Factions are now available in Space Engineers. Players can create and join factions, determine ownership of blocks and manage the relations between them (hostile/ally).
IMPORTANT NOTE: Factions are still Work-in-Progress and this is only the first update. There are still many things to be added during the next weeks (eg. chat and communication) and some bugs/issues are yet to be fixed.
We decided to release it now so we can get the best feedback possible from the players.
Update 01.037.014
- removed computer component from large ship thrusters
- removed computer component from conveyors (so turret won't attack it)
- fixed crash when server selects all objects on the grid and sets "Me" as owner and "share with my faction"
- fixed cannot save issue after cargo ship permissions changes
- fixed crash in factions after changing faction properties or members
- fixed crash when closing faction screen
- fixed crash when mining asteroid
- fixed crash when switching character’s light
- fixed crash when client canceled join request or joined other faction
- fixed crash when character was shooting when died
- fixed crash caused by selecting empty space in ownership (there are no empty options in ownership drop down menu)
- fixed crash when client was trying to join a faction multiple times
- fixed server steals all ownership
Steering wheels and wheel controls have been added in Space Engineers. Players can now build and control vehicles. Every block that is visible in terminal can be now displayed on HUD (set on/off on terminal screen). Also some issues with Factions have been resolved (see the list below for more details).
Battery block and new power cell component have been added into the game. Communication relay makes now possible for signal to travel through multiple friendly Antennas; enemy signals that reach one antenna are relayed to all friendly players within your antenna network.You can merge ships while pasting in creative mode and we also added client-side saving and permanent death as a world options.
Pistons have been added in Space Engineers - they can be used to build advanced machinery. Also, faction founders and leaders can now enable auto-approval for new members. Players will now be able to see a notification on HUD when somebody is hacking/grinding their ship (does not apply to armors). Thrusters can be used without cockpit - through the terminal - which enables the option to create missiles with warheads, turret countermeasures, small drones which grind enemy ships by using grinder and other. Blast door blocks has been also added in the game; it's similar to armor, but thinner, so it can slide between two layers of armor (very useful for airtight door and hangar bays).
Players can now have proper control of their ships while sitting in the cockpit by adding (drag-and-drop) blocks to the toolbar. Activating such block can turn the blocks on/off, reverse rotation of rotors, increase/decrease velocity and many other actions already present in the control panel. We have also enabled the option to shoot from weapons which are attached on rotors and pistons; players can now build retractable weapons!
I finally tried this and I was so disappointed by the gamepay. I expected something completely different, for example like Prison Architect. And the music... man, the music is pure torture.
Oh, it's cool game, it just suffers from bad performance. You can't really build mega structures, or the servers fall on their knees. When playing alone you can do a lot, but in 16+ multiplayer there are problems, and this game is only good in multiplayer. It's quite pointless sandbox when played alone
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
Update 01.042 - Workshop modding integration, character animations, gyro override, catwalks and control panel block
Quote:
Players can download mods (custom blocks, skyboxes, custom skins) right from Steam Workshop. Mods are per-world; that means that each world can have different mods active. And that’s not all –every client automatically downloads every workshop mod used by server while connecting. As a bonus; we have also added character animations playable from toolbar, small control panel access block, gyroscope override and more catwalk blocks – enjoy!
Keen Software House bringing Space Engineers to Xbox One
Quote:
We are happy to announce that Space Engineers is going to be released for Xbox One, the all-in-one games and entertainment system from Microsoft, via the ID@Xbox self-publishing program and it will remain exclusive on Xbox One for twelve months. The news was first announced live during the Xbox news briefing at gamescom 2014.
CommanderHerpDerp wrote:
We're not leaving PC behind at all, the ''Xbox exclusive'' line means Console exclusive to Xbox, as in it will not be on PS3 for the forseeable future.
Our development of the PC version will not be hindered at all, if anything it will increase the development of the Pc version of SE as we will be able to expand the team more
Now it's possible to remotely access the control panel screen and inventory when the ship/station is in your antenna range. Antenna relay is taken into account. Press open control panel screen to see it (combo box at the top), or press SHIFT+K. New ‘Button Panel’ allows you to assign actions to the panel (like with astronaut toolbar) and then execute these actions by simply pressing the corresponding button on the model in game.
We also added more glass parameters and modding support for custom projectiles, debris models, asteroid materials and armor edges. Last but not least HUD voices are here to warn you of meteor showers, low energy/health, etc.
Spherical gravity generator has been added in Space Engineers, as well as new respawn ships and support for modding them. Many multiplayer synchronization issues have been fixed, including rotor, piston and landing gear problems. Also performance has been increased significantly in certain situations.
Camera block has been added - now you can see what is happening on different locations. Additional workshop tags for mods have been introduced to make the orientation on workshop easier. It is also possible to make better production building mods. Now you can specify what blueprints are available to production building. It's possible to make production chains and production building tiers. In addition to these new changes, we have redesigned the easy start 2 map, and rebalanced the cargo ships, adding new space engineers tech to them both. We have also made it possible to create a hostile identity in your world whilst in creative, this will allow people to make maps for others to play through, with the challenge of hostile ships and stations.
The sensor block has been added; you can configure what happens when something enters or leaves from the sensor’s field - the configuration is similar to the button panel. It's also possible to set a filter, so it will trigger events only for small ships, large ships, floating objects or characters. In the future we will add an option to allow filtering based on friend/foe status. Also, flashing options have been added for lights; you can create navigation lights and runways - multiple lights can be synced. Warhead has now timer and also can be detonated remotely through the terminal.
The remote ship control system has been implemented. Players are now able to build drone ships and control them without being inside the ship’s cockpit. Moreover, the timer block has been added, which allows players to trigger a queued action after a set period of time. Additionally, gravity and sensor field view are also available and sensors can detect stations/platforms.
The Modding API has been implemented into Space Engineers. It brings a lot of new possibilities to our modders and it allows them to alter the game by writing C# scripts which have access to in-game objects! Reloadable missile launcher for small ships is also added - with the option to use the conveyor system. Additionally, we have included the Fighter Cockpit model that was created by the modder “Darth Biomech”. This is the first modded model that makes it into the official version of the game.
The G-screen layout has been completely recreated (custom tabs are still work in progress). A search box for the G-screen has been also added along with the antenna’s range visibility and the item spawning tools for world makers.
Blueprints have been added in Space Engineers. Players can now save their ship or station on a blueprint and paste it into their game. This was one of the most demanded features by the community, so we feel happy that it is finally in the game. We hope that players will enjoy this as well.
Adding new asteroids in creative mode is now possible in Space Engineer. Players can select the asteroid type, materials and then place it into the world. Another new addition is the scrap metal items. When a component, either floating object or in block, is damaged, it is turned into scrap metal (the percentage of scrap metal is random). Scrap metal can be melted in the refineries to create iron ingots. Also, remote turret control has been added; players are now able to control turrets directly.
Assemblers can now cooperate with each other (when enabled in terminal) by taking items from other assembler’s queue and help with transferring materials. Volumetric explosions have been also added; things hidden behind armor (or other blocks) will not get destroyed when the armor survives from the explosion. Additionally, players can now help each other with the new “welder option: help others” - welded blocks will not belong automatically to the player who is helping but to the owner of the ship.
Last edited by nerrd on Wed, 31st Dec 2014 06:05; edited 1 time in total
Any nice (to scale) creations yet? From time to time I look on youtube for nice ships or space stations (from Star Wars, BSG, ...), but so far I'm a bit disappointed to be honest.
There must have been a door there in the wall, when I came in.
Truly gone fishing.
I have not found anything too specticular, certainly nothing like what you would see in Minecraft for instance. I believe there are couple of reasons for that. First, as mentioned in this thread before, the engine doesn't handle anything too big very well. That was my concern about this title since the first day I saw the collision videos. Is it even possible to write an engine that could handle all these collisions accurately and efficiently on current hardware? Second, from what I read, there are so many updates coming out that many people end up updating their builds and never really finishing.
This is the last update for this year so we decided to make it more special. It includes three very important new features: super-large worlds, procedural asteroids and exploration! With super-large worlds we have increased the size of the world to 1,000,000,000 km in diameter; this means that practically there are no boundaries and you can travel as far as you want without experiencing shaky movements and rotations. The “procedural asteroids” feature adds an infinite number of asteroids to the game world - all these asteroids are fully destructible and don’t consume RAM/memory. The exploration feature adds a practically infinite number of ships and stations to the game world, so there will always be something to discover, explore, acquire and conquer. For more details about the new features, please read Marek's blog post: http://blog.marekrosa.org/2014/12/space-engineers-super-large-worlds_17.html
“We’ve been working for months to find a way to give our community a bigger role in Space Engineers development. We finally decided that the best way was to give them 100% access to the game’s source code. We are also aware of the risks that this decision has but our team is prepared to face any challenge that may appear. We are very concentrated on the game’s development and I assure you that we will continue at the same pace as we have done for 2 years and deliver a game that everyone will love playing!”
“We’ve been working for months to find a way to give our community a bigger role in Space Engineers development. We finally decided that the best way was to give them 100% access to the game’s source code. We are also aware of the risks that this decision has but our team is prepared to face any challenge that may appear. We are very concentrated on the game’s development and I assure you that we will continue at the same pace as we have done for 2 years and deliver a game that everyone will love playing!”
Rephrased: We don't want to work on the game anymore, and rather work on Medieval Engineers, have fun
Though, to me the game is pretty much completed anyway, with source people could turn this into really great game. Maybe someone can work some magic and improve the performance, as the massive deathstars destroy the servers.
Rephrased: We don't want to work on the game anymore, and rather work on Medieval Engineers, have fun
Did you realize that they published screens from the body 100 km+ content that they are working on right below this open source thing? This is a pretty big step in development. Gravitation and trees will follow.
Sure, to write "we are working on" is no proof at all but I don´t think there is a reason to not belief them.
Right now it looks like you are writing more empty words than the devs...
Been enjoying this game recently and have been struggling to find a decent server with the right mods to play on.
Wanna customize a server for me and 2-3 friends but dont have the upload bandwidth for it.
Any of you guys know cheap places which can host servers or have a linux box sat around which you arent using these days?
Would be cool, send me a message
cheers all
i5 -3570k
8GB DDR 3
Gigabyte GTX 980 Ti Gaming G1
32GB of terrible skill @ FPS games.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum