinder!
@3.1RamedLaw
@3.1RamedLaw Жыл бұрын
I want death to cost something, gravel, power or whatever
@GrimnirLaguz28
@GrimnirLaguz28 Жыл бұрын
I love how most of those I forgot are a thing in vanilla, like the non-coloured icons. Mods sometimes do make you forget how the game is for lots of other people.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I cannot play without colourful icons. I feel great pain when I forget to add the mod.
@twistedtataryn
@twistedtataryn Жыл бұрын
yep , i don't know how , long i have had the colour icon mod , installed , lol same for easy inventory i still have that mod lol
@lily_astral
@lily_astral Жыл бұрын
That and having a 100km/s speed limit oop forgot about that one. Funny that they have "realistic" distances, but cap a speed so low that it takes hours even with six big boy hydro thrusters
@Vessekx
@Vessekx Жыл бұрын
@@lily_astral, if you want ‘realistic distances’, you’re looking at *months* of travel to get to the nearest planet, and about a week to get to the moon. And that’s if they manage to completely remove the speed limit.
@ZarHakkar
@ZarHakkar Жыл бұрын
Maybe I'm the only one then who really doesn't like colored icons? I tried one of the survival mods once and immediately uninstalled it because the icons were colored.
@verleptehenk
@verleptehenk Жыл бұрын
A dynamic speed cap sounds like a good idea to me. I have no idea how feasible this is from a technical standpoint, but lets say that there's 4 speed limits depending on your position in space. 1. Surface 2. Airborne 3. Orbital 4. Space fairing This would prevent phasing through a planet yet also allow faster travel in places with very little chance of collisions.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
It's feasible as you can just use gravity to measure what the speed should be, the issue would be if you moved faster than the game could update the speed, you'd still have the issue. It's food for though though.
@ArgelTal_
@ArgelTal_ Жыл бұрын
@@Zer0sLegion especially since the game already differs between artificial and natural gravity this does very much make sense. I'd guess the aerodynamic physics mod is in some ways based on this aswell.
@verleptehenk
@verleptehenk Жыл бұрын
@@Zer0sLegion I don't think that would be a huge issue if there'd still be a speed cap even without any planetary gravity.
@Pystro
@Pystro Жыл бұрын
The transitions between surface and air and between in atmosphere and in orbital space would be easy to implement well. The first is just a speed limit on wheels (with the same limit sneakily applying to thrusters as well if your ship touches a rail, launch tube, or voxels). The second could be modeled as an effect of atmospheric drag - you just steeply increase the drag above the airborne speed limit and never create any planets with exactly zero atmosphere. But what would - no could - happen if you travel towards a planet for a swing-by maneuver? You'd go from interplanetary space to the orbital region, and your speed would just drop without any visible cause? The second problem is that ships can still collide with asteroids (or phase through them), even when you're traveling outside of a planets orbital space. And also other grids. Maybe these 2 problems could be solved by introducing a new "propulsion technology" in between jump drives and impulse thrusters. Something that A: will only activate if the navigation computer determines that your path is far enough away from of any masses (planetary, asteroids or grids) and B: needs to be active in order for you to exceed the orbital speed limit (in order to justify that your speed drops instantly). The second feature was not directly inspired by how in Star Wars nearby masses will make ships drop out of hyperspace - but I do admit that I just re-invented a concept that I subconsciously knew about.
@xantishayde-walker4593
@xantishayde-walker4593 Жыл бұрын
@@Pystro There is something exactly like you're describing in Rebel Galaxy. I'm sure it's present in other space games, that's just the one I know of because I've played it thru. The main difference is that Rebel Galaxy doesn't have fully deformable voxel planets, asteroids, etc to account for.
@Nexus-oc4dr
@Nexus-oc4dr Жыл бұрын
I reckon there should be a "soft" speed limit. As in, there isn't a set speed limit, there just isn't a way to get that fast. Thrusters becoming less effective as you get too fast might be a good way to implement this.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, that's a good idea. I don't know what would be the best way to implement it but it's good food for thought.
@tuluppampam
@tuluppampam Жыл бұрын
@@Zer0sLegion you can divide very easily the output of thrusters by (the speed of the ship / its mass) You should easily resolve the problem
@Zer0sLegion
@Zer0sLegion Жыл бұрын
@@tuluppampam Except for the fact you'd need to be constantly be recalculating that if the ships weight changes like during combat. I think that might create more performance issues than it fixes gameplay.
@dampsok
@dampsok Жыл бұрын
This is done in atmosphere with the aerodynamics mod. By creating drag, you create a max speed limit.
@lineriderrulz
@lineriderrulz Жыл бұрын
@@Zer0sLegion the performance impact shouldn't be too bad if keen apply any forethought to the implementation. If it was one division per grid and then all attached thrusters on the grid referenced the result of that single calculation, it should be fairly cheap. Since it's acceleration that's affected as well, you could probably get away with throttling the number of times per second it updates to as low a half a second. The cases where it would maybe be noticeable are edge cases as well I imagine, things like your ship getting cut in half by ramming or a clang gun, even then half a second of acceleration staying lower probably isn't that noticeable. For an example of how it can be done, I've recently been playing Void Destroyer 2, which reduces acceleration the higher you go above a ship's standard max speed. It's annoying, but it's a good balancing tool there. Keen could use it for balancing similarly, if overly large or very small ships are too speedy or not speedy enough respectively.
@Neuralatrophy
@Neuralatrophy Жыл бұрын
- Moving planets closer ?: Nope... I think they should be further ! 😆 - I like the idea of stronger thrusters though !! Maybe an anti-gravity block that can counter a percentage of the mass of your ship for a larger and larger input of energy. Would improve manoeuvrability for less gyros that way as well. - Structural integrity fields: A block that projects throughout the grid and increases the durability of connected blocks, more blocks in the grid, more power drain but bolsters the hit-point total for a block and reduces deformation. - Auto-leveling gyro. Add a feature to gyros that will attempt to align the ship to gravity when enabled, it will use the primary cockpit to determine which axis is up. - Control subgrids option on cockpits to enable multigrid drive systems in vanilla.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Man, i'd love an auto-level to gravity option for gyros, that'd be so handy lol
@jacksonbloodmoon3787
@jacksonbloodmoon3787 Жыл бұрын
@@Zer0sLegion Very handy indeed. So you can fly straight without flying out of orbit when you weren't paying attention if you have your forward thrusters toggled to override so they are constantly going so when you get back you wouldn't wound up in space by accident.
@leandrogoethals6599
@leandrogoethals6599 10 ай бұрын
@@Zer0sLegion Didn't u say u could do that with the ai movement block in on of ur vids?
@leipajuusto2964
@leipajuusto2964 Жыл бұрын
I can handle hour in travel time, given that there are something to do like bots and stations. And the thruster power increase would completely change pvp meta, because you can have fever and more protecter thrusters for same mobility or just get ships yeeting across the battlefield at super high speeds.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I guess that's true. If there was more to do between planets, it would definitely make a longer journey more appealing. And I have no problem with the pvp meta changing, that's part of the game getting updates.
@mbos14
@mbos14 Жыл бұрын
I think the speed mod that changes the max speed allowed based on ship size is the best solution. The bigger and more mass the slower the travel.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
@@mbos14 I dunno about that one chief
@drexxus6054
@drexxus6054 Жыл бұрын
@@Zer0sLegion just make it so there is a softcap on speed (100m/s) on planets and the further away you get from a planet it increases until a set number such as 500m/s and while traveling at the max speed just disable or make collision more lax for stability, or do what that one guy did with the kinetic destruction mod or something where just before an impact the objects speed gets set to 100m/s.
@volodymyr_budii
@volodymyr_budii Жыл бұрын
@@mbos14 Yes, I dislike the idea of giant dreadnoughts flying at the speeds of small grid fighters, this reduce amount of other types of ships(like, what sence in building light and highly maneuvering ships when you can build heavy armored one wich can do the same. Because of this you need to be very carefull with thrusters mod balance to save this ship diversion, where people have to find their own balance between cost, armor, speed and power, than just smacking everything in.
@mandrakejake
@mandrakejake Жыл бұрын
A range finder would be very useful as it's so hard to tell how far asteroids are away. And an Ore laser scanner for longer distance too.
@ArgelTal_
@ArgelTal_ Жыл бұрын
There are scripts and mods for exactly this purpose but yes, would be very much appreciated build in vanilla also for a lot of reasons.
@mandrakejake
@mandrakejake Жыл бұрын
@@ArgelTal_ no scripts or mods on xbox!
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Better ore detection would be good, especially as modding the ore detector radius too high doesn't seem to work...
@lazyidiotofthemonth
@lazyidiotofthemonth Жыл бұрын
@@mandrakejake who cares about xbox, the real game is on pc.
@Tempest1273
@Tempest1273 Жыл бұрын
@@lazyidiotofthemonth maybe the people who okay on Xbox
@rockclimber1475
@rockclimber1475 Жыл бұрын
It'd be really nice to have a power tab in the console. Display total energy storage (batteries, unspent uranium and hydrogen provided you have engines/reactors) as well as power production and power draw on a part by part basis for the current grid. Maybe also a graph showing those values over time. View stats based on control groups and all that too. Allow multiple assemblers to accept queues at the same time. If you have multiple assemblers, selecting n of them and queueing 100 plates would produce n * 100 plates total. Or select the desired total and allocate n / total to each assembler selected, making it be produced as fast as possible. Also, allow queuing from blueprints in this manner, like the block functionality in the advanced assembler. Have some way to add conditionals to timer blocks. For example, spinning drill rotates at 10 rpm. Sensor/Timer detects if it ever rotates below this (maybe it's hitting something and slowing down) and shuts it off. something like: if (advancedrotor1 speed
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Man, I should have put assembler cooperative mode on this list. That stuff does not work how you would expect.
@mementomori5580
@mementomori5580 Жыл бұрын
Small Tweak for Hydrogen Warning: Instead of warning us when the personal hydrogen reserve of the suit is under 15% or so, it should do that when combining both the suit and the tank reserve in your inventory. When I get the "Fuel Low" Warning, I get the "Fuel Critical" warning most of the times a second later, and another second or 2 later I can't fly anymore. That's just not enough time. I might not get warned at all. It works for your suit energy, you have more than enough time to take care of that, but for Jetpack Fuel it's simply not enough. Either massively increase the suit fuel (to a Hydrogen Bottle worth or so), or take the Hydrogen Bottles in your inventory in account as well.
@Totally_Bonkers
@Totally_Bonkers Жыл бұрын
It does take the hydrogen bottles into account. In my case, it won't give you any "fuel low" alerts until you've run out of hydrogen tank fuel and down to the default amount.
@mementomori5580
@mementomori5580 Жыл бұрын
@@Totally_Bonkers Yeah no, the problem is that it simply ignores the bottles. If your suit fuel goes below a certain value (15% or 10% or something), you will get the warning. That can happen on laggy servers even when you still have a full hydrogen bottle and it just takes a little to actually fill up on the hydrogen from the bottle. So no, it doesn't take them into account. Not at all.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
It's mainly that hydrogen drains faster than the alert when you're on a planet that's the issue. In space the warnings are perfect so I presume it's probably using the numbers from before the planet update.
@extracrispyz45
@extracrispyz45 Жыл бұрын
Add a sound cue every time your hydrogen fills from a bottle. When the bottle is emptied have a different cue to tell you you're on your last charge. Doesn't help if you aren't using a bottle though.
@CommanderJPS
@CommanderJPS Жыл бұрын
How about an option in settings so we can set what percentage we each feel is right for our situation? I think that's the easiest solution to cater for all Eve online allows you to do this with shields armour and hull warnings (as an idea of what im thinking off)
@FoXuissa
@FoXuissa Жыл бұрын
Regarding the speed limit and the distance between planets, my opinion is balanced, I agree that planets should be even farther than now so they are difficult to spot in the sky and are like stars but you can buy their location in NPC stations, and at the moment this is really ugly to see huge planets in the sky even when it’s the day. but in this case SE should have a system that increase the speed limit proportionally to your distance from the nearest planet. For exemple when you leave a planet’s atmosphere (go to 0g) the speed could be 200m/s, if you go farther it would increase up to something like 1000 m/s, so you can travel a lot faster, but at the time you get close to any space object (moon or planet) it start to slowly decrease back to 100 m/s once in the atmosphere. Regarding the "asteroid" problem, i think the game should totally stop generating asteroids if your speed is higher than 200 m/s and deleting the collisions of the existing ones.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
That asteroid idea isn't half bad, it'd also improve performance traveling long distances. And save file sizes.
@mailam8846
@mailam8846 24 күн бұрын
Regarding asteroids: you could just have one thin sphere of high density asteroids around the planet, and the rest of space is just empty. Making it a dense sphere would also introduce the fun engineering challenge of precisely maneuvering ships around
@ksf1209
@ksf1209 Жыл бұрын
- ability to set values when assigning hotbar buttons (setting values for x instead of increase by arbitrary number) - a bit more options in customizing filters and sorting of inventories and control panel on UI (maybe some kind of folders for clarity of something, with option to hide it?) - folders for GPS
@Zer0sLegion
@Zer0sLegion Жыл бұрын
That top one would be great, I need that in my life. The other suggests are good too!
@agsystems8220
@agsystems8220 Жыл бұрын
This, totally this. Annoyingly programmable blocks already have this as an option, so the code is already there! I would rather have a decent queryible database than folders, but totally with you on some sort of organisation for them.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
​@@agsystems8220 Yeah, i'm sure with GridAI, things like this will become more easily accessible.
@OBtheamazing
@OBtheamazing Жыл бұрын
For the speed limit, they should have a “super cruise” bubble functionality where you can significantly surpass the speed limit, and you ignore small collisions (1/2 of your mass or less). However large impacts should just completely obliterate your ship so damage calculations and lag can be avoided.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
It's not my ideal solution but I'm definitely coming round to the idea.
@spartan456
@spartan456 6 ай бұрын
There's a mod which adds something similar to the supercruise from Elite: Dangerous. It consumes insane amounts of energy, proportional to the speed you set it to. I actually fricking love this in Space Engineers. It doesn't obsolete jump drives, it just serves as a kind of sidegrade. The best part about the supercruise mod is it removes ALL of the issues you'd otherwise have with increasing the speed limit to insane values. I'm not sure how it does this, I'm not a modder. But there's absolutely 0 risk in phasing into voxels due to the way the mod has been designed. Much like Elite: Dangerous, if you get too close to a planet, you are automatically dropped out of supercruise. Jump drives still have their place, as they can INSTANTLY cover long distances if you've got enough drives. Supercruise still has time to travel, and while that time can be massively reduced, it burns through power like you wouldn't believe.
@vin5316
@vin5316 Жыл бұрын
Dont forget if the jump drive was more efficient the distance between planets would not be a problem. And yes thrusters large grid and small need to be twice as strong
@noobcoodoocoo
@noobcoodoocoo Жыл бұрын
Something I personally like is the gasses with masses mod, it creates a whole new set of engineering problems to try and solve. It makes multistage rocketry plauseable witch is a real nice touch imo.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I kinda want to make a multistage rocket now...
@noobcoodoocoo
@noobcoodoocoo Жыл бұрын
@@Zer0sLegion They take so long to micromanage, but are sooo worth it when put in action
@zenniththefolf4888
@zenniththefolf4888 Жыл бұрын
I think increasing the speed cap would be the best solution. Perhaps adding a booster drive that increases the speed cap of the ship it's build on? And it only works in space and when far enough away from asteroids, sort of like a "safety" feature. A setting for the speed cap would also be pretty useful too.
@leovin00
@leovin00 Жыл бұрын
Not sure how small a tweak this is, but being able to put multiple small blocks like interior lights into one block space would be a game changer
@Zer0sLegion
@Zer0sLegion Жыл бұрын
It's something they looked at but it would require a lot of work to go back and do. I can see this definitely being a feature of a sequel game though.
@toastmctoasting2807
@toastmctoasting2807 Жыл бұрын
So you know the little red dote or laser that you get on fixed weapons. Making the bigger and and more visible (like making it into a proper cross hear that you can see at any distance) would make in easer to aim the weapons on you ship because if you have weapons are say on the wing tips of you ship then aiming them will be easer as then you would be able to see where your shots would land rather then having to put them right next to the cockpit and on large grid ships where the distance is much greater it would mean you would be able to aim properly with large grid ship weapons Also where's the discord sever link?
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I wonder if it would be easier just to make the dot be on screen permanently, or at least on a toggle. It's a big annoying that it only shows up when you have something in front of you.
@leXie1337_chan
@leXie1337_chan Жыл бұрын
@@Zer0sLegion Some kind of in-cockpit heads-up display, showing dots for all of the weapon systems you have active at a time, would be so useful!
@linuswulff03
@linuswulff03 Жыл бұрын
I completely agree that audio levels need more options. Satisfactory even allows you to adjust the volume of each tool individually or as a group, and I think that's a brilliant idea
@Gorwyn
@Gorwyn Жыл бұрын
- Increase speed of small grids by 20-50m/s. This would make small grids far more useful as fighters or PMWs. - Disable grinding of non-owned/faction armour blocks using hand grinder. This fights "hydro-manning" and makes the use of doors far more important. - Add 'Frame Shift Drive' style block. Increases the speed over time while removing the ability get out of your seat or collision damage but stopping within gravity causes damage to the drive. (There's a mod for this and it's awesome)
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Maybe reducing the grinding speed whilst flying would be better as actually being able to land on another ship is much more difficult that hovering around it.
@Gorwyn
@Gorwyn Жыл бұрын
@@Zer0sLegion That's an excellent addition. My thought revolves more around "Oh, this guy has made a well defended base underground. I guess I better drill down from the top and grind my way inside instead of making a breaching ship"
@ashleyriot1805
@ashleyriot1805 Жыл бұрын
@@Gorwyn you are everywhere haha. But yes I totally agree that armour should be non grindable! It would encourage better weapon play and deter cheesy tactics like drilling into enemy bases from behind ( as long as they have walls!)
@ArgelTal_
@ArgelTal_ Жыл бұрын
Very good points, i really like the frame shift drive idea. And i would absolutely agree to make small grids a bit faster than large ones. Its not "realistic" but it would open so much more gameplay possiblities and tactics especially in PVP.
@Pystro
@Pystro Жыл бұрын
@@Zer0sLegion Or heavy armor blocks could include electric discharge defense mechanisms which damage hostile players that dare to stick their grinder blades into them (as long as the grid has excess electricity production). That makes it impossible to build structures in an impenetrable way (what would keep players from just welding their doors shut from the inside?). But it'll always be better for your health to go through a door and deal with 1-2 interior turrets than to make several trips between the armor blocks and your medical facilities.
@sethkunert6234
@sethkunert6234 Жыл бұрын
This is not a small change, but having a command center to remotely launch satellites giving trajectory and then setting the jump drive to fix onto other arrays so that it can only go between these pre designated points could make the game feel better towards an infrastructure engineering aspect. Creates a door to massive server cooperation. Shortens the overall travel time, but doesn't negate the exploration aspect. Player made fast travel hubs in a space exploration MMO
@nolanthedude
@nolanthedude Жыл бұрын
I wholeheartedly agree with regards to the ship tool effectiveness radius. Drilling a tunnel with two drills is barely enough to fit your ship through, and it makes for tedious resource collecting without slapping two hundred drills on the front of the ship and making it look terrible
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeap, I just want to reduce the tedium and build some nice looking ships.
@fulconini
@fulconini Жыл бұрын
you use right click for tunnels right? how big is your ship then lol
@dreamcoyote
@dreamcoyote Жыл бұрын
I "solved" that by using a rotating drill section on the front of my wyrm. I can drill a path wider than the ship and it doesn't have to be a face full of drills. Downsides are if you hit something hard the whole thing breaks off at the rotor. Worst downside is that all the stone goes through one rotor conjunction which (I'm pretty sure) slows down how much can be fed to the ejectors. I haven't been playing that long though.
@DerpyPenguin4747
@DerpyPenguin4747 Жыл бұрын
@@dreamcoyote All fun and games until KLANG decides your rotor is a violation that must be dealt with explosively.
@camdenddelgallo9611
@camdenddelgallo9611 Жыл бұрын
@@Zer0sLegion hey you mentioned a mod you made to fix the ship tool size. can I have that
@RikkiNakesone
@RikkiNakesone Жыл бұрын
I think the planet distance should be customizable, so if we have speed unlocked we can have default distance. Closer planets will make a huge difference in local-hosted games as well. You won't have to stay holding the hosts hand on earth the whole time.
@sirlancegamer8973
@sirlancegamer8973 Жыл бұрын
Decrease distance - increase speed limit and introduce unique resources to each planet and a space resource to encourage exploration and player interaction
@HamadaHamada-qx9bx
@HamadaHamada-qx9bx Жыл бұрын
As far as the drills and welders go I found an awesome mod that gives you a second tier of welders grinders and drills. They look awesome and have increased cost and effect area. This would be awesome if it could be implemented into the base game.
@Icebadger
@Icebadger Жыл бұрын
I actually really like mining, I spend more time building mining ships and drilling holes than almost anything else. I think the relatively small drill radius is a fun challenge to work with, but it might be nice to see tiers of block tools, or have upgrade modules or something similar.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I think upgrade modules is the way to go.
@Lathnor
@Lathnor Жыл бұрын
The supercruise mod with the warp drive is really nice as itself doesnt move in m/s but it basically moves your ship staticly forward and really fast too instead of time it cost energy to move faster
@leXie1337_chan
@leXie1337_chan Жыл бұрын
Along with increased speed limits, I think they should be tied to the grid's mass: The larger the ship, the less it can accelerate without tearing itself apart irl, so reflect that by having larger ships move more slowly. It'd also make small ships more useful for doing things you need done fast, like ship-to-ship engagement or scouting, while as a bonus making large grids feel big in a way that's noticeable in the current apply-thrust-and-rotation-at-center-mass model.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I dunno if that's the way to do it. Larger ships should (and do) take longer to accelerate ad turn and that's the balance. Smaller ships are able to turn and accelerate faster. Changing speed limits based on the size of the ship would also probably create more performance issues as well as it would have to constantly recalculate the speed of the ship as it changes weight which would be a big issue in combat.
@LTenshiPandemonium
@LTenshiPandemonium Жыл бұрын
A bit late but welder brightness, I got a massive headache once from welding up my base and had to reach to workshop to sort it out. It is honestly painful to use over long periods of time
@Asuroh
@Asuroh Жыл бұрын
My solution would be. Keep the speed limit within atmosphere the current limit. And double it when you get to space
@Tom-wm6jr
@Tom-wm6jr Жыл бұрын
I completely disagree with the interplanetary travel points you made. I think they should be even farther apart than they are now. sub-light speed should take forever, and warp drives should be required for interplanetary travel, period.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
It might be realistic but it's not fun. I want to be a Space Engineer and fly to planets, not a Magic Engineer that teleports around the solar system. And if the jump drive continues to be the main source of travel, there's not point to add anything in space in future updates as people would just zip past it with their magic cheat machine.
@FoXuissa
@FoXuissa Жыл бұрын
My opinion is balanced, i agree that planets should be even farther than now so they are difficult to spot in the sky and are like stars but you can buy their location in NPC stations, but in this case SE should have a system that increase the speed limit proportionally to your distance from the nearest planet. For exemple when you leave a planet’s atmosphere (go to 0g) the speed could be 200m/s, if you go farther it would increase up to something like 1000 m/s, so you can travel a lot faster, but at the time you get close to any space object (moon or planet) it start to slowly decrease back to 100 m/s once in the atmosphere. Regarding the "asteroid" problem, i think the game should totally stop generating asteroids if your speed is higher than 200 m/s and deleting the collisions of the existing ones.
@mandrakejake
@mandrakejake Жыл бұрын
I agree with you, but only if there were more speedier engine variants. They would have to cost more to build maybe requiring gold or silver. But the speed limit is the core problem here.
@Totally_Bonkers
@Totally_Bonkers Жыл бұрын
@@Zer0sLegion simple fix: Setting for planet distance upon world creation
@traviswoolston8108
@traviswoolston8108 Жыл бұрын
You covered a lot of the minor stuff. The main thing that can ruin the game for someone is when you crash a ship you've spent hours on. So you load a blueprint but are still looking at manually crafting for hours. There need to be more efficient ways to load up a blueprint than running it through a wall of welders while ensuring you have all the required mats. Hopefully, the AI update will have a creative solution. I enjoy making 3d printers or welding metal blocks via a welding ship, but it can be a real buzzkill for much bigger things. Crashing shouldn't be game over for so many. My hope is the devs are working on something like AIEnabled's repair bots, but more sophisticated. I hope the devs never stop working on this game! This game has more potential than any other I've played. What's here is a remarkable feat of game development, but please keep coming back devs!
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I was gonna say I think this is way AI is for. If it welds should for us, I might actually have time to play survival lol.
@verleptehenk
@verleptehenk Жыл бұрын
Pretty sure there's a scrip for that, wouldn't help much in a world with scripting disabled though.
@FocalPoint-xh6bi
@FocalPoint-xh6bi Жыл бұрын
When you've added additional characters, you can't jump into them while sitting down. I would love to see that change, because you would then be able to have them man stations on your ship. It would add so much to the realism of the game. Also, no matter how you dress them, the extra characters always revert back to a generic suit when you leave the game and log back in. I play this with my grandson. I give each character a data pad with instructions on it, so when he comes over, he picks one and we go off on the task at hand.(It helps him with his reading and math skills, because I add simple problems to solve, to start us on the adventure. ) Thanks for teaching us how to add characters, by the way. :) The distances between planets isn't so bad, it gives us a way to crate encounters along the way. I just wish that they would limit the dumb asteroids to a certain distance from the planets, so you don't have to continually watch where you're going.
@DreadedEntityMain
@DreadedEntityMain Жыл бұрын
Colored UI is definitely something that should be added to vanilla, there are mods for this and I highly doubt that any of us are playing without them; Just add them Keen, come on. However I disagree about moving the planets closer together. I think a much better change would be to rework progression in SE and give us a real sense of progression. Right now, you can start on the earthlike planet and once you are able to escape into space you spend like 1 hour you can find platinum on an asteroid without even going to the moon and then the whole game is unlocked for you. I mean, you can find all the minerals needed for Jump Drives right on earth. I'd like to see hydrogen thrusters heavily nerfed, not in their thrust power but changes to the fuel. You should only be able to use it for short periods of time, so they would either need to change the amount of hydrogen gained per KG of water to a much lower number, or more preferably make the hydrogen generators a lot slower such that it is not feasible to have a ship that can keep itself in the air merely by receiving water. That way you are more limited to atmo thrusters on-planet and progression could look more like drop pod -> rover -> atmospheric aircraft. Then hydrogen power to leave the planet and go to space. From there you visit the moon to get platinum for ion thrusters. There could be a new block that extends the Jump Drive range that also requires platinum, rather than spamming Jump Drives. I haven't fully fleshed out my vision for progression in SE, that's as far as I've gotten so far. Otherwise I might consider just making the mod myself haha
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'd prefer Ion, to be buffed than hydro to be nerfed, it's stupid that the endgame thrusters and pretty much the main use for platinum are objectively worse than hydrogen thrusters which are required to get platinum.
@Pystro
@Pystro Жыл бұрын
In real life, thrusters are such fuel hogs that space ships have to be 90% fuel or something. It always bugs me that you can build a ship that can go to space and back 3 times in a row on a single tank. It feels like the thrusters are operating on concentrated handwavium rather than mundane hydrogen. I think it would add to the game if you'd have to think about the rocket equation and multi-staging, as you would in real life. Especially if the solution could be as easy as locking droppable hydrogen tanks to some down-facing connectors. I wouldn't mind if thrusters (especially hydrogen) were made stronger so that you can use less of them, as long as the fuel storage in the ships would be not quite as many orders of magnitude away from being believable.
@DreadedEntityMain
@DreadedEntityMain Жыл бұрын
I think multi stage launches could be fine as long as it’s not required, I can see it stumping a lot of people and preventing them progressing. But yeah my vision for hydrogen is that it could only be used for short periods of time, then you would either have to go search for more ice or at the very least go back to base to refuel. Such that it’s only real use is for safely transitioning from space to planetside, or the reverse. Right now it causes both atmospheric and ion thrusters to be redundant, hydrogen does better than both other thrusters in the environments they excel in, that is a problem in my opinion. You can easily build a small mining rig in an ice patch and gather an effectively unlimited amount in an hour, completely obsoleting any other thruster
@Pystro
@Pystro Жыл бұрын
@@DreadedEntityMain Somewhere in between the player not having to think about the amount of hydrogen storage and multi-staging would be a good compromise. At least for a default setting; I would actually prefer if the game had a slider where you can select between H thrusters using 10% to 10000% of the default. Then new players can start at today's consumption rate (except that it would be called 40%); For normal play and servers 100% would suggest itself; and for challenges you could crank it all the way up to where multi-staging is required to lift off from higher gravity planets. And I agree that currently the only downside to hydrogen is that the thrusters have to be piped up to a single H2O2 generator that you can feed with your hand drill. Where in reality the disadvantage of hydrogen should be that they are the only thrusters for which you have to bring the propellant on board. (Athmos scoop it up and Ions have an inexhaustable supply.)
@nomekop777
@nomekop777 Жыл бұрын
I have 2 main things that I really want: binoculars (seriously, I've never not used that mod since I found it) and a rebalance of the rockets. Homing for the turret, and actual acceleration on the launcher (instead of a flat 300m/s speed). Also, 800+ pcu on the launcher is quite a lot, especially since the railgun and artillery are like 90
@SpicyMediaReal
@SpicyMediaReal Жыл бұрын
Would it be a good idea to also show the combined directional thrust of all thrusters compared to the thrust required to move the ship? It would help me design vehicles for their task better.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I swear there's an other in the info menu for it... Or maybe it's just direction of thrust...
@extracrispyz45
@extracrispyz45 Жыл бұрын
The ExcavOS PB script will tell you how much of your thrust is needed for lift when in a gravity well.
@SpicyMediaReal
@SpicyMediaReal Жыл бұрын
@@extracrispyz45 So if I build the ship on a planet it will give me the amount of thrust needed to move in a direction based on the gravity pull?
@blakecaune6061
@blakecaune6061 Жыл бұрын
I think instead of changing the gun names to “elite rifle,” “precision rocket launcher” and such, they should be changed to names like “s-10e elite pistol,” with the description and the designation. That would make them easy to search for, without making the names bland and boring. Love the video!
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, just something to make them easier to search would be great. Finding them in cargo containers is a pain.
@Unmannedperson
@Unmannedperson Жыл бұрын
Have the low hydrogen alert more around 40-50% left if all H2 bottles are empty (so won't refill). By the time the voice warns of low hydrogen and my brain processes the message, I'm already dropping out of the sky like a rock...
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, in Space it's fine as hydrogen doesn't drain as fast but on a planet, i've just fallen to my death
@melonmanproductions8570
@melonmanproductions8570 Жыл бұрын
I think a built in cargo sorter would be nice.
@puddel9079
@puddel9079 Жыл бұрын
Small grid parts as items... 1.) Replace entire parts without needing to weld or grind. 2.) Use parachutes to survive running out of hydrogen. 3.) Bring a chair. 4.) Build a rover quicker. 5.) Throw the chair at the engineer who messed up the rover.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yes, I really need throwable chairs!
@termiusprime
@termiusprime Жыл бұрын
I would add a the ability to set thrusters to and speed from about 100ms to 1000ms like it is for rover tires, it would be helpful for when you want to build aircraft that go different speeds, like a bomber is supposed to be slow and a fighter is supposed to be fast
@Zer0sLegion
@Zer0sLegion Жыл бұрын
That'd be cool but i'd imagine people would just set them to max all the time lol.
@Shadownailshot
@Shadownailshot Жыл бұрын
Not moving the planets closer together, change the speed limit! Make the speed limit high enough that you can accelerate half way, flip and decelerate the other half. You could perform 1g burns the whole way. Also, reorganize the asteroids into belts and/or clusters so that they're not scattered everywhere. This could provide a bit more realism and there would be other points to force players together besides the planets/moons
@lattitude01
@lattitude01 Жыл бұрын
This is why i love speed mods, its very painful to go back to 100mps top speed when you get used to flinging yourself through the void at 1000mps ngl brake time and collision avoidance is an art at that point, but thems the price you pay for go-fast
@jacknsa
@jacknsa Жыл бұрын
One small change would be to allow analog controls to be customized. OFC I am talking about joystick support. That would make a huge difference in gameplay and immersion since this is a space game.
@Caffin8tor
@Caffin8tor Жыл бұрын
For the firearms, they can just add "rifle" and pistol to the end so we can search the damn things.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, something like that would be fine, or even just the variant so I can search rapid or precision
@TheApawcalypseCats
@TheApawcalypseCats Жыл бұрын
he did in fact make these changes as mods btw, and im gonna be honest that drill one has helped me and my new builders out alot in just designing alone
@nicolasmoonlit8109
@nicolasmoonlit8109 Жыл бұрын
About the speed limit: if you have an unlimited speed mod and drop a ship from highest altitude above the surface of earthlike planet (with 0 initial velocity), then your speed on collision with sealevel will be around 550-600 m/s. I don't know values for different planets, but I think that speed limit should be above those velocities, so that "suicide burns" would be possible.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
If I had to pick a number from think air, I would suggest 1000m/s
@charliebicknell7042
@charliebicknell7042 Жыл бұрын
If Keen could do this, I would love it if players didn't have to sit down while your ship is jumping, and even farther out, if creations were in a ship's hangar, they could also stay with the ship when it jumps even if it wasn't locked down.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
That'd be a cool feature, although I can already see the exploits it would have 😜
@tibrochief7896
@tibrochief7896 Жыл бұрын
Anything magnetically locked gridwise would be good. Not only to connectorless ships sat with you, it would be plausible to sneakily follow someone through a jump just by sticking to their ship.
@elijahr6261
@elijahr6261 Жыл бұрын
Not such a small change, but the ability to manipulate small / light components with your hands. Would make things like salvage significantly easier! Case in point Splitsie's Scavenger Hunt.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I feel that's where the engineering part of the Space Engineers comes in 😜
@ZarHakkar
@ZarHakkar Жыл бұрын
@@Zer0sLegion The engineering part is when you're trying to put together complex multi-subgrid constructions together. You need a mag crane for that stuff. But if it's the beginning of the game and you're just trying to align a few small grid blocks, there's no reason why you shouldn't be able to pick them up and drag them into position.
@Anubis1101
@Anubis1101 Жыл бұрын
one BIG thing ive always wanted is thruster max velocity like we have with wheels especially when youre using hydrogen, or flying a very heavy ship, or using remote blocks, being able to tell the thruster "dont waste energy/fuel going above this speed" can not only save you energy/fuel, it can help make sure you dont fly around faster than you can stop, and so autopilot is a bit more manageable and fuel-efficient.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, that would be a cool feature, limiting speed for a ship would be very helpful in a whole host of scenarios.
@Mintack_
@Mintack_ Жыл бұрын
There is a script for it. But it would be cool if it was possible without it.
@Mislavestina
@Mislavestina Жыл бұрын
I wish blueprints with subgrids were buildable in survival just like a normal blueprint
@Cr4sHOv3rRiD3
@Cr4sHOv3rRiD3 Жыл бұрын
I have few ideas regarding jump drives and thrusters... - Maybe to consider implementing tiers to the thrusters to be able to have higher speeds vs lower speeds (depending which type of ship players are building) for example, miners doesn't have to be fast so we can put slower but much powerful thrusters or for a fighter we can put faster thrusters for higher speeds but less powerful or even combine those types to achieve both power and speed at same time etc... - It would be also nice to see some kind of cruise engines that can brake the speed limit (for example by 100 or 200 or 300%) but ship will be less maneuverable while in cruise. - Jump drives can be better as well, maybe consider implementing jump drive for small grid as well not just for large grid. Maybe consider tweaking them to consume few types of fuel to be able to jump, and the distance can vary depending which type of fuel you have on board (for example, they will always use electricity but you need to provide them one or more types of fuel that are currently in game, such as "Hydrogen", "Oxygen", "Uranium" to be able to jump and distance will vary depends on the fuel type etc...) - Top speed can be dynamic, depends which types of thrusters player have on the ship and which type of that cruise engine mentioned above player also have etc... I mean, it's a lot of work to do but it will be worth it at the end P.S. It will be also nice to have some kind of content in space, such as random stations, more random ships, asteroid bases, ship wrecks, maybe some jump gates that leads to some places of interest or just lead somewhere near other planet/moon, also, jump gates can be different, for example small one to be able to pass just with character, maybe medium one where you can fit small size small grid vehicle etc... It is maybe lot of fantasy in my head but it is just my opinion so maybe some of it is just crap, maybe some is good but anyway... :D Sorry for grammar or some mistakes in my English, it is not my main language
@armourfire9945
@armourfire9945 Жыл бұрын
I think when you use a grinder your suit should give some sort of ear protection and muffle the grinder in a more realistic way
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, maybe you'd have to close your helmet or something.
@armourfire9945
@armourfire9945 Жыл бұрын
Cause in reality the high end of the grinding noise would severely damage your hearing from daily exposure without protection. Or at least that's what i think i heard my metalwork teacher say in either grade 8 9 or 10
@crowdozer3592
@crowdozer3592 Жыл бұрын
It'd be really cool if jump drives worked like warp drives instead of wormholes. Then they could be cheapened, be balanced around 10-20 minute travel times between distances that allow you to confidently walk around and do stuff in your ship during transit, and you can circumvent the physics, collision, and speed cap issues. The way I like to imagine it is: you activate it, then your grid gets put in a "bubble" of its own space. To everyone else on the server, you're just a sprite that looks like a comet moving really fast through the sky. You're not fully simulated, so collision and stuff isn't relevant unless you're literally flying into a planet. Locally, your grid is technically not moving to the game engine, so you don't have physics issues on your grid as you are jumping at insane speeds. You're just in our own little static world which would be just big enough to contain your ship (bigger bubble + faster speed = more draw?). When you deactivate the warp, it puts you in the closest safest position to dump your grid without exploding. Maybe you can even fly around and build in the warp bubble, but if you touch the edge, you take serious damage and get ejected into space. Maybe you also gain the ability to "interdict" people and force them out of warp.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'd prefer the speed to be raised but this solution is much better than the way the jump drive currently works.
@violeviolaV
@violeviolaV Жыл бұрын
I love how one of the first "small" changes you talked about is a casual 250% - 1000% increase in speed! :D I absolutely agree that the distance between planets is too much, but I'd be up for a distance reduction of around 60% (2 hours to Mars, >6 hours to alien) instead of the proposed 95%. I have a change of my own that is more of a nitpick: asteroids shouldn't be within planetary gravitation fields. Pretty sure that's not normal in our universe and rubs up against some astronomical definitions. You know what we would find in the orbit of a planet (in a setting with space travel): Satellites! Functional and non-functional, potentially giving some interactions with the in-game factions. So I'm absolutely for removing all asteroids from around planets and instead placing some satellite-like structures, just for realism.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I don't want them as close as I showed, the ideal solution would for them to be both close and the speed to be increased. And for asteroids, I would love them to in an asteroid belt or, like you said, rings for a planet. Infinite asteroids was fine when SE didn't have planets but now we do it's just a bit weird.
@BBDoesTheThing
@BBDoesTheThing Жыл бұрын
Good video. My thoughts. Priority from most improvement to least improvement: Tools Working Space - maybe bigger model or something like the what they do to bore subway tunnels Thruster Space - Maybe more thrusters for reaching that top speed limit- like a log curve Weapon Names - yeah it really irks me Speed Limits - Maybe top speed limit is increased X miles away from planets or asteroids. - Between the dead space. Color the Icons - yesssss, spot on in the video Volume Sliders - yeah there are noise cancelling headphones that let other sounds come through, so why not. Distance Between Planets - Not really a huge deal to me, but if you fix the speed limits mentioned above maybe this will make people happy. Maybe for fun a slinger system instead of warp?
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, whilst not my ideal solution, i'd prefer a slinger system over the instant teleport.
@timbomb374
@timbomb374 Жыл бұрын
I've played around with vector based collisions in programming projects before that allow for good collisions at any speed. They are a lot more resource intensive than checking place collisions though. Plus it takes ages to program. You can have the system check collisions multiple times a frame but again that takes more resources. Possibly checking distance to a collidable object, compare it against current velocity and only using a more intensive collision checking system when within a specific distance.
@ittositto6494
@ittositto6494 Жыл бұрын
Reducing the fragility of blocks might be nice… having to rebuild* or save scum constantly in order to recover a utility* ship that brushed a block, or digging apart a cluster of components in order to repair 1 conveyer that managed to snowflake and melt when asked to work is rage quit worthy.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, it's weird how a small bump can destroy half your ship but otherwise you can slam into the ground and be fine.
@justinisaacs9617
@justinisaacs9617 Жыл бұрын
imagine if all these thinges were vanilla, and our mod lists would be smaller
@drewcipher896
@drewcipher896 Жыл бұрын
It'd be cool to have an in-between option between the jump drive and 100m/s. Maybe a block that, mechanically, consumes power, locks attached grids, disables weapons, and increases the ship max speed to like 1000m/s. It'd be nice for everyone to be able to move about the ship, but I'd understand if everyone had to be seated as a restriction. It's a hard problem for the engine.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, whilst I wouldn't want it to be the permanent solution, removing the need for the jump drive and having an alternative would be good.
@noobcoodoocoo
@noobcoodoocoo Жыл бұрын
ooh a nice touch would be to show a grids maximum storage on the hud, lost count of the amount of times ive had to check my miners cargo containers to see if it is full or not.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I always forget that's not a vanilla feature lol
@ZarHakkar
@ZarHakkar Жыл бұрын
With all of these, cockpits should just have a customizable HUD. Make it like a script that you can plug into a cockpit and you're all set.
@noobcoodoocoo
@noobcoodoocoo Жыл бұрын
@@ZarHakkarYES, on that note I would like to have a more detailed attitude indicator (Artificial horizon line), everytime I need it I need to wiggle like a madman to actually find the horizon line.
@Comicsluvr
@Comicsluvr Жыл бұрын
Okay...the bit about shooting the guy with the grinder was GREAT.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Thanks!
@QuirkyView
@QuirkyView Жыл бұрын
Colored icons is definitely good, but what I'd like even more and would help as well is a sort button
@Zer0sLegion
@Zer0sLegion Жыл бұрын
🙏Please, just an auto stack button would be fine.
@Retrolizer
@Retrolizer Жыл бұрын
For the first problem, there's a mod in the workshop to fix that already! The supercruise mod ports in the frameshift drive from Elite Dangerous, which has a flight mode that's significantly faster than normal flight, and only gives collision with planets!
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, but I want a base game solution though and I don't know if the supercruise mod necessarily fits what Space Engineers is doing in the base game.
@TheBojaboja
@TheBojaboja Жыл бұрын
There’s mods for most of what he covers in this video, but the point is to have this stuff in the base game.
@mandrakejake
@mandrakejake Жыл бұрын
Xbox users can't have mods.
@taylorvanhorn5594
@taylorvanhorn5594 Жыл бұрын
@@mandrakejake Scripted mods. We have had unscripted mods for the last while now.
@UllyrWuldan
@UllyrWuldan Жыл бұрын
I like the grinder haha. That's how a real one sounds. No doubt that's how they recorded it.
@dovahkat9635
@dovahkat9635 Жыл бұрын
One thing I'd really like is taking the gyro override a step further by having an option that causes the gyro to actively try to reorient a ship back to a given orientation, so like in those cases where the override isn't enough to completely hold position it will try to return to that original orientation.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
This for gravity alignment so your ships auto stay the right way up.
@Taygetea
@Taygetea Жыл бұрын
You could make the jump drives more like a star trek style warp system - you turn them on and you can exceed the speed limit of the universe for a while...
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I would prefer that to the current system but it would definitely not be my preferred solution
@Braneloc
@Braneloc 11 ай бұрын
Yeah, 1 thruster each side should be enough. Fewer thrusters would also mean less fragile builds where an ugly block of thrusters falls off. ...plus something built in that calculates automatically the number needed in each direction. Yeah, I got a spreadsheet and a script for that but...
@darkehartplays
@darkehartplays Жыл бұрын
I want to be able to configure the values of something I put in the hotbar more than anything else. Especially because the damn things are inconsistent! Like, I'll be increasing the thrust override and it will go up in increments of five, and the later I'll decrease it but it goes down by four instead. It seriously makes me want to flip a table! I solve a number of the issues you mentioned with mods right now but it would sure be nice to not have to rely on my fellow players for something the developer should have taken care of ages ago.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, i would love to set values to switch better on the hotbar, that would be cool.
@Zevox90
@Zevox90 Жыл бұрын
I want the jump drive to not take so dam long to charge, would be fine if it could take you all the way to another planet in one jump so you don't have to use it 3-4 times to get to the nearest planet, like either make it charge faster or increase the distance, one of those and id be happy
@WelshProgrammer
@WelshProgrammer Жыл бұрын
Maybe in a single player world, they could do something like what the X series did and use Time Warp, run the game simulation with fewer on screen updates as fast as possible to effectively reduce your travel times, this would reduce the possibility of it breaking anything in terms of physics since the simulation is being run normally just without delays to keep it real time.
@WelshProgrammer
@WelshProgrammer Жыл бұрын
For a multiplayer game though I think you're stuck with Jump Drives
@net343
@net343 Жыл бұрын
Tbh even if we increased the radius of drills and welders some of us would still make mining/welding walls
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Then I'll still complain and shake my fist at them
@chaoticflorius
@chaoticflorius Жыл бұрын
I see your points and I agree. Having the planets too close is just weird, but the long travel time is horrible. Mods are the solution here I guess. Good Video. KEEP IT UP!
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Thank you! Now comment with your other account!
@FloriusAUT
@FloriusAUT Жыл бұрын
@@Zer0sLegion what other account?
@maverickjsmith8795
@maverickjsmith8795 Жыл бұрын
I definitely think the speed limit going up would be the best thing for the game currently because it would change everything. Combat would become more about positioning instead of who's got the better mods and skill and can brawl better. You could explore and travel around planets quicker. And, of course, get around solar systems in reasonable enough amounts of time. Have you looked at Specter's FSD supercruise mod? It let's you go past 50km/s via very clever usage of the jump drive teleport code. The ship doesn't actually move in game, it just makes a lot of teleports per second. You can even maneuver around and it's smart enough to stop you from running into objects. It doesn't bother the game at all; can even be used on servers and multiplayer worlds. I'd go check it out. Speaking of combat, to compliment a higher speed limit how about vanilla weapons that aren't so bland that they reinforce the entire fighting-under-500-meters mentality. I understand they're like that because of the speed limit, however there have to be ways for weapons to work that can reward other kinds of play. Just look at GetBrocked's Outlands series. Their weapons function at many kilometers, and most big fights happen at ~2-3km. When they get down to 1000 meters or closer everyone's blood pressure goes up because now it's a panic minute. I absolutely love the weapons they use for this, and they use the 100m/s limit, they don't mod it out. While the weapons are modded content, *everyone* uses it so it works. Imagine if Keen did something like this? These two changes I think would spice up space engineers a lot. As for a lot of the tiny things, there are mods for that.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
The problem with increase weapon distances is at 2-3km, your enemies are tiny little specs in the distance. You can barely see a small fighter at 800m let alone 3000m.
@ws_stelzi79
@ws_stelzi79 Жыл бұрын
One thing to consider when discussing colors in SE is that Marek is colorblind! That is why SE is with color how it is. It is a bit hard to argue the importance of different colors of stuff to a guy who isn't able to get the importance and easy glanceable of stuff having different colors.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
That's fine, I have colour blind friends who would still benefit from the icons being coloured. They see colours as other colours, not no colours at all so the icons being coloured would still be helpful to them. Although it is nice to know that Marek is colourblind, that might explains a few things lol.
@PrimumQualia
@PrimumQualia Жыл бұрын
i think a sup space where one meter is like 10 or something, think the Minecraft nether, so you will technically breaking the speed limit, but only relative to the normal space.
@sethkunert6234
@sethkunert6234 Жыл бұрын
Multiple reactor fuel sources that need different levels of reactors or modules to use with varying efficiency. More plentiful Thorium, but needs an upgraded reactor that can still run on uranium in a pinch.
@Elon0212
@Elon0212 Жыл бұрын
Would be fun if they added posibility to go on adventure to unlock better tools, engines, teknology advancement by finding bulidings or something like that.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I have a feeling something like this is probably coming soon in the exploration/endgame updates.
@yuryvendiktov4832
@yuryvendiktov4832 Жыл бұрын
The only thing I'd like is Large grid Gravity drives as I'm tired of huge amounts of space dedicated for just lifting a Capital ship off a planet
@Peoples_Republic_of_Cotati
@Peoples_Republic_of_Cotati Жыл бұрын
I would like: 1. NPC stations to have unique names in addition to their faction. 2. Ore detectors give the ranges to visible asteroids, adding cameras and antennae increases that range. 3. Painting faces of blocks, and not the whole block. 4. In-line wheels wrt it's attaching block...and retractable. 5. Double inverted corner block (opposing corners are at same hight, adjacent corners at different height to the opposing corners 6. Better management of GPS coordinate lists, especially in the Jump Drive destination selection. 7. Components made under gravity should have different properties than those made in low or micro-gravity. 8. Neutrino detection...block must be placed deep underground, but reveals the direction of active Nuclear Reactors within 50 kilometers or more?; the deeper and/or more blocks, the more accurate at range the detection.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Cool ideas! Although that paint blocks one, the devs spoke about it and said it would be possible without completely reworking the way blocks work but we still have armour plates!
@Peoples_Republic_of_Cotati
@Peoples_Republic_of_Cotati Жыл бұрын
@@Zer0sLegion Further thought...some folks mention wanting a super fuel and explosives for whatnot. Anti-matter comes to mind, and the only way I can think to implement this with any hope of realism is to have Charged Particle Collection Array blocks in high 'orbit' around Planets.
@AngryDuck79
@AngryDuck79 Жыл бұрын
This is why I have must-use mods. Coloured Icons, Sneaky Sounds, and a speed mod, in particular.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I think I could live without the other two by Coloured icons is definitely a must have.
@AngryDuck79
@AngryDuck79 Жыл бұрын
@@Zer0sLegion oh, and the Tools+ series of mods that increase the range of the welder, grinder, drill, and ore detector. I think it's obvious that modders always solve problems before devs do.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
@@AngryDuck79 Depends on the problem, simple things are easy for modders to fix. Keen are busy working on the big stuff.
@a3.0001
@a3.0001 Жыл бұрын
I think the problem is even if thruster power was increased would just make meta players like me even more powerful
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Then the meta would change, that's what happens when games update.
@Fixti0n
@Fixti0n Жыл бұрын
A velocity marker, showing wich direction your ship is going in. Currently if you walk around on your ship while in motion, you are asking to invoke klang, but if you have down on the ship facing backwards, and up on the ship facing towards the direction of travel, there is no problems. Also, if you are a hydro man, exploring asteroids to see what is on them, if you decide to move your camera while traveling towards an asteroid while in your sute, you will loose your sense of direction, and get lost until you almost crash into the asteroid you are going to. Also, it already exist in the game, just not in your UI, let me see it in other places then the front of my ship when am in the ship.
@Hxxdxn
@Hxxdxn Жыл бұрын
I believe I have a solution or partial solution to the distance between planets problem, when you reach space in 0G environment you should have a relatively large distance of normal space (how it currently is) however once you travel a far enough distance away from a gravitational body you should be able to increase the speed cap at which you fly at in deep space until you approach another gravitational body's normal space this would fix the distance problem whilst still having the scale that the large distances adds. I don't think this would be particularly hard to code because I believe you could rearrange the current gravity system from planet generation to add this new feature.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'm sure it would have it's own set of issues like the ones i've mentioned in this video but it would be a step in the right direction.
@moltenaluminium
@moltenaluminium Жыл бұрын
Small grid jump drive would be really nice here.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
True, I want to build my Xwings
@davetopper
@davetopper Жыл бұрын
It's in a mod but not in vanilla. Scatters my brain as to why.
@blitz8425
@blitz8425 Жыл бұрын
This is more of a sequel/new engine/big change, but allow us to build small grid blocks onto large grid blocks directly and vice versa. Build potential would explode.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I 100% want this but like you said, it's definitely a sequel idea.
@WastedPot
@WastedPot Жыл бұрын
I feel like as xocli watches this video he'll be mouthing 'Go to website and leave your suggestions there'
@Zer0sLegion
@Zer0sLegion Жыл бұрын
He would lol
@MrBlackdragon1230
@MrBlackdragon1230 Жыл бұрын
There is a mod called Elite Dangerous: FSD Supercruise that fixes the speed thing and the time thing. I personally dont like the vanilla jump drive either as I dont want to instantly teleport my ship to another place. If you try the mod I think you will like it and never go back to the vanilla jump drive.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I've tested it, I'm just not sure it's exactly what I'm looking for. It's a good mod though.
@user-jv9fo8qk6g
@user-jv9fo8qk6g 14 күн бұрын
Logarithmic speed between planets and built voxels: get rid of asteroids spawning in along flight paths, but rather have them placed the same as Planets and Moons. Ships should travel faster in "empty" space, with a 10km margin around any placed planets, Moons, or Player built voxels such that when coming into those envelopes, the game's 100 m/s speed is maintained for stability, but otherwise have the ship speed increased x10. The ship itself isn't moving any faster, it's just that the space it moves through is less granular. That way, floating outside your ship with inertial dampeners off is still fine, but once everyone is inside, that same powered cruise to the destination takes a 10th of the time (minus interacting with other envelopes around "unidentified objects", the various NPC spacecraft or surprises left in deep space along that route by previous players)
@toptiergaming6900
@toptiergaming6900 Жыл бұрын
To fix the max speed limit issue You could also make it so servers can have a max entity/ship speed.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
You mean the limit is defined on the server?
@toptiergaming6900
@toptiergaming6900 Жыл бұрын
@@Zer0sLegion currently without mods the top speed is 100 m/s for ships. Thee server/would owner could change in settings the maximum speed allowed on the server to whatever speed. The owner could set it to 300m/s, 500m/s 1000m/s, etc and after the speed is reached the ship cannot accelerate further like currently in game
@tarziq
@tarziq Жыл бұрын
For the speed thing, i just used a cruise control mod with a max speed increaser mod.
@Aetrion
@Aetrion Жыл бұрын
I agree on thruster strength and tool radius. There are way too many things in the game where just building a giant amount of something is by far the best solution, and that just doesn't seem realistic somehow because nothing seems to work like that in reality. I like the distance between planets the way it is. I'm fine with Jumpdrives being the de facto means of long distance travel.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
No, Jump drive bad.
@WarpaintStudios
@WarpaintStudios Жыл бұрын
"move larger distances in a shorter amount of time" THE JUMP DRIVE does exactly that 😂
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah but you don't move, you teleport.
@WarpaintStudios
@WarpaintStudios Жыл бұрын
@@Zer0sLegion it’s the only way moving that distance in short time can be done though. As you said in the vid, you get problems with physical speed if increased.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
@@WarpaintStudios It doesn't have to be the only way to do it though.
@redranjer
@redranjer Жыл бұрын
I do agree that the game isn't realistic enough for the realistic planet distances but if they were shorter it would look quite strange
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, they need to be closer for gameplay purposes but speed needs to increase to facilitate that otherwise they're way too close.
@redranjer
@redranjer Жыл бұрын
@@Zer0sLegion but yeah I do agree they gotta add to the speed limit base game. But it would take away the challenge of the game so I think they should make the speed limit an adjustable option in the game menu, along with planet distance
@itsDIETZ
@itsDIETZ Жыл бұрын
We need more hand weapons in general. I know it isn't the focus of the game but having a small suite of weapons to choose from with attachments would be great. A basic side arm, an SMG, a rifle, a lmg, and a rocket launcher. With basic attachments to go with them
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I've heard rumours of a Warfare 3 coming soon so I'd imagine that would be a ground combat rework
@itsDIETZ
@itsDIETZ Жыл бұрын
@@Zer0sLegion really? That would be great. I haven't heard anything about it
@C_F_M
@C_F_M Жыл бұрын
I like to refer to the different rifles as "Mister 30-E", "Mister 50-A" etc. Makes them feel like my little battle buddies
@donaldeemmerich9435
@donaldeemmerich9435 Жыл бұрын
if the speed thing happens i can see missiles becoming better
@jra6023
@jra6023 Жыл бұрын
Damn I was like "I guess it's time for me to go talk shit again"... But I freaking agree with all of it this time x)....
@Zer0sLegion
@Zer0sLegion Жыл бұрын
lol
@Xenotric
@Xenotric Жыл бұрын
Having components that you can upgrade by putting in an extra set of materials to allow a slider to increase power upto times upgraded. This way you can have aesthetic ships but still need as much resources to get as much thrust as the boxes. Would allow for other stuff like making armour more durable without just making it a box too. Maybe have it upto a soft cap of like 10x then after that upgrades cost exponential resources so you can't just have an unkillable super small grid ship that can fire miniguns as strong as railguns without spending a month mining for it.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
That's an interesting way of doing it, I think that might actually be a very Space Engineers way of doing things.
@Kareszkoma
@Kareszkoma Жыл бұрын
Maybe they could add a hyperspace drive? That could go with a 1000km/s but phases through most objects with the exception of planetoids? Reducing lag and most of those issues. Than the normal game would only have to improve up to a 200km/s.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I wasn't a fan of this idea before but the longer I think about it, this looks more and more of a better solution.
@Kareszkoma
@Kareszkoma Жыл бұрын
@@Zer0sLegion Well, it's the "it's something" and the golden middleway. I don't think the dev will be able to solve this issue.
@EvilNecroid
@EvilNecroid Жыл бұрын
r there mods for the better drills and welders? and also the colored icons?
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I made them. Check out my top mod video.
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