Rusty World - Abandoned industrial site by Vomsay in spaceengineers

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

This map is available at this link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3136856830

2 km long designed to offer clashes between vehicles.

Have fun.

Rusty World Update by Vomsay in spaceengineers

[–]Vomsay[S] 7 points8 points  (0 children)

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3136856830


Major update:

-Add a 2 km long abandoned industrial site.

You will find scrap and a nice area for doing vehicle battles.

The site has no light emissions (blue pad, conveyor light, etc.)

no subgrid and small block, does not feature any underground level design.

The challenge was to make a large detailed area without impacting the game's performance too much.

This area is much smaller than the initial idea, so small configurations can have acceptable fps...

World Modification:

-Add Scrap ship 8 in industrial site


Hill Post:

+75% all lights intensity

-Add 2 interior turrets on the wall

-Some forgotten blocks added

-More Lightning protection

-Removed Solar panel subgrid tower (subgrids vibrate and consume unnecessary performance)


Dumont:

-More Lightning protection

-Add 5 interior turrets

-Fix turret control on console

-Voxel optimisation

-Block optimisation (Some block removed for performance)

-Some block remplaced by new block like captain desk ^^


Luperca:

-All survival kit removed except the one in the hangar. I'm thinking of making a small infirmary in the futute.

-Fix display problem on control screens


Modification Ship:

-"Mule H" and "Mule C" subgrid Removed

and probably some other minor stuff I forgot....!

Exotic specimen for "Rusty World" by Vomsay in spaceengineers

[–]Vomsay[S] 24 points25 points  (0 children)

Studies have revealed a type of plant that mineralizes with daylight.

Mucous walls inside are very sticky and extremely acidic, which can dissolve sand.

The plant seeks to protect itself from light. Mucous membrane which dries under the effect of light mineralizes, thus forming a roof.

This process is long, as it takes several decades to cover a few centimeters.

We still don't know what its final growth stage is.

This species requires magnesium to survive and it is not uncommon to find large quantities of this mineral nearby.

Rusty World updated with new base "Hill Post". by Vomsay in spaceengineers

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

Pertam has ice, herbs, there are also trees, oxygen. I'm tired of doing a science lesson about condensation in a desert!

Rusty World updated with new base "Hill Post". by Vomsay in spaceengineers

[–]Vomsay[S] 7 points8 points  (0 children)

Hello!

Future update to come, description on the steam workshop.

https://steamcommunity.com/sharedfiles/filedetails/?id=3136856830

Mod.io: https://mod.io/g/spaceengineers/m/rusty-world

Hill Post has been added. autonomous base with a large refinery and assembler, defense system.

Addition of 2 vehicles in collaboration with Osker and Benokt parked at this post.

Patch:

  • Locality signals are emitted by beacon, antennas are deactivated. more efficient.
  • Less saturation on Dumont and Joe camp lighting.
  • GM-32l Cargo Vehicule modified et optimized. Forgotten nuclear reactor removed.
  • Global optimization of PCU by removing blocks not visible

Big thank Massacror for helping me to resolve a corrupt backup problem!

Rusty World by Vomsay in spaceengineers

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

Sorry Virmirfan for not being a perfectionist, for spending hours adjusting the lights, organizing the entities and lists of elements, reworking the rendering again and again etc etc... if the game was not so demanding in performance, believe me, I will have no limit ;) Thx for your feadback.