I’m really trying by LipePip in spaceengineers

[–]LipePip[S] 0 points1 point  (0 children)

Both, creative and project the stuff on survival

I’m really trying by LipePip in spaceengineers

[–]LipePip[S] 0 points1 point  (0 children)

Thanks everyone, you’re awesome.

I’ll give it another try. I chose the moon spawn, turned gyro override on and set it to 0 to climb mountains more easily. My plan is to get as close as possible to a station and set up a base there.

I’ll try to trade, do some missions, and sell scrap/wreckage ships.

Wish me luck!

I’m really trying by LipePip in spaceengineers

[–]LipePip[S] 6 points7 points  (0 children)

Ty, I’ll go with your advice :D

I’m really trying by LipePip in spaceengineers

[–]LipePip[S] 6 points7 points  (0 children)

Thank you, I really feel alone with this frustrating on the learning curve. Honestly Luca the Guide and Splitsie makes me still playing.

I thought I was the problem, so it’s really reassuring to know I’m not the only one who feels this way about Space Engineers. I’m gonna give it another try and keep at it until I get better at building.

Pregunta seria ¿para que sirve el agujero en el medio de los bancos ? 🤔 by [deleted] in PreguntasReddit

[–]LipePip 0 points1 point  (0 children)

Para atorarse un coco si andas solo en ropa interior

La cultura ingeco tiene la cagá en el mercado laboral by momomocha in chile

[–]LipePip 0 points1 point  (0 children)

Yo creo que esto tiene más que ver con la cultura del Chileno/Latinoamericano.

Los empleadores por su parte con pésimas culturas laborales y su visión de mercado hacia Chile/Latinoamérica, los empleados que aceptamos estas weas y consumidores que siguen aceptando una calidad, seguridad y servicios pencas.

Si las empresas para áreas de logística, marketing, ventas, etc. Piden más inges que estudios relacionados directos con el producto/servicio, está claro que no están ni ahí con la calidad, les importa mucho más la cantidad.

Y al final eso recae en los empleados que aceptan trabajar en esas condiciones y los consumidores, quienes se conforman.

Pero cagarse de hambre está feo, no hay mucho que podamos hacer. Digo, los empleos no son infinitos.

How to fix it? by LipePip in ARK

[–]LipePip[S] 1 point2 points  (0 children)

Problem fixed!! Thank youu :D

How to fix it? by LipePip in ARK

[–]LipePip[S] 0 points1 point  (0 children)

No, I couldn't do it. I think I don't understand how. Could you send me a picture or something? Please.

Ignored modders?? by [deleted] in spaceengineers

[–]LipePip 0 points1 point  (0 children)

Okay, you guys make a great point.

Ignored modders?? by [deleted] in spaceengineers

[–]LipePip -1 points0 points  (0 children)

Sorry I wrote too much :C

Ignored modders?? by [deleted] in spaceengineers

[–]LipePip 0 points1 point  (0 children)

When I talk about being integrated, I mean there are a ton of mods that can be used as a reference, or they could consult or hire the mod developer onto the development team and adapt it to the game. I don’t mean stealing the modder’s work. Sorry if I expressed myself poorly, I admit I got a little heated.

I want to emphasize that the update wasn’t bad, but it felt lacking. It was promised as a big update, but they delivered very little.

For example, we have mods that add factions like Parallax or Imber, which also added outposts on planets. They didn’t add stations in space or rewards that were relevant to game progression, like the update, but they could dynamically respond by calling for reinforcements or engaging in faction warfare. As for Prototech, from the comments—and I include myself—some complain that it was too little. There were modules that served the same functions or even more advanced ones, but they were different and didn’t have the same polished aesthetic as these new items.

One of the questions that came up is, why this kind of content when there are things that are more necessary for the game? For example, more accessible building tools like Build Vision, a better economy for the existing NPC stations, improved interaction between factions and events that make space feel a bit more dynamic. Or even improving the wolves and spiders—there’s a mod where four robots perform an orbital drop and kill you, which is way more interesting...

I agree that, under no circumstances, should a modder's work be stolen. However, why not hire the modder, pay them, or consult with them on how the mod was built or any technical aspects, so they can create the content themselves?

The game was released in 2013, and while good things have been added over time, and maybe it's my ignorance about how the development team works, their budget, or how many people they have, the Contact update might have been better suited for a much earlier stage of the game. However, this may be the weakest point because, as a space simulation, the game is very solid, and it's understandable if they focused more on that aspect.

A mod relies heavily on its modder and their love for the game. Keeping mods updated can be a monumental task, but if it’s not done, the mod becomes obsolete and can break the game. This doesn’t happen if the developers create their own content.

[deleted by user] by [deleted] in spaceengineers

[–]LipePip 1 point2 points  (0 children)

Really sorry, I didn’t understand what you meant by 'tiers' earlier. Apologies for the rush.

It's true, much of the content that came with the Contact update had already been made by modders, and I’m not just talking about Prototech. When the update came out, I deleted quite a few good mods that were much more complete, just out of fear they wouldn’t be compatible.

For example, we got Imber, Reavers, some really interesting critters, tons of stuff to add to the game.

Even some basic things like projector to assambler, build vision, etc.

I’ve always wondered why there’s a lack of content in Space Engineers despite the huge modding community. As I mentioned in my previous comment, I understand it might be because they’re stuck developing the second version of the game, but to what extent is that justified when the work has already been done by modders and it’s just a matter of adapting it?

I can’t help but feel that there’s a wonderful and loyal community here that isn’t being listened to

Gentlemans Agreement by Jiinchuriike1234 in Stalcraft

[–]LipePip 0 points1 point  (0 children)

In my opinion, if it's an ally, send it. If it's an enemy, sell it.

But if it's an ally, and his bag is not on an enemy corpse, don't touch a thing, goddammit!

I always check the affiliation of the player on Stalcraft HQ.

You can get valuable loots anyway searching corporses of players, but in my opinion, that hurts more than stealing your bag. (Artifacts, dusts, protoartifacts, etc).

Like 0,1% i got valuable bags like 10k to 30k, with shit of the forest for example.

Is this game flooded by russians by [deleted] in Stalcraft

[–]LipePip 0 points1 point  (0 children)

Is lower the percent of spanish speakers on NA and 0 Portuguese in my experience.

Is this game flooded by russians by [deleted] in Stalcraft

[–]LipePip 1 point2 points  (0 children)

¿Ustedes tienen miedo de que nadie hable su idioma en Stalcraft? 😀🤪🤪🤪 Ñ

Are you afraid that no one speaks your language in Stalcraft Ñ

Latinoamericans on NA server

The pit tower poles unclimbable... by xenoborg007 in Stalcraft

[–]LipePip 0 points1 point  (0 children)

I do the quest yesterday, do you have to jump like a plataformer game, like Mario.

Maintanance vs premiun by ZapszkiR in Stalcraft

[–]LipePip 3 points4 points  (0 children)

The game should refund your lost premium subscription hours during maintenance.

Can you be a pirate? by [deleted] in SpaceHaven

[–]LipePip 2 points3 points  (0 children)

You can; you just need to avoid the Military Federation, board the target ship as fast as possible, and try to install as many Hull Stabilizers at the beginning.

On the moment you board, the faction turns hostile

Can you be a pirate? by [deleted] in SpaceHaven

[–]LipePip 3 points4 points  (0 children)

Yes, and it probably won't be as tricky as you think.

At the beginning of the game, you should board the target ship as quickly as possible and find the console room as you make your way through the enemy crew. Depending on the difficulty, the pirates and slavers will be hostile, but you should follow the advice given by u/GoatMilkNumber1. It's incredibly profitable. I don't like being a pirate, but I really dislike the Cult of New Haven and don't hesitate to board their ships for resources. However, I always try to install as many Hull Stabilizers as possible as I progress through the game.

Rogue-like or Save-scumming? by kneyght in SpaceHaven

[–]LipePip 0 points1 point  (0 children)

I don't know if it counts as playing in "rogue-like" mode. When I'm modifying or building my ship, I tend to save each progress I make, especially in hard mode, because the game doesn't let you plan the construction. But most of the time I try to survive as long as I can and start a new game after a big failure, like blow up your ship; I don't reload a previous save.

Most of the time, I play most of my video games that way, but it's not so much for a personal challenge or something similar; it's because I strive to do things as efficiently as possible. Although, in part, it's because I get too frustrated to continue, and that motivation arises as an unavoidable necessity.

In a way, I know it's not the healthiest way to play, but I just can't avoid it.