What's exciting me about Space Engineers 2 + why we might be playing the original for now

  Рет қаралды 64,310

Splitsie

Splitsie

Күн бұрын

Пікірлер: 730
@DecidedlyNinja
@DecidedlyNinja 6 күн бұрын
The one downside of the 25cm grid system is that I'll take forever to design large ships because I won't be able to resist building tiny details.
@robinwang6399
@robinwang6399 6 күн бұрын
I feel like it would be ok to build in largest grid first then iteratively change each block into smaller composite blocks.
@lordradin8549
@lordradin8549 6 күн бұрын
At least there's a fill tool/bucket for x,y plain
@valdemarsimonsen9612
@valdemarsimonsen9612 6 күн бұрын
On the other hand the more detailed a ship gets the larger it will feel. In that sense we might be building some things smaller by default
@ndevar
@ndevar 6 күн бұрын
@@valdemarsimonsen9612 this guy gets it
@matteo_z
@matteo_z 6 күн бұрын
I hope for 2 things: Large 2.5m x 2.5m x 50 (and/or 25)cm plates, they could be used for almost anything, including skinny interior walls; Option to choose if welding on groups or single blocks. For the greebles, there are blueprints. You can design a couple of "pre-fabricated" greebles and paste them in whenever you want... (if the blueprint system has folders, that is)
@gruzzob
@gruzzob 6 күн бұрын
One of the things about "buildvision-as-a-tool" is that you could have that gated behind some kind of technology. Even if it was something as simple as only being craftable from the full assembler equivalent instead of the basic or survival kit. This would aid with a sense of progression in a similar way that the assembler/refinery levels do (even if the basic ones are just a stepping stone in SE).
@Splitsie
@Splitsie 6 күн бұрын
Yes, this would be a fantastic way to do that
@mugsy8
@mugsy8 6 күн бұрын
The way the game we have is now, it would only be appropriate to gate it behind building an antenna on the grid. Anything else seems overkill unless it becomes an item you need to carry in your inventory and I don't know about you, but I am annoyed enough that the tools and weapons take up a slot each in my hotbar, let alone adding another one that I can't go without.
@bannickartem7624
@bannickartem7624 6 күн бұрын
​@@mugsy8how about making it a hit key like the jetpack, suit antenna and helmet
@btCharlie_
@btCharlie_ 6 күн бұрын
Well, having the exact same menu pop up accompannied by a hand animation the likes of pipboy from fallout would solve basically all of this. It can still be locked behind the advanced assembler or some computer system, though.
@hedwigmathijs3717
@hedwigmathijs3717 6 күн бұрын
I would not like it if it would be full-grid-assembler only. I'd like it more like we have with the other tools and weapons: a limited version almost immediately available (or craftable) and upgraded versions that need more exotic components and therefore more progression on refinery and assembler versions. The basic model could have a (short but noticable) delay before the connection is made, and a rather short range. Upgrades could increase range and/or shorten the delay. A bit like the other tools: speed and range gains.
@balistictempest
@balistictempest 6 күн бұрын
10:58 if you look closely at the solar panel, the half that has broken away has red lights, while the connected half still has green. Seems to support your hope that they will still work after the fracturing effect.
@CrispyMuffin2
@CrispyMuffin2 6 күн бұрын
My guess is they might just be removing the "delete when health is 0" damage style, and the way to completely shoot a block out of existence is to blow off all the fragments Or at least thats my hope cause that sounds a lot more realistic lol
@sharp14x
@sharp14x 6 күн бұрын
You can see that the connected half, when itself fractured away, also turns red. I expect that the connected pieces will still contribute some functional capacity to the block, but that more complex blocks will simply cease to work.
@shannonbrown7016
@shannonbrown7016 6 күн бұрын
Nope. In SE1 every block is an actual unit. This is what is causing issues in multiplayer. In SE 2 a grid is all 1 unit. The debris in SE 2 are no longer a grid. So imagine a small grid fighter is sometimes 5000 blocks. That's 5000 units. In SE 2, it's 1 unit for a small fighter. That means you can have 5000 more ships in your world/server for each ship you would have in SE 1. :)
@joshrawlinson6821
@joshrawlinson6821 5 күн бұрын
Mini skywarp lol can't wait
@letthebasscannon223
@letthebasscannon223 6 күн бұрын
Regarding them only showing off space in these teasers, I think it's two things a.) going for a nostalgia/classic SE vibe with the new versions of the classic ships, starting platforms, and green station, and b.) putting their best foot forward: what you said about how planets and water might not be ready to be shown, space and asteroids are a lot easier to get presentable-looking
@Splitsie
@Splitsie 6 күн бұрын
Yeah, could be both of those as well as them not just being ready to show but not being in the game even though they've been implemented in the engine
@jymmykill1611
@jymmykill1611 6 күн бұрын
That's true, but if all the VRage3 teasing we've had was in some sort of pre-alpha of what they show in the teasers, then they're already quite a bit of the way there at the very least. It could also just be hype building
@chaosknight626
@chaosknight626 6 күн бұрын
There's a few things I'm hoping we see for SE2. -Build Vision is one of them (Likely in some form of "Engineer's PDA" Tablet of some kind) -Better Organization would be great (Folders especially, or collapsible lists of some form) -The ability to mirror projections (That feels like it would be real easy, even in SE) -A handheld remote for triggering signals (Mainly for more immersive vanity projects) -Let me PLEEEEASE display camera views on screens. I WANT TO MAKE A COOL SECURITY ROOM OR A STAR TREK BRIDGE
@Splitsie
@Splitsie 6 күн бұрын
Oh yeah, I've always wanted to have the ability to add something like the broadcast controller to my suit's hotbar
@andrimar4362
@andrimar4362 6 күн бұрын
Dont forget about "[QoL] Mechnical Keybinds". That single mod is a gamechanger if you like to create usefull vehicles/ships and still have controls feel natural.
@dustymooneye5858
@dustymooneye5858 6 күн бұрын
How would you feel about a holographic or some other kind of 3D, visual display of your ship? That would make it a lot more intuitive to get the block that you need in the terminal 🤔
@galaxygamers4965
@galaxygamers4965 6 күн бұрын
Display cameras in our HUD somewhere would be nice too
@jymmykill1611
@jymmykill1611 6 күн бұрын
Camera displays on screens are a real optimization challenge in games, imagine having to simulate the visual of 10 different POVs instead of a single one...
@trevorhaddox6884
@trevorhaddox6884 6 күн бұрын
Personal welders should have an AOE of at least one "medium" block, so it can weld multiple tiny greebles at once. Maybe even have higher tiers have more range, so the highest tier could have a range of one "large" block. Parts cost is also concern, the current small block is now only a medium, but currently only costs one plate. If tiny blocks also cost a plate each that adds up fast. They might add different component teirs (kind of like the small and large steel tubes), which is fine as long as they are recyclable.
@ghostfire5973
@ghostfire5973 6 күн бұрын
I like this idea, AOE on welders like the welders for grids would just be smack
@Vivi-yw1eu
@Vivi-yw1eu 6 күн бұрын
the plate or whatever base component used will probably be a lot cheaper and smaller
@bannickartem7624
@bannickartem7624 6 күн бұрын
Make the block welder more effective so Welding ships have a purpose beyond the larger amount of components you can carry.
@Stoney3K
@Stoney3K 6 күн бұрын
@@Vivi-yw1eu Probably, the steel plates in the game now are comparatively expensive needing 21 iron ingots for a single small armor block.
@versinussyrin577
@versinussyrin577 6 күн бұрын
I had the same thought in mind, aoe welding. They can add small/large steel plates, metal grids etc. Makes sense.
@Yull-Rete
@Yull-Rete 6 күн бұрын
For me, the block I most want to see is unironically a 1.25m conveyor. Not just for the block itself, but for the philosophy that it would bring. From what we can see in the teasers, most larger blocks still seem to be built out of 2.5m cubes, which I don't actually have a problem with, but it could lead to some SE1 problems rearing their heads, like whether to build an odd or even-width conveyor system (if they include 0.5m "large" conveyor frames, that doesn't actually fix things, we'd need 0.25m). If we have 1.25m (or, by extension, 0.25m) conveyors, then a ship's conveyoring can be *both* odd and even width. Not only that, but we could also have blocks like a 5m cube cargo container, or a 5m cube hydrogen thruster with a centered cargo port.
@tryorse8340
@tryorse8340 6 күн бұрын
1:42 i recall xocliw saying in a stream that happened some time after the second teaser that there are thrusters for each size. So unless i remember wrong, yourwish is granted
@Beef4Dinner22
@Beef4Dinner22 6 күн бұрын
I think in Zer0sLegion's most recent video he noticed that there seemed to be 25cm grid thrusters on some of the smaller ships.
@tackytrooper
@tackytrooper 5 күн бұрын
That's probably true but xocliw is also not a 100% reliable source. When Warfare 2 launched he claimed on stream that the explosions from railgun hits were actually just components blowing up, but it turned out that the railgun rounds did in fact cause explosion particle effects.
@codyexzonk
@codyexzonk 6 күн бұрын
you're such a chill guy i started learning and playing SE just a week ago and your channel is of a big help. i don't really like strictly following tutorials, but it is clear that the main purpose of your educational content is to actually teach how the game operates, it gives you a general intuition, troubleshooting skills - so you can learn on your own as soon as you get the very basic, fundamental concepts. it took me only two videos - the very first "getting started" and rover tutorial - to obtain enough fundamental knowledge. i am now building a giant armed VTOL guardian UAV to patrol my base because some hostile outpost spawned 7 km away from me and i am scared.
@Splitsie
@Splitsie 6 күн бұрын
Thanks so much, that's exactly my goal with the tutorials so I'm very pleased it shows through 🙂
@Frosty-1098
@Frosty-1098 6 күн бұрын
I hope they keep the infinite interchangeability that the component system provided and not an “item” based system like so many other games do
@Splitsie
@Splitsie 6 күн бұрын
Yes! It's one of se's best assets
@MedicMainDave
@MedicMainDave 6 күн бұрын
If they don't keep it that way, it'll be a pain to play survival
@godmode8687
@godmode8687 6 күн бұрын
Well I would say for most blocks yes. But it is also fine to have special components for some blocks, which are harder to get. For example that you need a CNC part for the assembler. Or High power processor for ai blocks etc. Which are harder to get. At least that would be my hope
@daz8405
@daz8405 6 күн бұрын
My hope, or maybe dream, for the grid size is to now have the capital/station grid, the fighter/utility grid and the drone grid. Being able to use any size on one grid is great for decoration, but hopefully we can build a functional ship at each of the sizes.
@Splitsie
@Splitsie 5 күн бұрын
Same, having something to use at each grid size with optimisations and performance improvements as you increase the size being a driver to use the cheaper (in a PCU sense) blocks without the player actually having to think about such things
@JasonAguirre
@JasonAguirre 5 күн бұрын
Even if they don't include that, which would be typical for Keen, I'm certain modders will be able to add smaller thrusters since we've already got tiny and enormous thrusters.
@Fydril
@Fydril 6 күн бұрын
My thoughts are that this will be more of a story with better survival mechanics. Full of NPC engagement, both hostile and friendly. Just follow how the DLC's have been. They constantly lean more towards NPC interaction. They know we all love that aspect. I feel confident that the new game has adventure and engagement as a close second to the building.
@cptnoname
@cptnoname 6 күн бұрын
Exactly. It really does need some type of living world to interact with. What are you building ships for anyway? It's essentially just a roll-the-dice on a random encounters chart in SE1, and try as they might with things like AAW, modders don't even have a way to make an immersive campaign if they wanted to. If you lack the vision then give us the tools, Keen, and we'll make it into an incredible game. Like Ravien & Vermillion have done with Empyrion, except with a solid physics engine
@Stoney3K
@Stoney3K 6 күн бұрын
@@cptnoname Adding to that: Please give us the tools to be able to interact with the economy system as mods. If we can use stations as hubs to start our own missions from, that's a perfect way of creating a campaign-like story line in a mod.
@magicalfungi3206
@magicalfungi3206 6 күн бұрын
unfortunately that is pure hopium right now... there is nothing in the teasers showing anything of the kind. It looks like an upgraded SE, but with the amount of content we saw back in the beginning of SE. It has a long way to go and years of development before we will have similar amounts of content for SE2. If it was going to ship with a large AI NPC component, they would have shown that.
@Splitsie
@Splitsie 5 күн бұрын
I'd like them to get the core mechanics in place first, my fear with an early push for NPCs is that we'll end up with the Medieval Engineers problem - you've got NPCs that need to be constantly updated alongside the other work, making the work of creating them all that much greater, meaning instead of updating them, they ditch them altogether :(
@cptnoname
@cptnoname 5 күн бұрын
@@Splitsie sure, I just want to see it in the plan. Space Engineers has always been an empty playground where you're the lonely kid sitting there with the cool toys but nothing to do. It has the most lazy PvE ever conceived. It's great for KZbinrs, and if you have the time to play on a PVP or rp server with a beast rig I'm sure it's great, too. But for those of us who work on a schedule or have other more important priorities and can only do single player it's been like one of those expensive AAA games that you finish in a day. Empyrion is garbage by comparison, but with modders turned it into a game that was fun enough that I could put 1500 hours in within the first year despite my work schedule. That's gotta be the plan. Another lonely playground is not worth the money for me, and I know I'm not alone
@aurenian8247
@aurenian8247 6 күн бұрын
Maybe for the welding side you could have welders that do larger areas of blocks at once. So basic welder does 3x3, middle welder does 4x4, etc up to the largest ship welders. But have a toggle key that lets you switch to precision mode so you can target a particular block if needed.
@ghostfire5973
@ghostfire5973 6 күн бұрын
Yeah a toggle like how terraria does it, Switching between auto and precision
@matthewgillies7509
@matthewgillies7509 6 күн бұрын
My Primary Wishlist for SE2 is fairly straightforward: 1. Existing blueprints are still viable in the new game. 2. Authorized (AKA: Trusted Users) for designated blocks, like cockpits. 3. Fixes to very, very old glitches (ie: negative vent pressure that depletes tanks, or causes a room to sap suit power faster than the vacuum of space). 4. Personal Railgun (but I'll settle for the apparent Personal Minigun in the trailer). 5. Sectional blueprint projection (ie: one level of blocks shown/able to be welded at a time). 6. PCU changes that won't penalize us for having detailed bits on our ships or from using these new smaller blocks. 7. More economy and reputation features for inter-faction relations (ie: missions, reputation bonuses, and ability to sell hydrogen, etc.). 8. Personal Parachutes. Pie-in-the-Sky Wishes: 1. Welder buddy drone that assists engineer in construction of the small blocks. 2. In-game thrust calculator (b/c ships with various-sized thrusters will be very challenging to determine optimal thrust-to-weight ratios). 3. Shields or regenerative armour. 4. Angled merging of grids (ie: 45 degree offsets for ships/stations, allowing for a more rounded or spoke design). 5. Ability to place or grow actual plants for hydroponics purposes. 6. Elimination of Progression (we'll have had 10,000 years to learn things, cryo and general relativity be damned). 7. FOLDERS (100% agree with you Splitsie). 8. Build Vision and/or Air Leak Detection. Concerns: 1. 25cm blocks will cost the same PCU as the 50cm or 1m blocks. 2. Worried that not all blueprints will carry over, or that certain existing blocks will be absent from new game, or require add on DLCs. 3. Lights, doors, and other functional blocks will still require significant PCU investments. 4. That we'll see increase in personal PCU limits on servers, but they'll implement maximum grid PCU sizes. 5. Grid Pressurization or Incomplete Build State Glitches (b/c you know Clang is going to be hunting us no matter what).
@diazinth
@diazinth 6 күн бұрын
on reputation features, it would be nice if making people angry by trading with their enemies will only make their prices higher or whatever, at least initially, rather than making them aggressive. While shooting their stuff will ofc turn on aggression. So a distinction between violence and unhappiness I guess. Also, a timer that gives you a little period after you've been shooting at their enemies that will allow them to be a bit more accepting of stray shots. Still make them a little unhappy (srsly dude, be more careful), but not turn on violence immediately. If AI can differentiate beween damage caused by guns (violence) and grinders (perhaps except against defensive structure/disconnecting defensive structure I guess), and have the latter be something you can pay your way out of later, would be nice. TLDR; It'd be nice if an angry AI somehow could still trade with you and not be happy about it, or just lock you out of their stuff, instead of instantly going violent. Violence should have a higher bar in most cases.
@JP-pv2ze
@JP-pv2ze 5 күн бұрын
It is highly unlikely that any performance price (like PCU) will be lower for smaller blocks, that is just due to the nature of the maths and calculations. Collisions, Rendering, etc. have to be done for each block individually, no matter which size.
@Splitsie
@Splitsie 5 күн бұрын
Yup, I suspect building your whole ship out of the mini blocks will be more taxing, so some will likely get better at optimising their ships, or maybe we'll get someone very clever who can make an external program to optimise a blueprint outside of SE
@matthewgillies7509
@matthewgillies7509 5 күн бұрын
@@Splitsie I hope that large and continuous sections of armour will count as one PCU, much like how a 3x3 window counts as one instead of nine. What concerns me is that a 25cm block will count as one, while a 1m block will count as four (or more, depending on depth).
@fallenredn9990
@fallenredn9990 3 күн бұрын
Im doubtful that any blueprints from se1 will carry into se2, its a completely different game on a completely different engine. Don’t get your hopes up
@DonnaPinciot
@DonnaPinciot 6 күн бұрын
Hear me out on this: 25cm conveyors in ships as oxygen pipes. We'll need adaptors, but only really to go between one size at a time, since we can build everything so small. A custom 2.5m-25cm adaptor would easily fit within a 2.5m block, _no_ problem. Oh, imagine if blocks have different sized pipes, and you need to connect them with the proper size (Even if you just use adaptors at the end points)? That would be a neat little bit of engineering to deal with without going too far.
@Beef4Dinner22
@Beef4Dinner22 6 күн бұрын
Maybe something similar to the SE1 small grid conveyor convertor?
@paulchaisson8301
@paulchaisson8301 5 күн бұрын
Different components having a different size requirement makes me continue to frown at SE1 lacking a 3x3 piston, for welder components.
@Splitsie
@Splitsie 5 күн бұрын
With the removal of grid separation, hopefully they'll be more open to giving varied sizes of the functional blocks and they'll be easier to integrate anyway :)
@DonnaPinciot
@DonnaPinciot 5 күн бұрын
@@Splitsie Also, a _very_ important thing, blocks only taking up the physical area that they should, down to 25cm precision. Placing blocks within the appropriate physical space, not having a 2.5m slope restrict the entire 2.5m space. It would also remove the need for alot of block variants. No catwalks with and without rails, no armor slabs, you can make a lot more connections with a lot fewer shapes, because you can build a bigger block out of smaller blocks without struggle. They can have whatever weird shapes they want and they'll only occupy the volumetric physical space that they logically should. Put things next to the medical bay's terminal, slap a button right on a door, have a drink stand coming up from your seat, that opens _so_ many possibilities.
@urgo8750
@urgo8750 6 күн бұрын
I appreciate your more realisitic perspective, rather then the wild speculation I've seen elsewhere. I'm looking forward to the 19th and the livestream.
@fkmanproductions4146
@fkmanproductions4146 6 күн бұрын
I like it that space engineers 2 has 3 sizes of blocks to build with and that you can build on the same grid no subgridding required. The developers wanting to do stuff with water is also very cool. I am interested in the next space engineers game however my 2016 PC is shaking in fear. However there's one thing i want, it exists as a mod, but i wanted in vanilla a medium hydrogen tank for small grid...
@usaky_youtube
@usaky_youtube 6 күн бұрын
The biggest thing I realized is how easily we will be able to paint interiors and exteriors differently, especially if we can interact with the "large grid" blocks at the tiny grid scale once they are placed. We could also theoretically build at large grid scale and then cut trenches into our walls for hidden/recessed conveyors, very exciting!
@tackytrooper
@tackytrooper 5 күн бұрын
Underrated observation.
@Splitsie
@Splitsie 5 күн бұрын
Even if we can't carve out of the large blocks directly, being able to rough out the shape of something in big blocks, then remove them as you add little ones to take their place will open up so much capacity for gradual detailing and I'm all here for it :)
@DonnaPinciot
@DonnaPinciot 6 күн бұрын
Note that the 'raytracing' seen here isn't RTX, which is the only thing I see people actually complain about due to the exclusivity.
@Splitsie
@Splitsie 6 күн бұрын
I've definitely seen people paint all raytracing in that regard, personally I don't mind at all, but I know some people have a bee in their bonnet over it for not entirely unreasonable... uh... reasons. For example that they won't be able to upgrade their older card to play with said features
@magicalfungi3206
@magicalfungi3206 6 күн бұрын
@@Splitsie at some point those people will have to upgrade that old 900series lol devs cant build for current gen and every gen previous... at some point those old systems just dont cut it for modern games and its not on the devs to manage peoples systems or wallets.
@DonnaPinciot
@DonnaPinciot 5 күн бұрын
@@magicalfungi3206 And if not, that's what graphics settings are for. Yes, your game looks worse, but your card just can't do it anymore.
@Splitsie
@Splitsie 5 күн бұрын
I don't disagree, but I can also empathise with the disappointment people feel when they are stuck between what they can afford and what they can play
@DonnaPinciot
@DonnaPinciot 5 күн бұрын
@@Splitsie That's true, but graphics settings at least can allow someone to _play_ a game they want. However, it's also unfair to have developers deliberately handicap themselves and those who _are_ able to run it by removing the options or lowering the quality globally.
@TheFinalEvent97
@TheFinalEvent97 6 күн бұрын
0:14 Trying to pronounce the last name would have been even worse :p More seriously the 25cm/50cm/250cm building system is reminding me of Enshrouded, hopefully being able to copypaste the frame of grid sections is a thing for survival as well as a small AoE for hand welders to make really small stuff less tedious to weld up.
@Splitsie
@Splitsie 6 күн бұрын
Yup on both counts 😂
@davidmartensson273
@davidmartensson273 6 күн бұрын
I had an idea of being able switch to blueprint mode (but in game sort of as hologram) where you get all the creative build mechanics but once done you have a blueprint that needs to be welded but that can be repeatedly placed, same with copy, in survival the copy is a blueprint. A handheld area welder that can weld multiple blocks would be a good thing but it could also make grid welders more useful, especially if you can more easily switch to building in a cockpit, and if blueprints can be placed on hotbars to act as custom blocks. I would accept a requirement to use a projector for this possibly if they want to.
@Splitsie
@Splitsie 6 күн бұрын
Yeah, I still hope for the build stages and component based construction if they went that way as I always liked that SE was different from the other block builders in that way
@nomendubium
@nomendubium 6 күн бұрын
the damage system they've shown does seem to go against that though... i really hope the solution isn't something like build and repair or some gimaballed beam :/
@Caffin8tor
@Caffin8tor 5 күн бұрын
So I was wracking my brain trying to figure out how to take advantage of smaller blocks in larger builds in survival without it being painfilly tedious and I came up with something I think could work. So the game could let you create sub-structures that are similar to blueprints, but act like a single block when placing, welding or grinding. This would let you design your own cosmetic blocks that aren't awful to weld or grind. They could even add in a "simulation" mode where your player enters a temporary simulated creative mini-world specifically for designing and modifying these sub-structures. In the G menu, there could be a separate tab for these custom blocks and maybe even an option to add "tags" to them in order to make your own groups.
@Splitsie
@Splitsie 5 күн бұрын
That would be amazing if they did it well
@btCharlie_
@btCharlie_ 6 күн бұрын
For very large ships in survival, it's gonna become a practical necessity to have some form of the nanobot welding mod. With the resource limitations Keen's been adding over the years, it could now be balanced by using rare and expensive materials, something that was probably the main argument against having such a thing in the base game, cause performance can imho be solved using other programming patterns than constant scanning for damaged blocks. Or it could be some "prototech" block that simply cannot be replicated, which would be really cool if you had access to only a single one and made it into a dedicated nanobot welding vessel. It would be cool to see Keen add more survival mechanics, from new types of metals and compounds to be mined to organics that can be grown and sustained to even more exotic ideas. Would be nice to have the options to set the survival up just like we want.
@Coyleravane
@Coyleravane 6 күн бұрын
I don't see it as a necessity. You can already make blueprints of smaller parts of a big ship or base, 3d print them, then use cranes etc to move them into place and merge block them together. I prefer that, as if feels more realistic, and it gives you a reason to build a lot of stuff you wouldn't need otherwise, like cranes, tugs, fully functioning shipyards, etc. If you've never tried it, building a functioning shipyard, and using it to build parts of the ship and then combine them is a LOT of fun. For the truly ambitious you can design a fully automated shipyard where different parts of the ship are automatically built and assembled into a finished ship.
@btCharlie_
@btCharlie_ 6 күн бұрын
@@Coyleravane I do agree it's a pretty engaging way to play, unfortunately though I don't think that's how most people would like to play, or even if they do, they don't have the time to game so much to be able to make all this in survival (my case). Also, this approach necessitates designing in creative, otherwise you won't know how the result is gonna look nor how to assemble it correctly. And I don't think transitioning between creative and survival is desirable, unless it's baked into the survival experience as some sort of "virtual design" mode. On top of that, I'm almost certain Keen is gonna want to target larger audience to make a reutrn on their investments. The fabase as is is ok to support SE and the Vrage3 development, but it's hard to say how many people will readily move on to SE2. Making the controls and systems as accessible as possible is gonna key for Keen.
@Splitsie
@Splitsie 5 күн бұрын
As someone who staunchly refuses to use that mod, if it's a 'necessity' I'll be very, very sad :(
@btCharlie_
@btCharlie_ 5 күн бұрын
@@Splitsie Well, you either have to go through everything by hand, or have an automated tool. I don't see a way to make something in between. Maybe the process of creating the nanobot welder would require some engineering? Maybe you steer the bot swarm around the ship yourself? Or maybe printers would be more viable to make in SE2? Risky to assume anything at this point. The AoE hand welding suggestion from elsewhere makes the process less finicky, but you still would have to go through the ship yourself. Still, it would be better than the version in SE as of now.
@Coyleravane
@Coyleravane 5 күн бұрын
@btCharlie_ 25mm grid may make welding drones usable in tighter spaces, which may help.
@vin5316
@vin5316 6 күн бұрын
All my god your build vision idea sounds like remote network access and to have it work through the engineers arm data pad sounds awesome
@Splitsie
@Splitsie 5 күн бұрын
It would be so good if we saw something like that implemented :)
@justwords3882
@justwords3882 6 күн бұрын
Hope physical water will be in SE2, my imagination goes wild with ideas to build and destroy.
@Splitsie
@Splitsie 6 күн бұрын
Me too
@Fanrak-2700
@Fanrak-2700 6 күн бұрын
I want to build a dam with a floodgate and waterturbines for electricity😊.... And No other ulterior motives
@chakatfirepaw
@chakatfirepaw 6 күн бұрын
@@Fanrak-2700 Really? Then what's that bust of Barnes Wallis doing on your shelf?
@Fanrak-2700
@Fanrak-2700 6 күн бұрын
@chakatfirepaw uh... Decoration..😅
@andersiversen230
@andersiversen230 6 күн бұрын
Welders and grinders would be cool if they had an adjustable (to a extent) splash area so that you could weld multiple small grids at once or turn down the power on the welder so you can weld one at a time
@Splitsie
@Splitsie 5 күн бұрын
Yeah, some sort of modifier would be a good way to handle it, maybe the better welders get more range as well
@AegirBuildsAndBeats
@AegirBuildsAndBeats 5 күн бұрын
I'm with you on all these points, but the UI for the paint gun being for all tools. I'd be happy with it just being for the paint gun or a toggleable option. I also really love your idea for incorporating Build Vision as a tool.
@Splitsie
@Splitsie 5 күн бұрын
In my head I was thinking toggleable like the current crosshair is, but with a keybind instead of something in the menu :)
@AegirBuildsAndBeats
@AegirBuildsAndBeats 5 күн бұрын
@@Splitsie That sounds perfect, fellow Dadgineer.
@Zorgus
@Zorgus 6 күн бұрын
You really summed it up perfectly at the end there! Space Engineers grew a lot from the simple ship-building sandbox it was in the beginning, so everything I hope for in Space Engineers 2 is basically what we have now, but built into the engine right from the beginning & optimized. Oh... and a better inventory view ;D
@Splitsie
@Splitsie 5 күн бұрын
lol Yeah, I really hope they've got someone smart working on the UX/UI side of things :)
@diazinth
@diazinth 6 күн бұрын
Build states being component based would be cool: So the initial plate/girders etc will only give you the frame, pipes will give you the tubing, computers will give you electronics, and the final plates will give you coverings etc. Hopefully they are able to do that in a computation friendly way (the hard part I guess). Everything will break when all us derpy players get our hands on it, and I will be here for it and be patient with them as long as I see progress. :)
@ncg8259
@ncg8259 5 сағат бұрын
SE1 already supports this, they have just not set up any blocks to behave this way. It could be easier, as SEUT only provides 3 build stages by default, but there isn't a limit in the game engine
@breytac
@breytac 5 күн бұрын
I'm looking forward to see what master builders do with the 25cm grid system. The amount of detail they already put into ships is already amazing.
@ALPHABARLOG
@ALPHABARLOG 6 күн бұрын
It took them 11 years to finally give us CTRL+Z button!
@Splitsie
@Splitsie 5 күн бұрын
lol True and I'll be very happy to use it :)
@jowi_
@jowi_ 6 күн бұрын
what i'm somehow very excited for is that it seems that we will be able to change between m/s and km/h on the speedometer, a small change, but km/h feels more intuitive, to me atleast
@Splitsie
@Splitsie 6 күн бұрын
Yeah it used to be that way in the original too, was handy for rovers
@B3zzkha
@B3zzkha 6 күн бұрын
m/s for spacesuit, wind turban and km/h for every rover, ship and so on.
@Deetsdnb
@Deetsdnb 6 күн бұрын
Also miles per hour for people that are used to imperial units (mainly Americans and British and other countries)
@JamesAlexanderMartin
@JamesAlexanderMartin 6 күн бұрын
Marek was saying in one of the livestreams that he wants building in survival to be more like creative. That combined with the fact that welding tiny blocks would be pretty tedious makes me think that you might be using an assembler to produce blocks that go into an inventory then get placed. Though I guess we'll have to wait and see! I'd be happy if armour blocks were just placable and you had to weld up functional blocks, I think that would be a nice medium, speed up design and iteration while still having the labour element of construction. I'm also really hoping they institute alternative building materials with different performance characteristics like aluminium instead of just skins. I remember back in the day when everyone was petitioning for block groups in menus, what you've described is what we wanted at the time but in typical keen fashion, they instituted a system that almost, but not quite, entirely missed the point. Still very useful but not what we were asking for. But as we've seen, even when they miss the mark on the little things, they still make a great game so I'm really looking forward to SE2!
@waterscripts
@waterscripts 6 күн бұрын
perhaps small blocks could be already fully built, but larger ones have to be welded.
@notTheDutchBoy
@notTheDutchBoy 6 күн бұрын
​@waterscripts i think that is the most intuitive solution for me atleast
@Yull-Rete
@Yull-Rete 6 күн бұрын
It would be nice if there were blocks with different visual properties too. The two that most strike me as useful would be a "decal" material that doesn't form block edges with other bocks, so you can have a digital camo, or racing strip that looks painted-on rather than having the groove breaking up the outline. And also, a translucent "frosted glass" material for softer lighting solutions.
@Splitsie
@Splitsie 5 күн бұрын
It needn't be that the assembler makes blocks, you could I guess place a block by using one or more of the steel plate in your inventory. I think it would be tragic if we lost the build stages we have from SE1 as they are so useful for decoration and such a good way of connecting the player to the build. So many other games have the magical placement and for me it means I really struggle to care about what I'm building when it all just turns up magically, plus it diminishes the drive to make welding apparatus and that's always an engineering challenge
@JamesAlexanderMartin
@JamesAlexanderMartin 5 күн бұрын
@@Splitsie @Splitsie yeah, I do agree with you. I've played dual universe and skywanderers or whatever it's called these days as well and I know what you mean. But then there is also a level of frustration that comes with trying to picture the outline and shape of a ship when it is all framework then building it up only to tear it down. That's why I think it might be a happy medium to have to weld up anything else and just place armour blocks. You build up the shell quickly but then have to fit it out and weld up doors, programmable blocks, flight seats, lockers conveyors, cargo, thrusters, tanks etc etc. I do actually think you would still feel that same connection, fitting it out. Minus a bit of frustration. But anyway, speculation! I guess a solution that would be just as viable is having the welder have a second function that is an area weld.
@anumeon
@anumeon 6 күн бұрын
Just imagine all the havoc that Capac can cause with the new damage models... :D
@ranow3389
@ranow3389 6 күн бұрын
I'm more curious about what sort of shenanigans Splitsie will do to invoke our Lord Clang.
@Splitsie
@Splitsie 6 күн бұрын
All of the shenanigans :P
@Oozywolf
@Oozywolf 6 күн бұрын
My biggest hope is some UI and control updates. Really excited to see this game develop!
@NathanGibbs3
@NathanGibbs3 6 күн бұрын
Absolutely love that this is based on released fact vs. speculation. Hoping some of the improvements find their way into the SE1 codebase as well. Like you said, we will probably be playing SE1 for a while still.
@BrandonBarnwell
@BrandonBarnwell 6 күн бұрын
"we havent had any suggestion that they will add blueprint folders etc". actually theyve pretty much confirmed outright that the next update in SE1 will be adding things like folders and other minor tweaks that have big impact like that, that guy xoilol (however its spelt) talked about it in one of his latest streams, like 3 days ago
@Splitsie
@Splitsie 6 күн бұрын
Cool, I hope that ends up being a thing :)
@BrandonBarnwell
@BrandonBarnwell 6 күн бұрын
@@Splitsie yeah, it should have been a thing years ago. it gets so confusing trying to find the final version of a blueprint, especially since they dont even show in order or list date of creation. Especailly with my naming schemes "ship name wip v2 (final version_001) vanilla survival variant (with missiles) prototech version 2024_003"
@weasleywells
@weasleywells 5 күн бұрын
You can already make a folder for blueprints, just not an option in the game and you have to navigate to the actual folder to create one. Bit clunky and makes no sense why they haven't implemented it into the game as the code for supporting folders is there already.
@Sucralose2
@Sucralose2 6 күн бұрын
the small conveyor on large grids just to get air pressure is so true, I've thought about that *specifically* before also yes less menus, more folders !!
@christianhutton8776
@christianhutton8776 3 күн бұрын
Something I would love is a ai tiny drone that will go around and weld small blocks. Maybe it would be like a normal ship maybe like 1 block that can fly around but I will be happy with both.
@boruta1034
@boruta1034 6 күн бұрын
Besides water, I'd really love to see actual aerodynamics in the game. Come on, if we have planets, then we should be able to make proper planes as well. And it's been added by modders years ago.
@Splitsie
@Splitsie 5 күн бұрын
It'd be nice to get some firm confirmation about that, just so we know which way they're hoping to go with it when we see some planets. It's a big question I have too :D
@eduardoflores3453
@eduardoflores3453 6 күн бұрын
Something I would love to see in the new grid sistem is the combination of blocks that are way better in a grid type without subgrids, small antenas have very decent range for a fraction of the cost and even a large grid compact antena is to large for some ships, making probe like small grids with big ore detectors to use like missiles and using the much more compact small grid turrets on some battle ships so there are less unnatural towers on the main hull of a ship just for some light anti fighter turrets.
@Splitsie
@Splitsie 5 күн бұрын
With it all being one grid size, they can now more justifiably limit the tiny ones in more interesting ways, since if you've got the room, you can technically attach any size you like - hopefully they take advantage of it to create unique use cases for each option
@musicduck4538
@musicduck4538 6 күн бұрын
Something I realy hope to see for survival, (yes I know, it's mainly creative at first), is when we want to place a larger number of blocks we can just drag out the number of blocks we want to have like how we do it in creative, and then the amount of blocks we place, (in it's first build state), subtracts the amount of steel plates of what we have in our inventory, so we don't have to place them one at a time. Assuming they continue with the same ore, component, block system like we have in SE1. And if we then have different welder tiers where the higher the welder tier is the bigger the welding area becomes, then that takes care of it taking longer to weld them up.
@Splitsie
@Splitsie 5 күн бұрын
Yeah, things like that for the small blocks especially. With the larger ones it'll run into that awkward thing of placement range limitations, but it's also never been as big an issue for me with building large grid in survival
@radiationzone5821
@radiationzone5821 6 күн бұрын
An idea I had while you were talking about welding those tiny blocks... I think one of best ideas would be making the welder have 3 different modes: Ex fine tip Welding, standard tip, and Coarse tip Welding. This could also be applied to grinding too. This would allow us to still have tiny "unwelded" blocks. The fine tip would be for welding the tiny blocks and the coarse would be a giant area (that would be equivalent to a large grid block or something). thanks for reading
@UrbanAshke
@UrbanAshke 2 күн бұрын
While this isn't a comment on what you have mentioned, or anything that's been shown so far, one thing I would love to see in Space Engineers 2 is deployable assets. I believe this would open a whole new element to the game from several different standpoints. - Decoration: Rather than having chairs, tables, kitchens, etc fixed in part of a grid which is placed as a solid block, why not have them free placeable which then 'lock' to the nearest grid once placed, until picked up again. (Though if they could remain unlocked it would be cool to have them float in zero-g ships when power goes out, though I imagine that might be too resource intense / unnecessary) - Combat: Deployable barricades could be used to defend your ship / base, mounted weaponry / turrets, deployable explosives when assaulting, hacking devices of varying tiers which are placed on blocks to hack them rather than grinding and rebuilding. -Practicality: I love having planet side bases, but I hate having to run large grid everywhere just to have lighting, or ladders. Imagine being able to place a construction lamp, or a ladder, beacons, a deployable mining device. These could be powered directly with rechargable power cells or even deployable generators or small solar panels placed nearby (Perhaps a crude wiring/linking system.). I feel it would be a great way for Keen Software to also have more asset based content released through DLC to support their work in the future.
@sheaross3124
@sheaross3124 5 күн бұрын
Splitsie my friend, there's one thing that I haven't heard anyone talking about and I personally am super excited at the possibility for. and that is dynamic voxel, imagine being able to create an actual bulldozer that works in the way you would expect or an excavator likewise. being able to build dump trucks to move material And create earthworks In addition to the existing build style, even To the extent of creating graders to make roads for example. The idea that tunnels created in gravity could collapse if not properly reinforced sounds exactly like that special kind of difficult that I know you love from the game, And moreover the idea of (Potentially pressurized) subterranean aquifers interacting with that system simultaneously enthuses and terrifies me... It's all fun and games until you're mining operation breaches a stone wall holding back 100,000 tons of water pressure XD Let me know what you think. and if you like it spread the idea around, it might not be easy to implement but it would certainly be Awesome even if just a framework for modding.
@Splitsie
@Splitsie 5 күн бұрын
They haven't shown anything to suggest that voxels will behave differently to what we're used to. I'd go nuts over a game with dynamic voxels like that, but I haven't even seen anything that really tries at any scale - except for maybe technically Teardown
@mastermatte09
@mastermatte09 3 күн бұрын
thinking about the first versions of SE and what we have now is just fantastic... seeing this footage just after 10yrs from the launch of SE is mindblowing
@tarab9081
@tarab9081 6 күн бұрын
In the Concordia Research Station trailer when we get the engineers pov building the door the hud has familiar energy/o2/h2/health status bars so it looks like at least some of the SE survival mechanics are planned. I am super excited about how smooth and simple and powerful the new building system looks though.
@octavius32a64
@octavius32a64 6 күн бұрын
Give me organisation or give me death ! :) Cautiously excited about this great to hear your excitement about it too!
@timothyloveridge4051
@timothyloveridge4051 5 күн бұрын
Something i would love to see, if you could set a projector to a mirror mode, that way you could mirror your build in survival
@Splitsie
@Splitsie 5 күн бұрын
Same, that would make symmetrical stuff in survival so much better. Still gotta build the thing but at least you only place half as many blocks
@LexieAssassin
@LexieAssassin 5 күн бұрын
Few things I'd like to see: 1. Increase the block limit by tons! I had a heavily modded lunar save with a big base, multiple drilling platforms, and I'd started to build a ship in space. Probably had around 3-6 months from start to end put into it. …and then the block count went too high and would crash the game upon trying to load the save. I completely dropped SE after that, and I haven't played it in years now. 2. AI space engineers, with friendly ones you can give tasks! As a single player, this would help make the world feel much more alive and lived in! 3. Fluid physics.
@Splitsie
@Splitsie 5 күн бұрын
SE was a weird mix of 32bit and 64bit from what I understand, so at least that aspect of it should allow for more blocks and physics shapes than the original. I also assume that we'll be able to have a lot more if they made it at a 25cm cube scale because that immediately adds a LOT to the game
@ClangandChiill
@ClangandChiill 6 күн бұрын
I think they set up the lore perfectly. Seems like The Bering Project left before jump drives, which explains why they have SE technology, but the time jump allows them to arrive slightly before or after the now current age engineers also arrive who bring with them new tech developed in the 10k year gap. It perfectly explains the usage of everything we know from SE while still giving them creative freedom to create any new tech they want. For example the tedium of excessive small block welding can be rectified by the use of micro bots capable flying from your suit into into blueprint scaffolding and turning into the structure/ship you've built. Perhaps instead of creating different components we will instead create different classes of microbots that work in a similar function. Just an idea, but surely 10k down the line we wouldn't still be using hand tools would we?
@5kellDarkes
@5kellDarkes 6 күн бұрын
I'm just glad that Marek confirmed on Twitter/X that the overpowered laser shown on the video is a creative debugging tool, was worried they were going to have it as a weapon. The unspoken part of calling something a creative tool is that it suggests the existance of something other than creatjve exists so I am jopeful for an early Survival mode.
@Splitsie
@Splitsie 6 күн бұрын
Yeah, I just assumed that was a creative mode thing. I'm not sure exactly where I got this impression but I always thought Marek was quite anti energy weapons
@SuperfluousUser1781
@SuperfluousUser1781 6 күн бұрын
You never disappoint Spitsie. Another educational video by a man with an accent which we all know, makes you sound smarter! Love the idea of a better way to organize BP’s and systems within a grid.
@Splitsie
@Splitsie 5 күн бұрын
An Australian accent makes you sound smarter? Maybe I need to start talking more like the late great Steve Irwin :D
@lightlegion_
@lightlegion_ 4 күн бұрын
Your work really stands out!
@SteffDev
@SteffDev 6 күн бұрын
I have high hopes for the new game! Even though it's probably going to start off like the first one, but if we give it time, and support, which the Developers have more than enough earned, it can turn into something beautiful.
@tackytrooper
@tackytrooper 5 күн бұрын
At the very minimum on day 1 of release we should still be able to rig up some very pretty shells for ships, lol.
@leopardspheel3638
@leopardspheel3638 5 күн бұрын
I have never been as excited for a game as I am for SE2. I am SO excited
@R.P.G.
@R.P.G. 6 күн бұрын
Shoo I can not wait for this! I'm excited to see what it will become. I bet Capac can't wait to die in SE2 lol.
@B3zzkha
@B3zzkha 6 күн бұрын
Bet he is the first one to die :D Also excited to see how this game will blow up. Bet i also will need new pc for this game xD
@R.P.G.
@R.P.G. 6 күн бұрын
@B3zzkha no doubt 😂
@icingdeath1295
@icingdeath1295 5 күн бұрын
What I want to see and was not mentioned in the video is the ability to blueprint with sub grids. I feel that a lot of the cool stuff in the game (like elevators, automated rill rigs, extending land gear etc) require sub grids and they take a lot of time to tweak and fine tune and you don't have the option to take that tweaking into another save or share it with the world.
@Splitsie
@Splitsie 4 күн бұрын
Yeah, I hope they implement that this time around as being able to print off a replacement drill setup would be delightful :)
@christopherpoet458
@christopherpoet458 5 күн бұрын
My Hopes for SE2: Automation Improvements and Options With the new grid system coming and so many other changes, I think what we really need is easier access to being able to automate things. Drones are cool. but not always the most efficient. Building blueprint production lines is probably something that will be more of a standard just as it is currently often something we currently go for in SE1. I would like to see SE2 either offer ways to make these production systems better, improve performance, etc. My absolute two most favorite mods of SE1 are the Static Drills and the Build/Repair system. The people who came up with both those mods had good ideas in mind. Automating tasks that tend to be more boring to the average player. I think it may also become quite normal for us to standardize most of our "ship designs" in single player creative worlds and then import blueprints of the final products into survival. I stopped designing vehicles in survival a long time ago. Its wasteful on resources and time.
@Nathan_Higgens
@Nathan_Higgens 4 күн бұрын
I have yet to see anyone mention that in the trailer, you can see where the smaller grid blocks were placed to make the doorway, creating a seam where the new smaller grid size meets the larger one. It's not a massive feature, but that will go a long way in making things feel like they've been properly constructed and painstakingly put together when you can see all the little weld seams and connections
@Splitsie
@Splitsie 4 күн бұрын
That's interesting, I'm not sure how I feel about those bits. On the one hand it gives us a way to make some lines in the armour of our own choosing, but on the other hand it discourages using mixed block sizes on a single surface - well spotted
@rohenthar8449
@rohenthar8449 6 күн бұрын
You know, what I wish to see are proper battleships and proper exploration ships with all their functions, abilities, drawbacks and interiors (like sample analysis, research or perk unlocking), since now its a crazy gun feast where we see a massive guns in space. Also I hope that they finally solve armor and guide/tracing problems. Also I would be very happy if they would give us a bit better avatar (engineer) customization options and include technology branches (can be only as a skin) lie cybernetic or organic. But as I already pointed, what is the most important are quality of life improvements; like armor problems/penetration/ricochets, turret tracing problems, no guided missiles, no compass, no info how much fuel is left in reactors or even if the landing gear/door are open or not without additional or external scripts. Im positive about SE 2, but I also wish that they will expand this game a lot.
@terra_novae5995
@terra_novae5995 3 сағат бұрын
In the book Children of Ruin they run into sentient squid (practically) I love the idea of making a game run where you play a liquid locked species, with ships that require water tanks to live in. Really hope the fluid simulation system allows for something like that, but I expect it would be more limited to static blocks.
@kholdanstaalstorm6881
@kholdanstaalstorm6881 6 күн бұрын
My biggest concern with SE2 is what kind of beast rig you need for stable operation. Maybe they could hint at what's their estimated high, mid - or low-level rig to give us an indication of what we should aim for in our next rig build. I'm certain I need to get a new build, but what should that be? Ray tracing is a given, but what else? Will a chipset or manufacturer be favored, or will they manage to let any new gaming rig handle the game?
@PaulaXism
@PaulaXism 6 күн бұрын
That's what I need to know.. Will my 10 core 20 thread (3.4g)Xeon, 256g ram with a 1080 handle it. I can't afford more grunt than that.. 1080 is fine for me.
@Splitsie
@Splitsie 5 күн бұрын
Hopefully we'll get a little bit of info about that next week
@BeanoNoir
@BeanoNoir 6 күн бұрын
For those who think in chassis, the 25cm will be very helpful as well. For those who chase the ultralight dream, and no longer have to consciously set aside that bit about their flying creation somehow flying at 65 tons.
@DonnaPinciot
@DonnaPinciot 6 күн бұрын
I think all they need to do to make welding more enjoyable and intuitive, especially with tinier blocks, is to add a single mode to hand welders: Spherical. Instead of just a raycast where you're looking where it's frustrating to aim exactly where you want and things get in the way all the time and you keep hitting the wrong blocks, toggle a mode on the welder to switch it to a sphere in front of it. Maybe it has less range or something, and it's _definitely_ not as powerful as a grid welder, but it would help you get those nooks and crannies without tearing the thing apart to reach them. Grid welders still have the advantage of having a much faster work speed, bigger range, and ability to be connected to the conveyor system for parts. Combined with that projected circle, but as a sphere intersecting surfaces? Yes please?
@Stoney3K
@Stoney3K 6 күн бұрын
On the other hand, it would give players much more incentive to use grid welders and build welding/grinding ships.
@nickbuss3834
@nickbuss3834 6 күн бұрын
Earlier this year I got a copy of Emperion Galactic Survival, and one of the really nice features in that is that each face of a block can be independently coloured and textured. Really hope that SE2 has this.
@Splitsie
@Splitsie 6 күн бұрын
From what they showed of the painting in the video it seems unlikely, but at least at a 25cm grid size it'll be easy to compensate for it in a lot of cases - especially if we get the equivalent of the current armour plates
@alejxander2204
@alejxander2204 6 күн бұрын
For welding I think anything smaller then the current block size should get an area of affect so you don't have to spend as long welding every piece individually but anything from the current block size and up would not have the area of effect so that you still keep the space engineers one block at a time but it's also not a pain to weld up all those small blocks at least that's what I hope for
@Splitsie
@Splitsie 5 күн бұрын
Yeah, I just hope we do get some sort of welding, if it's all just creative mode style placement I'll be quite sad
@baronvonschnellenstein2811
@baronvonschnellenstein2811 6 күн бұрын
Yes, @Splitsie - I (probably like most of the other viewers) found myself nodding in agreement to pretty much all the thoughts you've shared. :) - On top of the unified build grid, I really like what they've shown around options for placing a line or even a plane of blocks in one go, along with the improvements to blueprinting. - Hopefully the fluids feature will make the initial release of SE2. The water mods people have made for current SE are a good compromise, but I feel that the Keen developed fluids would be an ideal "finishing touch" to all the other terrain improvements they've shown for VRage3 to date. It would add another dimension to the gameplay. - You might have said this in other words, but I'd love to see blocks that have been 100% repaired _look_ slightly imperfect: - e.g. weld seams and perhaps scuffed paint on repaired armour blocks, then if you want the block to look pristine again, a quick right-click with the grinder, or a second, quick burst with the welder to bring the block to looking brand-new.
@Splitsie
@Splitsie 5 күн бұрын
I really like the system in Icarus for damage as it's just like you describe, do the basic repair and it keeps the damage decals, do another repair on top of that and you get it refreshed. Would be cool to see in SE, but it also feels like the sort of thing Keen wouldn't be all that likely to implement despite the cool factor
@FritiFirecaster
@FritiFirecaster 6 күн бұрын
EDIT: Not as exciting as I'd hoped. It was pointed out to me it's 310 m/s and 1116 km/h, which is the same - a detail I hadn't noticed. Thank you @TheFinalEvent97 Speed: You noted the 310 speed (@0:45 of SE2 reveal Concordia Research video), but elsewhere in the video the same bar seems to indicate 1113 (@0:56 of SE2 reveal Concordia Research video) as the max speed in the UI. Speculation/thoughts: Not sure if that's just an artifact, if they're playing with different speed limits, or perhaps we are looking at a grid-size speed limit (It /could/ be interesting if anything with large-grid blocks/mass is capped at lower speed, and the smaller you go the smaller your cap-penalty is. Perhaps speed limit defined by grid complexity? Or dynamic speed based on server capability/load?) or perhaps a suit upgrade system determining top speed. Or perhaps some local effect (in gravity, space, etc?) Might just be an editing of video issue between different versions of code/UI's. Hard to say without additional data at this stage exactly what they're doing, but a tiered speed limit system has interesting implications.
@TheFinalEvent97
@TheFinalEvent97 5 күн бұрын
That 2nd speed is in kph, it's the same top speed 310 m/s = 1116kph :)
@FritiFirecaster
@FritiFirecaster 5 күн бұрын
@@TheFinalEvent97 Good catch! I'm at work so had missed that detail. Updated my comment and credited you with the correction. :)
@Splitsie
@Splitsie 5 күн бұрын
300m/s is still a big improvement on what we had and for me at least, is going to lead to a lot of crashing :P
@iverhyttebakk9717
@iverhyttebakk9717 6 күн бұрын
2:14 the antenna on that miner appears to be 25x25 block. which looks really good for 25 cm grid drones
@hell_march6652
@hell_march6652 6 күн бұрын
Block Variety is the biggest change I would love to see. This would certainly go along very well with the new unified grid system giving even more opportunity for detailed builds.1x3 and 1x4 blocks would help smooth out designs and could give more of a natural flow iin designs. Medium Armor blocks would be great. Light armor tends to be too flimsy for combat and heavy armor tends to be... well... heavy, and resource intensive. There is a HUGE gap between armor types and this has never been adressed. Lastyly Will we get 1 meter or 1.25 meter blocks. I know I am not the only person that has ever wanted this. As it stands now you can either build a really large small grid or a really small large grid.
@randomanimator6289
@randomanimator6289 6 күн бұрын
Being able to design our own furniture is gonna be SO cool
@wabniky
@wabniky 6 күн бұрын
I agree that the dot for where you're using the paint gun should be applied to all of the tools, it would be useful to see when I'm grinding down a small ship I want to keep and accidentally get the wrong block and break the grid
@ec-norsemanzero-drake7031
@ec-norsemanzero-drake7031 6 күн бұрын
I would say a ramped welding speed, 25cm block seems welded instant, next size up is slightly faster, with the next size faster yet and so on for the welding. My hope was to be able to paint one side of a 25cm block so that the we can be even more diverse. Excited about the paint tool. For building I am looking forward to this, just hope they start with SE blocks and tools, with the SE2 add more things as a new age.
@ryderlynch2281
@ryderlynch2281 6 күн бұрын
I'm hoping to see more functional blocks with animations, i.e. an assembler with moving parts as it assembles components. Not to mention I wouldn't mind see functional blocks with sub-components. Imagine racing to a sparking panel, opening it, and being able to pull shorted out circuit boards from inside it, replacing them with fresh ones to repair the block. And decorative blocks that allowed us to create more detailed rooms instead of the plain armor blocks. You could have a "block" that was a floor and ceiling piece at the bottom and top of the collision box along side a separate couple of "blocks" that had only a floor or only a ceiling. I like the idea of Build vision being on the Engineer's forearm tablet, but what about a locker block that the Engineer could use to remove their suit altogether while on a planet or in a pressurized environment, leaving the Engineer in short sleeves or a jacket while we explore. Maybe even blocks with dual functionality, i.e. a toilet that acts as a seat and has an operable door without us having to build a separate door block. I have a feeling that we'll all have things we really wish Keen would add to the game. Anyway, I look forward to see what you and others end up building.
@Jay-fy4zy
@Jay-fy4zy 6 күн бұрын
"you gotta take hope with a grain of salt, especially when you're paying money for it" 👍 Not only hope but expectations.
@Splitsie
@Splitsie 6 күн бұрын
Yup, agreed 👍
@TubeTAG
@TubeTAG 3 күн бұрын
Giving the hand weld a "area" or "point" option by itself would probably solve the "welding up every teeny tiny" block problem. Same with the grinder.
@override367
@override367 5 күн бұрын
what I'd like to see as someone whos tried to bring friends into space engineers is it would be nice if it was easier in survival to build your first ship, car, whatever, maybe a "prefabs" tab that is already populated with a few modular sections for basic ships. The ability to select "basic ship frame" and just pop it out without having to use third party stuff would be nice
@Splitsie
@Splitsie 5 күн бұрын
That's an interesting concept, in a way it's not too different to what I've always tried to do with my tutorials - provide the basic framework to help players understand what they're doing so they can go out and build their own in their own way
@caegonkilpatrick8499
@caegonkilpatrick8499 6 күн бұрын
The last part of the video felt so haert warming
@Mad_Hat_was_taken
@Mad_Hat_was_taken 5 күн бұрын
@6:00 Hand tools should get a welding/grinding radius from their target point, similar to current block tools. Also like the range/reach of current hand tools, that radius should upgrade with the tier. Though there should definitely be a togglable precision mode that ONLY affects the targeted block, like the paint gun mod has.
@BillWiltfong
@BillWiltfong 6 күн бұрын
The "If it has an antenna on the grid" proposal for your tablet tool idea sounds good, but limited and lightweight connections needs to be possible. Something like a wifi router antenna that wouldn't connect further out than the other end of your huge ship. Like, you get to choose to put a control panel on the grid, or a router antenna so you can use your tablet to access the grid.
@Splitsie
@Splitsie 5 күн бұрын
If we have antenna blocks at the 25cm grid size, then perhaps that block will be lightweight enough to slap down as one of your first things when building something new, or build connected to your main grid and use its antenna connection :)
@snake61388
@snake61388 6 күн бұрын
I know it's only in speculation, but I do hope that the new physics engine will not require a gyro for ship control. Allow us to fly ships with just thrusters please. I mean it's kind of in the original game already when using the flight alt controls
@Sanguine_Vulpes
@Sanguine_Vulpes 5 күн бұрын
11:51 the speed is also shown to possibly be 1116 during the block destruction demonstration and the blueprint snapping.
@TheFinalEvent97
@TheFinalEvent97 5 күн бұрын
That's the same speed shown in both, 310 m/s = 1116kph :)
@Splitsie
@Splitsie 5 күн бұрын
What Tiffany said :D
@kinngrimm
@kinngrimm 5 күн бұрын
6:00 Big fan of "nano build & repair system" mod. Aslong the server owners take some time to configure it properly, have the latest version installed(because there are several now that seemingly are diverging from each other) it gives you still the feeling of acomplishment when building stuff yourself, while slowly in the background the placed blocks are wellded up. One of the biggest concerns with this and other mods as well with the base game in multiplayer was lag, desync and rubber banding. There are tools around there for server owners to have a grip on this, but i would prefer some better optimization from the base game and built in tools that would allow for more stable development of mods, too.
@skurtlil1104
@skurtlil1104 6 күн бұрын
block welding merge. make the blocks connect to eachother in certain ways like 2x2 2x2x2 or so on. the ability to make a build both less complexed but also give us the freedom to use diffrent shapes
@thomasdevree
@thomasdevree 6 күн бұрын
love the video, cant wait for SE2 1 thing, i noticed this in the last video as well, but when you are talking there seems to be a bit of static, its not loud but noticeable.
@skrya1248
@skrya1248 4 күн бұрын
Welding should have a toggle to weld a single block or weld an area (like grid welders do). It's a paint to weld small ships and repair them when something is broken inside.
@dralord1307
@dralord1307 6 күн бұрын
I think the new block system is a double edged sword. It will make some things considerably easier, since you wont need to workarounds the way in Space Engineers 1. BUT it also means designing a single ship can take MUCH longer. Since you have essentially infinite options now.
@aron501
@aron501 5 күн бұрын
I agree with all the points you brought up. I also really hope that they make the physics be more accurate as well. I find is strange that ore goes through a refinery and comes out weighing less. Where did the mass go? Why not just make gravel be a by-product of all ores? When I construct a hydro engine why does it weigh more than the components put in to it? Why does one liter of ice weigh 2.7 kg??? These things are not a deal breaker for me and have little impact on what makes it fun. I love this game regardless and I'm really excited for #2, but one can hope.
@Splitsie
@Splitsie 5 күн бұрын
Those sorts of things have always been less of a concern for me than having them do something about phantom forces, since that's the sort of physics that impacts my gameplay, I always see the other things as just arbitrary anyway. It does make me wonder if they'll have planned around those issues though as the stuff you brought up would be pretty simple to control for if you have the whole game planned out at the beginning and not having things added over the course of a decade
@user-xsn5ozskwg
@user-xsn5ozskwg 6 күн бұрын
I noted the lack of survival mechanics too, but between the survival blocks like the refinery and the fact that the player HUD had O2, health, power, and H2 I think it's safe to say it's planned to return, at least. My hope is that they plan to show it off once its in a state they want and its planned with the initial release, but right now my expectations are tempered and I'm prepared for Keen to mirror the original's development (market it a shipbuilding sandbox, slowly introduce survival mechanics). It'd be a way for them to get money for continued development early on and given DLC might be a bit of a challenge with how granular the new build system is I'm sure they have thoughts on how to continue making money on the game after initial sales. My hope with welding is they'll have neighbouring blocks all have a collective pool you weld up. If you target one 25cm block it would also give details on all other blocks in a 3x3x3 or even 5x5x5 cube, and allow you to weld them without moving. It'd be more engineer-like if this only extended to blocks of the same category (so you could weld a patch of armour since its structural, but functional components like thrusters must be welded separately), though I could just as easily see them simply expanding the effective range of the personal welder.
@Splitsie
@Splitsie 5 күн бұрын
Yeah I'd agree, it does appear planned at least, which is good as I struggle to entertain myself in creative mode for very long :D
@Dezkoi
@Dezkoi 4 күн бұрын
we do have the small grid atmos thrusters that are a standard 1x1 block small grid, my guess is things will scale similarly with systems/production. Where there would be normal variants, endgame variants, then compact but less efficient variants. Which have been added via dlc in SE1. Think small grid kitchen vs large grid interior block variant, with the difference of being a compact option of the small grid kitchen basically that is not small grid bound as in SE1.
@Paladinleeds
@Paladinleeds 6 күн бұрын
Something I'd love to see is those pipes you had in Survival Maybe/Unlikely, the modded ones. Imagine those being only able to pass through gases and water. No items. Those would be so nice to use I feel, for say like you mentioned, about pressurising a room. Oh, and one other thing I'd love to see added. Support for things like HOTAS, wheel and pedal sets, etc. Give us more customisable control options. Like imagine being able to use an IRL say... truck sim control scheme, to control say a crane or whatever.
@Splitsie
@Splitsie 5 күн бұрын
I haven't seen many people talk about other control schemes, but yeah, better support for analogue inputs would be great, especially if we get any sort of aerodynamics
@Paladinleeds
@Paladinleeds 5 күн бұрын
@Splitsie for sure. I'm planning on building a full custom space/flight setup, which would result in me being able to go all out with hundreds of buttons, dials, faders, etc, as well as dual sticks, throttle, yoke, and rudder pedals. Even better would be if we could get force feedback support (especially for when driving rovers as they have force feedback wheels already)
@Colt_RazorVolt
@Colt_RazorVolt 6 күн бұрын
im keeping my money high in steam just for this game when it first releases. i am INSTANTLY buying this game when i hear its out and i will check every day. i didnt get to experience the beta days of the original space engineers and id like to be a future veteran of the new version of space engineers
@evablouseblanche112
@evablouseblanche112 6 күн бұрын
I agree with you on a lot of points. a few things I'd like to note : this new 300m/s speed is good news, though wildly incompatible with the major hope I had that they would revamp space travel to include orbital mechanics (think KSP). they showed off moving planets once and I was extremely hopefull but, alas. HOPEFULLY it's "easily" moddable. another thing is that the refineries and assemblers don't seem functionally different from those of the base game, I was hoping for another look at the gameplay loop because in the original game its a very unfun grind, and I'm not looking forward to just more of it. on more positive notes, the destruction physics look fantastic, the graphics of course, and what they had previously shown off with water and planet generation makes me hopefull that we'll have nicer toys and backdrops.
@fredpryde8555
@fredpryde8555 6 күн бұрын
this is going to be amazing some incredible builds will come out of these changes i am a bit worried about perfomance issues there is a lot detail in this video
@Splitsie
@Splitsie 6 күн бұрын
It'll be interesting to see how it looks on low settings, no raytracing etc to get an idea of how it might end up looking for those on older hardware
@metalWarriorCZ
@metalWarriorCZ 6 күн бұрын
BTW you can remote control grids through the antenna. it's just navigating through several menu options
@Splitsie
@Splitsie 6 күн бұрын
Yup, I want a tool that lets me skip all those steps, which is why I play with the build vision mod :)
@diazinth
@diazinth 6 күн бұрын
@@Splitsie yeah, for real world capability, you could send an ID and request through a simple signal receiver interface, and have the thing you're looking at send a signal to whatever computer is controlling it to send said controls for it to your pda or whatever. Just in case arguments for real world capability with it is ever relevant, mr spokesperson for your community. :P
@tocks3607
@tocks3607 6 күн бұрын
I'm actually wondering, whether there will be any kind of mechanical blocks at the start of early access. I don't remember seeing any wheels/pistons/rotors/etc in any trailers so far. I vaguely remember a vrage3 teaser about more clang resistent mechanical blocks, but that was ages ago and nothing since then as far as I remember.
@cybersteel8
@cybersteel8 6 күн бұрын
All the updates to SE over the years have improved the original game so far beyond where it originally was, especially now with NPCs and drones and everything added to the game. I hope SE2 doesn't retract any of that progress, especially with all the content that SE has right now. I don't know how they'll market the paid content for SE inside SE2, maybe it'll all be included for free, but I do worry that there will be some compromises and things we'll lose going to SE2 and we won't be happy to lose them.
@sethproaps8899
@sethproaps8899 3 сағат бұрын
I'd love to see some fluid pipes, as well as the return of the willis duct. Its unironically a gamechanging piece.
@Dinkleberg96
@Dinkleberg96 6 күн бұрын
I think welding in survival may be dynamic. U select where to build (with that border thingy) and then the game calculates how many stell plates are in there and u look at the creation and it may take 375 stell plates and take 10 mins to weld and when there’s only 10 steel plates it would take like 20 seconds. I think a block now it’s how many tinny blocks u decide to build
@daddy0798
@daddy0798 6 күн бұрын
I would really love a story line somehow to where we go from nothing to an end goal of epic proportion 😊
@Splitsie
@Splitsie 6 күн бұрын
I'd certainly like something on that front eventually, or at least a more integrated progression through the blocks available that utilises the finding of resources and other things to be the gateway so it's more than just finding cobalt
EARLY ACCESS + MORE!? - Space Engineers 2 Revealed!
16:03
Zer0's Legion
Рет қаралды 56 М.
Space Engineers 2 - Thoughts and Concerns
20:25
Kanajashi
Рет қаралды 5 М.
Quilt Challenge, No Skills, Just Luck#Funnyfamily #Partygames #Funny
00:32
Family Games Media
Рет қаралды 55 МЛН
VIP ACCESS
00:47
Natan por Aí
Рет қаралды 27 МЛН
It’s all not real
00:15
V.A. show / Магика
Рет қаралды 19 МЛН
Space Suit Only Start in Space Engineers
32:26
Splitsie
Рет қаралды 290 М.
SPACE ENGINEERS 2 WAS JUST ANNOUNCED!!!
11:05
AndrewmanGaming
Рет қаралды 9 М.
TRUST ME - You Need to See This Satisfactory 1.0 World
21:58
ImKibitz
Рет қаралды 179 М.
10 of My Favorite Upgrades: Space Engineers Tutorial
27:05
Shiftyshadow
Рет қаралды 156 М.
Geology of Minecraft: Iron Ore, Facts and Fiction
27:06
Gneiss Name
Рет қаралды 286 М.
The Game That Hacks Your Brain
24:43
camwing
Рет қаралды 1,2 МЛН
Age of War Trilogy: Smaller Than Its Legacy
14:48
EonLess
Рет қаралды 149 М.
Basic ship design guide - The Space Engineers Handbook
18:00
Lunar Kolony
Рет қаралды 60 М.
Quilt Challenge, No Skills, Just Luck#Funnyfamily #Partygames #Funny
00:32
Family Games Media
Рет қаралды 55 МЛН