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Re: Space Engineers
Posted: September 29th, 2014, 15:33
by Dr. kitteny berk
I'll do it!

Re: Space Engineers
Posted: September 29th, 2014, 15:35
by Dog Pants
Feel free to bail out before impact.*
*If you think it'll make any difference.
Re: Space Engineers
Posted: September 29th, 2014, 16:07
by Pnut
I've proven quite good a crashing into things at high speed so far.
Re: Space Engineers
Posted: September 30th, 2014, 1:48
by Dr. kitteny berk
Just logged in with 15 minutes fuel left, so I robbed your big ship for some uranium, joose.
Have been mining and should be enough spare in the station to replace it now, but refining is slower than a slow thing on its day off.
Re: Space Engineers
Posted: September 30th, 2014, 6:53
by Dr. kitteny berk
Apparently, having had done some experimentation, turrets are a bit bugged, they seem to target the base for no apparent reason (looking around, it's possibly a lack of ownership flags on some items)
So yeah, big grey ship? don't turn the guns on within 1k of the base.

Re: Space Engineers
Posted: September 30th, 2014, 6:56
by Joose
Dr. kitteny berk wrote:Just logged in with 15 minutes fuel left, so I robbed your big ship for some uranium, joose.
Have been mining and should be enough spare in the station to replace it now, but refining is slower than a slow thing on its day off.
bwuh? When I left yesterday there was tonnes of uranium in the station. Where did it all go?
Re: Space Engineers
Posted: September 30th, 2014, 6:57
by Dr. kitteny berk
fuck knows, shit's fine now though
Re: Space Engineers
Posted: September 30th, 2014, 7:28
by Dr. kitteny berk
AHAGFAHFDAGFGDSHIFGDS
5punktanic lived up to its name, and died

Re: Space Engineers
Posted: September 30th, 2014, 11:53
by Dog Pants
This could very easily be an Eve thread circa 2006.
Re: Space Engineers
Posted: September 30th, 2014, 14:47
by Joose
Dog Pants wrote:This could very easily be an Eve thread circa 2006.

Re: Space Engineers
Posted: September 30th, 2014, 15:50
by friznit

so true. Keen to finish my mobile mining base ship assuming it survived the night without being nutted again
Re: Space Engineers
Posted: September 30th, 2014, 17:20
by Joose
Ive added to the number of refineries we have on the station, because good god does the Drillinator make lots of ore. One load filled the ore in container, so I built a second large container. That is also full, also from that first load. The Drillinator was not full.

Re: Space Engineers
Posted: September 30th, 2014, 18:51
by Dr. kitteny berk
Big purple drifty wreck? That's mine, salvage it if you like.

Re: Space Engineers
Posted: September 30th, 2014, 19:17
by Dog Pants
We seem to have a Berkfinery, which turns ore into wreckage.
Re: Space Engineers
Posted: September 30th, 2014, 20:10
by Dr. kitteny berk
I'm not playing again today, not enough sleep.
Re: Space Engineers
Posted: September 30th, 2014, 20:38
by fabyak
Re: Space Engineers
Posted: September 30th, 2014, 20:43
by Dog Pants
Do player built ships despawn if they're wrecked? I'm assuming that the game doesn't really differentiate between them and normal ships, it just removes blocks. If they do though we could be losing a lot of valuable resources (and maybe need to build that grinding pad (and also a poop deck while we're at it)).
Re: Space Engineers
Posted: September 30th, 2014, 20:54
by friznit
The Frizinator now has a fully operational poop deck. Need to activate the grav gen first though
Re: Space Engineers
Posted: September 30th, 2014, 21:23
by Dog Pants
If they make this game (almost) infinite like Minecraft did back in Indev I could see us having a BSG style fleet, with refinery ships, cargo ships, factory ships. That would be awesome.
Re: Space Engineers
Posted: September 30th, 2014, 21:37
by Joose
Dog Pants wrote:Do player built ships despawn if they're wrecked?
Not exactly. If the wreck stays around, then no, it will stay there. However, wrecks have a tendency to drift, and when they get far enough out they will despawn.