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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.
I can't believe you done this
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.
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.
@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!
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!
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!
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
I should probably add some spare wheels to my trucks. Yeah. I think I'll do that!
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.
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.
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.
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?!
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.
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
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?
Seems that I have to rebuild it by hand... Actually I have the unique simplified version without loading mechanism
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!
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. :)
+1
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!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1664651320
The loading and unloading works like a charm!