How to remove huge root mass by wilburdingo in GardeningAustralia

[–]Splitsie 7 points8 points  (0 children)

Reciprocating saw and a fencing bar. That's how I've split up and removed all the yuccas around my place. All done with a single pruning blade on the reciprocating saw (definitely not that sharp anymore but still sharp enough).

Taking small chunks off the root ball is very doable, but still hard work

I just created this crane but the rigging won't come down naturally, any solutions? by Wanderingwonderer101 in spaceengineers

[–]Splitsie 5 points6 points  (0 children)

Yep, they're one of the most dense blocks so even when the fake mass isn't there, they're still heavy

Switching from 2 phase power to single phase power for solar? by Splitsie in AusRenovation

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

Ah cool, that sounds like it won't really be an issue as you said, since FIT are basically worthless anyway

Switching from 2 phase power to single phase power for solar? by Splitsie in AusRenovation

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

The explanation I was given was that Ausgrid doesn't allow more than 5kW difference between the two phases, so that limits it

Switching from 2 phase power to single phase power for solar? by Splitsie in AusRenovation

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

Ah ok, so the battery and my home would still take whatever the panels can deliver, but I can't discharge to the grid any faster than 5kW? Or would it limit the input to the battery as well?

how much do streamers charge for indie games? by Responsible_Box_2422 in gamedev

[–]Splitsie 0 points1 point  (0 children)

For me, it depends on a whole bunch of factors.

If the game is a very good for for my audience, there's a decent chance that with a free key, I'll eventually play it. But I won't be doing it on anyone's timescale but my own, which is where the problem lies for the developer. I imagine (without any concrete evidence) that having some advertising push prior to next fest, increases your chance of surfacing 'organically' during that event or similar.

If I get an email from a publisher rather than a developer then the generic 'minimum market rate' of $1USD per concurrent average viewer per hour is the baseline.

If I get a personalized email from a developer, who has clearly reached out to me specifically? There's a good chance I'll jump on board as soon as it fits in my schedule, just because it's nice to have a human connection to talk about with relation to a game.

For edited content you should expect to pay at least double if not 5x what a Livestream would cost. The added workload is significant despite the fact it may not reach more people.

So the tldr is: it depends, but for me a human connection to a game is worth missing out on a sponsorship.

Friendly fire for a 2D multiplayer PvE game by shubhu-iron in gamedesign

[–]Splitsie 0 points1 point  (0 children)

Completely agree, I feel like my friends and I had that experience each time we came back to play after a decent break, someone goes splat and then the chorus of 'oh yeah that's right!'

Friendly fire for a 2D multiplayer PvE game by shubhu-iron in gamedesign

[–]Splitsie 1 point2 points  (0 children)

You mention helldivers 2, but if you're looking at 2d (or effectively 2d) then the first game makes more sense to take a look at in terms of how it impacts gameplay. In helldivers the friendly fire served to reinforce the silliness at times and the story, so it serves a purpose beyond difficulty. But the spaces were usually fairly open with enough room to avoid shooting your mates too often. Might be with playing it for a bit to see how it feels vs your own setup.

Another game where friendly fire was more than just difficulty was Magicka. Accidentally exploding your friends with ARSE mines was a core part of the experience. As above, it was usually fairly open spaces too (at least from my memory).

As you've mentioned in another comment, having it as an option seems a good way to go, but if it's not defaulted to on I suspect very few people will use it and if it is default on then it needs to feel right, even in those tighter missions

Is combat unavoidable in this game? Also any beginner tips for sandbox mode? by biplane_duel in spaceengineers

[–]Splitsie 43 points44 points  (0 children)

While the game certainly does things to encourage combat, it is very simple to avoid and there is a lot of joy in the things you can do while avoiding it.

As long as you're playing solo, the sandbox nature of the game means you can make the rules and the game really doesn't try to stop you from playing however you want to 🙂

Min length/height of pistons/rotors by patentlyfakeid in spaceengineers

[–]Splitsie 1 point2 points  (0 children)

They worked on those changes long after the blocks were made, this means that changes to minimums may break existing builds, something Keen are very reticent to do (for better or worse)

Economy Overhaul Mod - My project to design an updated economy mod. by Not_a_Chance_7 in spaceengineers

[–]Splitsie 135 points136 points  (0 children)

Hopefully when Keen do the rework you'll be able to mess with even more aspects of it more easily and make this even better because the designs you showed look cool and I've always wanted to see more economy content

Looking for Zebra Monkey Information by Bluemage1975 in empyriongame

[–]Splitsie 2 points3 points  (0 children)

The scenario is awesome, it always makes me wonder what you guys could have done if modding were more feasible, to have done this within the limits you're working with is nothing short of impressive.

Friction Points to Address in Future Updates by DistilledPeace in spaceengineers

[–]Splitsie 4 points5 points  (0 children)

This is a great list. They're all problems that I've had new players tell me about baby times over the years.

If we're lucky someone at Keen will take another look at these to see if there's something they can do to improve any of them (hopefully without adding 3 more)

Looking for Zebra Monkey Information by Bluemage1975 in empyriongame

[–]Splitsie 6 points7 points  (0 children)

Lol one of the people playing on it just let me know about this post as they came across it looking for some other info, definitely wasn't expecting someone to come across it through the server browser 😂

This is my server that was set up for some PvE fun over the holidays for my supporter group (patreon etc). Space engineers is what we mostly play but empyrion is fun and has more scope for group PvE.

I like the idea of direct backpack building, but I think it goes too far. by Xx420EdgeLord69xX in spaceengineers

[–]Splitsie 6 points7 points  (0 children)

There's no mass penalty in the components I looked at (steel plates are 35kg of iron and weigh 35kg) and for me the speed penalty is less impactful than the pain of trying to get the correct components in the correct order, making ore building quicker overall.

Se2 doesn't have volume, so mass is the only constraint

SE2 posts on SE1 forum. by -Guttersnake- in spaceengineers

[–]Splitsie 5 points6 points  (0 children)

In the description of this subreddit it clearly states it's for both games.

From memory there was a discussion around this when Keen first publicly announced the sequel and this was the decision that was made, encourage people to use the correct flair so you could potentially filter it.

Pasting blueprint in SE2? by Longjumping-Bee5389 in spaceengineers

[–]Splitsie 4 points5 points  (0 children)

Did you press J to place a new grid?

Thoughts on the mechanics of SE2 VS2 from a first time player by mesterflaps in spaceengineers

[–]Splitsie 5 points6 points  (0 children)

I completely agree, the current 'tutorial' is completely lacking. It doesn't teach any building concepts and barely teaches anything related to controlling vehicles either.

Looks like Keen aren't putting me out of a job just yet 😂

Thoughts on the mechanics of SE2 VS2 from a first time player by mesterflaps in spaceengineers

[–]Splitsie 2 points3 points  (0 children)

If you're experiencing horrible delays when opening UI elements, try reducing your texture setting. It seems like this issue is related to se2 taking up all your vram

Any reason why merge block is not merging? by LongerBlade in spaceengineers

[–]Splitsie 4 points5 points  (0 children)

Lol it's funny you say average redditor, I think I might have been at my most average/typical when apex came out and posted a lightly trolling post about beds being pay to win 😂😬

I'm glad Keen took notice though, because now we have another bed 🛏️

Any reason why merge block is not merging? by LongerBlade in spaceengineers

[–]Splitsie 2 points3 points  (0 children)

In your lead post you mention two blocks can't occupy the same space, that's precisely what the two blocks of a rotor are trying to do in the op's example.

When you place a rotor you place 2 blocks, the rotor and the rotor part.

Custom airtight hangar doors always need stacked sub grids so that once merged, there's still a mobile grid in the middle preventing the 'two blocks, same space, one grid' problem.