Space Engineers

Space Engineers

SAVTec Trucking Hell Freight Yard
58 Comments
cptsavarus  [author] 23 Mar, 2022 @ 11:11am 
@Dots...
Sorry took ages to respond. Really busy with work these days, hence haven't been on here for some time.
As for the project - no, it's not dead, just on extended leave!
I do intend to get back to SE & the workshop one day, as I have mountains of new stuff to upload.
Probably wont be for a good while though. My GPU melted some months ago and until I can justify spending out on either a new graphics card (or more sensibly, a whole new machine), I have nothing to play SE on.
I do really miss playing though - and I miss being an active part of the workshop, so I definitely will be back at some point. I just can't say when.
Dots 5 Feb, 2022 @ 9:10am 
more grids where promiced.. about 3 years ago.. project dead?
Mozetronick 22 Jun, 2019 @ 11:36am 
>No scripts. Build uses 4 pistons, 8 captive wheels and about 16 static rotors for some cool multi-gridding.
I can't believe you done this
Six 11 Apr, 2019 @ 2:19pm 
Very cool
cptsavarus  [author] 1 Mar, 2019 @ 5:46pm 
That's a good idea! As long as it can be locked to the voxel somehow, the wind turbines should work. I've already done some testing with wind turbines on vehicles - see my screenshots page.
Also good idea for how the turnout / points would work. That's exactly how I pictured it working myself!

Was thinking that some turnouts / points could move up & down instead of side to side - kind of like a ferris wheel with multiple tracks on it. Could be used for storing trains when not in use, as well as selecting the one you want.
♫ erikhale gaming 🐺 28 Feb, 2019 @ 12:53pm 
recovery train may use wind turbines to recharge battery without solar XD this may to be test
♫ erikhale gaming 🐺 28 Feb, 2019 @ 12:49pm 
what happen if u build train track switch but it need to see how fit with 2 rail move to left and move to right but wheel better not hit the block use catwalk to cross like a wheel be more careful when you stop rail track switcher piston going need slow without break the train
♫ erikhale gaming 🐺 28 Feb, 2019 @ 9:11am 
@cptsavarus tow may great ideal
cptsavarus  [author] 28 Feb, 2019 @ 3:17am 
@erik... All great suggestions! I'm not sure if people would want to sit & wait for batteries to recharge halfway through a trip, as there wouldn't be much to do while you wait - maybe a "recovery train" could be sent to tow broken down trains back to a station.

It should also be possible to build wind turbines on the trains themselves. In the beta tests you could build them on moving grids but they'd only spin if the grid was locked to the voxel by connector / merge block / landing gear. If that still works after the update it'd be a good way for trains to recharge themselves in emergency.

After I've had chance to play with the update this evening, I'll look at building a prototype rail. As long as the concept works without exploding too often there'll be tons of ways to improve it. :steamhappy:
cptsavarus  [author] 28 Feb, 2019 @ 3:10am 
Sure thing @CTH!

@Sebbear... An excellent observation. Well spotted!
I wouldn't exactly call them plans at this stage but I certainly have more than a few ideas for things like that.
With the weapon emplacements, I built them with small grid turrets mainly for gameplay balance. The idea is that since it's not a dedicated military installation, the "as standard" weapons should be in proportion to the most common / persistent threat - IE spiders, wolves & possibly the odd small drone.
It did occur to me though that people would probably want to upgrade them - maybe with turrets of their own design - and I figured it'd be useful if they were all the same, so the same upgrades could be made to all in the same way.

Like you say though - there are more potential uses for the "hardpoints" than just weapons. I hadn't really considered what things people might want to put on them other than weapons but your post has given me some cool ideas.
Nice one! :steamhappy:
♫ erikhale gaming 🐺 27 Feb, 2019 @ 6:13pm 
well we not sure
Sebbear 27 Feb, 2019 @ 5:31pm 
@cptsavarus I noticed that the truck stop has little spots where the turrets and nuclear reactor room are held that are all relatively the same size. Are there plans to make modular miniature constructions to place onto future modulations to the base? (i.e. machine gun turrets, missile turrets, more reactor rooms, storage access points [such as weapon caches], etc)
♫ erikhale gaming 🐺 27 Feb, 2019 @ 3:42pm 
you know if u see 2 minutes battery left shut anything down and wait train is here then turn connectors on only but carry battery group is need set up for recharge for train transport but main battery have save while transport battery is charge don't forget night light when u reach yard disconnect the train transport by good line it may help recharge yard is need 30 battery and idk how many solar fit there
♫ erikhale gaming 🐺 27 Feb, 2019 @ 3:33pm 
if train run out the power make sure connector are in but it kind move very slow while charge without park break on
♫ erikhale gaming 🐺 27 Feb, 2019 @ 3:30pm 
@cptsavarus that we need
♫ erikhale gaming 🐺 27 Feb, 2019 @ 2:40pm 
you welcome :l
♫ erikhale gaming 🐺 27 Feb, 2019 @ 1:39pm 
@CTH2004 maybe
♫ erikhale gaming 🐺 27 Feb, 2019 @ 1:38pm 
train is only way ran the 12 battery and 6 solar if train going too fast it can roll over but if you reach to station make sure recharge battery
cptsavarus  [author] 27 Feb, 2019 @ 1:27pm 
That's.... a brilliant idea you have there @erik! I hadn't even thought of using this type of rail setup for a train!
If the top wheels were on the bottom instead, the car could sit above the rail - but otherwise it could hang below the rail - that could look cool!
I'll definitely try building one. If it works, I'll see about making a survival version for the workshop. If I publish it I'll make sure to give you a big credit in the description.
An excellent suggestion sir! :steamhappy:
♫ erikhale gaming 🐺 27 Feb, 2019 @ 10:28am 
u can do carry car or truck like a train transport but trailer need disconnect diff car for top hatch to line up good
♫ erikhale gaming 🐺 27 Feb, 2019 @ 10:24am 
they something u going like it you can build rail with wheel to travie really long it need all 3 wheel left right and top be careful if you going too fast and it easy disconnect wheel from rail down hill do about 100 mile per speed uphill and slow down down hill around 60 or 70 mile per speed
cptsavarus  [author] 26 Feb, 2019 @ 8:20pm 
Hehe! How did that happen?
You didn't actually connect / lock a truck to the ejectors did you? I haven't tried that! The results could be... entertaining... and maybe a bit explody!
♫ erikhale gaming 🐺 26 Feb, 2019 @ 8:06pm 
@cptsavarus i load the truck and drive around didn't look from falling i was like oh god
♫ erikhale gaming 🐺 26 Feb, 2019 @ 8:02pm 
@cptsavarus well you welcome XD but it kind funny sent truck fly from falling about 200 feet
cptsavarus  [author] 26 Feb, 2019 @ 8:01pm 
Those are nice looking wind generators! I'd like to see those in vanilla.

These are the ones I'll be using... they're going to be part of the update on Thursday...
https://www.youtube.com/watch?v=1PiROVBDlmI
♫ erikhale gaming 🐺 26 Feb, 2019 @ 7:55pm 
wind generators is kind from mod they broke really easy but https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=577522483&searchtext=wind this didn't broke error may random pop up i don't mind
cptsavarus  [author] 26 Feb, 2019 @ 7:55pm 
@erikhale... Good call! You could also carry complete spare wheels mounted on your vehicles, then if you need the parts for a new wheel you can just grind down the spare.
I should probably add some spare wheels to my trucks. Yeah. I think I'll do that! :steamhappy:
cptsavarus  [author] 26 Feb, 2019 @ 7:52pm 
Captive as in "trapped" - like a captive bearing in a race. They can move & turn but only inside the race.
The screenshots don't show it too well but if you load it in you'll see how it works. The "race" forces the wheels to only move in a straight line, which prevents the pistons from sagging / bouncing around / wobbling sideways.
♫ erikhale gaming 🐺 26 Feb, 2019 @ 7:48pm 
if you wheel broke down unable to move make sure u have spare part in you backpack or cargo
cptsavarus  [author] 25 Feb, 2019 @ 5:56pm 
Thanks @erikhale! Glad you like it! After the update on Thrusday I'll build another module with wind generators, so you wont have to worry about the beacon running out of power. :steamhappy:
♫ erikhale gaming 🐺 25 Feb, 2019 @ 5:38pm 
if they too far
♫ erikhale gaming 🐺 25 Feb, 2019 @ 5:38pm 
this is so cool if they run out the power that going need signal like a beacon like gps
DeadMechGaming 25 Feb, 2019 @ 4:54pm 
@cptsavarus - Hell yea.

Well, since you asked :P, I was also thinking about what to do with the holes that the W.H.O.R.E. leaves behind. Maybe make something that involves an elevator that goes as deep as the W.H.O.R.E. does. You could also make it a module that can be added to the base that allows for underground base access (opens up the possibility for underground base modules to be made too).

Also, maybe you could make a modular container system kind of like a Connex for shipping cargo back and forth. It could include another module specifically for loading and unloading the containers and a freight ship that the containers attach to.
cptsavarus  [author] 25 Feb, 2019 @ 3:54pm 
@TheFrustratedElmo.... As a matter of fact yes, I do plan to build a module for the W.H.O.R.E. I'll probably also give the truck itself a good old update while I'm at it. There'll be a landing pad for the AC-810 as well :lunar2019grinningpig:
Am always happy to hear new ideas, so if you have them, fire at Will! Just... try not to actually hit him though. He hates getting shot!

@Marco...That's quite some poof that sends stuff flying that far! It's sounding a bit like an old bug with wheel suspension where changing the strength with the wheels in contact with the ground would cause a rover to ping off into orbit. Maybe I'll try twiddling with the strength setting. Could be it's too high or something.
DeadMechGaming 25 Feb, 2019 @ 2:41pm 
@Marco Schepper - Thank you. I'm waiting to see what else sav comes up with before I throw too many ideas out.
Marco Schepper 25 Feb, 2019 @ 9:29am 
@TheFrustratedElmo good idea...
Marco Schepper 25 Feb, 2019 @ 9:28am 
that's interesting as I have instant dong-dongs and poofs as soon as the construction is in the voxels, supported stations on or off doesn't do anything good in that matter. funny thing: my base is over 1km away and it got metal parts on the roof - probably the thing that wanted to go to the Moon. but ok: i know how to avoid it now, time for testing :steamhappy:
DeadMechGaming 25 Feb, 2019 @ 9:12am 
Are you going to build a module for unloading the SAVTec W.H.O.R.E Mining Truck?
cptsavarus  [author] 25 Feb, 2019 @ 9:00am 
Haha! I like your captions! Poof and the dingle-dangle is gone!
Wow, that really did do a number on itself didn't it!
I wonder if something has become slightly damaged during all my testing & got saved into the BP. I'll give it a once over & check it with SEToolbox to make sure.

Haven't had any Poofs myself - pasting it either into the voxel or on top of. There's sometimes a "DONG!" when it's pasted into the voxel but not the "Motherf*&%er what was that?!:lunar2019deadpanpig:" kind of DONG... more of a "Meh, moving part finding its happy place, it's all cool!" sort of DONG (so many kinds of DONG in SE - there should be a dictionary for them all!)

This is always the trouble with moving parts though - they work fine for 9 people & cause merry hell for the 10th!

I may add a failsafe to lock the thing in place so it can't move when it's pasted in. There's room at the far end for a pair of merge blocks to connect the end piston directly to the frame. That ought to do it.
Marco Schepper 25 Feb, 2019 @ 6:12am 
ok, so i have now a road full of truckstops, one of them working as intended, without spitting out pieces. And a self-reminder to never put Unsupported Stations on with my orbital station...
So... I THOUGHT I had tested it into voxels and on top of it, but after a closer inspection (with the eyes opened) one corner was always inside the voxels. Pasting it really on top of it gives you some smoke signals from the places that explode when placed IN the voxels (I guess braking smoke from the tires, they always love getting pasted). No idea if it's the rotor, the piston or the wheel that exploded first. But I can tell you that your build is pretty robust. Nothing else but the top loader got damaged with wheels flying around and several parts exploding.
I took a few Pics
cptsavarus  [author] 25 Feb, 2019 @ 4:57am 
Sorry to hear that @Marco. I've not had any trouble pasting it myself. Have you tried pasting it in space? If that works perhaps you can take a separate BP of the offending part & copy-paste that onto... what's left of the rest of it (?!)

What is it exactly that's exploding? Will look into it for you but I'll need details.
Are you pasting it into the voxel or on top of? Unsupported Stations option on or off?
Marco Schepper 25 Feb, 2019 @ 4:44am 
Lord Clang doesn't want me to paste this into my world, instant explosions. One of the parts seemed to have an urgent appointment on the Moon, at least it went fast in that direction.
Seems that I have to rebuild it by hand... Actually I have the unique simplified version without loading mechanism :steamsad:
cptsavarus  [author] 24 Feb, 2019 @ 11:53pm 
Thanks @Mojo!
You're absolutely right! The economy of running Hydrogen Engines all the time had occurred to me though. Fear not - there is a cunning plan!
The idea is that there'll be lots of modules in the set. One for each thing - power gen, Oxygen, Hydrogen, cargo, batteries, refinery, etc. You'd build them as you needed them.
By the time you could afford to build this one you'd already have loads of power gen going on with wind, solar & battery modules. You'd then power this loading dock from those modules & the Hydrogen Engines would be for emergency backup only - they'd probably never get used.

@aether... Had? It's still on your workshop! In the description you ask how much power to move 500k blocks.
Wait... ok fair enough - that build is dated 2016! I may have sold my soul to time as well! Hehe!
Still a pretty mad concept though!
aether.tech 24 Feb, 2019 @ 8:15pm 
@cptsavarus I sold my soul, to time. I know I had a omni-drive at some point. Don't remember it moving a half million blocks though.
Mojo 24 Feb, 2019 @ 7:49pm 
@cptsavarus cool build as usual!
Switching to hydrogen engines though, for anyone doing pure survival with these, they will be spending A LOT of time keeping it fueled.
Batteries with a small reactor back up, maybe a better idea?
I dunno, just typing out loud. :)
cptsavarus  [author] 24 Feb, 2019 @ 7:47pm 
Thanks @aether! Speaking of mad... an omni-directional grav drive to move 500,000+ large blocks!? Now that's my kind of insanity! Who did you sell your soul to for the PC that can handle that many blocks?
aether.tech 24 Feb, 2019 @ 7:06pm 
you mad lad

+1
cptsavarus  [author] 24 Feb, 2019 @ 4:40am 
Cool! Was wondering if anyone would think to do that!
Got some new & improved landing pads on their way. Should fit better with the size / shape / style. Those older ones were part of a different set that I never really expanded on. May still do more to go with them later.

Yeah, I was aware there's no Uranium. I tend to leave my builds empty so there's less to bug out when building in survival. Could add some if you really want. Will be swapping the reactors for Hydrogen Engines after the Survival update rolls out though.
Only 4 days to go! Woohoo! :steamhappy:
LeeTheFlea 23 Feb, 2019 @ 10:15am 
Couldn't resist adding some of your other platforms..
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1664651320
LeeTheFlea 23 Feb, 2019 @ 10:10am 
Just ran through it some more...are you aware you did not load any uranium in it?
The loading and unloading works like a charm!