Space Engineers

Space Engineers

(BROKEN) SAVTec T6 Mk3 Y.O.U.T.W.A.T
135 Comments
InvolvedSpark 2 Mar, 2019 @ 10:27pm 
Well don't rush them. Quality over quantity!
cptsavarus  [author] 2 Mar, 2019 @ 10:23pm 
Well I appreciate it a lot! I would've had no way of knowing if someone hadn't mentioned it.
I'll be sure to get working on more of those modules for you as gratitude. I have one nearly ready and another not far behind it. Will try to get them on the workshop by the end of the weekend. :steamhappy:
InvolvedSpark 2 Mar, 2019 @ 10:14pm 
It's no problem. I enjoy the build (and can't wait to see what else you come out with, especially those base modules), and thought since I spotted it that I should help solve it if possible.
cptsavarus  [author] 2 Mar, 2019 @ 10:11pm 
Unbelievable!
So pretty much I can count on this having been borked since I updated it on the 18th!
And nearly 5,000 people are subbed to something that's the wrong thing!

Thanks for spotting it & letting me know - and for sticking around while I tried to work it out!
Sorry this has turned out to be such a wild goose chase. I've never had a BP bone itself on this level before.
Would still love to know how Steam got hold of a past version of the file but I guess I probably never will.

Glad it works as intended now. At least something good has come of it! :steamhappy:
And now for damage control!
InvolvedSpark 2 Mar, 2019 @ 10:00pm 
The re-upload is perfectly fine. Nothing missing.
cptsavarus  [author] 2 Mar, 2019 @ 9:54pm 
Hmm... for some reason the re-upload has published it as a whole new workshop item instead of an update. That's usually a sign that something is broken, so hopefully the new one will work...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1671729881
InvolvedSpark 2 Mar, 2019 @ 9:52pm 
Could be possible.
cptsavarus  [author] 2 Mar, 2019 @ 9:47pm 
Agreed. Better in one place. I commented on the screenie just in case someone from Keen reads this & follows the link.
As of the update I made on the 18th, the tractor should have a collector instead of a connector. If you subbed before the 18th that might explain the connector but still wouldn't explain why the buttons are missing.

I can try a re-upload if you'd like? I guess it's possible that some bug got baked in as a throwback from when the last beta test closed.
Will try it now....
InvolvedSpark 2 Mar, 2019 @ 9:38pm 
And unsubbing, deleting the files, and resubbing was one of the first things I did when testing it for myself.
InvolvedSpark 2 Mar, 2019 @ 9:36pm 
Gonna keep it going here so we aren't having a conversation in two different places as well. But the tractor does have a connector on top.
InvolvedSpark 2 Mar, 2019 @ 9:34pm 
It's definitely odd. That's the only blueprint I seem to have any issue with. Aside from a few with a script that isn't working, but I know that's because something broke the script itself.
cptsavarus  [author] 2 Mar, 2019 @ 9:04pm 
Cool. And thanks for the screenie. This is getting really weird now. You seem to have a version that was never published.
I have no idea how. I don't even have that version myself any more! It only existed in that state for a few hours max. Saved it, did a bit more work, saved again... you know how it goes with builds.

If my theory about old versions getting archived in the .sbc file is right then there must be every single change ever made to a blueprint saved somewhere in that file - like a running log of changes.
Kind of worrying if steam / se is just picking a version at random from the log.
InvolvedSpark 2 Mar, 2019 @ 7:35pm 
I've upvoted and am doing some testing to see if I can tell if other BP's are affected for me. Doesn't appear to be any so far.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1671644260 And this should be the screenshot of what the trailer currently looks like for me, where the buttons should be.
cptsavarus  [author] 2 Mar, 2019 @ 5:23pm 
@Spark... I've just posted a bug report on the support site. If you have an account there please vote it up & comment with as much detail as you can and maybe we can help expedite a fix.

I'm seeing several reports on Steam but none on the feedback site, so this one may still be unknown to Keen.

Here's the link to the report...
https://support.keenswh.com/spaceengineers/general/topic/blueprint-files-old-block-data-overriding-latest-data
cptsavarus  [author] 2 Mar, 2019 @ 4:38pm 
Sloped blocks?! What the hell! There *used* to be sloped blocks where the buttons are but that was while the truck was WIP. There's never been sloped blocks there since it's been published.

Ok, sooo... the game has developed free will.
GoodAI has become sentient & is... learning to... build things....?! :lunar2019deadpanpig:

I think I might have a handle on this now. My guess is that old block data from previously saved versions is being stored somewhere in the blueprint file... and the game is reading that instead of (or after) the up-to-date block data from the latest save.

Talk about ghosts in the machine!

Anyhow, I just spawned in the workshop copy and can confirm the buttons are still there for me, so the BP isn't borked. Just have to put in our reports & wait for it to get fixed.
InvolvedSpark 2 Mar, 2019 @ 4:11pm 
I doubt that they just aren't rendering. Sloped blocks were where they should have been.

And yeah, I have read that quite a few people are having issues lately. It would seem the survival update broke a few more things.
cptsavarus  [author] 2 Mar, 2019 @ 2:19pm 
@Spark... The buttons are still there. I haven't updated the BP. Could be that they're simply not rendering. I've seen a few reports to that effect on the forum since the update.

There's some really weird bugs with BP's right now though. Not just my BP's either - seems to be affecting people across the board.
I spawned in my local copy of this yesterday only to find that the cockpit hotbar had mysteriously re-arranged itself. Was actually quite creepy the way it'd done it - like someone had deliberately changed it. Had to spawn in the workshop copy and replace my local copy with that. The strangest part is that the hotbar went back to how it was while the build was WIP - before I published it.

Also had some weirdness with the new Hydrogen version where neither the handbrake nor footbrake would respond. Replacing the cockpits seemed to fix it.

Wish I could tell you what's going on but honestly, I have no idea! These bugs are like none I've seen in SE before.
InvolvedSpark 2 Mar, 2019 @ 1:04pm 
I have a question. Where did the buttons for the trailer hitch and trailer legs go?
cptsavarus  [author] 2 Mar, 2019 @ 6:36am 
Brilliant work on the Deployment Pod!
Have added it to the "official" collection & given you a screenshot for credit.
The list of links to compatible builds got too long for the description, so I moved it to the discussions section of this page under "List of compatible builds". There's now a link to that discussions page in the descriptions of all my T6 stuff. :steamhappy:
cptsavarus  [author] 1 Mar, 2019 @ 5:39pm 
You're right @john, it wouldn't! I like how the explosions don't assassinate my framerate any more though. SE has come a long, LONG way in the last 5+ years. I feel like a proud parent! :lunar2019grinningpig:
Yes though, there are currently some odd bugs I've noticed with control panel groups & certain functions getting messed up for no reason.
I had trouble with the cockpit hotbar - most notably the foot-brake (num 0) and handbrake not working. Also the game decided to re-arrange the entire hotbar, which was particularly weird.
Replacing the cockpits on the truck seems to fix everything.
Isaac Clark 1 Mar, 2019 @ 10:28am 
@InvolcedSpark My first attempt was with merge block, only problem was it took over the truck and somehow messed everything up. Now I did like my first attempt, it got a little big. I have a new concept that I will be working on. Gonna Splitzie the crap out of it :)

@cptsavarus It would not be SE if stuff did not randomly explode. Not giving up.
InvolvedSpark 1 Mar, 2019 @ 6:50am 
Hey john. Try merge blocks to attach the trailer and truck to the frame? I had the same issue with a similar concept a while back. Are you attaching it still hooked up? Because I'm fairly sure the rotors would be causing an issue there.
cptsavarus  [author] 28 Feb, 2019 @ 10:34pm 
D'oh!
Good effort though - I hope you manage to get it back working again. Looking forward to seeing that!
I guess like the update trailer says: "We were put in this universe to create."
If our creations didn't explode of their own accord we'd probably just get bored with them & look for ways to make them explode! :steamfacepalm:
Isaac Clark 28 Feb, 2019 @ 10:21pm 
Completed Drop Pod for this, Game updates. Drop Pod explodes. Time to start over I guess. Don't know why we love this game so much.,
cptsavarus  [author] 27 Feb, 2019 @ 7:33am 
Very easily... very VERY easily! :lunar2019grinningpig:
Only an hour and a half to go til the update lands!
My block-placing finger is stating to twitch with anticipation...
InvolvedSpark 27 Feb, 2019 @ 7:25am 
I forgot entirely about the small batteries. Yeah, it would be better to wait for those instead. I wonder how easily that survival pack could fit onto a trailer.
cptsavarus  [author] 26 Feb, 2019 @ 8:12pm 
Thanks @Spark. You're right - that would be a useful thing to have - and I hear a good package is hard to find! Haha!
I do plan to build a weaponised trailer for that purpose. I'm hanging back til after tomorrows (todays!) update before I really start building trailers though, as it'll mean I can use the new Small Battery blocks & Hydrogen Engines (as portable generators).

I also have an idea for one that carries a wind turbine. In the beta tests, wind turbines could be placed on mobile grids but would only spin when the grid was locked to the voxel with landing gear, etc. Hopefully that will still be possible with the update. Could make a good power source for a gun trailer or for starting a new base.

I'll probably do a skeleton trailer too so it's easy for people to design their own if they want to.
InvolvedSpark 26 Feb, 2019 @ 3:36pm 
Some sort of point defense trailer would be interesting. I'm actually toying about with it now. Just have a trailer with a turret or two (or five), a reactor and cargo for ammo, and just leave it wherever for those temporary settlements, or when you really need to cover that blind spot in your base's perimeter defense, but can't get anything permanent up in time.

From a quick test it's actually pretty easy to simply convert the original trailer, although it requires sacrificing the solar panel to make room for a gatling on top. Doesn't really seem to affect the suspension either. Although I haven't loaded it with anything yet.

I thought it could be an interesting concept to try out. After all, every good T.W.A.T needs a package once in a while.
cptsavarus  [author] 24 Feb, 2019 @ 5:08am 
@john... Excellent! I look forward to seeing what you come up with!

@Xan... Great job! Have subbed & will put it through it's paces later today. Don't know about
boiled poop - it looks pretty cool to me! It's certainly in keeping with the style of the original & Hydrogen Green is definitely the colour of choice!

Yeah, suspension is kind of tricky to get right with these 3-axle setups. Adjusting the strength of each axle separately seems to be the way to go. Just a matter of trial & error to find the right settings.
Would've liked softer suspension on the Cargo version but it bottomed out too quickly when loaded. Shame Keen did away with the separate "Travel" setting for suspension. Would like to see that return.

Have added it to the collection anyhow. Will get some screenies to post here & drop you a link in the description once I've had a play with it.
Xan Kriegor 23 Feb, 2019 @ 9:34pm 
@cptsavarus Hye man, I published that hydrogen trailer, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1665242725 but my system is about as sub par as it gets so it looks like boiled poop. But it works, I took it through my world im in the process of making and had a few suspension problems as its heavier than the original, but it still works and kept a few of the storage containers for ice or spare parts, whatever is needed. If i were you, id test it out, see what its made of and take some decent screenshots... I need a system upgrade. let me know what you think, Thx!
Isaac Clark 23 Feb, 2019 @ 11:33am 
@cptsavarus Challenge accepted. :steamhappy:
cptsavarus  [author] 22 Feb, 2019 @ 5:56pm 
Thanks @john! Tis an honour to have a whole new world created after my work! Will be publishing all sorts of trailers & base modules to go with it, so there'll be plenty more matching stuff to fill that world of yours with.

Check out the rest of my workshop if you haven't already - I already have a loading yard for this truck published - and nearly all my other builds are compatible with one another in some way.

Would love to see that drop frame you mentioned. That's a great idea! Send me a link if you publish it. If it works well & looks cool I'll add it to the "official" collection - maybe even give you a link in the description here. :steamhappy:
Isaac Clark 22 Feb, 2019 @ 12:50pm 
This is awesome. I am going to start a new survival game using this as my start vehicle. Just going to make a drop frame with parachutes to begin.
cptsavarus  [author] 20 Feb, 2019 @ 5:41pm 
Hi @Xan. Thanks very much. Glad you like!

Yes, I'd love to see any new trailers you build for it. Please do drop me a link if you publish any & I'll be sure to check them out. If they look good & work well, I may add them to the "official" collection & link you in the description here.
I wont tell you what to build - free licence produces the best results after all - but if you have any questions about how I did anything, feel free to ask & I'll explain as best I can.

I have several more trailers planned, as well as a some alternative versions of the tractor. Also planning a modular ground base with dedicated loading / construction facilities. Was thinking I'd upload each trailer / version with a new piece of the set. Should have the first "installment" published soon.
I could also publish a skeleton trailer if that'd make it easier to build your own versions. That's a nice quick thing to do, so let me know if you want one & I'll publish it next.
Xan Kriegor 20 Feb, 2019 @ 5:20pm 
This contraption is excellent! To those looking, read the instructions and it will work perfectly! i made a few suspension modifications here and there for huge uphill and downhill traveling, but its a good truck!

Something I request if you have any desire to expand this. Im about to copy the trailer and hopefully create a hydrogen tanker out of the frame, hopefully it isnt too top heavy... But if you have any input, or want to see what i come up with and improve it on your end, i would be grateful! Keep it up!
cptsavarus  [author] 12 Feb, 2019 @ 8:23pm 
Thanks @Cee64e. I'll try not to disappoint!
Cee64E 12 Feb, 2019 @ 2:21pm 
Cool truck, but I'm subscribing to this just to see what you come up with next.
cptsavarus  [author] 10 Feb, 2019 @ 2:11pm 
@Sith... <looks all guilty> It wasn't me! I didn't do nuffink, honest! Hehe!
Nice of you to drop by!

@Drake... Well done for finding a new way to do it. I hadn't thought of that! Interesting to know that the merge block & rotor trick can be made to work on small grids now. Last time I tried it the results were... let's say... less than satisfactory!
I wont ask how many attempts you made before it worked but suffice to say I know your pain! :steamhappy:
Cockenheimer 10 Feb, 2019 @ 1:46pm 
@cptsavarus I spent 3 hours trying to imitate it and ended up putting merge blocks on each rotors side and then swinging them into each other. It worked lol. But your way seems quite a bit easier! Cheers mate!
Dr. Skeeter 10 Feb, 2019 @ 12:44pm 
oh, you!
cptsavarus  [author] 10 Feb, 2019 @ 10:39am 
@Drakeify... Thanks very much!
Building it is the easy part - keeping it under control while you're doing it is a different matter!
You have to build the hitch in 2 pieces. One side has the 2 rotor bodies on it, the other has the 2 rotor top parts. You then move them into position with one another, open the control panel for the rotors & hit "attach". Just make sure the rotors are locked first & that there's something immovable holding the grid still so it doesn't ping off somewhere & explode.

I recommend using a static grid with landing gear or a large-to-small rotor.
Cockenheimer 10 Feb, 2019 @ 10:26am 
This trailer is awesome! How on earth did you get two rotors attaching to the same grid Inside the hitch??
cptsavarus  [author] 10 Feb, 2019 @ 9:16am 
Thanks @zenol!

@Eziahr... Thankyou also. A harvester version sounds like a great idea! Hadn't thought of that one. Have fun doing the conversion. Will be interested to hear how it turns out.
EzaihSiX 10 Feb, 2019 @ 8:17am 
it's pretty and cool
EzaihSiX 10 Feb, 2019 @ 8:17am 
and now, i´m going to download it and turn it into a harvester.
zenol the soviet waffle 10 Feb, 2019 @ 7:28am 
i love the name. X3
cptsavarus  [author] 10 Feb, 2019 @ 6:35am 
Thanks for the link @CIV. That script will be perfect for a couple of builds I have in mind for the future.

@cally.... Yes, I can certainly make respawn ship mods. You'll find a couple on my worksop already for re-designs of the existing ships.
With the survival update on the way though, the file that handles the respawn ships will be changing, which basically means any mod I make now wont work once the update is released.
Since the update's not far off, I figure it'll be better to wait til then so I don't have to re-write anything.

I'll be bringing my existing mods up to date when the update comes out and have a few new respawn mods in mind for then as well, so will add this to the list. :steamhappy:
Blorb 10 Feb, 2019 @ 12:29am 
can you try making one as a respawn ship becuase the regular respawn stuff is just boring and there are to few custom respawn ships in the game