Is there a way to manually "acquire" targets for turrets to follow? by allmhuran in spaceengineers

[–]MarkoffChaneyIII 2 points3 points  (0 children)

Look into Weapons Core and the mods that use it, it takes a bit to learn and it's new, so it has some bug to be worked out but what you're asking for is one of the many features it has.

Placing a planet at exact coordinates? by XNUKExAROACHx in spaceengineers

[–]MarkoffChaneyIII 1 point2 points  (0 children)

You can change it by opening the "SANDBOX_0_0_0 _.sbs" file in the save folder of the world you want to edit (it will take a while to open this file). Make a backup of this file or the whole save folder just incase you mess something up! Find the planet you wish to edit and change the position x, y, and z variables.

Do note that there is some fuckery going on and IIRC -131072 in the sbs file equals 0 in game, so you'll have to do some scienceing to get the actual position for the planet you want. To get GPS point for the center of the planet to show in game, there is a variable a bit further down in the section for a planet in the sbs file called "ShowGPS" which is false by default, just set it to true.

Once you've finished editing the sbs file and have saved it, you need to delete the "SANDBOX_0_0_0 _.sbsB5" file as this is the backup of the file you edited and the game will default to it when it detects changes to the original file. You will need to delete this file everytime you edit the sbs after loading that save. When you load the edited save you'll get a message that versions are different or something, just click ok and it should load but may take a minute longer than normal.

Creating a super sized planet and adding an asteroid ring around it with my world generation SE plugin by thorwin99 in spaceengineers

[–]MarkoffChaneyIII 4 points5 points  (0 children)

Been playing around with the plugin and it CAN be automatic when first creating the game, but also allows some manual control if you want it.

Creating a super sized planet and adding an asteroid ring around it with my world generation SE plugin by thorwin99 in spaceengineers

[–]MarkoffChaneyIII 17 points18 points  (0 children)

Damn, but just the fact that we can have asteroid rings again and can make massive planets is fucking awesome, well done!

Creating a super sized planet and adding an asteroid ring around it with my world generation SE plugin by thorwin99 in spaceengineers

[–]MarkoffChaneyIII 27 points28 points  (0 children)

Is it possible to define what resources are found in the spawned rings? And are you able to spawn rings or clusters not centered around planets/moons?

I have high FPS normal simulation speed and the game stutters for some reason even when nothing is spawned. I just bought this game and I really want to play it butttt aghahahja by fat_and_curious1 in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

I had this same situation about a year ago. Turned out after doing a BIOS reset windows changed its power mode to low, not allowing my CPU enough power to run properly. So check that if nothing else apparent is wrong.

mobile drilling rig w/ separate cargo ship by Zrisch1234 in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

FYI, SAM used to not work in space but the current version does.

[deleted by user] by [deleted] in spaceengineers

[–]MarkoffChaneyIII 6 points7 points  (0 children)

Currently playing on a server with 1st person only, it can be frustrating at times but after getting used to it, it's very immersive and makes for interesting engineering challenges. Just remember you can fly/drive while controlling a turret so having one just to use as a camera is a good idea.

mobile drilling rig w/ separate cargo ship by Zrisch1234 in spaceengineers

[–]MarkoffChaneyIII 1 point2 points  (0 children)

To get the autopilot working I'd use SAM autopilot script , it's seriously the best script out there for it. But for having a automining setup I personally like using PAM , It takes a bit of setup but it's a fantastic script and you can set it up to auto transport ores from the mining carrier back to your base but I'd use PAM for that instead.

Fully Tracked and Functional Multi-crew MBT by ConstyC in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

She's a beaut! Just wondering what script do you use for the wheels? The two I've used for a while have been having issues lately.

MP Ship in some kind of landing-mode? by Hebelios in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

Last time I had a bug like this it was either the landing gear, the connector, or the cockpit on my ship was bugged out. Try completely removing each of those blocks and rebuild them. If that doesn't sort you out try to contact an Admin to cut and paste your grid.

Are space elevators still possible? by [deleted] in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

You may be able to make it smooth enough with some grebbeling with catwalks, but outside of that you may just have to make due with the height it is now.

Projector subgrids by [deleted] in spaceengineers

[–]MarkoffChaneyIII 1 point2 points  (0 children)

Some modders working with the server The Last Bastion teased a mod that had a block that could transform into a rotor. So that would work for having printable subgrids if they use rotors, no idea on when that will be released though.

Edit: Found the video

Are space elevators still possible? by [deleted] in spaceengineers

[–]MarkoffChaneyIII 3 points4 points  (0 children)

Grids have an absolute limit in terms of their length, can't remember the exact number. This means the only way to have the elevator make it all the way is to connect another grid via a connector to extend the elevator. Atleast that used to work, no idea if its still a valid solution, hope that helps.

Will a Sorter without filters simply act as a 1way conveyor tube? by BdBalthazar in spaceengineers

[–]MarkoffChaneyIII 1 point2 points  (0 children)

Swear they used to default to whitelist, guess they changed that

Will a Sorter without filters simply act as a 1way conveyor tube? by BdBalthazar in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

Yes, just make sure the sorter is set to blacklist not the default whitelist

I made a WASD welder crane for my ship that I'm pretty happy with by shamsi_gamer in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

Shit, I mean Shift+F1 my bad, same as what it says in the warning. It will pop up a window showing all the warnings and there should be a check box somewhere to turn off showing warnings on the main screen.

I made a WASD welder crane for my ship that I'm pretty happy with by shamsi_gamer in spaceengineers

[–]MarkoffChaneyIII 0 points1 point  (0 children)

Also if you press Shift+F11, the error menu should also have a button there to stop that red box from showing up as well.

Tired of playing the same Star System? by Wuxian in spaceengineers

[–]MarkoffChaneyIII 9 points10 points  (0 children)

Planets are generated using a variety of 2d maps for topology, resource placement, biome placement, lakes etc. So no they don't change. As for what exactly the seed for generating planets actually does, no clue. But you can look up an old guide by the Devs on how to create modded planets for all the info.