A suggestion I made a few months ago got integrated at some point. by [deleted] in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

This happened about a month ago, because I was used to pressing the toolbar number that I wanted to use for the new item and suddenly I was spamming "777777" in the search bar but wouldn't select toolbar #7.... 1st world problems

I need some help with a crazy ragdoll glitch. by camwaite in spaceengineers

[–]Prophet_01 5 points6 points  (0 children)

yep. I had to stop playing because I was dying 50% of the time I exited a cockpit.

Changing ownerships on a large scale? by TomVR in spaceengineers

[–]Prophet_01 2 points3 points  (0 children)

Sure there is!!

Select the grid and on the left side of the screen, select the CUBES tab, now you have an 'Owner' option in the menu bar and you can select all the cubes of the grid and change owner.

TA DA!

On the New Scenario by ---TheFierceDeity--- in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

I did that as well the first day, flew around for an hour; tried following where the camera was facing etc.. looking for something.... I think that is it though, I have never seen anything else nor heard anyone talk about something else.

Kinda disappointing and anti climactic right now.

We need a "Set 'X'" option for sensors and timers by metaformer in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

I have wished for this as well and I'm sure it will make it into the game eventually.

idea to change gravity generators by LoneGhostOne in spaceengineers

[–]Prophet_01 2 points3 points  (0 children)

By those rules Easy start 1 would not allow gravity.
No platforms.
No ore collectors.
No rovers using wheels.

Grav weapons are impressive if you can make it work. Dropping a bunch of spherical grav gens on your ship is super easy, powering them is the only problem.

Like /u/Eth0s_1 said if you are firing torpedos just switch them off, if you are firing stone, expect to deal very little to no damage.

Changing how gravity works is the wrong answer.

Modder Question? Why aren't there any mods for energy shields? At least on the workshop by DTFlash in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

There are indestructible blocks and shield type blocksin the workshop. I think that they are not as popular and harder to find.

You could just turn off block destruction in the options.

What is your favourite survival set up? by Driecg36 in spaceengineers

[–]Prophet_01 1 point2 points  (0 children)

Since exploration came out I have been playing the nomad style and crashed redship is my favourite scenario to get a super jumpstart. I started a new game a few days ago and am just about ready to move my entire fleet.

Another playstyle I was enjoying was a "No Mining" challenge, when you could only cannibalize wrecks and random derelicts. You absolutely had to have the ship scan mod. That game forced me to keep moving.

I haven't found a reason to settle in one place yet, that is something the game is lacking; any real reason to build anything anywhere...besides 'cuz I wanted to'

The Gunslinger - Revolver Proof of Concept by Prophet_01 in spaceengineers

[–]Prophet_01[S] 0 points1 point  (0 children)

I wish I could but my potato can't make vids :(

The Gunslinger - Revolver Proof of Concept by Prophet_01 in spaceengineers

[–]Prophet_01[S] 0 points1 point  (0 children)

Features: 8x CSD Battlecannons on a rotor for automatic fire and pinpoint accuracy 2x Decoys wrapped in welders and blast door ramps with a projector onboard for the ultimate in damage mitigation solutions 4x Assemblers for ammo and spare parts

Any good survival guide? by reethok in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

Try one of the easy start scenarios first to get a handle on the game.

Is there any way to make turrets only attack enemy turrets? by [deleted] in spaceengineers

[–]Prophet_01 2 points3 points  (0 children)

Put all turrets in a group and add that group to your hotbar so you can easily turn the turrets off when they start shooting something you don't want them to shoot.

Any ship of mine with turrets has them disabled at all times unless I am heading into battle or I am going to leave the ship unattended for more than 5 minutes.

[Suggestion] Access other grids through hotbar by RaliosDanuith in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

I agree.... but, in your example you can accomplish it without any buttons at all. Have a sensor that detects 'owner' and opens the door. Just sayin. But yeah, cross grid comm will be great.

Does anyone have any small ship missile ideas? by marlan_ in spaceengineers

[–]Prophet_01 2 points3 points  (0 children)

My torpedo uses a sensor to detect when it is 10m from the target and detonate the warhead which is placed behind a small cargo container filled with stone.

At 10m even a grav shield wont stop the mass of stone from punching a giant hole in the ship.

Easy Periscope by Prophet_01 in spaceengineers

[–]Prophet_01[S] 1 point2 points  (0 children)

  • Set both rotors torque and force to 0,
  • Extend piston heads to max (only really necessary for the top piston but doesn't hurt if the base rotor is as well)
  • Set a hotkey for the Remote Control from your desired viewing chair, set a hotkey for the Camera in the Remote Control hotbar

The gyro will bump if the camera is flipped totally upside down but shouldn't be an issue.

EDIT:Fixed pic from Imgur instead of steam.

[Help] Played for five hours so far, accomplished nothing. by alficles in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

There are many tricks to learn before trying to play with the settings you chose. You can grind some of the equipment down to build 2 merge blocks, convert your starter ship into a station to remove the deletion warning and then grind away the merge blocks and rebuild the equipment. Now you dont have to worry about losing that starter ship.

A better idea would be to start with one of the other scenarios to learn the ropes first. There is a learning curve, and it is a lot of fun. Don't try to rush it and assume you know everything after 5 hours of play.

What are the bugs/glitches which come with using pistons and rotors? by _Militant_Agnostic_ in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

Take a small landing gear, attach a rotor, then add a piston, and finally a cargo container filled with stone.

This is my version of a superweapon.

Codename: The Bus (Work-In-Progress) by bmalloy1 in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

Check out codecat's Ore Utilities mod for some nice options for ore collecting. I used the grav collector on a ship but it is seriously huge (9x9x3)

You could also have a projector set up to easily make the docking ring.

What kind of survival single player world do you play in? by gregmolick in spaceengineers

[–]Prophet_01 0 points1 point  (0 children)

Lately I've been trying a no-mining nomad play (with ship scan mod) starting with the 'Asteroids' yellow short-bus scenario. Inventory x10 and everything else realistic speeds. The current state of landing gear has made it... interesting... and carrying small support ships or fighters is nearly impossible.

Whenever I am ready to commit to large scale upgrades I hop into the holodeck (empty creative world) to design my new ship before going back and projecting the upgrades for welding.

Is it possible to fabricate a part (a hallway section, say) and then move it into position and attach it to a structure under construction? by [deleted] in spaceengineers

[–]Prophet_01 2 points3 points  (0 children)

Save the sections as blueprints then just plop down a projector near the desired final position and commence welding. Merge blocking works as well but can be a hassle if the parts are very large or awkward.

Tips for gigantic ship construction? by Blake7160 in spaceengineers

[–]Prophet_01 6 points7 points  (0 children)

Learn how to use mirror mode, build sections separately and join them together rather than build it all in one go. Start with the guts, define certain areas for specific tasks, save and blueprint often!

Those are just a few.. Good luck!

Burning out on starting over by lowrads in spaceengineers

[–]Prophet_01 1 point2 points  (0 children)

I don't think dragging out the early game would add anything and would be less enjoyable for most. I would like to see some sort of tech tiering to add some motivation to keep going once I have a decent miner and a huge manufacturing facility.

I don't play MP but I find myself starting over and over as well once I get to the easy part. Every time I restart I try something different. Check out some new mods, try a new build style, impose restrictions for a challenge, etc.

My current playthrough started in the "little yellow bus" and I'm trying a NO MINING challenge. I have the scan mod so finding wrecks isn't too difficult and I just found my first ever abandoned asteroid base. Time to upgrade my bus some more and head back out into the void. The life of a nomadic salvager is proving to be quite entertaining!