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@Maiden
@Deathlok-L17
@McTec Ind.
Thanks guys, I hope you had a good time during your ride ;)
Heritage of Anarchy.
This faction was recently born out of
cooperation between raider groups
and other outcasts rejected by the
Unified colonies. The decisive assault
and capture of the 47c mining colony
allowed this faction to claim its place
and establish itself.
--- New HUB. 47c mining colony.
This colony, built in the last century, was intended to create a fully breathable atmosphere
for its inhabitants while protecting them from the surface's harsh weather conditions.
The construction was never completed due to the civil war, and a few years later,
an industrial accident caused the deaths of many miners and the loss of mining equipment.
Currently, it is under the control of the Heritage of Anarchy,
which took advantage of the weakness of the United Colonies.
Be sure to check out a stunning collection of vehicles designed by Deathlok and Massacror.
Improvements will be made in the future.
Yep, I've already thought about adding another planet.
But Pertam will never be finished, the projects are endless and I think I'll have a hard time investing several thousand more hours to fill another planet ^^
Your rusty world always reminds me of the Frostbite or Lost Colony scenarios.
I would therefore suggest, once you're reasonably happy with Pertam, adding more planets (perhaps mod planets) that are far away (over 100,000 km) from Pertam and constructing similar buildings there as well.
I honestly don't know if it's possible to add a second sun. Adding new planets works, but a second sun...
In any case, you could create a huge world with perhaps more than one solar system. This way, you could also explore other planets that suffer from similar problems to Pertam...
I'm still building this world, it will never be finished, because I always have something to do.
I'll stop when SE2 offers good performance and a speedsim with a Pertam 2.0.
But we're still a long way from that,
I have time to lay some blocks.
Thank you for your support!
- Add Fort Emile.
This small fort located near the canyon bridge ensures security
against raids that would try to enter in the region.
- Lvl design Canyon Bridge zone upgraded
Add Scrap ship 09:
10km from the raider post, favoring loot for this faction
Ship not publish from Monpetitoiseau transformed into a wreck.
https://steamhost.cn/steamcommunity_com/id/MonPetitOiseau/
Upgrade all small ship "Le Duc" and "TaMr" with small oxygen tank.
"Le Duc" receives a small connector below in addition to the large one.
Add new low-cost atmospheric passenger shuttle stationed at Dumont.
To answer your question, yes I have other blueprints for this world. They will complete this world when my motivation is there :p
I want to customize the city a bit.
Since some pipes run underground, I need to remove them with mods without damaging the ground.
I want to build a hangar in the center of the city and rebuild the buildings around it WITHOUT changing the rest of the ground. But since a large part of the city is probably a grid, that will be difficult. I could prepare everything in creative mode, but I only use it when testing new blocks/mods. I only build in survival mode.
Hey, my apologies for the delay, I wasn't there.
This world doesn't really have a storyline, it's a succession of 3,000 hours of creativity,
creating an original atmosphere and the ability to create your own storyline.
I mainly focused on Pertam, which is why there aren't any other planets.
You're free to add to and modify this world as you see fit.
I disabled damage to improve performance on the first visit for small configurations.
Regarding mods, I don't think there are any compatibility issues.
Also, know that everything is optimized for survival.
Have fun!
I know it can be changed, but I wanted to ask if it was planned that blocks couldn't be destroyed and that it was a creative world?
Would this scenario work with MES + NPCs and Weaponcore?
- Added raider faction, established in an old underground hangar.
- New vehicles added for this faction: Kamtar and DzkC
- Faction system implemented. (preparation for a future raider faction)
All buildings and vehicles now belong to the current faction.
This allows you to leave the faction and be able to attack it.
Abandoned and wrecked buildings belong to nobody.
You are just the owner of the small habitation station in Pertam orbit.
- World modification
Abandoned industrial site:
Some blocks removed for performance reasons.
Improvement level design in the 2 main buildings.
Abandoned antenna:
Remove some light and reduce intensity.
All decorative static grid renamed for clean entity list.
HUD gps cleaned
can't you upload the factory as its own World?
Like people (including me xD) probably want to take a look at it since it looks so beautiful, its a shame that they are getting teased by this screenshot that is shared in the space engineers news but can't take a look at it.
But don't get me wrong Rusty World looks very beautiful too ^^
It was dug up by Keen this month. It is not in Rusty World.
This factory took me 2 days to make. The link takes you to Rusty World which represents 3000 hours of work and gives me visibility and offers the possibility for people to discover and like this content.
She has 200,000 pcu of decoration for this screen.
For the stability and performance of Rusty World I can't implement it. I'm sorry :(
Unless I turn it into a ruin.
Dumont:
- 2 New Post Guard added to secure entry into the canyons.
- Addition of an enemy presence alert system with radio transmission,
audible and visual alert with red flare launch for each guard post and anti-aircraft position.
Vehicle added:
- Dumont: DZK1, DZKc, DZKcl
- Mining Post: DZKcl, DZKp
Opti:
Voxel correction for Mining Post.
Several blocks removed from the abandoned industrial site to reduce the graphics load.
And some minor stuff that doesn't interest anyone x)
I worked a little on a lore, I can offer you this one. thx!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3128608867
Either way, amazing work!
I have no ideas!
Add:
- Mining Post Nickel / Silicon
- 4 mining vehicules by MonPetitOiseau
Opti:
All survival Kit renamed.
Yes, we can imagine scenarios like that. But the next update includes a silicon/nickel mine :)
Glad you like it, hope your computer doesn't melt ^^
-Add a 2 km long abandoned industrial site.
You will find scrap and a nice area for doing vehicle battles.
The site has no light emissions (blue pad, conveyor light, etc.)
no subgrid and small block, does not feature any underground level design.
The challenge was to make a large detailed area without impacting the game's performance too much.
-Add Scrap ship 8 in industrial site
Hill Post:
+75% all lights intensity
-Add 2 interior turrets on the wall
-Some forgotten blocks added
-More Lightning protection
-Removed Solar panel subgrid tower (subgrids vibrate and consume unnecessary performance)
Dumont:
-More Lightning protection
-Add 5 interior turrets
-Fix turret control on console
-Voxel optimisation
-Block optimisation (block removed for performance)
-Some block remplaced
Luperca:
-All survival kit removed except the one in the hangar.
-Fix display problem on control screens
Modification Ship:
-"Mule H" and "Mule C" subgrid Removed
an old ship i never finished turned into a wreck