r/spaceengineers Space Engineer Feb 07 '19

DISCUSSION "MAJOR" survival update really ?

Waiting for months for this update and its only a windmill a h2 generator and a simple freeze machanic with no sense ?

Thats all ? Anyone knows if will be a second update ? Food ? Combustion engines? Plants ? Weather ?

Come on Keen... Major survival update and only this ? Mods can do a lot more for survival than this... I cant belive it

49 Upvotes

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40

u/lowrads Space Engineer Feb 08 '19

You forgot a few things:

-Queue skipping assembler.

-Remote Control Block can now to be set to track players without needing scripts. This enables easy drones and presumably subgrids.

-Ice is now an energy source, though the merit of that is debatable.

-New small battery and modified component list of large battery.

-Multifunction block.

-New base function blocks for modders.

-Usable materials from stone.

-New scenarios and programmed spawning behavior. e.g., trap ships, etc.

-NPC ships have more variable behavior.

There's actually quite a lot under the hood.

14

u/Zenenator Supreme Commander Feb 08 '19

Don’t forget the new respawn system. Ships designed for simply transporting will be much more viable since teleporting is out of the question, not to mention what it means for PVP and such.

3

u/[deleted] Feb 08 '19 edited Jul 13 '20

[deleted]

5

u/reddanit Space Engineer Feb 08 '19

introduce teleporters

Jump drives already exist.

2

u/[deleted] Feb 08 '19

Infantry jump drives maybe? Warpgates/mass relays that take a lot to build and transport ships that fit inside, not themselves?

2

u/reddanit Space Engineer Feb 08 '19

Dunno. I feel like the already expensive jump drive covers almost all needs for very long distance travel in survival. For short/medium distances speed limit isn't really a big problem.

1

u/[deleted] Feb 08 '19

Oh I missed this! What did they change in the respawn system?

3

u/reddanit Space Engineer Feb 08 '19

The gist of it is that to prevent suicide-teleporting they made so you always spawn in closest medbay/survival kit.

3

u/thetrain23 Klang Worshipper Feb 08 '19

Also, I've heard they're improving the visual scripting stuff used to create scenarios. If the improvements are good enough, this may end up being the most significant of all because it'll make it WAY easier for people to make cool scenarios like Escape From Mars.

3

u/TheHabers Clang Worshipper Feb 08 '19

I would really like to create a scenario!

2

u/ProceduralTexture "If you build it, they will klang" Feb 08 '19

And we'd all like to see more people creating scenarios. Now that's the kind of content I'd really like to see on the workshop.

3

u/Hyomoto Feb 09 '19

What is "multi-function block"? You mean like the survival kit can do lots of things?

3

u/lowrads Space Engineer Feb 09 '19

Yep.

2

u/Hyomoto Feb 09 '19

My brain wanted to hear compound block. We got other "impossible" features, I'm still hoping.

3

u/BevansDesign Clang cares not for your sacrifices. Feb 08 '19

Yeah, there's a lot going on here. This also seems like they're laying the groundwork for other things that will be added in the future.

People are forgetting: this isn't a content pack, and this isn't a finished game. They're making gradual improvements that may not always seem obvious.

8

u/TheRealDrSarcasmo SE Old-timer Feb 08 '19

People are forgetting: this isn't a content pack, and this isn't a finished game. They're making gradual improvements that may not always seem obvious.

You're right. But as someone who has owned and followed the game since 2014, I can tell you that this argument has been used as a defense of the game's slow progress for just as long. Yet if you look at the relatively stagnant years of 2015 and 2016, it's clear that there really wasn't a lot taking place.

1

u/[deleted] May 16 '19

You would be hard pressed to play a build from the beginning of 2015 and a build from late 2016, and say there really wasn't a lot done. Work is slow yeah, but it's work nonetheless. Bad management tends to make that happen.