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View Full Version : [Aspettando] Space Engineers - sandbox, engineering, construction, manteinance


Axios2006
18-08-2014, 22:54
Space Engineers

http://www.spaceengineersgame.com/uploads/2/1/9/6/21961362/7242630.jpg

Space Engineers is a sandbox game about engineering, construction and maintenance of space works. Players build space ships and space stations of various sizes and utilization (civil and military), pilot ships and perform asteroid mining.

>>> http://www.youtube.com/watch?v=83FRZl4GQ3Q <<<

>>> ROADMAP 2015 (http://www.hwupgrade.it/forum/showpost.php?p=42161742&postcount=63) <<<


Quasi un milione di copie vendute, aggiornamenti a cadenza settimanale, ogni Giovedì tra le 16 e le 19.

Costruite grandi e piccole astronavi, parcheggiatele in enormi stazioni spaziali.

Estraete minerali in modalità Survival o sbizzarritevi senza patemi nella modalità Creativa.

Oltre 100 tipi di parti da assemblare: da trivelle a torrette lanciamissili, da raffinerie a sensori di movimento, da timer a blocchi programmabili, sia in game che in C#.

Single player, multiplayer Coop e/o PvP, assaltate navi controllate dalla IA o da avversari umani.

Distruggete le torrette nemiche, andate all'abbordaggio, apritevi un varco con la fiamma ossidrica, bonificate il vascello catturato da mine e trappole nascoste.

Progettate portaerei stellari con torrette, hangar apribili e svariati caccia all'interno.

Costruite imponenti navi da trivellazione per estrarre metalli preziosi dagli asteroidi oppure fate gli "operatori ecologici" spaziali raccogliendo i detriti ferrosi delle battaglie.

Ogni update è correlato da video nel canale Youtube ufficiale del gioco.http://www.youtube.com/user/SpaceEngineersGame

Sia single che multi player. Multi sia coop che PvP (nella stessa partita).

Single player offline.

http://i.imgur.com/kZft06k.png

Update 25/12/2014 (http://www.hwupgrade.it/forum/showpost.php?p=41948141&postcount=54): mondi con asteroidi procedurali da 1,000,000,000 km di diametro, sia per la modalità creativa che per la survival

Update del 12/11/2015 (http://www.hwupgrade.it/forum/showpost.php?p=43063869&postcount=133): Pianeti da 120 km di diametro, lune e 3 tipi di conformazione geologica e flora e fauna.

>>> Tutorial generale: https://www.youtube.com/watch?v=mHk6L0zNB6U&hd=1 <<<

Modalità creativa: componenti infiniti, nessuna risorsa necessaria per costruzione e manutenzione.

Modalità survival: inizio con poche o nulle risorse, possibilità di end game. Tutorial ufficiale: http://www.youtube.com/watch?v=q5PgmvtRHZU (con sottotitoli).



Componenti: http://www.spaceengineerswiki.com/Components_and_Tools

Risorse grezze: http://www.spaceengineerswiki.com/Raw_Materials

Risorse lavorate: http://www.spaceengineerswiki.com/Crafting_Materials

Tutti i video degli update: http://www.youtube.com/user/SpaceEngineersGame/videos

EARLY ACCESS in corso
Steam: http://store.steampowered.com/app/244850/
Humble Store: https://www.humblebundle.com/store/p/spaceengineers_storefront

Engine: VRAGE 2 http://www.keenswh.com/vrage.html

AVVISO SULLA PERFORMANCE: http://www.spaceengineersgame.com/performance-advices.html

Sito ufficiale: http://www.spaceengineersgame.com/
Wiki ufficiale: http://forums.keenswh.com/

Tutorial ufficiali: http://www.spaceengineersgame.com/how-to-play.html
Forum ufficiale: http://forums.keenswh.com/

Axios2006
18-08-2014, 22:55
Riservato

Axios2006
18-08-2014, 22:57
Riservato 2

Axios2006
18-08-2014, 23:00
Riservato 3

Donbabbeo
19-08-2014, 12:53
Seguo :D

Mgz
19-08-2014, 13:45
Oh finalmente qualcuno ne parla :D io l'ho comprato ma c'ho giocato poco, ammetto che mi sono abituato bene a giochi come Terraria o Starbound dove più o meno una direttiva di quello da fare c'è, qua proprio nulla :rolleyes:
infatti una domanda che volevo fare è: c'è da qualche parte una lista di "cose" che è meglio costruire per prima rispetto alle altre? perchè così com'è mi sembra fin troppo dispersivo :mc:

Axios2006
19-08-2014, 14:31
Oh finalmente qualcuno ne parla :D io l'ho comprato ma c'ho giocato poco, ammetto che mi sono abituato bene a giochi come Terraria o Starbound dove più o meno una direttiva di quello da fare c'è, qua proprio nulla :rolleyes:
infatti una domanda che volevo fare è: c'è da qualche parte una lista di "cose" che è meglio costruire per prima rispetto alle altre? perchè così com'è mi sembra fin troppo dispersivo :mc:

In modalità creativa, nessuna priorità. Tanto nulla richiede nulla.

In modalità survival, ho trovato questa guida ufficiale: http://forums.keenswh.com/post/survival-mode-tips-and-tricks-guide-by-commanderherpderp-from-steam-forums-6804006

Pare dipenda tutto da quale dei 6 possibili scenari si scelga.

Comunque: reattore + sala medica + raffineria + assemblatore sono il minimo sindacale.

Segue la ricerca di uranio per il reattore, ergo costruire una mini mining ship con conveyor e drill per velocizzare la raccolta dei minerali.

Successivamente batterie di riserva e qualche pannello solare.

Premetto che è quello che ho letto bazzicando qui e lì. Il gioco ancora non lo possiedo.

Inoltre se si setta la mappa survival con "cargo ship" ogni 15-20 min reali passano navi cargo npc da depredare previa eliminazione delle difese.

Poi se si va in multiplayer, penso le cose diventino più facili.

Al momento non passo all'acquisto perché ogni 2-3 patch si deve ricominciare una nuova partita, stile Prison Architect.

@Mgz: comprendo il tuo spaesamento: in Kerbal Space Program avevo lo stesso problema finché non hanno introdotto i contratti che fungono da guida.

Mgz
20-08-2014, 10:59
Ah, ok :D
Anche perchè nel momento in cui parti hai la tua bella base ma tutto attorno c'è il vuoto più assoluto (ovviamente, visto che siamo nello spazio...) quindi non è che si può "esplorare" o cose simili. E anche partendo in survival la base medica c'è già di default, quindi non hai neanche problemi di vita.
Insomma, si ha veramente la fatidica sensazione del "e adesso cosa dovrei fare?" ^^ o almeno è quella che ho avuto io.

Axios2006
20-08-2014, 11:23
Ah, ok :D
Anche perchè nel momento in cui parti hai la tua bella base ma tutto attorno c'è il vuoto più assoluto (ovviamente, visto che siamo nello spazio...) quindi non è che si può "esplorare" o cose simili. E anche partendo in survival la base medica c'è già di default, quindi non hai neanche problemi di vita.
Insomma, si ha veramente la fatidica sensazione del "e adesso cosa dovrei fare?" ^^ o almeno è quella che ho avuto io.

Da quel che avevo letto, non in tutti i 6 scenari iniziavi con qualcosa di già costruito.

Easy 1 e 2 e quello "2 basi" si, ma negli altri 3 no.

Poi magari le info che ho letto non erano aggiornate......

Axios2006
20-08-2014, 15:37
Aria di grandi aggiornamenti in vista: il depot del gioco, prima 1 gb è aumentato in un colpo solo di 300 mb.

http://steamdb.info/app/244850/history/

Axios2006
20-08-2014, 17:41
Aria di grandi aggiornamenti in vista: il depot del gioco, prima 1 gb è aumentato in un colpo solo di 300 mb.

http://steamdb.info/app/244850/history/

Domani sarà introdotta la meccanica delle orbite.

https://www.youtube.com/watch?v=6cDWTdaKzq8

Axios2006
21-08-2014, 17:38
Update 01.044 - Spherical gravity generator, Modding for prefab and respawn ships

Summary
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.

Features
- spherical gravity generator
- pre-fab and respawn ship modding
- new world setting for dedicated server - autosave interval
- more respawn ships
- high quality armor textures (on 64-bit version)
- export ship/station as prefab (in F11 screen)

Fixes
- improved piston and landing gear stability
- fixed piston, rotor and landing gear exploding in MP
- fixed large performance issue caused by asteroids
- fixed too large piston collision model
- fixed issue when loose blocks loosing ownership
- fixed death in survival disables chat window
- fixed toolbar not remembering functions from attachments
- fixed hot-keyed groups reset when using merge blocks
- fixed wrong value in Steam-ID on dedicated server
- fixed problems with character mods deforming hands or legs of astronaut
- fixed graphical glitch when doors were inside other blocks
- fixed inertia not preserved when block was unmerged

EDIT 22/08/2014:
Update 01.044.012
- fixed crash when splitting ships
- fixed crash when status of faction member changed
- fixed crash when entering/leaving cockpit
- fixed crash on 32-bit caused by loading hi-quality textures (out of memory)
- fixed crash when pressed F11 in main menu
- fixed crash when switching character in medical room
- fixed crash when changing rotor parameters
- fixed crash caused by pistons
- fixed crash caused by loading invalid definitions from original content or mods
- fixed Gravity generator values stuck at maximum regardless of settings

Axios2006
23-08-2014, 08:19
Interessante collezione di video di un utente particolarmente creativo: http://www.youtube.com/user/LastStandGamers

alfdib
24-08-2014, 01:15
screenshot da metter qui nel thread?

Axios2006
25-08-2014, 14:52
screenshot da metter qui nel thread?

http://www.spaceengineersgame.com/pictures.html

http://steamcommunity.com/app/244850/screenshots/

Comunque il primo video linkato nel thread riassume meglio di 100 screenshoots. :)

Axios2006
28-08-2014, 17:03
Update 01.045 – Camera block, Workshop tags for mods

In breve:

Telecamere remote (primo passo verso astronavi interamente comandabili da remoto)
Fornace ad arco per ferro (fonde solo ferro, costa, consuma, e occupa spazio meno di una raffineria e lavora più velocemente)
Aggiornata la mappa "Easy start 2"
Ridisegnate le cargo ship che appaiono nelle mappe



Camera block has been added - now you can see what is happening on different locations. Camera rotation and controlling ships through cameras will be added in the coming weeks. 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. As an example there's a new block 'Arc Furnace’, it is specialized building for iron ore refinement. It refines faster than refinery, it's more efficient and cheaper, but cannot refine anything other than iron ore. 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. Finally, render interpolation has been added as well that will make the game experience smoother. It is currently disabled by default since it is not completed 100%, but it can be turned on in video options.

Features
- Camera block
- Workshop tags for mods
- better production building Modding
- ‘Arc Furnace’ (refinery)
- Easy start 2 redesign
- Cargo ship redesigns
- Add enemy identity

Fixes
- improved rendering performance of solar panels
- improved rendering performance of refinery and assembler
- fixed hacked block getting shot by own turrets
- fixed connector’s issue not being able to collect all items
- fixed ship info screen labels
- fixed issue that player cannot remove blocks from cockpit hot-bars 2, 3 and 4

Axios2006
29-08-2014, 14:16
Minor fix.

EDIT 08/29/2014
Update 01.045.013
- fixed crash in toolbar
- fixed crash in terminal screen
- fixed glass single side rendering issue
- fixed thruster glare rendering issue
- fixed assembler block not added when blueprints in queue were missing
- fixed 'Arc furnace' building progress models
- fixed blank assembler
- changed name of 'Blast furnace' to 'Arc furnace'

Axios2006
04-09-2014, 19:08
Update 01.046 - Sensor block, Flashing lights

http://www.youtube.com/watch?v=5_Nz2h1PEok

Summary
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.

Features
- sensor block
- flashing lights
- warhead terminal controls

Fixes
- added multiplayer lag/slowdown compensation (helps with rubber banding)
- added possibility for name change during dedicated server setup
- fixed issue when character moved objects locally by pushing (server ignored it)
- fixed connector still yellow when turned OFF
- fixed turret rectangle visibility
- fixed unlocked connectors allowing item transfer
- fixed rocket launcher not remembering option to use conveyor system
- fixed crash when locking connectors
- fixed completed solar panels do not have sun reflection
- fixed gravity generator model bug
- fixed landing gear attached to pistons could not be unlocked

*Known Issues*
- changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates.
- you can't assign the same sensor action for both entering and exiting the sensor's field

Axios2006
05-09-2014, 18:32
EDIT 09/05/2014:

Update 01.046.014
- fixed spotlight cone visible during flashing
- fixed flashing control tooltip text
- fixed faction screen crash
- added different icons for action toggle/on/off
- fixed character crash
- fixed sensor toolbar sync
- fixed sensor station detection
- fixed terminal crash

Axios2006
11-09-2014, 21:35
Update 01.047 - Remote ship control, Timer block

Summary
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 - keep in mind that remote control is still dependent on the friendly antennas’ signal. 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.

https://www.youtube.com/watch?v=kXdpUKkJyLU

Features
- Remote ship control – control ships without being inside the ship’s cockpit (drones)
- Timer block - triggers a queued action after a set period of time
- Gravity/Sensor field view
- Sensor block now detects stations
- Ore detector info can be relayed through antennas
- New interior wall texture

Fixes
- fixed cost of small ship piston head (it cost the same as a large ship piston head)
- fixed issue when placing a landing gear or station block was placed as fully built
- fixed dedicated servers downloading blank/empty .sbms
- fixed unmerging/merging breaks control groups
- fixed several MODs which were crashing dedicated server
- fixed connectors being destroyed because they were too close while connected
- fixed piston disappearing after grinding down the top part
- fixed sensor detecting players while being set to detect floating objects

Known issues
- Sensor block is detecting small ships, but the action is not triggered

Brun
12-09-2014, 11:46
Sembra molto interessante, ma domanda per chi lo sta seguendo/provando: c'è una data prevista o comunque i lavori sono in stato molto avanzato?

Axios2006
12-09-2014, 11:54
Sembra molto interessante, ma domanda per chi lo sta seguendo/provando: c'è una data prevista o comunque i lavori sono in stato molto avanzato?

Data prevista no. Nel loro ultimo ama su reddit hanno risposto che hanno ancora decine di idee da aggiungere.

Aggiornano ogni giovedì.

Stadio avanzato? Si. Se vedi la wiki ci sono decine e decine di componenti più telecamere, sensori e controlli remoti che ancora non sono stati aggiunti nella wiki perché introdotti da 2-3 settimane.

Nel canale YouTube ufficiale puoi vedere brevi video da 4 min su ogni singolo update.

Axios2006
15-09-2014, 19:00
Programming is coming to Space Engineers

Programming is making its way into Space Engineers. The first version will come this Thursday (September 18th, 2014).

You will have four different ways to "program in Space Engineers":

Modding API – This will be the first one. It’s not for everyone, because it will require modding the game. Some programming experience will be required. It will allow you to alter the game by writing C# scripts that have access to in-game objects (at first, only some type of objects will be accessible, but we will keep opening up the interface). These scripts will be shared through Steam Workshop and the game will insure they will run in a safe sandboxed environment (scripts won’t be able to access your local files, send packets over your network, launch applications, etc.). Example scenarios:


Dedicated server log: player will know what happened on his dedicated server while he was offline (ships destroyed, players logged in/out, ore harvested, etc.)
Robots! (with AI, sensors, logic, behavior)
Mission script, large ship fights, search and rescue, etc.
New custom weapons
Scripted ship spawning
Modifying existing blocks (e.g. refinery priority)
And more


Programmable blocks and HUD – I wrote about this in my previous blog post. It will come in a few weeks after the modding API. The main difference between programmable blocks/HUD and the modding API is that the former happens inside the game world. You will have access only to functions that would be available to an astronaut in-game. We will try to make it user-friendly and easy to use. You will be able to program robots and machinery, but you won’t be able to use this to script a mission or alter the game.

Modding API (total access) – this will be an extension of the modding API and all safety restrictions will be lifted (no sandboxed environment). You will be able to write DLL files that can access in-game objects and essentially do whatever you want. These scripts/DLLs won’t be shared on Steam Workshop (it would be too risky).

Interactive blocks – this idea came to us after we’ve noticed how you are using sensors and pistons. Some of you were able to create drones that track objects, logic gates, timed lights and other interactive works. The best part is that there was no text-based programming involved. We want to widen your options and we plan to add some new interactive blocks (“timer” block was the first one).

I believe that adding programming to Space Engineers will trigger a flood of creations, the possibilities are infinite. I am already looking forward to see what you will create (I already have an addiction to watching your Youtube videos, Steam Workshop worlds and mods, Reddit…).

Axios2006
18-09-2014, 21:48
Update 01.048 - Modding API, Reloadable missile launcher for small ships

Summary
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 in this update, 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. By doing this, we want to reward and encourage all modders for their good work and efforts. It’s not possible to add all mods which are created, because we need to keep the game simple and organized, but we can ensure that more mods will be added in the future.

ModAPI Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486
Tomorrow we'll post video showing how to configure free version of Visual Studio and create simple mod using ModAPI.

http://www.youtube.com/watch?v=jNSvVBc8dDA

Features
- Modding API (WIP - more features will be added in the future)
- Reloadable missile launcher for small ships
- Respawn ship cool down time
- Ship dampeners configurable in terminal
- Moddable door open distance
- Search in inventory by item name
- Fighter cockpit mod – special thanks to modder “Darth Biomech”!

Fixes
- Fixed infinite refinery production issue
- Fixed armor models
- fixed scrolling while copy-pasting was not in F1 help screen
- fixed buttons for New Platform and ships visible when setting actions in sensor
- fixed cannot stack items in production queue
- fixed issue when player was able to remote control anything even outside of the antenna’s range
- fixed incorrect texture of small rotors
- fixed sensor/timer block triggering actions on grids joined by connectors even after disconnection
- fixed loosing ability to remote control ships after previous interaction with remote control block
- fixed assembler inventory output filling up input inventory
- fixed issue when merge blocks on pistons were not disconnected
- fixed ore mining ratio
- fixed issue when refineries were still working even when the power was cut off
- fixed sensor lags on Dedicated Server and normal Multi-player
- fixed crash while being kicked out of faction
- fixed freeze without creating the log after a map was loaded
- fixed changing field and loading the game activates the sensor
- fixed the amount of required blocks for creating sensor blocks
- fixed issue with faction members’ names when they are remote controlling a ship

Axios2006
25-09-2014, 16:38
Update 01.049 - Recreated G-screen layout, Antenna range visualization

Summary
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.

Features:
- recreated G-screen layout - it provides easier and faster access to what you need
- moddable categories for G-screen blocks and tools (can be edited in the new BlockCategories.sbc file)
- search textbox in the G-screen to make it easier to find that one block
- added antenna range visualization (under info tab)
- added object creation for player-made scenarios (creative mode only, Shift + F10)
- sensor is now able to detect voxels (asteroids)

Fixes:
- fixed crash in missile launcher shooting
- fixed issue with multiple ships in one spawn group shooting at each other
- fixed crash in modding API caused by ConfigDedicated.Administrators
- fixed sync issues with damage application to blocks
- fixed shifted jetpack animation on characters in multiplayer
- fixed missing welding/grinding/drilling sounds
- fixed player spawning twice in the world after remotely controlling a ship
- fixed custom palette resetting after spawn
- fixed issue when asteroids are not properly update when a lot of explosives go off near them
- fixed ModAPI is no longer working for some namespaces
- fixed cockpit inertia displayed wrong in 1st person
- fixed timers execute one tab only
- fixed collector not collecting 0 speed items
- fixed G-Menu search-box reaction on shortcuts
- fixed ModAPI ConfigDedicated.Administrators causes exception
- fixed crash while starting remote control by sensor


Update 01.050 - Blueprints

Summary
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.
Blueprints can also be uploaded and shared on Steam Workshop. They work only when copy/paste is enabled. At the moment, blueprints can be used only in creative mode, but later in the future they will be added for survival as well. Welders (both ship and character) will be able to 'place' blocks according to blueprints.

Features
- Blueprints (F10, Ctrl+B)

Fixes
- fixed reduced distance for placing objects in survival mode
- fixed issue when a dead player could still remotely control ships
- fixed ore detector showing ore when owned by someone else
- fixed mod api enums not allowed
- fixed crash when changing ownership
- fixed mod api - 147 script error due to 'the process cannot access the file because it is being used by another process'
- fixed cockpit lockout after RCing a ship
- fixed hand tools not working after RCing a ship
- fixed colour palette resetting

EDIT 10/03/2014:
Update 01.050.010
- fixed slender man
- fixed crash in modded character caused by different number of bones
- fixed crash caused by meteors hitting asteroid
- fixed crash when using unsupported characters in blueprint name

Axios2006
09-10-2014, 18:44
Update 01.051 - Adding new asteroids in creative mode, Remote turret control

Summary
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

http://www.youtube.com/watch?v=-bgKKgk6Ygg

Features
- adding new asteroids in creative mode (SHIFT+F10)
- scrap metal item (can be processed in refinery into iron)
- remote turret control

Fixes
- fixed hand animation during the block placement
- fixed issue with transparent asteroid
- fixed ore detector info persisting between sessions
- fixed wrongly scaled model of large reactor
- fixed G-screen automatically closing when another player died
- fixed ModAPI IMyInventory.TransferItemTo freezing the game
- fixed ModAPI CustomNameChanged crash
- fixed ModAPI ConfigDedicated.Load exception

IL_mante
09-10-2014, 21:35
sto provando il free weekend su steam, qualcuno ci gioca e mi istruisce magari in coop?

~Blissard~
12-10-2014, 13:40
Lo sto provando anche io durante il fine settimana gratis, per il momento non ci sono obbiettivi giusto? si costruisce, si sperimenta e stop?

Axios2006
12-10-2014, 14:03
Lo sto provando anche io durante il fine settimana gratis, per il momento non ci sono obbiettivi giusto? si costruisce, si sperimenta e stop?

Esatto. Una campagna è (forse) prevista ma al momento non si sa nulla.

Oppure puoi darti al multi e sperimentare battaglie.

~Blissard~
12-10-2014, 14:10
Esatto. Una campagna è (forse) prevista ma al momento non si sa nulla.

Oppure puoi darti al multi e sperimentare battaglie.

Ho visto delle robe sul tubo assurde, tipo questa

LINK (https://www.youtube.com/watch?v=jD23KaHer14)

:asd:

ma quanto tempo ci vuole a costruire sta cosa da soli?

Axios2006
12-10-2014, 16:06
Ho visto delle robe sul tubo assurde, tipo questa

LINK (https://www.youtube.com/watch?v=jD23KaHer14)

:asd:

ma quanto tempo ci vuole a costruire sta cosa da soli?

In modalità creativa, qualche decina di minuti, in modalità survival, qualche decina di ore.... :asd:

IL_mante
12-10-2014, 18:06
per chi volesse dividere un 4-pack io ci sono

~Blissard~
13-10-2014, 10:11
In modalità creativa, qualche decina di minuti, in modalità survival, qualche decina di ore.... :asd:

:asd:

per chi volesse dividere un 4-pack io ci sono

Io ci starei ;)

Axios2006
15-10-2014, 22:57
Level design & Stabilization period

A few months back we realized that Space Engineers had already almost all of the core features we originally planned to implement and that now would be a good time to start adding game scenarios -- something that will give players goals to achieve; something that will make Space Engineers more of a game and not just a creative sandbox.

We think that the best way to accomplish this is to create a set of interactive scenarios (levels, missions, etc.). We knew we couldn't do this alongside our other priorities, so we decided to start looking for people whose only job would be designing, prototyping and testing these scenarios.
We decided to hire level designers.

For these reasons, we launched a creation contest (where you can win NVIDIA graphic cards) and a job ad for level designers. Anyone can apply but relocation to Prague is required. I hope we will find some great new colleagues who will help us add new scenarios to Space Engineers.

The creation contest has another benefit for Space Engineers as well - if enough people apply, we will get a lot of material and ideas to choose from when implementing official scenarios in Space Engineers.

The second thing I wanted to talk about is that we started to reduce the amount of new features and now we are more focused on bug fixing and stabilization of things that are already in the game.

This doesn't mean we have reached BETA or anything like that. It only means that there's plenty of development time in front of us and it’s better for the community that the game be in a more stable state while we keep developing it.

The first stage of this stabilization period starts now and it means that we will split our focus 50/50 between new features and bug fixing. After a few weeks, once all work-in-progress features are implemented, we will focus 100% on bug fixing. This will be a feature freeze phase when we won’t add any new feature. This will allow us to focus only on bug fixing, testing and scooping forums for bug reports. We don’t plan to include any special performance optimizations in this stage (because that could lead to new bugs), except performance issues that happen due to bugs.

Thank you for reading this.

http://blog.marekrosa.org/2014/10/level-design-stabilization-period_15.html

Axios2006
16-10-2014, 22:56
Update 01.052 – Assembler Cooperation, Volumetric Explosions

Summary
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.

http://www.youtube.com/watch?v=8YHYYjutkqc

Features
- assembler cooperation
- volumetric explosions
- welder setting: help others
- antenna broadcasting on/off (including character - "O" key)
- default world size is now 20 km (size can still be changed to “unlimited” in world settings)
- arc furnace can now refine more metals

Fixes
- fixed missile explosions right after missile was launched
- fixed issue with objects not removed when leaving the world
- fixed respawning of character crossing the world limits
- fixed broken animations for custom skins
- fixed cases when components were duplicated by collectors
- fixed issue with more screens popping up at once
- fixed auto-save not saving the world regularly
- fixed view change while pasting modded blueprint
- fixed game is running before loading screen is closed
- fixed crash caused by camera view and exiting Remote control
- fixed custom respawn ship mods not working
- fixed world corrupted, refinery entity ID replaced
- fixed sensor triggering action on owned block
- fixed DS crashed on loading - steamSDK
- fixed client on DS is not able to join the faction
- fixed spawned as spectator when loading world

Axios2006
20-10-2014, 15:04
1 Milione di copie vendute!!!

http://www.spaceengineersgame.com/space-engineers-one-million-copies-sold-announcement.html

Axios2006
23-10-2014, 22:47
Update 01.053 - Advanced rotor block, Sound modding

Summary
In this update, we added an advanced rotor block that is able to function as a conveyor system and also implemented the option to mod sounds.

The second important implementation is bug fixing. As Marek Rosa has already written in his latest blog-post, the game is entering into a stabilization period where the amount of new features will be reduced and the focus will be mainly on bug fixing and stabilization of the things that are already in the game. This doesn’t mean that weekly updates will stop coming or that we are not going to add new features any more. This is just a temporary transition period that will last for a few weeks. There are still many big and important features to be added, but first we want to make sure that the game is free of bugs and in a much more stable state before we start implementing them.

https://www.youtube.com/watch?v=XSBuCd0_gsM

Features
- advanced rotor block
- sound modding

Fixes
- fixed memory leaks in character, raycasts and asteroids
- fixed small ship piston dummies
- fixed render interpolation issues
- fixed crash to desktop when pasting blueprint
- fixed floating object size (components, ore)
- fixed issue with not functional landing gears
- fixed missing curved conveyor glass
- fixed crash when clicking on faction
- fixed issue when player can't create an asteroid map
- fixed issue with explosions in older worlds caused by changed rotor offset
- fixed game crash when declaring war and proposing peace
- fixed spotlights not illuminating the area correctly

Axios2006
30-10-2014, 18:24
Update 01.054 - Bugfixing #1

Summary
This week’s update includes the first batch of bugfixing. As we already informed you last week, Space Engineers is entering into a temporary stabilization period where we will focus only on bug fixing and stabilization of the things that are already in the game. This is just a temporary transition period that will last for a few weeks. There are still many big and important features to be added, but first we want to make sure that the game is free of bugs and in a much more stable state.

Features
There are no new features this week

Fixes
- fixed major lag/freeze after drilling any asteroid
- fixed groups disappearing when player left the server
- fixed gatling gun damage is too soft
- fixed assembler co-operate mod unchecking itself in multiplayer
- fixed sound levels resetting after loading the map
- fixed exploding piston after grinding it on small ship
- fixed crash when exporting a model from the game
- fixed crash when pasting grid with mods that you don't have
- fixed advanced rotor staying in control panel
- fixed various crashes when player was shooting
- fixed mass blocks acting weird on dedicated server
- fixed large reactor model being too small
- fixed music issues when loading a map
- fixed issues where player could not place a block
- fixed performance drop issue with many turrets
- fixed not being able to reload reloadable rocket launcher from the front
- fixed emissivity for spotlight block
- fixed issue with choosing reloadable rocket launcher in toolbar
- fixed bullets have no visible particle effect
- fixed placing light armor block under interior light on platform
- fixed missing particle effect when player is welding
- fixed remote control not working when ship flights over 250m away from the platform (DS)
- fixed unfinished assemblers unmarked in production menu
- fixed pressing "Y" shuts off all reactors regardless of ownership and sharing
- fixed re-spawn ships not being deleted after logout
- fixed connector keeps disconnecting
- fixed missing aiming dot for missile launchers on large grids
- fixed texture issue on small reactors
- fixed question about ownership in re-spawn screen
- fixed missing audio files message in logs
- fixed joining issues when character died
- fixed wrong size of the floating objects
- fixed warheads exploding but doing no damage
- fixed collision with attached parts in 3rd person view
- fixed broken piston while deleting the top part in some situations (creative mode)
- fixed master assembler pulling small amounts of material

Axios2006
04-11-2014, 21:53
The game is far from finished; there are still major features in development: in-game programming, projector and 3D printing, scenarios, properly textured models, polishing and optimizations… we will give you more info about other planned features later in the future.

http://blog.marekrosa.org/2014/11/space-engineers-development-progress_4.html

Axios2006
06-11-2014, 19:17
Update 01.055 - Bugfixing #2

Summary
This is the second batch of bugfixes. The most important fixes are the interior light issue, the dedicated server assembler issues, the reduced rotor and piston network traffic (in multiplayer) and the improved rotor stability. We have also added a new tool for our modders that helps them to see changes to their mods without having to be in the game.

Features
- ModSDK tools on Steam - helps modders to see changes to their mods without having to be in the game - more info here: http://www.spaceengineersgame.com/model-viewer.html

Fixes
- reduced rotor and piston network traffic (in multiplayer)
- improved rotor stability
- fixed issues with interior lights
- fixed dedicated server assembler issues
- fixed character animations (hands in crouch position)
- fixed sound modding issues
- fixed ship grinder/welder inventory size
- fixed can't save the game issues (toolbar crash)
- fixed lag when missile was impacting the asteroids
- fixed glass issues in mwmbuilder
- fixed rotor displacement issues
- fixed crash when renaming blueprints
- fixed rifle animation bug (rifle floating in the air)
- fixed rotor top part renders incorrectly
- fixed issues with some mods cannot be loaded from workshop
- fixed configuration file perma-death cannot be set to false
- fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode
- fixed DeviateShotAngle does nothing in weapons.sbc
- fixed crash caused by turrets firing
- fixed crash with the same key was already added
- fixed Mod Scripting - ConfigDedicated.Administrators is not populated from config file
- fixed explosion when piston was mounted on rotor on small ship
- fixed desync on DS
- fixed crash when gatling turret destroys rocket
- fixed cannot change assembler ownership on cargo ships
- fixed character death in cockpit without cockpit been damaged

Axios2006
14-11-2014, 23:02
Update 01.056 – Bugfixing #3

Summary
This is the third batch of bugfixes. We have also changed the height of piston blocks from 2-blocks to 3-blocks. This way, pistons should have more stable performance. Another (less important) change that we made is the reduction of the missile range from 1000 meters to 800 meters.


Features
- changed the piston’s height from 2-blocks to 3-blocks. Pistons should be more stable now (your current creations will not be affected by this change)

Fixes
- default missile range has changed from 1000m to 800m
- fixed piston performance issues
- improved ship collision performance
- fixed rotor performance issues
- fixed player not being able to remotely control ship when locked via LG
- fixed stacked piston group toolbar issues
- fixed spotlight's light bit ahead of themselves and shine in only one direction
- fixed player not being able to exit remote control when second player enters the cockpit
- fixed placing block with tool in hand
- fixed wrong offset for flight seat camera
- fixed cannot control the ship after using and disabling thruster override
- fixed pistons shape is causing small ship rotation
- fixed unable to place sloped light armor blocks (texture crash)
- fixed ProjectileTrailColor tag preventing weapon mods from loading
- fixed crash when spawning in modded re-spawn ship
- fixed large bomb effect when detonating small and large warheads together
- fixed beacon HUD being visible without power
- fixed issues with pasting blueprints into the world
- fixed crash when exiting from game to menu
- fixed minor model viewer issues
- fixed broadcasting always switching ON after loading a world
- fixed jetpack flames getting into view in 3rd person
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- new programmers added to credits screen

EDIT 11/14/2014:
Update 01.056.013
- fixed huge slowdowns and DS/MP issues
- fixed crash when turrets on small ship were in the game
- fixed crash when merging two ships together
- fixed G-menu search terms not updating

Axios2006
21-11-2014, 08:14
Update 01.057– Bugfixing #4

Summary
This is the fourth update mainly focused on bugfixing. Besides this, we have also implemented sound modding for weapons and the option to attach or detach the top rotor part (this way players can build small rotor top on large rotor base)

Features
- weapon sound modding
- added rotor top part with possibility to attach/detach
- improved simulation speed in various scenarios
- improved sensor performance
- improved performance of lights
- improved floating objects performance
- improved performance for meteorite storms

Fixes
- fixed crash during remote control
- fixed marker visible in another world
- fixed camera issue no longer displaying the custom name of camera
- fixed crash when finishing assembler in survival
- fixed small ship beacon is too shiny
- fixed lights which are disconnected from grid are still shining
- fixed crash in camera control
- fixed crash when splitting grid
- fixed visibility of beacon (minor fix)
- fixed stator/rotor attraction
- fixed pressing 'Y' when in cargo ships cockpit disables movement control
- fixed remote control is disabled after connectors are disconnected
- fixed mirroring of arc furnace
- fixed message is incorrect when siting in cockpit on station
- fixed missile launcher aims incorrectly
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- fixed re-loadable rocket launcher: no "Reloading" message
- fixed a possibility to drill a ship preview during copy/paste

Important note:
Due to some recent updates, Space Engineers may ask you again to allow it in Windows firewall. In case it does not pop-up automatically and you experience connection issues, please add the firewall exception manually.

~Blissard~
21-11-2014, 09:57
Quanta roba! spero che nel black friday vada in sconto per prenderlo al volo ( in assenza di gravità ovviamente ) :asd:

Axios2006
21-11-2014, 10:13
Quanta roba! spero che nel black friday vada in sconto per prenderlo al volo ( in assenza di gravità ovviamente ) :asd:

Nelle basi e nelle navi grandi puoi assemblare un generatore di gravità. Sia lineare che sferico. :asd:

~Blissard~
21-11-2014, 11:20
Nelle basi e nelle navi grandi puoi assemblare un generatore di gravità. Sia lineare che sferico. :asd:

:asd:

ma io amo esplorare lo spazio profondo :sofico:

Axios2006
27-11-2014, 22:09
Update 01.058 – Projector block, Bugfixing #5

Summary
Projector block has been added - players are now able to project blueprints and weld the projection. Please read the Projector Guide below for more detailed info. We are also continuing our bugfixing period. The good news is that a big amount of bugs have been already fixed, or are about to be fixed within the next days, but there are still a few more major bugs and our team is working hard on fixing them.

http://www.youtube.com/watch?v=xr7bvjXOkac

Features
- projector block
- option to use blueprints menu (F10) and save blueprint (Ctrl+B) in survival mode
- possibility to display pivot point of the grid (Terminal -> Info -> Show grid pivot)
- turrets are not shooting armor on friendly ships; this applies to other blocks with no ownership as well

Fixes
- fixed MWM builder resetting pivot rotation and position of models
- fixed custom gatling gun shooting itself
- fixed game crash when changing ownership as block is destroyed
- fixed thruster damage not working on cargo container
- fixed wrong collision model of antenna
- fixed crash when placing sniper turret (mod)

Projector Guide
Projector block, blueprints in survival mode:
- players can select a blueprint to project in the projector control panel
- projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)
- players can see the build progress and statistics for the projected ship/station on the projector control panel
- players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode

Projection:
- only one grid is supported (grids behind rotor are not projected)
- grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)
- projection has no physics and it is not triggering sensors
- projection is always attached and aligned to the projector grid and moves with it

Welding + Placing:
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.
- projected blocks can be placed/welded when projected block is in range of a welder
- only blocks neighboring with existing blocks can be placed
- when the projected block is colliding with anything else, it cannot be placed
- it's possible to project a blueprint on any existing ship, to repair/rebuild it

Note: The projectors do not support blueprints with rotors and pistons at the moment. In case they are used, the projector selects the larges grid and projects only that one. We will continue to work on the projector block - as usual with every new block, this is just the first iteration and work in progress. Thanks for your understanding and for your help!

Axios2006
03-12-2014, 19:46
Space Engineers: Exploration & Call for “player created content”

http://blog.marekrosa.org/2014/12/space-engineers-exploration-call-for_3.html

One of the bigger features that we are going to release very soon is exploration (together with “super-large worlds” and “procedural asteroids” – more details in a future blog post).

We need your feedback and that’s why I am declassifying it prematurely :-)

Exploration

The exploration feature will add a practically infinite number of ships and stations to the game world, so there will always be something new to discover, explore, acquire and conquer. You can imagine it like this: you are traveling in some direction and there is an asteroid, so you decide to check it and see if there’s something in its tunnels, in its proximity or on its surface. Or you just fly through empty space and boom, a lost wreck shows near you. Exploration is an upgrade to how cargo ships work.

Because the game world will now contain millions of ships (of course, you will be able to observe and visit only a fraction of them), exploration had to be implemented in a CPU/RAM friendly way, so these ships will be inserted and removed to/from the game world as you get closer/further. In other words, only a fraction of all these millions of ships will be subject to physics simulation at any given moment.

This way, ships are procedurally spawned and don’t consume RAM. Only altered ships are stored persistently (e.g. damaging a ship, entering a cockpit, changing values in the terminal). You can fly for a long period of time and your RAM usage shouldn't change. Of course, if you spot a ship but don’t touch it, then fly away (it gets removed from the RAM), then fly back, exactly the same ship will get added at that location. You won’t notice any difference. For you, all ships will appear persistent.

Ships won’t have AI for now, maybe later. Some will have disabled reactors; some will be active with turrets waiting for you. Only cargo ships will be moving.

Call for “player created content”

Where to get all these ships and stations?
We could develop a procedural ship/station generator – this would require a lot of additional work and the result will never be as good as what creative humans can create
We could hire dozens of designers who could design these ships (while not working on new scenarios/missions)
We could use what the SE community has already created – more than 50,000 creations on Steam Workshop. We would browse all ships/stations/blueprints and decide which ones get included into Space Engineers

We like the third option the most and I hope you will too :-)

The Steam Subscriber Agreement allows us to include all workshop creations into our game, but since this may be a big thing for some people, we decided to ask what our community thinks. Please use this survey and help us decide. LINK

Everyone whose creation will be used in Space Engineers will get his name into the game credits.

What workshop works are we going to put into Space Engineers?

Small and large ships, asteroid outposts, hidden stations, mining operations, semi-automated drones, etc.
Only performance friendly works
Only ships that are not using mods
No third-party intellectual property (e.g. no Star Wars ships)


The exploration feature will be highly moddable and you will be able to add your own ships, even those using mods (e.g. new blocks). This will work in multi-player as well.

---
Thanks for helping us!

~Blissard~
04-12-2014, 07:34
Spettacolo l'esplorazione! lo aspetto al varco per i saldi natalizi ;)

Axios2006
04-12-2014, 16:29
Update 01.059 – Projector & Assembler Improvements, Bugfixing #6

Summary
In this week’s update, we have made improvements on projector and assembler blocks. We have also added the option to disassemble a single item for assembler. Moreover, the bugfixing still continues.

Features
- projector improvements
- assembler improvements
- mwm viewer improvements
- added the single item disassemble option for assembler
- projector now remembers last projected blueprint when turned OFF and ON again*
*Important Note: projector will not remember ON/OFF action on already projected blueprints, you will have to project them again and it will work without problems

Fixes
- mwm viewer fixes
- fixed issue with landing gears being ripped off
- fixed confusing disassemble for assembler - assembler now disassembles only items in its own inventory
- fixed issue when assembler icon was red even when there is enough material in conveyor system to assemble the item
- fixed assembler showing blocks for disassemble instead of components
- fixed inventory filter is not closing when pressing 'X'
- fixed projected block does not keep options
- fixed projected blueprints don't keep groups
- fixed projector projecting when it’s off

Warning: Avast and possibly other anti-virus software could mark file SpaceEngineersDedicated.exe as a malware containing "Win32:Evo-gen" infection. This may happen during Steam download of this new update. This is just a false-positive, please mark this file as an exception to continue the update.

Axios2006
12-12-2014, 08:57
Update 01.060 – Sound block, New skybox, Bugfixing #7

Summary
The sound block has been added - it can reproduce predefined sounds such as alarm, siren for announcements, etc. Also, we have replaced the old Skybox with a brand new one! This change has been made as a part of the preparations for the future updates that Marek has mentioned on his latest blog post about exploration and super large worlds.

http://www.youtube.com/watch?v=N-4jWS8kscM

Modding Guide for sound block: http://steamcommunity.com/sharedfiles/filedetails/?id=354444565

Features
- sound block
- new skybox

Fixes
- fixed projector loses orientation after power loss
- fixed issue with cooperating assemblers resetting build progress on master assembler
- fixed issue with antennas that were set OFF were working after loading
- fixed timers, cockpits and other blocks which could not be welded in projection
- fixed crash caused by same object being added twice
- fixed crash when saving in remote control or camera and reloading the game

Update 01.060.018
- fixed issues with missing asteroids when staring new game

Update 01.060.019
- fixed issues with invisible asteroids for clients

Axios2006
15-12-2014, 20:03
SE in sconto del 50% su Steam per 48h

18,99€ -> 9,49€

Axios2006
18-12-2014, 19:50
Update 01.061 – Netgraph, Bugfixing #8

Summary
Netgraph has been added. This will help players to check their connection status with the server. It can also be used by non-dedicated servers to check the amount of used bandwidth. Another addition that we did is the option to disable block deformation and destruction (in world settings).

Warning: Players will experience long loading times when loading a world that was created before update 01.060. This happens only for the first time (save a map and the loading time should be back to normal for that map next time). We already fixed long loading times in cases of creating a new world, but there are still some issues with asteroids and their size - we are working on improving this as well.

https://www.youtube.com/watch?v=w7l5z6XPA2Y

Netgraph Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=357872062

Features:
- net graph (CTRL+H)
- destructible blocks option in world settings (Enables/disables blocks deformation and destruction for the map. If disabled, no blocks can be damaged or destroyed)

Fixes
- fixed ore detector detecting ore when there was none*
- fixed freeze when grinding
- fixed no message when character crosses the limit world
- fixed piston missing in assembler
- fixed crash in Havok constraints (aka random crash)
- fixed crash in render
- fixed HUD overlapping when in ship
- fixed issue when player could not create new large/small ship grid
- fixed issue with arrow keys not working properly with sliders
- fixed issue with sound of working assembler still running when assembler was not working

*Warning: in order to see this change you will have to create a new world and save it, also precision of ore detector is still work-in-progress

djmatrix619
19-12-2014, 11:28
Ho notato che Space Engineers ha da poco un grande concorrente per il genere.... Starmade! Dicono che sul loro sito si possa avere anche gratis per ora... (early access ricordo..)

Axios2006
25-12-2014, 18:53
Update 01.062 - Super-large worlds, Procedural asteroids and Exploration

http://i.imgur.com/kZft06k.png

Summary
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

Finally, we would like to send our best wishes to everyone and we hope that your Holidays will be more fun after these additions [smile]

https://www.youtube.com/watch?v=ZF9Wnyss69k

Features
- super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU)
- procedural asteroids - adds an infinite number of asteroids to the game world (dedicated servers settings: value for asteroid field density should be between 0 and 1)
- exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!

Fixes
- fixed exploration tag not working
- fixed issue with WriteBinaryFileInLocalStorage
- fixed holes in asteroids when generated too close to the edge of the storage
- fixed interior lights color problem

Axios2006
01-01-2015, 18:03
Update 01.063 – Programmable block

Summary
Happy New Year Space Engineers! Our first update of this year includes a very special and highly anticipated feature. Programmable block (aka “in-game programming”) has been added! The block is fully programmable within the game’s environment and world. Programming is now an integral part of the gameplay (this is not modding – that has been added a few months earlier). Programmable block can access other blocks in a grid or through antennas, open and close doors, lit on the lights, and more. Ownership determines what can be accessed. This is a first prototype, just to get it to your hands and get real feedback from you. More options and improvements will be implemented in the future.

You can read more info about in-game programming on Marek’s blog post: http://blog.marekrosa.org/2014/06/programming-in-space-engineers_4.html

https://www.youtube.com/watch?v=vYxiJUFRg_E

In-game programming guide: http://steamcommunity.com/sharedfiles/filedetails/?id=360966557

Features
- programmable block
- workshop support for programmable block (sharing scripts)
- added little more deposits to generated asteroids

Fixes
- fixed spawning in distant locations
- fixed rendering issues with asteroids in distance (no more shrinking)
- fixed terracing artifacts (stairs) on torus asteroids

Axios2006
08-01-2015, 23:43
Update 01.064 – Sensor ownership recognition, View distance settings

Summary
Sensors can now detect ownership and distinguish friends from enemies. Also, we added the option to set the view distance in the worlds - this will help players to improve the game’s performance. Additionally, the max speed of ships can also be modified. Lastly, we have made some improvements for the Programmable block; from now on, it respects ownership settings and requires electricity in order to function.

https://www.youtube.com/watch?v=VDdBDfmxMsI

Features
- sensor ownership recognition (distinguishes friends from enemies)
- new world setting: view distance (this will help players to improve the game’s performance)
- added splash screen which indicates that the game is starting
- moddable max speed for ships

Modding guide for ship speed: http://steamcommunity.com/sharedfiles/filedetails/?id=371554858

Fixes
- fixed issues with asteroid mining creating tiny pieces of asteroids near surface
- fixed amount of uranium in default respawn ships so that they are able to work in infinite worlds
- fixed drilling memory leaks
- fixed blueprints menu issues
- fixed issue with clients not able to see the changes in the script
- fixed particle effect for meteors
- fixed advanced world settings menu layout for supported resolutions
- fixed handler executes even after the script has already ended
- fixed ore detector detecting ores better
- fixed asteroids getting smaller in distance

Programmable block changes
- added Projector to guide
- removed actions from ingame scripting
- removed adding, and deleting items in inventories, only transferTo and transferFrom is possible
- transferTo and TransferFrom respects conveyor system
- programmable block can access only shared blocks
- when ownership is changed, program needs to be recompiled
- programmable block needs power
- updated emissivity for programmable block
- added icon for run action
- removed system.Timer
- fixed issue with get block with name
- fixed crash with structs
- fixed crash with static methods and variables
- fixed critical component set wrongly for programmable block

Axios2006
15-01-2015, 18:58
Update 01.065 - Communications

Summary
Communication has been added. More specifically, it is player-to-player and faction-to-faction chat with history. The player should be within the antenna’s range in order to successfully broadcast/receive the messages. Offline mode is also available - send a message to players who are out of range; in this case the message will be marked as 'not delivered' and will stay “pending” until the player gets into range.
When sending messages to faction, it's enough to deliver the message to one member who will automatically forward it to the others. There's also broadcast which will immediately send a message to everybody within the antenna’s range.
Additionally, the in-game programming has been improved. It's now possible to set block properties, such as light color, rotor velocity, limits, etc. Basically anything what is slider in terminal can be set by a script directly as value (list of available properties will be published soon). Also '.bat' file for creating new script mod has been added. This '.bat' file creates new Visual Studio project with references and example script in local mod folder (AppData\SpaceEngineers\Mods\).

https://www.youtube.com/watch?v=I95MdV3IRKE

Features
- communication – chat between players and factions
- in-game programming improvements
- script mod templates
- world view distance in join screen

Script modding guide: http://steamcommunity.com/sharedfiles/filedetails/?id=375363611
Programmable block guide: http://steamcommunity.com/sharedfiles/filedetails/?id=360966557

Fixes
- fixed 1x1 suspension wheels on large grid
- fixed meteor wave timer values in GlobalEvents.sbc still not being read
- fixed blast door not showing in "small blocks" section
- fixed ShipMaxSpeed mods possible collision with some skybox mods
- fixed crash due to drifting ship in save file
- fixed particle effects are displaced

---------------------------------------------------------------------

Note: In case you missed our latest news, we announced our new engineering game “Medieval Engineers”. If you want, you can watch the announcement video here: https://www.youtube.com/watch?v=GJBYsv3sGAI

More info about the game: http://www.medievalengineers.com/

maxsy
20-01-2015, 13:18
quanti siamo?

Axios2006
22-01-2015, 22:19
Update 01.066 – GPS, Text panel, Mod sorting

Summary
GPS has been added in the game. We decided to name it GPS (Global/General/Galactic Positioning System) because it is more understandable by the majority. In terms of physics, it works very similar to the INS (Inertia Navigational System). GPS can be shown on HUD. Players can create, send, receive and manage GPS coordinates in a new screen in the terminal. They can also create coordinates manually by entering X,Y,Z parameters or store their current position as a GPS coordinate. The coordinates can also be copied and pasted into chat. Another new addition is the text panel; it serves as an information panel for players. Players can write information about location, faction, mission, etc., they can edit the text which is shown on the panel and set who can read or edit it.

https://www.youtube.com/watch?v=7pq-R3WDVbM

Features
- GPS - create, send, receive and manage GPS coordinates in the game
- text panel block
- mod sorting (filtering)

Fixes
- fixed cargo ships not despawning
- fixed API AddPlayerToFaction does not sync
- fixed Entities not InScene create a light source at origin
- fixed some existing button panels get detached
- fixed texture issues on wheel blocks

Axios2006
29-01-2015, 15:36
Update 01.067 – Voxel Hands, Terminal weapon control

Summary
Voxel hands have been added. It can be used to shape and form the asteroids and change their material (available in the creative mode only). Additionally, we have implemented the option to add weapon actions into your toolbars, including sensor and timer slots.

https://www.youtube.com/watch?v=EbKUWlKavwk

Features
- Voxel Hands (creative mode only)
- Add weapon actions to block toolbars (timers, sensors)
- Changed the key combination for exporting a model: CTRL+ALT+E
- Programmable block: improved code editor performance; code is now limited to 50.000 characters

Fixes
- fixed character instantly dying after respawn
- fixed crash in programming block when using tuples
- fixed crash with duplicate character ID
- fixed texture issues on timer block, suspension wheels
- fixed various text typos
- fixed gravity field slider showing incorrect values

Axios2006
05-02-2015, 14:31
Update 01.068 – Camera zoom, Damage effect for blocks

Summary
Blocks now have particle effect when they are damaged either by shooting or drilling. The effect is visible when the damage is below the red line and it differs according to the type of block that is damaged (armor blocks do not have any effects). Also, we implemented camera zoom – by using the mouse wheel while in camera mode. Additionally, tool shaking has been added to world settings (enabled by default for new worlds, disabled in existing worlds). This can enable the shake when grinders or drills are used. This shake is also applied on the object that is being ground.

https://www.youtube.com/watch?v=a6qV3TxuC5w

Features
- camera zoom
- damage effect for blocks
- tool shaking (can be enabled via edit settings)
- MOD API added generated documentation (C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers\Tools\Documentation.chm)
- MOD API added interfaces to load and create voxel maps
- MOD API added possibility to start/stop damage effects from scripts

Fixes
- fixed collector physics issues
- fixed sensor detecting every ship as enemy
- fixed bug with audio being played during loading screen
- fixed one case of exploding rotors
- fixed wrong mouse position in programmable block
- fixed issue with Storage not saving in programmable block
- fixed voxel hands painting is not visible on other client

Known issue: text panel display is white (we're fixing it)

Axios2006
12-02-2015, 15:30
Update 01.069 – New armor block types, Armor and asteroid modding

Summary
New types of armor blocks have been added - rounded and angled. Moreover, we have expanded the modding possibilities to armor and voxels (asteroids). You can find more info in the modding guides linked below.

https://www.youtube.com/watch?v=yEYZGatrsDA

Features
- new armor block types: rounded, angled
- armor modding
- asteroid modding

Guides
Armor: http://steamcommunity.com/sharedfiles/filedetails/?id=391202025
Asteroid: http://steamcommunity.com/sharedfiles/filedetails/?id=391149836

Fixes
- fixed crash when starting DS when using faction chat
- fixed some instances of welding issues (still work-in-progress)
- fixed some instances of launchers exploding themselves up (please let us know, if it worked)
- fixed damaged armor blocks not rendering properly

Axios2006
18-02-2015, 22:34
Roadmap Space Engineers 2015

In breve: da asteroidi di 400 - 500 metri si passa a pianeti di decine / centinaia di kilometri.

Atmosfera, piante, ossigeno sulle grandi astronavi.

Conversione del gioco a DX11, nuovo rendering, texture dettagliate e scalabili. (DX9 sempre disponibile)

Motore fisico Havok multithread.

Tutto ovviamente soggetto a possibili cambiamenti.

-----------------------------------------

http://blog.marekrosa.org/2015/02/space-engineers-planets-oxygen-directx_18.html

Space Engineers: Planets, oxygen, DirectX 11, optimizations and multi-player

People keep asking us "what is the next big feature to be added to Space Engineers". As at the moment the major part of our plan focuses on long-term goals (which will take months to finish), and we don’t want to keep people in the dark, we’ve decided to reveal some of them.

Before I continue, let me emphasize that everything I say in this blog post is subject to change. The process of game development at our studio goes through multiple stages (idea, concept, development, testing, feedback, more development…) and during the later stages it’s likely that some of the earlier stages get changed due to feedback and the experience that we gain later.

Planets and oxygen
When we started working on Space Engineers we were not sure whether we wanted to add oxygen and planets. We didn’t know if people wanted us to go this direction and we also didn’t know how challenging it would be to develop. But now we see that it’s one of the most requested features and we are also confident that we can deliver it.

First we will focus on oxygen in space ships (grids). The algorithm will traverse through the volumetric grid, check if there’s a closed or open area, and if the oxygen can expand or stay contained. We may use solutions already developed for conveyors (it’s an obvious graph traversal / flood-fill algorithm).

The next stage will be planets, which will basically be asteroids ranging in sizes from tens to hundreds of kilometers across. We need to be careful with the expensive procedural generator here and the simplest optimization is to avoid generating terrain for volumes that are too far from the planetary surface (because they are almost always full or almost always empty and there’s no need to run the generator there).

Then we will need to add some sort of terraforming: oxygen generator, trees, grass, etc.

One of the open questions we haven’t decided yet is how to place station blocks on planets. If we keep our axis-aligned approach and the player starts building a station at some place on the planet and then keep adding blocks to it, soon the blocks will deviate from planet’s spherical surface. One idea is to allow rotation of the base block and so the player could align the station with the spherical planetary surface. The other idea is to add a new type of block grid: one based on spherical coordinates.

Also, we still don’t know if oxygen will just be an aesthetical function. We need to come up with the advantages that players without helmets or suits would have - something that can only be done if the character has no space suit. Otherwise nobody will take off their helmet and the whole point of air in spaceships will be lost. On the other hand, we can’t penalize players in suits because that’s how almost everyone plays the game now.

A natural landscape generator, trees, grass and sky are already finished - thanks to Medieval Engineers.


DirectX 11 and optimizations
During the development of Medieval Engineers we created a brand new DirectX 11 renderer. Its main feature is PBR (physically based rendering) that allows us to define surface textures with very realistic appearances.

EDIT: Older DX9 renderer will stay in place (for those who don't have DX11 hardware)

Additional benefits:
multi-threaded rendering
more efficient processing of generated geometry (e.g. grass)
smooth LOD (level of detail) transitions based on screen-space object dithering (no popping)

This new renderer will soon come to Space Engineers. Our artists have already started work on finishing our 3D models up to their final quality (you may have noticed that most of the models in Space Engineers are just temporary concepts, low-poly, no textures).

We are keeping the original art style and just making the models prettier. During this change we will also reduce unnecessary polygons and add multiple models for LOD optimizations (LOD means that objects in the distance are rendered in a lower quality). The positive thing is that we can keep working on this iteratively, block after block.

Multi-core physics and optimizations
Havok is a physics engine developed by Intel and we use it in Space Engineers and Medieval Engineers.

Havok is able to utilize multiple CPU cores for its physics calculations. At present our games don’t support this and some work on our side is required to rectify this.

We will need to handle callbacks from Havok to our game, so that when they are triggered from different threads they will not cause any problems. For example, when Havok detects any contact between two physical bodies, it sends a message to our game so that it can play a sound or render a particle effect.

The other big piece of work will be extending thread safety in voxel polygonization and procedural generation. Right now this runs asynchronously (so the game doesn’t lag when large terrains are requested), which can be a problem in situations where Havok needs real geometry to calculate potential collisions between objects that suddenly approach each other.

Benefits of multi-core physics:
faster calculations = less lag in critical situations
ability to compute more objects in a world, e.g. massive count of debris during structural integrity collapse in Medieval Engineers

Multi-player
The bottom layer of our networking engine relies heavily on Steam networking and we can’t use this on the Xbox One port of Space Engineers.

The new networking library we chose allows us to better control message and channel priorities and reduce multiplayer lag and waiting periods.

This upgrade comes thanks to our decision to port Space Engineers to Xbox One and in future will lead to increased platform independency of our game engine.

---

Thank you for reading this!

AuxPlinsky
19-02-2015, 09:09
non mi è chiarissimo al momento cosa c'è da fare in game
parlo della modalità survival:
sono in un mondo persistente con altri giocatori tipo mmo dove mi devo procacciare le risorse per sopravvivere e posso costruire basi/astronavi per esplorare l'universo ed eventualmente entrare in conflitto o allearmi con altri giocatori con tutte le implicazioni del caso?

Axios2006
19-02-2015, 09:36
non mi è chiarissimo al momento cosa c'è da fare in game
parlo della modalità survival:
sono in un mondo persistente con altri giocatori tipo mmo dove mi devo procacciare le risorse per sopravvivere e posso costruire basi/astronavi per esplorare l'universo ed eventualmente entrare in conflitto o allearmi con altri giocatori con tutte le implicazioni del caso?

Esatto.

AuxPlinsky
19-02-2015, 10:20
se muoio che succede?
la mappa quanto è grande?
quanti players per server?

IL_mante
19-02-2015, 10:51
1-se muori respawni alla più vicina postazione medica oppure in una mininavetta con le costruzioni base in un punto a caso nella mappa
2- 3- dipende da chi ha creato la mappa che impostazioni ha scelto, se la mappa la crei tu e inviti altra gente puoi deciderlo tu

Axios2006
19-02-2015, 10:55
se muoio che succede?
la mappa quanto è grande?
quanti players per server?

Se muori ed hai una sala medica di tua proprietà, respawni lì. Altrimenti in una scialuppa
di salvataggio in un punto distante della mappa. A tua discrezione aver approntato gps e / o un faro spaziale (beacon) per ritrovare la tua roba.

La mappa dipende da chi ha impostato il server: da 4 asteroidi in 10 km cubici a mappe con infiniti asteroidi da un 1,000,000,000 km di diametro.

32-64 in base al server. A volte anche di più.

AuxPlinsky
19-02-2015, 10:57
no ok ma si trovano server con quanti players al massimo?
la costruzione fine a se stessa non mi interessa quindi volevo capire se sono previsti ed eventualmente esistono già server tipo altri survival come rust/dayz dove appunto devi procacciarti le risorse per sopravvivere costruirti una base e invitabilmente vieni in contatto con altri players

è una cosa del genere ambientata nello spazio?

AuxPlinsky
19-02-2015, 11:00
Se muori ed hai una sala medica di tua proprietà, respawni lì. Altrimenti in una scialuppa
di salvataggio in un punto distante della mappa. A tua discrezione aver approntato gps e / o un faro spaziale (beacon) per ritrovare la tua roba.

La mappa dipende da chi ha impostato il server: da 4 asteroidi in 10 km cubici a mappe con infiniti asteroidi da un 1,000,000,000 km di diametro.

32-64 in base al server. A volte anche di più.

ok quindi si direbbe il "classico" survival ambientato nello spazio forse con un focus maggiore sulle costruzioni o comunque con la possibilità di costruire molto varia e ampia
sembrerebbe interessante e già ampiamente giocabile e ricco di contenuti

AuxPlinsky
19-02-2015, 11:01
se lo gioco con altri amici ho la possibilità di respawnare vicini gli uni con gli altri fin dal primo istante di gioco?

Axios2006
19-02-2015, 11:05
se lo gioco con altri amici ho la possibilità di respawnare vicini gli uni con gli altri fin dal primo istante di gioco?

No, a meno che non costruiate tutti la stazione medica vicino.

E poi all'inizio mica si è tutti accanto. Bisogna trovarsi col gps.

AuxPlinsky
19-02-2015, 12:55
ok grazie

Axios2006
19-02-2015, 13:01
ok quindi si direbbe il "classico" survival ambientato nello spazio forse con un focus maggiore sulle costruzioni o comunque con la possibilità di costruire molto varia e ampia
sembrerebbe interessante e già ampiamente giocabile e ricco di contenuti

No. È un gioco prevalentemente di costruzioni con una componente survival limitata: il pg non ha fame, sete, basta ricaricare la tuta di energia e salute in pochi secondi nella sala medica.

Con Rust e DayZ non ha nulla in comune.

Qui il fulcro è costruire mega strutture o piccoli droni. Ore a costruire e 2 min per demolire tutto in battaglia e poi ore a raccattare i pezzi e ricostruire.

Comunque dovrebbe esserci questo week end o il prossimo un week end free su STEAM.

AuxPlinsky
19-02-2015, 14:48
ah bene adesso è più chiaro

Axios2006
19-02-2015, 15:13
FREE Weekend da oggi alle 19:00

https://steamdb.info/sub/61131/

AuxPlinsky
19-02-2015, 15:42
ottimo lo provo sicuramente anche se probabilmente non è il mio genere

IL_mante
19-02-2015, 17:35
in teoria avendo già scroccato un free weekend dovrei avere ancora i dati di gioco dall'altra volta giusto? dovrò scaricare i vari aggiornamenti..

il gioco mi piace vediamo quanto è cambiato dalla volta scorsa, non era scoccata la scintilla (solo una scossettina piccina):D

Axios2006
19-02-2015, 17:37
in teoria avendo già scroccato un free weekend dovrei avere ancora i dati di gioco dall'altra volta giusto? dovrò scaricare i vari aggiornamenti..

il gioco mi piace vediamo quanto è cambiato dalla volta scorsa, non era scoccata la scintilla (solo una scossettina piccina):D

Basta che inizi una nuova partita.... alcuni update hanno cambiato la gestione degli asteroidi.

Axios2006
19-02-2015, 22:57
Update 01.070 – LCD panel, new type of round armor

Summary
We added a new variant of the rounded armor blocks which will not merge with the grid around them, you can use them for more acute connections of rounded and normal armor blocks. Additionally, the LCD panel block is now available. It has the possibility to actually show text or texture on its own screen. It can also display custom textures created by the players.

https://www.youtube.com/watch?v=_3WjlvdAGDY

Features
- LCD panel
- new exploration ships
- added new type of round armor
- improved normal maps of current round blocks
- mod API update for text panel

Fixes
- fixed crash when trying to load workshop item for wrong appid
- fixed rounded blocks are not built correctly in survival
- fixed sound block exception in programming blocks that caused crash
- fixed stuck in death after conversion of a survival world to a creative while character was dead
- fixed Havok crash
- fixed "GetBlockWithName" Thruster exception in programming block that caused crash

Warning: LCD panel reset when merged with another grid or when ground down and merged again - it is a bug. It is also a known issue - please do not report it. Workaround is to switch panel OFF and ON again and the correct text/texture appears. Armor LODs are changing at short distance, it is also known. We will be fixing these issues as soon as possible.

djmatrix619
19-02-2015, 23:09
Ci dovrebbe anche essere il FREE WEEKEND, oltre allo sconto su STEAM. :)

Axios2006
19-02-2015, 23:16
Ci dovrebbe anche essere il FREE WEEKEND, oltre allo sconto su STEAM. :)

FREE Weekend da oggi alle 19:00

https://steamdb.info/sub/61131/

Ed io cosa avevo scritto? :asd:

djmatrix619
19-02-2015, 23:19
Ed io cosa avevo scritto? :asd:

Porca miseria l'hai scritto talmente in anticipo che avevo dato per scontato che non l'avessi ancora fatto! :asd: Colpa mia! :D haha

Axios2006
19-02-2015, 23:23
Porca miseria l'hai scritto talmente in anticipo che avevo dato per scontato che non l'avessi ancora fatto! :asd: Colpa mia! :D haha

E' da 3 gg che sapevo del free weekend. Solo non sapevo la data.

Ogni giorno "stalkero" steamdb.info: progressi dei giochi già in mio possesso, giochi che seguo e clicco su qualsiasi titolo nuovo. Se no come credi che scopro tutti questi titoli?

PS: se arrivi ad acquistare 10 titoli consigliati da me, sei ufficialmente Axios addicted. :sofico:

Axios2006
26-02-2015, 23:00
Update 01.071 – New armor blocks, more exploration ships, favorites/history in server browser

Summary
New types of armor blocks have been added. We also added more exploration ships/encounters and the option to add your favorite servers on your browser.

https://www.youtube.com/watch?v=lkiAHcsVYTk

Features
- new types of armor blocks (2x1x1 wide - currently not available for small ships)
- new exploration ships/encounters
- favorites/history in server browser

Fixes
- fixed crash when loading mod with invalid ID from workshop
- fixed crash when merge blocks are set off
- fixed crash when updating text on LCD panel while saving
- fixed issue when scripts cannot be loaded from workshop

Ganja
27-02-2015, 11:55
Update 01.071 – New armor blocks, more exploration ships, favorites/history in server browser

Summary
New types of armor blocks have been added. We also added more exploration ships/encounters and the option to add your favorite servers on your browser.

https://www.youtube.com/watch?v=lkiAHcsVYTk

Features
- new types of armor blocks (2x1x1 wide - currently not available for small ships)
- new exploration ships/encounters
- favorites/history in server browser

Fixes
- fixed crash when loading mod with invalid ID from workshop
- fixed crash when merge blocks are set off
- fixed crash when updating text on LCD panel while saving
- fixed issue when scripts cannot be loaded from workshop

:sofico:

Axios2006
06-03-2015, 07:45
Update 01.072 – Laser Antenna, large turret terminal control

Summary
Laser antennas have been added. It is a new block that will work as normal antennas do but with a few differences. The first and most important one is that they will not be visible on HUD. The second difference is that if you have a grid and you own a laser antenna on that grid, you cannot control the turret on the same grid if you access it from the control panel but only if you are sitting in the cockpit. The maximum reach of laser antennas is 20 km for the small grid and 40 km for the large grid. Also laser antennas have several states represented by a small dot on them. If the dot is green, the antenna is working, it is on powered grid, but it is not connected to other antenna. If the dot is red, it means that the antenna is damaged or on a grid without energy. If the dot is yellow, the antenna is searching for connection to another antenna. If the dot is blue, there is connection to a friendly antenna established. You can connect to another antenna by generating its GPS and pasting them to another friendly antenna. We also added API support for modding voxels and turrets. Scripts now can be used for modifying asteroids (color them, save them etc.). Also turret range and angles are now moddable as well.

https://www.youtube.com/watch?v=yQF7ylvPo7c

Features
- laser antenna
- large turret terminal control
- target turret control from in-game/modAPI
- possibility to set custom limits for turret angles in definition (check the official guide: http://steamcommunity.com/sharedfiles/filedetails/?id=402915102)
- possibility to disable idle movements for turrets
- voxel hands added to mod API

Fixes
- fixed LCD panel not saving current texture
- Light +LCD blink time synchronization between clients
- fixed crash with mod when SubtypeName contains Stone

Mods/Scripts
- example mod for the new weapon API support: http://steamcommunity.com/sharedfiles/filedetails/?id=402952773
- target turret control from in-game/modAPI: http://steamcommunity.com/sharedfiles/filedetails/?id=401966136
- turret API Sample script: http://steamcommunity.com/sharedfiles/filedetails/?id=401947604
- voxel hands added to mod API: http://steamcommunity.com/sharedfiles/filedetails/?id=399791753

Axios2006
12-03-2015, 20:35
Update 01.073 – Sorting items inside conveyor system

Summary
A new block for sorting items inside the conveyor system has been added. This block gives the option for advanced filtering - black/white-listing of items or whole groups of items of the same kind. The block has to be oriented properly in order to work.

Also, the warhead blast radius and the laser antenna power consumption can now be moddable. The blast radius is limited to 30 which means that one modded warhead cannot be stronger than 30 normal ones.

https://www.youtube.com/watch?v=skT8MQwnDdo

Features
- new conveyor sorter block
- laser antenna permanent connection
- warhead blast radius modding
- laser antenna power consumption modding

Fixes
- fixed crash with conveyor system
- conveyor sorter has been added to G screen Small and Large blocks
- conveyor sorter has been added to Assembler blueprints

Axios2006
19-03-2015, 19:06
Update 1.074 – Oxygen!

Summary
Oxygen has been added in Space Engineers! This means that now you can take off your character’s helmet, but only inside the medical room. When the character takes off the helmet inside an environment without oxygen, he will receive damage. In addition, you are now able to obtain ice and generate oxygen out of it by using the oxygen generator. This device needs to be connected to an air vent that will emit the oxygen inside the room.

Moreover, we’ve implemented the “drain all” option for the sorter block that will push all items trough the block and the "switch" statement for the programmable block.

https://www.youtube.com/watch?v=pkTuvF435Jc

Features
- oxygen (generation and management)
- "drain all" option for sorter block
- "switch" statement for programmable block

Note: ice will be generated in new worlds.

Fixes
- fixed crash when connecting laser antenna
- fixed drills not sending ore to cargo containers
- fixed welder (tool) welding faster than ship welder
- fixed client cannot weld or grind
- fixed programmable block button always in OFF state
- fixed rotor textures

Rumack
23-03-2015, 15:55
Volendo pensare ad una forma di baratto in gioco, considerata questa tabella www.spaceengineerswiki.com/Ore, e contrariamente a quanto si potrebbe pensare, almeno girando intorno alla ns stazione, non è l'uranio la risorsa più rara e non è la pietra quella più diffusa!

I minerali più rari sono Ni, Si, Ag, Au, e Pt con solo il 2% di rarità.
Segue Co 2.2% e Mg il 2.4%; dunque uranio al 4.4%; in cima alla lista dei minerali più diffusi ci sono Pietra 31% e Fe 50%!

Se si volesse tenere in considerazione solo questi dati, approssimando, si potrebbe dire che: Ni, Si, Au, Ag, Pt, Co e Mg posso essere scambiati tra loro con un rapporto di 1:1 invece con ferro e pietra il rapporto potrebbe anche essere 1:2 "alla carlona"

Poi ci sarebbero da fare altre considerazioni, ad esempio:
Uranium Ore converts to Uranium Ingots at the refinery at a ratio of 100 KG to 0.56 KG or approximately 178.5:1 ..e via dicendo. La faccenda potrebbe diventare spinosa... Ma poi, qualcuno ha letto o sa se verrà mai introdotta la valuta?

Axios2006
23-03-2015, 17:13
Benvenuto nel forum. :)

Non credo che una valuta venga introdotta. Almeno a quanto letto finora.

Anche il baratto ha poco senso: cerco una nave npc o attacco la fazione nemica. Metalli a iosa.

In futuro non si sa......

Axios2006
26-03-2015, 18:54
Update 01.075 - Airtight hangar door, New turret targeting options

Summary
Airtight hangar door has been added to the game. Players will now be able to build large pressurized hangars for their ships and stations. Additionally, new options for turrets are now available that allow players to set targeting solely on stations, characters, small ships or large ships. Moreover, players can now switch the oxygen and sensor blocks ON/OFF from the toolbar, timer and sensor. Also, rockets will no longer destroy non-armor blocks in one shot and they will require less material for producing them. Lastly, we added a scrollbar for actions that can be assigned to toolbar in G screen.

https://youtu.be/HUHLeQW981M

Features
- airtight hangar door
- new turret targeting options
- ON/OFF options instead of check-box for oxygen blocks and sensor blocks
- scrollbar for actions in G-screen

Fixes
- fixed rockets destroying non- armor blocks in one shot
- fixed loading times
- fixed crash caused by Havok
- fixed issue of switching to toolbar when G screen is open
- fixed issue with door exploding in Easy Start 2
- fixed issue with fighter ship damaged in Easy Start 2
- fixed issue with ice falling into asteroid when using hand drill

Demianz
28-03-2015, 08:31
Ho ripreso in mano il gioco dopo diversi mesi che non ci giocavo, prima quando morivo ero in una navicella e vedevo chiaramente la posizione della piattaforma, ora se respawno su una navicella non so più come tornare, devo per forza rinascere nell'infermeria. Cosa sbaglio?

Forse ho capito, ho aumentato il raggio dei fari.

Axios2006
28-03-2015, 09:05
Ho ripreso in mano il gioco dopo diversi mesi che non ci giocavo, prima quando morivo ero in una navicella e vedevo chiaramente la posizione della piattaforma, ora se respawno su una navicella non so più come tornare, devo per forza rinascere nell'infermeria. Cosa sbaglio?

Forse ho capito, ho aumentato il raggio dei fari.

Quando il pg muore, appare un menu di scelta e se hai la sala medica, dovrebbe darti almeno 2 opzioni. La sala medica e la rescue ship.

In ogni caso, ora per ritrovare la base, basta marcarla con il gps. E risparmi pure faro e energia per farlo funzionare.

Axios2006
02-04-2015, 23:15
Update 1.076 – More oxygen options, Space ball!!!

Summary
We have broadened the oxygen options in the game. Now, there can be oxygen inside small ships and cockpits. Additionally, there is an oxygen level on the player’s suit (available only in survival mode and only if enabled in options). The character will have to breathe oxygen in order to survive. If the level drops to 0, he will lose health. Oxygen can be replenished in the medical room or through oxygen bottles, which can be replenished in oxygen tanks or oxygen generators. Lastly, there is a Space Ball that bounces inside the game!!!!

https://youtu.be/EWwRsJIFoGM

Important note for modders:
We changed the mechanics of spawning in medical rooms, so all modded medical rooms should include: dummy detector_respawn in order to spawn the player as the default medical room.

Features
- space ball
- oxygen for small ships and cockpits
- suit’s oxygen level
- oxygen bottle (inventory item)
- med bay conveyors (to transfer oxygen)
- enclosed cockpit conveyors (to transfer oxygen)
- re-spawn screen shows level of oxygen around medical rooms
- suit consumes less energy when helmet is off
- character with helmet off will not die when energy is 0 (must be inside pressurized room)
- moddable number of subparts for hangar doors
- new features for air vents in ModAPI/Ingame programming

Fixes
- fixed asteroid lag
- fixed turret lag caused by lasers
- fixed loss of grid physics
- fixed airtight hangar doors not venting oxygen when not fully closed
- fixed GPS staying on HUD when unchecked
- fixed air vent venting when it is OFF
- fixed oxygen only passing through connectors on the same grid
- fixed incorrect oxygen level reported on projection
- fixed ice not fall from oxygen generator
- fixed spawn in medical room
- fixed hanger door looping sound

Axios2006
09-04-2015, 21:45
Update 01.077 - Hiding blocks in terminal, decompression effect, scenarios

Summary
Players can switch helmet anywhere by pressing "J" button and room decompression is now physically affecting players and floating items. In addition, we have added an extra option to show/hide blocks in the terminal menu for organizing your ship systems.
In this update, we also introduce a preparation for our future scenario system. The first demo single-player mission is available for you to try. Scenarios are still in heavy work-in-progress and we will keep releasing more and more features for them later on.

https://youtu.be/k6ONQkqwKi8

Features
- option to show/hide block HUD in terminal
- oxygen venting now affects player and floating items (push/pull)
- switching helmet by pressing "J" button
- scenario system introduction (work in progress)

Fixes
- fixed oxygen status 0 % in creative
- fixed conveyors red when oxygen is disabled in world options
- fixed message when refilling bottles is shown to all clients
- fixed oxygen helmet notification not showing

Axios2006
16-04-2015, 23:59
Update 01.078 - Main Cockpit, Button Panel hints

Summary
Players now have the option to choose the Main Cockpit. This cockpit will be used for controlling their ship or station. The other cockpits will only be used for controlling turrets and other blocks, but not for controlling the ship itself. We also added hints for the Button Panels – this will make the use of the button panels more convenient by showing hints before clicking on each button. Lastly, there is a “Report a Bug” button available on the Main Menu – this is an easier way for the players to report the bugs that they find in the game.

https://youtu.be/tXpKUW2mKZo

Features
- Main Cockpit option
- Button Panel hints
- “Report a Bug” button on Main Menu
- Checkbox for disabling 3rd person camera in the world

Fixes
- fixed exploding thrusters on small ships
- fixed blueprints set to incorrect ownership
- fixed crash in Havok step Delta time
- fixed issues with button panels not being able to be connected to the side
- fixed mwm builder crash when source-path does not contain a directory 'Content'
- fixed bones messed up when changing suits in medical room
- fixed issue with player not being to interact with inventory
- fixed camera cannot be placed on light armor slope 2x1x1 base
- fixed oxygen gain when using two air vents

Axios2006
23-04-2015, 18:31
Update 01.079 - Oxygen Farm, Disabling encounters option

Summary
The Oxygen Farm block has been added to the game. It works similarly to the solar panel, but it produces oxygen instead of electricity and doesn't require ice to work. We also added the option to disable encounters in the world. Additionally, the "Save As" option can be now accessed while the player is in the game (on the Main Menu by pressing Esc).

https://youtu.be/rTFgSio4SsI

Features
- Oxygen Farm block
- Option to disable encounters
- Save As option on the Main Menu
- Decreased the oxygen capacity of cockpit

Fixes
- fixed player not respawning when dead in turret control
- fixed oxygen bottle percentage not updating
- fixed crash in script on DS
- fixed merge block being targeted by own weapons
- fixed small advanced rotor part model
- fixed rotor part icon only on large block
- improved lag on large mining ships (still work-in-progress)
- fixed lost ownership of platform after reload (scenario)
- fixed character receiving damage when sitting in the cockpit without helmet
- fixed oxygen tank not updating oxygen amount for client
- fixed emissivity of oxygen tank not updating for client

Rumack
29-04-2015, 18:33
Benvenuto nel forum. :)

Non credo che una valuta venga introdotta. Almeno a quanto letto finora.

Anche il baratto ha poco senso: cerco una nave npc o attacco la fazione nemica. Metalli a iosa.

In futuro non si sa......

Grazie per il benvenuto, ma in realtà sono qui dal 2003: mi hanno segato l'account per aver postato il link di un game server, appunto x SE :(

Per il baratto non posso darti torto.
Tuttavia spero si faccia qualcosa per dare maggiore senso all'esistenza delle fazioni.

Axios2006
29-04-2015, 19:02
Grazie per il benvenuto, ma in realtà sono qui dal 2003: mi hanno segato l'account per aver postato il link di un game server, appunto x SE :(

Per il baratto non posso darti torto.
Tuttavia spero si faccia qualcosa per dare maggiore senso all'esistenza delle fazioni.

Ah.

Sulle fazioni: server da 64 players sono piccoli per grandi interazioni tra fazioni... il gioco è troppo focalizzato sulle costruzioni.... Certo se SE diventasse tipo EVE Online e/o Elite Dangerous con le costruzioni "a mano libera".... :sbav: ma ne dubito....

Su questo genere, un mix fazioni - costruzioni pare essere Eden Star o Asteroids.... però non li ho esaminati approfonditamente....

Rumack
30-04-2015, 11:16
Ah.

Sulle fazioni: server da 64 players sono piccoli per grandi interazioni tra fazioni... il gioco è troppo focalizzato sulle costruzioni.... Certo se SE diventasse tipo EVE Online e/o Elite Dangerous con le costruzioni "a mano libera".... :sbav: ma ne dubito....

Su questo genere, un mix fazioni - costruzioni pare essere Eden Star o Asteroids.... però non li ho esaminati approfonditamente....

EVE è EVE! ...forse piacerebbe a giochi come ED o SC avvicinarsi a cotanta profondità, ma è proprio l'ambiente mmo che segna il netto e inarrivabile confine...
Ad ogni modo, allo stato attuale delle cose, possiamo dire che le fazioni di SE hanno l'unico scopo di reggere il PVP e coadiuvare la collaborazione tra players nella condivisione degli oggetti. Ha un senso, ma è tutto troppo fine a se stesso: uccidersi semplicemente per il piacere di farlo, senza aspetti collaterali, imho, non funziona e se lo fa è per poco.

Axios2006
30-04-2015, 18:26
Update 01.080 - Cryo chamber, New character model and animations

Summary
Cryo chamber has been added. It allows clients/players to save content of their inventory and toolbar settings in multiplayer and dedicated server. The client can enter the cryo chamber and leave the game. When he logs in again, he will spawn inside the cryo chamber instead of the medical room. If the cryo chamber is destroyed, or loses power or oxygen while your character is inside, then he will die.

Moreover, we implemented a new character model and animations, including walking/running, equipping tools, flying with jet-pack, etc. Also, the running speed has become slightly slower.

Warning: The character rig changes will cause old character/animation mods to lose their functionality (because the character bones have changed). Character mods with just a texture change should be fine. Please read this guide to see how you can change your mods so they can be functional with the new system: http://steamcommunity.com//sharedfiles/filedetails/?id=433069217

https://youtu.be/4E10Dje2SsQ

Features
- Cryo chamber
- New character animations
- New character model with rag-doll

Fixes
- fixed oxygen farm not working in survival
- fixed construction model of oxygen farm

Axios2006
07-05-2015, 19:13
Update 01.081 - Upgrade modules, Antenna visibility adjustment

Summary
We added three new modules that are compatible with the refinery and the assembler - productivity, effectiveness and power efficiency. The productivity module can make the refinery and the assembler work faster. The effectiveness module is compatible only with the refinery and it increases its efficiency when creating ingots from ore. The power efficiency module, as the name suggests, makes the blocks consume less electricity. The modules should be attached to the refinery or assembler in order to work.

Lastly, we added the option to reduce/increase the visibility of antennas on your HUD through sliders that can adjust the vision distance and can be found on the info tab.

https://youtu.be/n3_4WgTayyE

Features
- Upgrade modules for refinery and assembler (productivity, effectiveness and power efficiency)
- Antenna visibility adjustment on HUD

Fixes
- fixed character camera placed into spectator when reconnecting to cryo chamber
- fixed issue when the player cannot build from 3rd person view
- fixed MwmBuilder - 'illegal use' when running the tool without any parameter
- fixed issue with pushing massive ships without effort (aka "Superman Bug")
- fixed O2 drops when you sit in cockpit or in cryo chamber without helmet
- fixed crash after bumping into asteroid
- improved animation while strafing

Bonus
- "Oh Deer God", aka developers can have fun too: http://steamcommunity.com/sharedfiles/filedetails/?id=438747310

Axios2006
14-05-2015, 21:50
Update 01.082 - Xbox controller, modding support for upgrade modules, new mission

Summary
Xbox controller support has been added to the game! You will now have the option to use a Xbox controller. There is currently one default button layout for testing purposes, but please do not hesitate to give us your feedback and info regarding the layouts you wish to see in the game. We also added modding support for the recently introduced upgrade modules and a new mission for you to try.

https://youtu.be/9A4jSDwZ6OQ

Features
- Xbox controller support
- new mission added
- modding support for upgrade modules: http://steamcommunity.com/sharedfiles/filedetails/?id=442506350
- example mods:
Thruster power upgrade for small ships: http://steamcommunity.com/sharedfiles/filedetails/?id=442436541
Gyroscope power upgrade for small ships: http://steamcommunity.com/sharedfiles/filedetails/?id=442436465
Drill effectivity upgrade for large ships: http://steamcommunity.com/sharedfiles/filedetails/?id=442436391

Fixes
- fixed rig skin
- fixed cannot move in the world
- fixed efficiency modules too much effective
- fixed animations when holding tool
- fixed meteor shower audio loop is played many times over itself
- fixed corrupted worlds
- fixed Windows XP support

Axios2006
14-05-2015, 21:57
Aggiornamento sullo stato di avanzamento di Space Engineers

http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html

http://www.reddit.com/r/IAmA/comments/35yv9f/we_are_keen_software_house_developers_of_space/

- Full access source code (NOT open / free) (possibilità di cambio idea)

- Dx 11 in 2-3 settimane

- Pianeti in 2-3 mesi

- Possibilità di cibo / acqua per la survival (opzionale ed in forse).

Anteprima pianeti (SOGGETTI A MODIFICHE) (seamless transition, 100km+ in size, procedurally generated, deformable/destructible, almost infinite amount, gravity and atmosphere... still waiting for trees, grass, etc.)

http://i.imgur.com/IvERKj3m.jpg (http://i.imgur.com/IvERKj3.jpg)

http://i.imgur.com/eSgMBihm.jpg (http://i.imgur.com/eSgMBih.jpg)

http://i.imgur.com/O5DZAeNm.jpg (http://i.imgur.com/O5DZAeN.jpg)

http://i.imgur.com/6V8l5pCm.jpgg (http://i.imgur.com/6V8l5pC.jpg)

http://i.imgur.com/WEiJQJgm.jpg (http://i.imgur.com/WEiJQJg.jpgg)

Axios2006
17-05-2015, 22:04
Cubo di Rubik con Space Engineers: https://www.youtube.com/watch?v=ismcNEZRAVc

Axios2006
21-05-2015, 18:57
Update 01.083 - Ship waypoints, GPS sorting

Summary
Auto-pilot for ships (or ship waypoints) has been added. The auto-pilot will work only when you have a Remote Control block on your ship. It will follow the GPS coordinates that has been added to the Remote control's list. There are currently 3 modes in which the ships will follow the waypoints: Patrol, Circle and One Way. Lastly, GPS sorting by name has been added to the game.

https://youtu.be/uleWt4SDONs

Features
- Ship waypoints (auto-pilot)
- GPS sorting by name

Fixes
- fixed memory leak while mining
- fixed assembler not disassembling full oxygen bottles (community fix: Vxsote)
- fixed projector duplicating items (community fix: Vxsote)
- fixed airtight hangar door looping sound (community fix: Eikester)
- fixed sensor max range missing (community fix: KionX)
- fixed projector state incorrectly shown in terminal (community fix: MMaster)
- fixed button markers not hiding when the character looks away from the button
- fixed missing bullet impacts on metal
- fixed rifle not returning Weapon in IMyGunBaseUser
- fixed issue with pasting by using just CTRL
- fixed sorter blocks filters scrap metal as ingots and ore
- fixed camera issue inside character's body in tight places
- fixed infinite limbs on character model
- fixed issue with blueprints not showing on the screen when script was used
- fixed issue with clearing the control panel search
- fixed mount points on sound block
Special thanks to all github contributors!

IL_mante
22-05-2015, 10:16
negli ultimi giorni pensavo proprio a space engineer, m'è tornata la scimmia, ma ho fatto una considerazione (anche vedendo qualche video con le novità): non vi sembra manchi una sorta di progressione nella modalità survival?

voglio dire, una volta che fai una piattaforma su cui piazzare reattore, assembler e una sorta di magazzino, e ti costruisci una piccola navetta scavatrice, cosa ti resta da fare? ho visto che ora hanno aggiunto l'ossigeno ma è sufficiente una struttura che lo ottiene dal ghiaccio e basta portarsi addosso un serbatoio di scorta e riempirlo all'occorrenza, ma sono tutte cose che si fanno nel giro di poche ore, poi cosa rimane?

quando c'era stato il free-weekend ero arrivato proprio a questo punto e poi era terminato il tempo, ma pensandoci oggi resterebbe solo il "farming" di materiali per costruire cose a caso, senza un utilità

cosa ne pensate?

Axios2006
22-05-2015, 10:33
negli ultimi giorni pensavo proprio a space engineer, m'è tornata la scimmia, ma ho fatto una considerazione (anche vedendo qualche video con le novità): non vi sembra manchi una sorta di progressione nella modalità survival?

voglio dire, una volta che fai una piattaforma su cui piazzare reattore, assembler e una sorta di magazzino, e ti costruisci una piccola navetta scavatrice, cosa ti resta da fare? ho visto che ora hanno aggiunto l'ossigeno ma è sufficiente una struttura che lo ottiene dal ghiaccio e basta portarsi addosso un serbatoio di scorta e riempirlo all'occorrenza, ma sono tutte cose che si fanno nel giro di poche ore, poi cosa rimane?

quando c'era stato il free-weekend ero arrivato proprio a questo punto e poi era terminato il tempo, ma pensandoci oggi resterebbe solo il "farming" di materiali per costruire cose a caso, senza un utilità

cosa ne pensate?

Se si gioca single player, survival, con tutte le opzioni settate a realistico, ci vogliono giorni se non mesi per costruire mega navi e mega basi.

Poi uno potrebbe volere attaccare tutte le navi npc di passaggio.

A breve aggiungeranno i pianeti e forse cibo e acqua.

Già sono disponibili 2 missioni single player con obiettivi ed una IA basilare.

In single rimane comunque che è il giocatore a doversi dare delle sfide.

Personalmente mi ricorda l'infanzia quando passavo centinaia di ore a costruire con la Lego costruzioni sempre più complesse e sofisticate.

Pur non do meno mi rendo conto che c'è a chi questa tipologia di gioco risulta priva di particolari attrattive....

In multiplayer potrebbero esserci maggiori stimoli....

È come euro truck simulator 2: c'è chi si annoierebbe a trascinare rimorchi per la strada e chi ci vede una sfida continua.....

IL_mante
22-05-2015, 11:22
però appunto si riduce al raccogliere le materie prime per poi costruire qualcosa di "inutile"; materie prime che sono disponibili da subito

le missioni in cosa consistono?

anche io passavo le giornate con i lego ne ho la cantina piena :D

ecco in ETS2 però c'è un minimo di progressione: devi fare consegne per salire di livello, sbloccare i camion migliori, i motori più potenti, e le personalizzazioni, quando hai i soldi assumi gli autisti e compri nuovi garage, e vai avanti

in space engineer, se giochi in survival sei costretto a partire con raffineria, assemblatore e reattore già costruiti, perchè da solo non puoi farli, ma già loro ti permettono di fare tutto quello che vuoi, l'unica cosa è il tempo e le materie prime da raccogliere e si riduce tutto, appunto, al raccogliere minerali.

se ad esempio avessero implementato 3-4 raffinerie da piccole a grandi che permettono di raffinare minerali migliori, o assemblatori che costruiscono pezzi più sofisticati ti dava un senso di "crescita".
voglio farmi la mega-super-nave con 180 reattori e 5000 motori, ad oggi puoi fartela da subito, ti basta raccogliere i minerali e spendere tempo a costruirla. a sto punto la faccio direttamente in sandbox, non trovo stimolante perdere giorni e giorni a bucherellare asteroidi :D

Axios2006
22-05-2015, 11:59
Eh ma vuoi mettere di esserti costruito la nave pezzo a pezzo, di aver rischiato la pelle estraendo minerali..... :asd:

Nella missione introdotta qualche update fa devi costruire in poco tempo delle navi per un mercante di passaggio, ergo bisogna ingegneri sul poco tempo disponibile.

Rimane sempre la questione soggettiva: chi trova soddisfazione nell'avere costruito una mega base itinerante ed automatizzata da zero e chi preferisce farlo in modalità creativa.

In ogni caso, non sappiamo ancora cosa ci riserva il futuro. Dubito una deriva stile Elite Dangerous, ma una volta che implementeranno il nuovo multiplayer e, si spera, i server ufficiali potrebbero esserci nuovi scenari di gameplay.

Axios2006
28-05-2015, 19:18
Update 01.084 - DirectX 11, Station rotation

Summary
DirectX 11 renderer has been added to the game. It is available as an option in Graphics settings and players can choose between the old DX9 and the new DX11 (the game has to be restarted after that). The main advantages of the DX11 renderer are better game performance and visual look of the models. The renderer is still in early stages of development, so some bugs and visual issues may be present.

The DX11 renderer of the game uses physically based rendering (PBR), which helps to achieve a more realistic look, especially for metallic surfaces. For modders, it means that they will have to create a new set of textures for DX11: albedo, metalness, ambient occlusion, gloss, color change, emissive and alpha masks. For existing models it is possible to use our DX9 to DX11 texture converter, but in the future we recommend making PBR textures first, and then converting them to the last-gen format.
We will be slowly replacing old placeholder models with reworked assets. Five updated blocks are released in this update (Beacon, Gyroscope, Warhead, Projector, Spotlight). Keep in mind that pretty much all models have to be recreated from scratch, and it's a slow process. Therefore it might be a while before the next updated model pack is released.

Additionally, players will now have the option to rotate a static station by switching to rotating mode (via pressing the 'B' button). The station created in the Station rotation mode will not allow blocks separated from it to be merged again.

https://youtu.be/OJweMz-IXJ8

Features
- DirectX 11 renderer
- station rotation
- reworked models and textures: Beacon, Gyroscope, Warhead, Projector, Spotlight

Fixes
- fixed character shaking during cluster reorder
- fixed setting ragdoll world matrix
- fixed client dying for no apparent reason

Community updates
- Added Height Offset for Suspension Wheels - THDigi
- Attach GameLogic to Blocks multiple times - Tyrsis
- Create asteroid from prefab voxel definition midspace
- Floating item quantity display update - rexxar-tc
- Fix assembler issues - RossM
- Allow modding the Laser Antenna's line-of-sight requirements - RossM
- Shorthand numbers for ScreenDialogAmount control - UberMouse

https://youtu.be/_qCi5uq2VUo

DX11 modding guide: http://steamcommunity.com/sharedfiles/filedetails/?id=450823575
DX11 texture converter is available for modders at SpaceEngineersModSDK\Tools\Space texture converter\

Axios2006
16-06-2015, 18:54
Update 01.086 - Space Race scenario, scenario editor

Summary
A new scenario has been added to the game: Space Race! This is the first multiplayer mission that we have added so far, so more features and options will be added later on. We’ve also implemented a new scenario editor where you can set the lose/win conditions and set up your own scenario (single and multiplayer). Currently, the only type of game scenario that you can create is a race - but more features and options will be added in future updates, so more types of missions and gamemodes will become possible. All created missions will be automatically loaded as survival ones. Additionally, we added the option to disable spawning in a respawn ship for your maps and also the option to disable the light eye adaptation when running a DX11 game (under graphics settings).

https://youtu.be/UfmC5wvu90g

"Space Race" Scenario example map: http://steamcommunity.com/sharedfiles/filedetails/?id=459395219

Features
- Space Race multiplayer scenario
- Scenario editor
- Option to disable Eye adaptation (graphics options)
- Option to disable spawn ships (map settings)

Fixes
- fixed Space Engineers not working on primary monitor on DX11
- fixed sounds cracking
- fixed weird shadows in MSAA
- fixed helmet lights not working on MSAA
- fixed weird shadows on DX 11

Community updates
- more github community updates will be added next week

EDIT 06/12/2015:
Update 01.086.010
- fixed crash when copy pasting
- fixed modded materials for voxels not rendering in DX 11
- fixed scenario publishing to workshop

Axios2006
18-06-2015, 22:07
Update 01.087 - Deathmatch scenario support

Summary
In this update we added support for designing deathmatch scenarios. With the new editor options, you will be able to design free-for-all scenarios where you can compete with your friends on who will be the last to survive! The designer has the option to set the amount of the allowed lives in each scenario, which means that when a player reaches zero, he will lose. Also, we added the option to set the medical room ownership to the first player who spawns in the scenario. Additionally, the projector can now be set to instant building (available only in the creative/scenario mode). Once the scenario is played, the settings can’t be changed or accessed again. Moreover, we added a new scenario option that will make a grid indestructible. This option can be found in the Info tab of that specific grid and its purpose is to eliminate any performance issues and/or set physical boundaries of the map.

Lastly, we would also like to highlight the importance of the scenario editor feature. Its main purpose is to allow players to create missions and game modes which can be played by other players. There are no rules set in stone, but all are defined by the author himself. Capture the flag, deathmatch, racing or campaign driven missions - all can be done by using the scenario editor, with your own rules and designs. All can be achieved by the blocks and settings available in the game. The Steam Workshop allows the Space Engineers’ community to share and play the scenarios. The first stage of the editor has the basic GUI set-up and a few conditions. Each update that will bring new additions to the scenario editor will have an example scenario that presents new possibilities (similar to the race scenario that was added last week). We hope that you will enjoy the possibilities that this feature can offer. More additions and improvements are yet to come!

And we have a special treat for you today - a blog post by Dusan Andras, the man behind the planets: http://blog.marekrosa.org/2015/06/guest-post-by-dusan-andras-space.html

https://youtu.be/ConILbqfapI

Fighter free-for-all example map: http://steamcommunity.com/sharedfiles/filedetails/?id=463898823
Guide for making performance-friendly maps: http://steamcommunity.com/sharedfiles/filedetails/?id=463937378

Features
- deathmatch scenario support
- new scenario condition: setting the amount of lives in a scenario
- new scenario condition: all others lost
- block settings: medical room ownership for the first player spawned in a scenario
- block settings: set a projector to instant building in scenario
- possibility to make a selected grid indestructible in scenario

arenavsore
19-06-2015, 07:57
Ciao a tutti, sto osservando questo gioco da molto da bravo quasi ingegnere, ma non l'ho ancora acquistato, ora con i saldi, la cosa si fa interessante, anche perché quando uscirà definitivo, sicuramente il prezzo salirà. Volevo sapere se voi giocate con un gruppo qui sul forum o solo in single player o comunque singolarmente. Insomma è godibile anche da soli o come spesso accade si perde il 50% dell'esperienza?

Axios2006
19-06-2015, 08:21
Ciao a tutti, sto osservando questo gioco da molto da bravo quasi ingegnere, ma non l'ho ancora acquistato, ora con i saldi, la cosa si fa interessante, anche perché quando uscirà definitivo, sicuramente il prezzo salirà. Volevo sapere se voi giocate con un gruppo qui sul forum o solo in single player o comunque singolarmente. Insomma è godibile anche da soli o come spesso accade si perde il 50% dell'esperienza?

Ciao, io gioco quasi esclusivamente in single player, ma seguo molto l'area multiplayer.

La questione è molto soggettiva: in singleplayer puoi giocare in creativa (costruisci istantaneamente tutto ciò che vuoi senza preoccuparti di nulla) o survival (rischio di morte anche permanente, costruisci con criterio e relativa lentezza, procacciati le risorse, controlla i livelli di ossigeno, abborda le navi di passaggio controllate dalla ia).

In multiplayer si divide in 3 tronconi (dipende dal server):

1) costruzioni mega galattiche e poco o nulla combattimento
2) gioco di ruolo: fazioni, costruzioni e combattimento ma con regole e tutto (tipo vietato attaccare se la fazione attaccata ha meno di 3 giocatori connessi, vietato attaccare le fazioni neutrali)
3) server combattimento puro: costruzioni al minimo e combattimenti a gogo.

Dipende cosa preferisci.....

Se hai ulteriori domande, chiedi pure. :)

arenavsore
19-06-2015, 09:08
Grazie della pronta e completa risposta.
Mi sono dimenticato di dire prima che sono già un amante di minecraft. Quindi se, da come leggo dal tuo post, le meccaniche sono praticamente le stesse (survival o creative) so già che mi piacerà. In minecraft io ho/avevo (il tempo è sempre meno per giocare) un server privato dove giocare con amici, qui c'è la possibilità di hostare un server anche in locale ed accedervi con una vpn per esempio?
Comunque la tua risposta mi ha già abbastanza convinto sulla bontà del gameplay, unica cosa, allo stato attuale nonostante sia un early access, si rischia di perdere creazioni per qualche bug, o è già abbastanza stabile? Grazie ;)

EDIT: in single player, oltre ad avere la modalità creativa, ci sono degli npc che possono attaccare o si è completamente soli e liberi?

Axios2006
19-06-2015, 09:44
Grazie della pronta e completa risposta.
Mi sono dimenticato di dire prima che sono già un amante di minecraft. Quindi se, da come leggo dal tuo post, le meccaniche sono praticamente le stesse (survival o creative) so già che mi piacerà. In minecraft io ho/avevo (il tempo è sempre meno per giocare) un server privato dove giocare con amici, qui c'è la possibilità di hostare un server anche in locale ed accedervi con una vpn per esempio?
Comunque la tua risposta mi ha già abbastanza convinto sulla bontà del gameplay, unica cosa, allo stato attuale nonostante sia un early access, si rischia di perdere creazioni per qualche bug, o è già abbastanza stabile? Grazie ;)

EDIT: in single player, oltre ad avere la modalità creativa, ci sono degli npc che possono attaccare o si è completamente soli e liberi?


Di essere stabile è stabile. Se poi inizi ad installare mod a go go, nessuna garanzia.

Gli update settimanali, mai saltato un giovedì dal 2013, possono al massimo rompere qualche rotore o pistone.

Rari asteroidi corrotti in server Mp. Dipende molto spesso dai mod installati.

Io ho dovuto ricominciare da capo solo quando hanno cambiato la dimensione massima delle mappe da 100 km a un milione di km.

Al limite disattivi gli update automatici ed in caso aspetti l'hotfix del venerdi, ma ripeto, disastri post patch sono molto rari.

Axios2006
19-06-2015, 09:47
Dimenticavo: sia in single che in Mp puoi avere navi npc che passano a 10 km da te. Se ti avvicini, si difendono.

Sono attesi pesanti miglioramenti alla ia ma non ci sono dettagli concreti.

arenavsore
19-06-2015, 12:02
Grazie Axios, con queste utili informazioni posso andare tranquillo su steam :D

Axios2006
19-06-2015, 15:07
Grazie Axios, con queste utili informazioni posso andare tranquillo su steam :D

Prego. :)

Aggiungo solo che in survival, se si vuole, si possono attivare le meteore: niente, poche, molte, armageddon....

Axios2006
25-06-2015, 23:25
Update 01.088 - UI Transparency, Rotating Sun, Voxel Support

Summary
The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.

https://youtu.be/32ZEX391ll8

Features
- UI transparency (community feature by mexmer)
- world option: sun rotation
- world option: voxel support for grid
- world option: disable jetpack
- world option: spawning without tools
- projected blueprint can now inherit ownership from projector

Fixes
- fixed issue with invite via Steam
- fixed welders causing lags (still WIP) (community fix: yajiedesign)
- fixed crash in Havok
- fixed crash when changing hostility settings
- fixed welder model
- fixed issue with projector turning welded blocks off
- fixed issues with multiple mods upgrading the same value
- fixed oxygen generator auto-refill synchronization (community fix: mexmer)
- fixed welder help others synchronization (community fix: mexmer)
- fixed warhead projection explosion

Axios2006
02-07-2015, 19:18
Update 01.089 - New Scenario Conditions, New Voxel Material

Summary
New conditions for scenarios have been added. Time condition will allow to set time limit in which mission should be completed. The limit is being set in minutes. Minimum value that can inserted is 1 min, if time is set it will be displayed in the right corner. There is also possibility to set time limit for spawning in respawn screen. If players hangs in respawn screen for too long he will lose the game. Another condition is the block destroyed. Both new settings can be used as both win and lose conditions. Scenario description can be displayed in-game by pressing 'U' key - the description will match the one from the workshop. Lastly we added new voxel material - organic matter.

https://youtu.be/oVa5IGvEu84

Features
- Mission condition: mission time
- Mission condition: block destroyed
- Mission condition: respawn screen time
- In-game mission briefing screen
- New voxel material
- Assembler now processes more than 1 item per Update (community contribution: joemorin73)

Fixes
- fixed animation when running and shooting at the same time
- fixed shooting while sprinting

Axios2006
09-07-2015, 18:43
Update 01.090 - Jump Drive

Summary
Jump drive has been added to the game. It is a new traveling mechanism that allows players to travel big distances in a short period of time. Only large ships can have a jump drive. The jump drive is a block that needs to be attached to the ship and must be charged with energy up to 100% so the jump can be made. There are two different types of jumps – blind and GPS guided. The blind jump will lead you to the direction that the cockpit is heading and the traveled distance can be set in the control panel (the distance is depended to the mass of the ship and the amount of the powered jump drive blocks that are on the ship). The targeted jump will get you to a specified GPS coordinate. After the jump is done, the energy needed is depleted. To increase jump distances or mass transport capacity, you will have to build more jump drives. Any of the jump drives can be then used as the master drive that will use the other available drives if needed.

Note: Please note that power has been enabled on all ships in starting scenarios in survival mode.

https://youtu.be/nBo_qY_vYdc

Features
- Jump Drive

Jump Drive Rules
- the jump drive block must be attached to the ship and has to be charged with energy up to 100%
- the jump drive is available only for large ships
- jumps can be done only from the cockpit, by using the "jump" action (not from the control panel)
- if a main cockpit option is set, only the main cockpit can do the jump
- the jump cannot be accelerated from the control panel, but has to be assigned as an action to the cockpit’s toolbar
- the game will automatically calculate if the ship is able to reach the final destination with the current number of jump drives and the ship’s mass, this information is shown as a number of % in the confirmation screen
- In control panel: the jump drive can have a set distance (useful for blind jumps), or can be maximum based on the ships equipment (maximum is set as default)
- the minimum distance for the jump is 5 Km by default
- a jump can be done only to a safe proximity of objects (other ships, stations, asteroids, planets)
- the final destination of the jump must be empty in a 2 Km diameter. Any object in the area will shorten the jump and the ship will appear 2 km before the object
- in case of a shortened jump towards a GPS coordinate or a blind direction, the ship should spawn before an object is in its way - the ship should never spawn in an asteroid or other ship even if the calculations are correct
- Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

Fixes
- fixed placing armor corner 2x1x1 tip with wrong offset
- fixed volume of the hand drill
- fixed issue with clearing blueprint search by using "X"
- fixed issue with gravity generator reporting different values than spherical one
- fixed incorrect tooltip when switching between tabs in terminal
- fixed speed on HUD updating too frequently when sprinting
- fixed rotation hints shaking when copy pasting
- fixed issue with critical energy after turning ship ON
- fixed misspell in XML
- fixed issue with station rotation mode appearing when copy pasting ships
- fixed issue with renaming scripts
- fixed small inconsistency in voice-over
- fixed issue when g-screen opens after re-spawn
- fixed copy & paste issues with large ships

Axios2006
16-07-2015, 19:49
Update 01.091 - Bugfixing, New scenario editor options

Summary
In this week’s update, we are focusing on fixing various bugs. We are planning to have a more intense bug-fixing period during the upcoming weeks, so you should expect more fixed bugs in the next updates. Additionally, we are adding some more options and possibilities for the scenario creators. Designers are now able to display videos in the scenarios, either at the start or triggered by a condition. They can also add the option to load a map based on a scenario condition (currently available for offline/single player mode missions only). In addition, there is a new option to view the scenario’s progress and inform the player about all the rules set in the current scenario (list of win / lose conditions and basic settings). Moreover, there is a new option to add a player directly into a faction when he spawns in the medical room. When this option is enabled, the player that spawns in the medical room will automatically join the faction that the owner is part of. There is also a new world option for starting in respawn screen. Any player that plays a scenario should start in a spawn screen with listed spawn points. Even if the player plays an offline single player game, he should still start in the respawn screen. Lastly, we have improved the ownership/faction options in the scenario edit mode. When a player creates a faction, it is possible to add a 0 entity that will be added to the faction. He can then assign ownership of blocks to the NPC (the NPCs should be hostile to each other).

https://youtu.be/kdMsxeTKrEg

Developers’ note: We thought it useful to give you a bit more information regarding the importance of the Scenario Editor, since we’ve noticed that many players are not happy with the additions that have been made lately. As we have already mentioned in a recent blog post, part of our development plan is to add missions into the game. The purpose of the scenario editor is exactly this – to provide all the necessary tools to our Level Designers to create various missions that will be implemented in the vanilla game. If the scenario editor didn’t exist, then we would require occupying programmers for doing that. But now, with the help of the scenario editor, our level designers can easily work on designing missions without the help of any other person in the studio and programmers will have the time to work on other planned features. More dev notes will follow shortly regarding planets and other development plans. Stay tuned!

Features
- large bug fixes
- more ownership/faction options in scenario edit mode
- option to play video at the scenario start/condition triggered
- option to load another map based on a triggered condition (in offline/single-player mode missions only)
- option to view scenario progress/rules ("U" key)
- new med-bay setting: assign to faction when player spawns
- world option: player starts in respawn screen

Fixes
- fixed crash when turrets were tracking a target
- fixed recharge time not calculated correctly on DS
- added recharge ON/OFF action for jump drive
- fixed conveyor system ignoring sorter block
- fixed right click on a completed block gives error
- fixed cargo containers not transmitting inertia to the contents upon destruction
- fixed remote control and freelook conflict
- fixed no thruster sounds
- fixed cannot click X in blueprint search
- fixed hand drill taking up too much volume space in the inventory
- fixed placing armor corner 2x1x1 tip glitch
- fixed speed on HUD updating too frequently
- fixed gravity generator slider inconsistency
- fixed dedicated server console not remembering settings
- fixed GPS locations jump back to the top
- fixed turrets crashing server when being welded
- fixed interior lights color issues
- fixed auto-healing working even after disabled
- fixed conveyor system ignoring sorter block
- fixed small advanced rotor part name
- fixed merge block are disconnected after owner change
- fixed hand tools can be transferred trough small conveyors

Axios2006
23-07-2015, 19:54
Update 01.092 - Tutorial scenarios, Indestructible voxels

Summary
This week we are introducing the first four tutorial scenarios. These scenarios are designed to slowly introduce new players to the basics of the game. The first tutorial is about movement & tools, the second is about building your first ship, the third scenario revolves around ore refining & component assembly and the last one is focused on conveyors, connectors, ejectors and collectors. Although the tutorial scenarios are basically designed for novice players, they are quiet fun to play even for the more experienced ones. Moreover, we have added the option to make voxels indestructible. This option can be found in world settings and when it is checked, it will disable everything that has any effect on voxels (drills, weapons, ship crashing, etc.). If the option is unchecked and the player edits the voxels, it should be possible to apply the option again, and all edited voxels will be indestructible as before. Lastly, ventilation blocks can now trigger other blocks based on room pressurization, this will make automated air locks easier to build.

https://youtu.be/Y5Wm3PCuG0Y

Features
- tutorial scenarios
- indestructible voxels option
- air vent can trigger other blocks

Fixes
- fixed HUD never updating its status
- fixed issue with voxel hand breaking the toolbar
- fixed interaction after death
- fixed issue when making screenshots using multiplier in DX9
- fixed button panel not showing description
- fixed warp drive can end in generated asteroid
- fixed reorder clusters removes entity if it instantaneously moves more than a cluster size
- fixed made scenario settings hint visible in scenario edit mode

Axios2006
30-07-2015, 23:16
Update 01.093 - Inventory mass, Flying particle effect, Tutorial scenarios

Summary
Inventory mass has been now enabled. This means that gravity will affect the ships based on their weight. The more items inserted to the cargo container, the heavier the container will be. The character’s weight is also calculated in the overall weight of the ship grid, but only if the character is actually sitting inside the cockpit. Mass is not calculated for stations. Additionally, a flying particle effect is now displayed on the screen, when the character or a ship is moving faster than 10 m/s. Lastly, we have added two new tutorials to demonstrate the essential survival elements of Oxygen and Energy. The oxygen tutorial covers the various oxygen related blocks, oxygen farms, generators, vents, bottles, tanks and ice, including their control panel functions. The tutorial also addresses the concept of creating an airtight room for pressurization. The energy tutorial starts with an explanation of how to recharge your suit energy which is followed by a series of small challenges that explain the behavior of power within Space Engineers and the different ways you can provide it.

https://youtu.be/eImDioMgBcM

Dev Note: Since the anticipation for planets is very high and many of you want to know about the current status, we would like to share some info so we will not keep you in the dark. Planets are still under development and they are the number one priority in the game’s development. After the first internal iteration and testing, and since the last time that we shared some info about them, our team came up with some fresh and great ideas that will make this feature even better! So we made the hard decision to prolong the development a bit more but for a good reason. We are planning to share more detailed info very soon, so stay tuned!

Features
- inventory mass
- flying particle effect
- tutorial scenarios

Fixes
- fixed issue with textures begin too blurry on DX11
- fixed crash when jump drive aborts the action

Axios2006
07-08-2015, 19:33
Update 01.094 - New small-ship cockpit model, Collision particle effect, Tutorial scenarios

Summary
This week we added the new cockpit model for small ships. We also added a particle effect for collisions – e.g. when a ship crashes on an asteroid. Additionally, we have applied some changes to the mass of the objects inside the inventories. The mass is now based on the inventory size world setting. When the inventory size will be ten times bigger, then the mass will be divided by ten; same logic is also applied to inventories which are 3 times bigger, etc. Moreover, we have rebalanced the volume of the large container for large ships and the medium and large containers for small ships: the small ship medium container is now 3,375 liters, the small ship large container is now 15,625 liters, and the large container for large ships is now +/- 421,000 liters.
New tutorial scenarios have been added as well. The jetpack tutorial displays the controls needed for flight which is followed by a series of assault course style sections to challenge your ability to fly quickly and accurately, you have a limited time from the moment you begin each section to reach the exit door. Watch out for hazards! The inventory tutorial explains how to pick items up and how to access conveyor hatches to deposit items within by using your inventory screen. The tutorial also contains a simple explanation of how to use terminals to access blocks and manipulate their control panel settings.
In addition, we added a warning when jump cannot be commenced. When the ship is too close to an object that the player wants to jump to, a warning will be displayed that the jump cannot be performed.

Warning: The volume change for inventories will only be applied to new inventories. Inventories which are already existing in the world will not be affected by the change.

https://youtu.be/rPDST_8w9IQ

Features
- new cockpit model for small ships
- collision particle effect
- new tutorial scenarios
- rebalanced cargo capacity
- rebalanced the mass of the objects inside inventories
- warning when jump cannot be commenced

Fixes
- fixed impact sound not playing

Update 01.094.012
- fixed crash with skin
- fixed crash with hanger doors
- fixed crash in character physics
- fixed disappearing grids

*Warning: The volume change for inventories will only be applied to new inventories. Inventories which are already existing in the world will not be affected by the change.

Axios2006
13-08-2015, 23:12
Update 01.095 - Rebalancing of systems and components, Tutorial scenario

Summary
We have applied multiple changes regarding game-play balance. Main changes were in block and component costs, energy consumption and reactor outputs. Most of the basic blocks that you need early in the game now require only Fe, Si and Ni. More advanced blocks such as large ship blocks and weapons can additionally require Ag, Co, Mg. Moreover, the most expensive blocks will cost some U, Au and Pt.
Additionally, a new tutorial has been added that offers instruction on how to fly a ship and use the three ship tools. You must use each ship to navigate through several chambers that demonstrate how to grind, weld and drill as well as how to stock a weld ship’s cargo and how to dock with connectors.
Check out the latest Developers Notes where we share some info about the game’s development progress: http://forum.keenswh.com/threads/7366068/
We would also like to know your opinion/thoughts about the new changes that we are applying to the gameplay attributes and also about the tutorials. For that reason, we have created a new sub-forum where you can post your comments and send us your feedback: http://forum.keenswh.com/forums/feedback.423142/
Steam Discussions:
- Balancing: http://steamcommunity.com/app/244850/discussions/11/
- Tutorial: http://steamcommunity.com/app/244850/discussions/12/

https://youtu.be/pGZpX-lvmjg

Features
- rebalancing of systems and components
- new tutorial scenario “Ship Flight & Tools”
- added ON/OFF option as an action for button panel

Fixes
- fixed crash when loading world in edit mode
- fixed wheel friction setting is reverted to 0 after reload
- fixed LCD resetting when merging two ships together
- fixed numbers in toolbar config filter triggers hotkeys
- fixed crash when using jump drive
- fixed jump drive is failing to jump attached grids
- fixed client can't weld/grind when not in view of host
- fixed small conveyor sorter has too small volume
- fixed oxygen indicator missing in cockpit

Balance changes
- Batteries and Solar panels are now a good early game source of energy - be wary of darkness though!
- Large ship thruster maximum thrust has been increased 3x
- Power consumption has been increased 6x for all thrusters
- Heavy armor is more expensive and tougher
- Rounded armor component costs are more consistent with their volume
- Power output has been increased 3x for all reactor variants
- Increased maximum configurable friction on wheels - 100% is now 4x stronger
- Wheel suspension-rotor torque has been changed to achieve better stability
- Metal Grid is now an alloy made of Iron, Cobalt and Nickel
- Gravity components now require 10 gold and 5 silver to be assembled
- Detector components no longer require platinum to be assembled
- Motors now only need Nickel and Iron to be assembled
- Construction components now take 4 seconds to be assembled
- Displays no longer require gold to be assembled
- Computers now only require silicon and iron to be assembled
- Jumpdrives now require Power Cells, Thruster Components and more Computers to be assembled

Axios2006
13-08-2015, 23:17
Developers Note: Development progress update, Github fixes and support for mods


Today we would like to answer a few community questions that we have gathered during the past weeks and share a bit of inside info about the development plan of Space Engineers.

Development progress: Planets, new multiplayer, new features?
This is clearly the most frequent question that we’ve been getting lately. As it has always been our policy not to reveal any dates or make any big promises, we will continue this way, but we can give you an update on the development progress.

We have allocated our team resources according to development priorities in this order: planets, the new multiplayer code, new features and fixes for the weekly updates, and community contributions (modding support and Github fixes).

Planets are now the number one priority for us – since the last time we shared info about planets on Marek’s blog, we made the decision to prolong their development and slightly change the release plan. The reason is that after the first internal iteration and testing, our team came up with some new ideas and challenges that could improve the gameplay experience. We realized that it would benefit the game more to release planets later than we originally planned. Please be patient for a little longer and we will share new info, etc. about planets :)

Regarding the new multiplayer code, some of our most experienced programmers are hard at work on this. This is not a simple task, however, and it requires a lot of time and patience. It will most likely be the next major thing we release after planets. Planets will cause many changes in the code, so it’s much more efficient in terms of development to wait until planets are completed.

Weekly updates will still continue – this will not change, but they will contain mostly minor features, tutorial scenarios and fixes until the biggest part of major feature development has been completed.

Community contributions: Github fixes and support for mods?
We have been getting a lot of messages about mods support and Github lately. We really appreciate all of the input you’re sending us and we would like to thank you for doing that. The modding community is a crucial part of the game’s development. However, we would like to clarify that we cannot commit to frequent Github updates. The same applies for support for mods. The reason is that before we add any commits to the game, our team needs to evaluate all of the community commits and decide what can be added and what not. This requires time and effort which takes away from other parts of the development. We also ask you to consider that the game is updated on a weekly basis, which means that things can change and many of the commits might not be valid. This will change in the future when the game is in a more stable state and out of Early Access development.

http://forums.keenswh.com/threads/developers-note-development-progress-update-github-fixes-and-support-for-mods.7366068/

Axios2006
18-08-2015, 22:26
Stabilization period for Medieval Engineers and Space Engineers

Our Space Engineers and Medieval Engineers teams have been working hard to develop new features over the past few months, and recently it became clear that in order to keep the gameplay at a high level, we need to slow down the pace of adding new features and focus more on improvements. To say it another way, we’ve been pushing towards new features in a highly motivated, almost crazy way and it’s time for a stabilization period :-) We added new features, and now we are working on improving these features and making them feel more complete by using opinions of the community. This is essential for titles that are available in Early Access – we enjoy getting feedback from the community that helps us in the process of optimizing the game.

This means that starting this week, we are moving into a temporary feature freeze period. We will be focusing exclusively on finishing existing features and on bug fixing. I want to assure you that weekly updates will continue, but they’ll be focused on stabilization rather than on new features.

The stabilization period will allow us to fix issues that appeared after recent features were implemented, and improve the overall gameplay.

It’s important to state that going into a stabilization period does not mean that we’ve reached Beta – in fact, we did something similar back in October 2014 (see http://blog.marekrosa.org/2014/10/level-design-stabilization-period_15.html). Taking time to finish existing features and fix bugs is a normal part of game development, and it has been received positively by the community in the past.

The stabilization period will not affect or slow down the development of upcoming major features, which we will continue to work on in parallel with bug fixes. This includes:


New multiplayer for Space Engineers and Medieval Engineers
Planets for Space Engineers (See our teaser video and screenshots below!)


https://youtu.be/b54RYwhHACg

http://3.bp.blogspot.com/-s2Feb9BR7to/VdNrzDeyETI/AAAAAAAAAxo/dNVaGfYFgvg/s400/screen_1.png

http://3.bp.blogspot.com/-wSxvoFFCTu0/VdNr0BjCrwI/AAAAAAAAAxw/OOclOB5hXoM/s400/screen_2.png

Axios2006
20-08-2015, 18:49
Update 01.096 - Bug Fixing

Summary
We are currently entering a temporary feature freeze / bug fixing period in which we will focus mainly on fixing bugs and finishing existing features. The weekly updates will continue, but they’ll be focused on stabilization rather than on new features. The stabilization period will allow us to fix issues that have existed in the game for some time or appeared after recent features were implemented and improve the overall gameplay. More detailed info can be found on Marek’s latest blog post: http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html
The community’s support has been very helpful so far in identifying various issues and suggesting improvements. We thank you for this! Thus, we encourage all of you to use our bug report forums and help us find and solve issues that exist in the game (please remember to read the bug-report guide before you start posting).
Keen-forum: http://forum.keenswh.com/forums/bug-reports.326950/
Steam-forum: http://steamcommunity.com/app/244850/discussions/1/
Additionally, we have boosted battery outputs and capacity to better match increased thruster requirements. We would also like to thank all the players who have been posting their feedback about balancing and tutorials. If any of you are interested in helping us, you can do so here: http://forum.keenswh.com/forums/feedback.423142/

https://youtu.be/Ut2vpQ76L5w

Fixes
- fixed crash when aborting jump on DS
- fixed cannot terminate running game on Win 10
- fixed character shaking when exiting cockpit
- fixed turret not targeting character
- fixed sound block playing two sounds at once
- fixed scrolling in sound block
- fixed character spawns twice
- fixed double sound when placing blocks
- fixed not able to switch tabs when editing inventory
- fixed tutorial 8 and tutorial 9 could not be finished

Balancing
- increased power output and input of batteries
- increased capacity of batteries

Axios2006
13-11-2015, 19:10
Tutti gli update dal 1.097 al 1.107 -> http://forums.keenswh.com/forums/change-log.326211/

Update 01.108 - Planets

Summary
Planets have been released. Have fun!

https://youtu.be/2FRu9p-3Ois

Check Marek's latest blog post: http://blog.marekrosa.org/2015/11/planets-because-you-wanted-them_12.html

Planetary Features
- planets and moons (tons of new assets, sounds and textures added)
- planet types: Earth-like (atmosphere with oxygen), Mars-like (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere)
- moon types: Earth-like Moon (no atmosphere), Europa (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen)
- planets are 120km and moons are 19km in diameter by default
- Earthlike + Alien planet biomes: desert, woodlands, mountains, ice-land, poles
- gravity: roughly 1G on planets, 0.25G on moons (but gravity depends on type of the planet/moon)
- weight affects the behavior of all ships in natural gravity - the heavier a ship is the more thrusting power is required to fly/move
- planets and moons are persistent & fully destructible - anything you build or destroy will stay there forever. You can even dig through the planet if you want!
- different vegetation on alien and earth-like planets, flora destruction
- you have to start new world with planets enabled
- planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
- adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding
- visible ore sites on planets (darker areas) that can lead you to rich mineral veins. There are three different tiers of ore deposits
- platinum is found only on moons and asteroids, uranium is rare on planets
- autopilot is capable of flight above the planet's surface with evade collision enabled. With this on though, it won't fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make gps coordinates carefully

New Starting Worlds
- Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
- Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
- Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
- Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
- Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
- more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna
- sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
- pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
- enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components
- new block: Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
- current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
- new block: small ship air-vent that is crucial for piloting ships without the helmet - it is important to be set to depressurized (blue indication)

Minor changes
- gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0,4g of natural gravity the generators are not producing any artificial gravity fields at all
- jump drives are not working in natural gravity
- cargo ships cannot be switched ON for worlds containing planets for now (this is only temporary change)
- jetpack's power is based on the environment and the G strength (1G = 7 seconds of fuel). They can't be used the same way as they are in space
- possibility to setup max speed for wheels
- possibility to activate horizon + height indicator in all cockpits
- solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
- slight area of effect nerf for hand drills

Planets are made fully moddable, we are preparing the modding guide for you and will release it in the near future.
More planetary survival elements will be released in the future updates, so stay tuned and have fun with planets!

IMPORTANT: Please note that planets are possible only on systems with DirectX 11. You can still play DX9 version of the game without planets. Make sure to check the updated Recommended System Requirements at: http://www.spaceengineersgame.com/system-requirements.html

Spider-Mans
13-11-2015, 19:21
spettacolo
ma non ho capito...si puo passare dallo spazio al pianeta senza caricamenti?

Axios2006
13-11-2015, 19:55
spettacolo
ma non ho capito...si puo passare dallo spazio al pianeta senza caricamenti?

Si, la mappa di gioco non ha mai avuto caricamenti.

mirkonorroz
14-11-2015, 13:56
Ovviamente e' ancora in sviluppo ma cosi', tanto per la cronaca, l'ho quasi maxato (con erba a 1.0) a 1080p ed e' diventato un mattone (sul pianeta) con il mio sistema. :stordita:

Larsen
26-11-2015, 14:12
in download giusto in questo momento tramite steam...
e' cosi' tanto pesante graficamente? spero di non appesantire troppo il portatile.

Axios2006
26-11-2015, 15:14
in download giusto in questo momento tramite steam...
e' cosi' tanto pesante graficamente? spero di non appesantire troppo il portatile.

L'aggiunta dei pianeti, due settimane fa, ha aumentato il peso del gioco. Di sicuro ottimizzeranno ma al momento la performance è molto bassa eccetto per chi ha i7 + 970 + 8 GB RAM...

Larsen
26-11-2015, 15:15
io sto con i7, 16gb e la gtx760...

Axios2006
26-11-2015, 15:35
io sto con i7, 16gb e la gtx760...

Riduci gli oggetti fluttuanti a 52, pianeti sparsi e orizzonte a 20 km o meno.

Dovresti avere almeno 30 FPS fissi. Oggi dovrebbe uscire una patch che forse dovrebbe migliorare la situazione.

Larsen
26-11-2015, 16:01
a 1080 devo dire che e' accettabile senza grosse modifiche... ma sto ancora ai tutorial ;)

Axios2006
26-11-2015, 18:16
a 1080 devo dire che e' accettabile senza grosse modifiche... ma sto ancora ai tutorial ;)

Grazie, il tutorial sono mini asteroidi.... :asd:

Speriamo bene. :)

Larsen
26-11-2015, 18:32
sono arrivato ad un'oretta... troppo complesso, e troppo poco tempo per imparare... speravo fosse un po piu' "easy".
ho gia' chiesto il rimborso... mi spiace, ma non ho proprio tempo per star dietro a giochi cosi' "profondi" ormai.
ha sicuramente delle enormi potenzialita', salvo che sul pianeta (il primo scenario) mi gira a 20fps, anche se l'ho messo a 720...
mangia ram come un cinghiale, ma quella per fortuna non e' un problema.

e' un peccato, seguivo degli youtubers che mostravano ste navi fichissime, tutte le funzionalita', ecc.ecc. peccato che per arrivare a realizzarle tocchi, letteralmente, studiare.

come detto, gioco notevole, con ancora pecche tecniche da sistemare, ma troppo, troppo profondo e complesso.

Axios2006
26-11-2015, 19:00
sono arrivato ad un'oretta... troppo complesso, e troppo poco tempo per imparare... speravo fosse un po piu' "easy".
ho gia' chiesto il rimborso... mi spiace, ma non ho proprio tempo per star dietro a giochi cosi' "profondi" ormai.
ha sicuramente delle enormi potenzialita', salvo che sul pianeta (il primo scenario) mi gira a 20fps, anche se l'ho messo a 720...
mangia ram come un cinghiale, ma quella per fortuna non e' un problema.

e' un peccato, seguivo degli youtubers che mostravano ste navi fichissime, tutte le funzionalita', ecc.ecc. peccato che per arrivare a realizzarle tocchi, letteralmente, studiare.

come detto, gioco notevole, con ancora pecche tecniche da sistemare, ma troppo, troppo profondo e complesso.


Se giocavi in modalita' creativa, bastava mettere blocchi uno dietro l'altro.

Survival e' tosto ma tosto serio. In settimane e settimane io sono ancora ad una mini nave da 70 blocchi e una mini base con 2 raffinerie. Troppo poco tempo da dedicargli.

Larsen
26-11-2015, 19:24
esatto.... e' quello il punto.
tempo da dedicare ad un gioco cosi' complesso e profondo ne ho sempre meno.
con l'eta' sto diventando piu' portato agli arcade, roba che quando hai mezz'ora libera ti fai una partita e raggiungi uno scopo.
in mezz'ora su un gioco del genere fai poco o nulla.

IL_mante
11-08-2016, 09:55
preso alla fine grazie ad humble bundle! :D

Axios2006
11-08-2016, 09:56
preso alla fine grazie ad humble bundle! :D

Ottimo acquisto!

IL_mante
16-08-2016, 10:56
finalmente in survival comincio a macinare e ho catturato due mining carriage, volevo unirli in una sola nave, ma ho letto che i merge block possono dare problemi con le strutture con lo stesso nome... conviene rinominare tutta una nave per evitare rischi?

Axios2006
17-08-2016, 10:28
finalmente in survival comincio a macinare e ho catturato due mining carriage, volevo unirli in una sola nave, ma ho letto che i merge block possono dare problemi con le strutture con lo stesso nome... conviene rinominare tutta una nave per evitare rischi?

Si.

devil_mcry
19-08-2016, 22:21
Ho una domanda. Costruisco la nave, dopo mille peripezie riesco a raggiungere lo spazio, ma poi posso andare su un altro pianeta? Perché sembra esserci una texture di fondo nello spazio

Axios2006
19-08-2016, 23:15
Ho una domanda. Costruisco la nave, dopo mille peripezie riesco a raggiungere lo spazio, ma poi posso andare su un altro pianeta? Perché sembra esserci una texture di fondo nello spazio

Si, puoi andare su migliaia di pianeti o asteroidi.

Tutto dipende da come hai impostato l'universo quando hai creato la partita.

Dimensione massima: infinito, 100 km... Pianeti: lontani, vicini... Densità asteroidi...

IL_mante
20-08-2016, 10:45
io sui pianeti non riesco a starci, troppo pesante da gestire, asteroidi tutta la vita!

ho quasi ultimato l'unione delle due navi, con pesanti cambiamenti a uno dei due pezzi, in previsione di diventare una grossa base mobile con tutto il necessario: 4 raffinerie, 5 assembler, 5 large container, tutto ovviamente collegato dai conveyor con 4 porte per le navette. mi manca l'implementazione di uno spazio interno "vivibile" con l'ossigeno, mi manca spazio :mc:

che voi sappiate è possibile cambiare le impostazioni di un save? perché ho inizialmente disabilitato i droni e i pirati perché era troppo complicato all'inizio "prendere in prestito" le navi, ma ora sono abbastanza tranquillo e vorrei un po di sfida in più

Axios2006
20-08-2016, 11:08
io sui pianeti non riesco a starci, troppo pesante da gestire, asteroidi tutta la vita!

ho quasi ultimato l'unione delle due navi, con pesanti cambiamenti a uno dei due pezzi, in previsione di diventare una grossa base mobile con tutto il necessario: 4 raffinerie, 5 assembler, 5 large container, tutto ovviamente collegato dai conveyor con 4 porte per le navette. mi manca l'implementazione di uno spazio interno "vivibile" con l'ossigeno, mi manca spazio :mc:

che voi sappiate è possibile cambiare le impostazioni di un save? perché ho inizialmente disabilitato i droni e i pirati perché era troppo complicato all'inizio "prendere in prestito" le navi, ma ora sono abbastanza tranquillo e vorrei un po di sfida in più

E' da un po' che non edito save, ma si puo' fare. Vai nel menu load e cerca edit settings del salvataggio che vuoi modificare.

Ovviamente le nuove entita' non saranno spawnate entro 2-5 km dalla tua attuale posizione o su pianeti ed asteroidi da te modificati scavandoli o altro.

"mi manca spazio" Scusa la battuta, ti manca spazio in un gioco ambientato nello spazio? :asd:

Tornando seri, io in genere costruisco le navi madre con i motori messi lateralmente, al di fuori dello scafo. Ovviamente debitamente protetti. Cosi' posso aggiungere sezioni al dietro dello scafo senza problemi.

IL_mante
20-08-2016, 13:40
:D mi manca spazio nel senso che volevo fare la zona "living" nel centro tra le due navi, tra i reattori e la zona dei connettori per le navette, ma o riduco lo spazio di atterraggio, o sposto i reattori

oppure cambio tutto e faccio una sorta di "ponte" superiore per attraccare con le navette

non sono ancora pratico di navi grosse per ora mi concentro di più sulle piccole perchè costano meno da creare in survival

Axios2006
20-08-2016, 14:06
Per cronaca, le mie mega navi sono discretamente funzionali ma esteticamente inguardabili ed all'interno un mezzo labirinto. :asd:

In multiplayer non sopravviverebbero al primo caccia di passaggio. :stordita:

devil_mcry
20-08-2016, 14:18
Beh almeno sono funzionali... le mie attuali si dividono in quelle che non riescono a volare e quelle che volano (la ragione mi è ancora sconosciuta) ma in generale nessuna di esse dura molto (al più 16min di autonomia quelle che riescono a lasciare il pianeta) :D


Ma il generatore di gravita dove messo per non avere un effetto calamita? non dovrò mica fare un pavimento di generatori vero :|?

Axios2006
20-08-2016, 14:53
Beh almeno sono funzionali... le mie attuali si dividono in quelle che non riescono a volare e quelle che volano (la ragione mi è ancora sconosciuta) ma in generale nessuna di esse dura molto (al più 16min di autonomia quelle che riescono a lasciare il pianeta) :D


Ma il generatore di gravita dove messo per non avere un effetto calamita? non dovrò mica fare un pavimento di generatori vero :|?

Generatore di gravità, hai usato quello sferico o quello in piano?

In genere, regolo la dimensione del campo di gravità solo per la cabina di comando ed il deposito. L'hangar lo lascio scoperto, non si sa mai con le navicelle...

IL_mante
20-08-2016, 15:19
ma con il nuovo sistema di costruzione come faccio a costruire una nave piccola che parta con una landing gear già fissa ad una nave larga/stazione? sennò mi flotta nello spazio finchè non costruisco tutti i thruster e il reattore

e poi non c'è la possibilità di "zoomare" il blocco che sto piazzando?

mi trovo solo adesso con sti problemi perchè i giorni scorsi piazzavo pezzi ad una nave già costruita, ora che sto ricostruendo la navetta "builder" mi trovo in difficoltà :(

devil_mcry
20-08-2016, 15:26
Generatore di gravità, hai usato quello sferico o quello in piano?

In genere, regolo la dimensione del campo di gravità solo per la cabina di comando ed il deposito. L'hangar lo lascio scoperto, non si sa mai con le navicelle...

Quello sferico credo

Sto costruendo una nave gigante nello spazio, comunque non capisco 2 cose

1° perché al massimo va a 100m al secondo? 2° come mai il carburante finisce subito anche se metto tantissimi reattori? inoltre il numero di propulsori nelle 4 direzioni deve essere uguale? se ne metto 6 dietro ne devo mettere anche sei verso l'alto,il basso e davanti?

Axios2006
20-08-2016, 16:10
ma con il nuovo sistema di costruzione come faccio a costruire una nave piccola che parta con una landing gear già fissa ad una nave larga/stazione? sennò mi flotta nello spazio finchè non costruisco tutti i thruster e il reattore

e poi non c'è la possibilità di "zoomare" il blocco che sto piazzando?

mi trovo solo adesso con sti problemi perchè i giorni scorsi piazzavo pezzi ad una nave già costruita, ora che sto ricostruendo la navetta "builder" mi trovo in difficoltà :(

In generale se eviti di collidere con il "pezzo" dovresti avere tempo di assemblare 6 motori, reattore piccolo e giroscopio.

O costruisci in un hangar, o dove c'e' un campo gravitazionale...

Io, ad esempio e' che non inizio una partita da zero da tanto e quindi ho gia' le navette di sevizio per montaggi e altro...


Quello sferico credo

Sto costruendo una nave gigante nello spazio, comunque non capisco 2 cose

1° perché al massimo va a 100m al secondo? 2° come mai il carburante finisce subito anche se metto tantissimi reattori? inoltre il numero di propulsori nelle 4 direzioni deve essere uguale? se ne metto 6 dietro ne devo mettere anche sei verso l'alto,il basso e davanti?

Quello sferico allora dovresti piazzarlo al fondo dello scafo, ma in ogni caso avere qualcosa che ti attrae verso lo scafo cio' che ti passa sotto, non e' consigliabile.

La velocita' massima e' legata al motore fisico del gioco. Oltre 100 m/s in caso di collisione, si freezerebbe tutto per determinare compressioni, distruzioni, ecc.

Si puo' aggirare tramite mod o file di config ma non e' consigliato.

In linea di massima, il numero di reattori deve essere uguale a coppie. Tipo 6 dietro e 6 davanti, 4 ai lati, 3 sopra e sotto.

Anche in caso di potenza di motori asimmetrica, tipo 6 in coda e 4 frontali, si puo' gestire la situazione. Solo ricorda che la "frenata" richiede un terzo di tempo e spazio in piu' rispetto all'accelerazione.

Io di solito, riguardo alle navi grandi, metto il maggior numero di motori per avanti ed indietro e la meta' per "sterzare" e alto e basso.

Ovviamente, configurazione diversa per i "carri attrezzi": quantita' enorme per accelerare e ancor di piu' per frenare.

Carburante... parli dei motori ad idrogeno? Se si:

Hydrogen (at least still in Update 01.109) burns quite quickly. So while this thruster is around 3x more powerful than the Ion electrical thrusters, they can only run for a limited time before you'll eventually run out. So don't entirely depend on them.

http://www.spaceengineerswiki.com/Large_Hydrogen_Thruster

E qui la pagina wiki ufficiale con tutti i dati sugli altri motori: http://www.spaceengineerswiki.com/Thruster

Leopardo da Vinci
20-08-2016, 16:16
Ma a qualcuno può interessare l'idea di giocarlo in survival MP, diciamo 4-6-8 player al max? partiamo dalla stessa stazione o pianeta e si coopera. O se qualcuno lo sta già facendo e c'è posto mi imbuco volentieri, non trovo server ita :D

IL_mante
20-08-2016, 16:20
ioioioio :D

Leopardo da Vinci
20-08-2016, 23:37
Buono :O se arriviamo a 4 si può fare per me, su nitrado un server da 4 sta a 4€, il primo mese lo copro poi si vede, sono spiccioli. Magari 4 persone con orari compatibili e con microfono, dai che SE merita :D

Basileus88
18-02-2017, 22:24
C'è piu nessuno qui che ci gioca ?

IL_mante
18-02-2017, 23:20
io quando ho tempo, facendo i turni posso permettermi qualche partita a orari non convenzionali :D

Basileus88
19-02-2017, 01:04
Ottimo tipo che ora ?io verso sera e la domenica mattina

Basileus88
19-02-2017, 10:08
io quando ho tempo, facendo i turni posso permettermi qualche partita a orari non convenzionali :D

Su che server giochi ?

Basileus88
19-02-2017, 16:11
io quando ho tempo, facendo i turni posso permettermi qualche partita a orari non convenzionali :D

Con te siamo in 3 e stiamo cercando un server per giocare

IL_mante
20-02-2017, 20:20
gioco sempre in single player a dire il vero :stordita: però se venisse fuori qualcosa ci possiamo organizzare, ma come dicevo può darsi che io gioco alle 7 di mattina dopo il turno notturno, alle 12 della mattina, alle 4 del pomeriggio, dopo mezzanotte.. insomma dipende dai turni e se non ho altro da fare..

Basileus88
21-02-2017, 00:37
gioco sempre in single player a dire il vero :stordita: però se venisse fuori qualcosa ci possiamo organizzare, ma come dicevo può darsi che io gioco alle 7 di mattina dopo il turno notturno, alle 12 della mattina, alle 4 del pomeriggio, dopo mezzanotte.. insomma dipende dai turni e se non ho altro da fare..

Sono riuscito a trovare un giocatore molto assiduo, che giocherebbe volentieri on line assieme ad altri, gli orari sono un problema sempre io al massimo riesco ad arrivare all'una di notte....lavoro lavoro...quanto tempo in furto al divertimento :O

Leopardo da Vinci
12-12-2017, 21:30
Ma a qualcuno può interessare l'idea di giocarlo in survival MP, diciamo 4-6-8 player al max? partiamo dalla stessa stazione o pianeta e si coopera
uppo a distanza di un anno, senza molte speranze :D

ilbarabba
13-12-2017, 09:54
Dopo il refund immediato per quella truffa di Stationeers credo che tornerò a giocarci a breve.
Giusto il tempo per riprendermi dai conati di vomito di questa notte, maledetto Dean Hall.

Leopardo da Vinci
13-12-2017, 13:42
mai sentito prima, ma a guardarlo non ispira molto :D
un gioco molto simile a SE è Empyrion, ma punta più al lato survival
comunque se sei interessato siamo in 2, vediamo se c'è qualcun altro :O

Angelus666
15-03-2019, 17:31
Domanda per i superstiti che ci giocano ancora: è un gioco che pesa molto di più sulla cpu o sulla gpu? Credete che con un ryzen 7 2700X e Radeon rx 590 riesca a farlo girare degnamente?