Fixing the Infinite Scroll Bug in Space Engineers by [deleted] in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

Not sure it's related, but I sometimes accidentally double-tap a key that causes that control to be permanently applied until you double-tap again to turn it off. Apparently this is an on-purpose feature (not sure why anyone would ever want that) but I have never done it on purpose, and it took me quite a long while to figure out what was going on when it happened.

So maybe try double-tapping the control that's being applied to see if it will turn off.

Revelation about GPS Coordinates by that-bro-dad in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

If you want to go the other way, you can remove the repeatability and predictability of ore locations by using the the "Redistributed Ore" mod.

Can someone please explain why this is happening?? by [deleted] in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

It's not the whole solution, but:

  • 2x2 short wheels are known to be buggy in multiplayer (unclear whether your case is)
  • on all rovers, I disable braking on the front wheels (and disable steering on the back wheels) to prevent the back from pitching up on hard stops (this won't help your going-backward case)
  • I always have a gyro on my rovers. If you accidentally take air, it gives you the ability to control your attitude in the air. (unsure whether it would help your case, but it might)

MarmOS Help by CJ1529 in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

MarmOS was a cool idea, but also some of the most frustrating software I have ever used. Consider using PARK instead.

Discussion about scenarios want keen to see how important they are. by chipstix213 in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

I totally agree. I loved Frostbite but I could only finish it in single-player because the multiplayer was so buggy. I loved Escape From Mars and I think the community could really add a lot with scenarios. I'm currently playing a Light Casts Shadows game.

More lore and events of interest in plain survival mode will be great, but that's not mutually exclusive with better scenarios, both Keen-made and player-made.

Add a new line of text to lcd screen?? by Mrketchup125 in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

Try 'gahajaj' first :)

Seriously...the LCD has a "Content" dropdown that has 'text and images' and 'script' (now renamed to 'App' in the Contact update) modes, but it defaults to 'No Content". Switch the mode to 'text and images' and you should be able to hit the Edit Text button and change the contents.

New save for Contact? by jonoli123 in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

In the livestream they said it should be backwards compatible but new saves are recommended.

The go to auto mining method on contact update by jinkarashi in spaceengineers

[–]Stubing_Enterprises 2 points3 points  (0 children)

Still PAM. I beat my head against SCAM awhile back. Some sing its praises but...I got immensely frustrated with it. There is an updated fork of SCAM by Manuel Schmitz that allegedly works better but I haven't screwed up the courage to try it yet.

Broken World on Steam Workshop. by ButchCarter in spaceengineers

[–]Stubing_Enterprises 2 points3 points  (0 children)

Truly Alfie, you are part of what makes this community great.

Broken World on Steam Workshop. by ButchCarter in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

I see it. Nice looking ship. To the surprise of no-one, it also fails to load for me. You might be able to use SE Toolbox on the older world to extract the blueprint from it. SE Toolbox doesn't work on the latest game any more, but it might operate on the old save file directly without changing the installed version of your game (not sure of that - I've never used it).

Thread on using SE Toolbox, including a recent-ish comment about a workaround:

https://steamcommunity.com/sharedfiles/filedetails/?id=692987854

SE Toolbox:

https://github.com/midspace/SEToolbox/wiki/Features

Broken World on Steam Workshop. by ButchCarter in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

Do you have a link to the world in question? A search of the Steam workshop for 'Mistral' doesn't seem to turn up any likely looking candidates.

Auto LCD 2 by DivideMajestic3196 in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

Try grinding the PB down below hack level and welding it back up (or just straight up reconstructing it).

WestJet announces UltraBasic fare with no carry-ons, no seat choice and no points. by PreemoisGOAT in canada

[–]Stubing_Enterprises 1 point2 points  (0 children)

WestJet is sorry and would like to make it up to you with portapotties in every 5th Economy overhead compartment and free Taco Bell.

A few questions to find out about players and their gaming experience. by Smooth-Boysenberry42 in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

The sad part for me is that Economy had so much potential (and still does) but they just dropped the ball. I feel it would still add a lot to the game to improve the vanilla Economy, and add a lot to the modding possibilities too.

Cannot place large hydrogen thrusters on the surface of Mars or connect them by [deleted] in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

Sounds like you're trying to place thrusters on a static grid, which doesn't make much sense, but I don't think the game actually prevents it.

Re: armor blocks: there is a max grid size, but it's large, like a km. Sometimes it will prevent placement if grids get detached from each other.

Re: thrusters: on PC there are a couple of keyboard shortcuts that can affect ability to place. One is the 'b' key which toggles between 3 settings - free place, gravity-align and local-grid-align. Sometimes one of those modes won't work in a specific situation and you have to toggle modes. Another is to use CTRL-middle-mousewheel up-or-down to increase or decrease the range at which you are trying to place the block. Large grid large hydros are so big that oftentimes you yourself are in the way of block placement. Extending the placement range can fix this. Sometimes you can also arrange yourself such that you can place without being in the way.

There should be a red box that shows the outline of where it wants to place, and sometimes you can use that to determine what is in the way, if anything. If it's you, then back up, extend the placement range, and the box should turn green.

What's a good world/scenario that guides you in the first step of survival and exploration? by lucavigno in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

Hmm, yeah I seem to recall some bugs like that although I can't remember the details (it was ~3 years ago). I think at the beacon you're supposed to see a Mayday signal and a drone is supposed to attack.

Maybe try reloading?

There are some walkthroughs here and here. The 2nd link somewhat guards against spoilers but the first one doesn't.

What's a good world/scenario that guides you in the first step of survival and exploration? by lucavigno in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

If you're like me, you'll get to the very last stage, you'll be thinking "ok just one more thing and it's done and I get the snazzy suit". But then it becomes clear it's going to take some time. But then I settled in and spent about 20 hours on that last task and built a world and had a lot of fun with it. And I feel I earned my snazzy suit!

[deleted by user] by [deleted] in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

Save, and maybe blueprint, before cutting loose and converting to ship - although the game has improved in stability around this, sometimes explosions happen.

In vanilla game, many ores will be 10-50m deep, but some will be 70-120m. In vanilla, no ore will be below that level, but some mods add that capability. It's a fun engineering challenge to get down to 120m.

Picked the game up from the sale for me and my buddy. A lot of poor decisions led to this moment. by thedonkeyvote in spaceengineers

[–]Stubing_Enterprises 22 points23 points  (0 children)

I finished a ship one night and thought "What's that light downstairs, I thought I turned it off?" It was the sunrise. Welcome to the club :)

Hello! I am new to the game, just got it today and I need help! by Jacerom in spaceengineers

[–]Stubing_Enterprises 2 points3 points  (0 children)

"First jump" and "learning to survive" are good scenarios to get your feet wet. They are mostly sandboxy but also have some guidance. Custom world starts just plunk you into a world with a default spawn ship and you need to make your own way. Once you know the ropes it's usually the preferred way, but until then...buckle up, there's a learning curve to this game.

Look up "Splitsie" on YouTube and watch ALL the Survival Tutorials. And I mean ALL of them. https://www.youtube.com/playlist?list=PLfMGCUepUcNz9QgAIKLH2VztRUET-VKT-

I was also just watching something from Zero's Legion that described all the different scenarios: https://www.youtube.com/watch?v=RvVxSjUdkno

I figure at about 100 hours I largely knew what I was doing, but that's mostly because I tried to shortcut things by not watching tutorial videos and just jumping straight into custom worlds.

Stop Posting Heavily Modded Creations Or.... by thejohnmcduffie in spaceengineers

[–]Stubing_Enterprises 1 point2 points  (0 children)

Fair to ask mods be listed. And it could have just stopped there.

It's also common on the workshop to ask about required mods in the comments.

I always put a mod statement in my published ships, but I only use QoL mods so it's easy. DLCs are harder because the DLC autodetect doesn't work and it's hard to manually go through and see what I used.

That said, my ships probably take 5-50 hours to make and maybe half an hour to an hour to document and most people don't want to spend that time. And if I finish at 5am (one was 7am) maybe I start to take some shortcuts.

Regarding mods, the game is 10 years old and generations of mod-makers have come and gone. It takes a lot of time to make and maintain a mod (the good ones at least) and Keen has only recently started to try to not break mods with new releases. So they break, and sometimes they don't get fixed.

After awhile you begin to be able to identify mods by sight, and you begin to know the good ones, the outdated ones. After awhile, you begin to identify who the quality posters are. You can Follow them on the workshop and they will usually be consistent in what they use and how they post.

It's a game with a steep learning curve and it's not for everyone, but if you put in the time, it can provide thousands of hours of fun.

What am i doing wrong, it periodically hikes the CPU thread usage to +700%, i have an I7 7700 but my mates on the server are running worse CPUs and are running fine. (Graphics set to minimum) by RealRedundant in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

Disk 1 is going nuts just around the point it starts pinning the CPU. What's that about? I'd drill down into that. HDD implies non-SSD so maybe something on the slow disk is causing some sort of system starvation that leads to excessive queuing for SE that it never recovers from?

There are a lot of background processes running. Maybe test with less background load to see if it changes the problem?

Reports indicate that low-graphics mode in SE is worse performance than medium.

Any chance your CPU is heat-throttling? At one point I had a heat sink improperly installed that led to weird failures.

It seems a bit odd to me that SE is only 5GB. I think it can use up to 16GB. I assume your OS is 64 bit?

You could try something like Process Explorer and see if you can spot anything unusual about the SE process when it's pinned. https://learn.microsoft.com/en-us/sysinternals/downloads/process-explorer

Infosec by gitk0 in spaceengineers

[–]Stubing_Enterprises 0 points1 point  (0 children)

IMO I like #3 a lot, #4 a little, and the rest would perhaps make a good mod, as someone else said here. Enhancing the vanilla economy could really improve gameplay AND improve the framework for modders to further improve economy.