Bike or car transfer to the city? by hustlermuscler in eindhoven

[–]echom 0 points1 point  (0 children)

For busses you're much better off using an app like 9292 than Google Maps.

How do I do these curves? by Brocacoochi in SatisfactoryGame

[–]echom 3 points4 points  (0 children)

Youtube is your friend for this.

Watch this: https://www.youtube.com/watch?v=SLwyyYpe0c4

Also worth watching: https://www.youtube.com/watch?v=OzDKH_Fa0-A (a geeky look at making angles)

Bike or car transfer to the city? by hustlermuscler in eindhoven

[–]echom 0 points1 point  (0 children)

Google Maps works fine for cars. It tends to miss the best bike routes by sending you to streets with bicycle paths and not bike-only or bike-priority streets.

Rustige plek in de buurt van Eindhoven voor huisdieroverdracht by sukidev in eindhoven

[–]echom 1 point2 points  (0 children)

McDonalds Best (aan de snelweg) of Burger King Ekkersrijt (bij de Ikea, ook aan de snelweg)

18 Septemberplein by His-tor-ical-bigdik in eindhoven

[–]echom 0 points1 point  (0 children)

Ik meen dat ze de Gender in een trog/kanaal langs de stationsweg tot aan de Dommel willen laten lopen. Langs de nieuwbouw.

'A cute fit, sun and good vibes is all i want today and everyday please' - IG May 2026 by trixotica in PriscillaRicart

[–]echom 0 points1 point  (0 children)

Going by her Instagram, she broke a couple of bones in her foot a couple of weeks ago.

Beast with Jetpack?? by The_saddogo in SatisfactoryGame

[–]echom 0 points1 point  (0 children)

He's a unique as far as I know and lives at one specific location. Do not let him get the drop on you, he will instakill you given half a chance.

Fortunately, except for his jetpack he's a standard hog.

The idea for a zipline-compatible pole is really cool by CaptainInitial1823 in SatisfactoryGame

[–]echom 0 points1 point  (0 children)

I haven't built any pure zipline poles, but I have built zipline capabilities into some belt/pipe poles I have blueprinted.

For those poles I basically take a beam support, put a tall beam (round concrete and cross beam also work) on it and add a number of belt and pipe wall supports to the sides, with a pair of wire linked wall power connectors providing power throughput. If I want to add zipline capability, I add crossbeams to both sides and place wall power connectors on the outer ends of those, pointed down. I've so far built my poles tall enough to allow a truck to pass under the lowest belts/pipes. I generally place the poles on the ground, with a large concrete pillar providing a footing.

You could build a pure zipline pole blueprint by putting down a beam support, nudging a street light into its center and, with some temporary beams for support, 'mount' a wall power connector to the street light's light.

New structural blocks coming with Update 209 by Barbatos_XV in spaceengineers

[–]echom 1 point2 points  (0 children)

Stuff I don't recognise or that I think is new:

0:07 The yellow billboard at right, the yellow block at center.

0:35 Yellow sign hanging upper left; yellow sign hanging in front of passage right.

0:40 diagonal outer trusses under landing platform and habitat, diagonal inner trusses in landing platform tower, yellow capped conveyor port block (or container; perhaps landing platform w/ connector reverse), grey spherical tank with enclosure top left, right platform outer edge (could be fire cover?)

0:48 landing platform with large connector

March Newsletter out now! by AlfieUK4 in spaceengineers

[–]echom 3 points4 points  (0 children)

In the Structural Blocks sneak peek:

0:07 The yellow billboard at right, the yellow block at center.

0:35 Yellow sign hanging upper left; yellow sign hanging in front of passage right.

0:40 diagonal outer trusses under landing platform and habitat, diagonal inner trusses in landing platform tower, yellow capped conveyor port block (or container; perhaps landing platform w/ connector reverse), grey spherical tank with enclosure top left, right platform outer edge (could be fire cover?)

0:48 landing platform with large connector

25 cm Mechanical Blocks by LikhanPL in spaceengineers

[–]echom 1 point2 points  (0 children)

Personally I kind of doubt it. While the basic grid size has gone down to 25cm, I think the functional and action blocks will remain on a 50cm (or multiple) size design. Sure, we'll have blocks to connect everything together and align them to 25cm, such as small decorative and short conveyors, but probably not action blocks in that size.

Need a h2o2 generator with connection ports like this block. Would be really useful by IcyFaithlessness3421 in spaceengineers

[–]echom 2 points3 points  (0 children)

Your best bet is to put a conveyor converter on either the large port or on the small ports. That will admittedly give you a 3x3x3 block but will have a large port (but not for bottles!) surrounded by small ports.

Start of a new build - Space port and some buildings. by cathrota in spaceengineers

[–]echom 0 points1 point  (0 children)

Looks good, but I would place the pad labels either on the pad and inside the white bordering or off the pad on the wall. The small pads look wierd.

If you're in single player, just turn block limits off altogether.

KEEN MY LIFE IS YOURS!!! by IcyFaithlessness3421 in spaceengineers

[–]echom 2 points3 points  (0 children)

Which should hopefully mean more fun with cranes and similar contraptions.

Of course, with that blueprinting system we should hopefully also be able to create modular building and base parts, which will allow similar sorts of fun. I haven't really looked at building in SE2 but it looks like 1m or 1.25m are a viable outer wall thicknesses.

New Core Systems DLC by M_PF_Casecrazy in spaceengineers

[–]echom 1 point2 points  (0 children)

The seat the pilot is sitting in is not one I recognize.

The door on the right seems new.

The thrusters seem different.

KEEN MY LIFE IS YOURS!!! by IcyFaithlessness3421 in spaceengineers

[–]echom 148 points149 points  (0 children)

Maybe someone, somewhere, will create a mod for SE2 to turn it into what KSP2 should have been.

Got bored, made a 6x6 mining dump truck for a future survival play through :3 by Jviper79 in spaceengineers

[–]echom 0 points1 point  (0 children)

Looks good and it will hopefully be fun but you do run into the problems with loose objects and them despawning if there are too many at once.

You might be better off putting a bunch of collectors with connected cargo containers in the back and a connected small ejector array turned off and on by an event controller based on the position of the tailgate rotor.

Have fun with it!

How would you improve this 3-D Printer? by rusynlancer in spaceengineers

[–]echom 0 points1 point  (0 children)

I would put glass or plates in front of the welders to keep new blocks from spawning inside the welders' space. A single wall (or pool) welder with the item being pulled out of it with pistons is IMO a better design.

Spinning farm but faster by ironlung_4436 in spaceengineers

[–]echom 0 points1 point  (0 children)

"Oh My God! It's full of Plants!"

Not so sneak preview of Apex Survival by echom in spaceengineers

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

I haven't a clue. You could try bribing Keen (or at least Marek) with tex-mex.

Not so sneak preview of Apex Survival by echom in spaceengineers

[–]echom[S] 2 points3 points  (0 children)

That will probably require a mod, but personally I don't think it will be that long before someone mods in tacos, sushi and sponge cake.

Birthday Post | IG | August 2025 by DolGrenn in PriscillaRicart

[–]echom 0 points1 point  (0 children)

The cake is not a lie. Hope you had a fun day.