(Suggestions) We need more
1. Smaller jumpdrives
A smaller variant of the jumpdrive a significant decrease to range but at least the ships can jump a 1x1x1 block jumpdrive will do fine, and you could release a small grid jumpdrive, I would also suggest that a cooler portal like animation could play but you have to accelerate through it and other ships can go through it at a cost of your own energy, it could collapse behind you.
2. Hybrid engines and better thrust *flames*
isn't it annoying that if you want ion and hydrogen thrusters you have to place two and they cant go at the same time well these Hybrid engines do both jobs more expensive, but less you don't need as much hydrogen on the hydrogen mode there can be a switching mechanic on them when going into a atmosphere. Also maybe better thruster Flame animation if you could give it more gradient nearer the middle and a bit more flickering for hydrogen that would be ok.
3. More complex pieces
To be honest everyone needs mods but that might cause lag and creations need that mod and it will be annoying why just add them into the game to make it easer.
4. Small grid blocks snapped onto large grid blocks
instead of using a giant rotor just to move your tiny door make it like a 4x4 snapping tool it small grid blocks snap onto the larger ones it would really make the game cooler and more free to build not in game restrictions
5. Small grid doors
you added a small air vent why not doors you got a external seat and small grid glass so why no doors also more variant of door instead of the original two make one slide upwards or a sliding door base but it actually goes into the walls and window doors because we need more
6. Prefab ships
instead of having complex builds you can have a easy 1 block ship with all life support functions like one on the ground or in space or space and ground or different sizes and rovers because why not.
7. Robotic arms
arms that grab onto your ship like a grapping hook just close range and more controllable can dock a ship into your hangar without stopping
8. Grappling hooks
you know those unknown signals you can use them to pull them into your hangar or pieces of debris into your deconstruction bay could be very useful
9. airtight connectors instead of using mergeblocks to dock have a connector that you can walk through and when docked completely airtight
10. blast doors mechanics
blast door edge pieces become airtight when close to each other making them ACCTUALLY USEFUL!!!
11. Scrap piles
To reduce lag blocks when they are destroyed release a scrap pile it can block your way and takes (10 seconds) Forever to grind down
12. Dynamic fires, realistic atmospheres, overheating, engine fires, explosions
all of the things listed above can cause fires the fires can be put out by fire extinguishers and each ones can be stopped by, Realistic atmospheres Silicon plates, overheating, low temperatures engine fires, Armor, Explosions, Armor or point defense
Realistic atmospheres they produce a Firey affect when going in to a atmosphere alien would have a thicker atmosphere when mars has a thinner one
overheating it would be better as turrets constantly fire so you might want to let it cool down before you whole ship is a blazing mess
13. Smaller h2 tanks
a 2x2x2 tank would be more helpful
14. Jefferies tubes
cargo tubes but you can walk in them good for ambushes and repairs inside the gut of the ship
15. (25 more to go) H2 tubes and wires
instead of a cargo tube you can have many little tubes going into the engine and you will need wires to attach that refinery of yours (lights are fine they don't need wires) they can also be overheated or combust into a fire
16. Food and water
you can grow food and melt ice into water farms can be good for alien planets like hydroponics JUST ADD IT thank you
17. Extendable solar panels
we need energy and they might snap off through the atmosphere so you can retract them
18. Orbits slowly moving orbits can be cool, or you can make the planets rotate and visible clouds in orbit could be more realistic
19. Bigger arsenal
plasma weapons, railguns, lasers, junk throwers, Anything
20. Explosive decompression
if a hole is ruptured in your pressurized environment it sucks pieces around it to form a bigger hole and how much air is in the room it depressurises to that volume of space and sucks people out of it
21. able to take suit off at armory
it can give you a running boost and you will be cooler can die easer to shots
22. free placement to put small grid blocks anywhere on larger ones or placing that weapon on the table
23. Radioactivity
hazmat suits and reactor cores Have fun
24. Reactors need water
reactors need uranium and water to run and a vent into space to produce power
25. vents and temperature to cool down or heat up places
26. sprinklers to remotely or autonomously douse flames
fire also consumes oxygen a lot of it
27. proximity chat and device on wrist
the device can be used to type or see anyones comms and you have your bottom left part of you screen not filled with spam
28. an enemy called the VOX
they hate heat and love the cold and have a ai to board your ship they can destroy the toughest of cruisers and eventually consume your ship
29. better spacesuits that look more futuristic and the clearest glass all around apart from the back of the head of the helmet and a chestplate that looks like a cybertruck
30. Other solar systems
And that we are done
Made by Astr0Jack in space engineers
1. It's rare that Jump Drives are actually used for the really long distances. They're much easier to use on midrange jumps to ore deposits. Adding a 1x1x1 drive doesn't really do much but make jumping capability several times cheaper.
2. Bruh. Part of the reason that separate thruster types exist is so that you have to make design choices. It would be a lot easier if we had one block that drilled ore, refined it, assembled it into parts, and welded them into a ship, but it would also make the game pointless.
3. You don't even clearly state what you're referring to with "more complex pieces", but there's usually a good reason not to just add mods into the game.
4. The VRAGE engine doesn't even support blocks that aren't rectangular prisms. I am only exaggerating slightly when I say that adding this kind of small-large connection would spread the clang to the devs' computers. This isn't even going into the number of ways in which convenient small-large connections would break game balance and simulation.
5. A reasonable request, that we got recently.
6. Because why? Simple prefabs destroy challenges. Why make a good base when you can slap on the one-and-done to eliminate half the work?
7. It's possible to do this with pistons, rotors, and landing gear. The reason that it isn't common is that it's clangy, difficult to control, and ineffective. Adding a block that does this removes interesting design challenges and directly adds the former three problems into the game in general.
8. A tool version of this might be good. What you're talking about sounds like a ship-sized version, which isn't nearly as useful because of collisions and the fact that you can just build a tugboat.
9. It's true that this would be useful in many scenarios, and would have few issues.
10. The whole point is that they *don't* collide when flush with each other. Use Airtight Hangar Doors or Merge Blocks if you're having issues.
11. I can't think of a single reason for this to exist. It wouldn't help sim speed at all, adds nothing to gameplay, and just seems redundant.
12. Dynamic fires would be a nasty hit to sim speed and often wouldn't do much. Last I checked, solid steel plate isn't very flammable. At the speed we're dealing with, we wouldn't have to worry about atmospheric heating either. And I can't think of a single reason that an engineer would design a general-use turret with insufficient cooling systems. Just pretend that the reload time allows it to cool down as well.
13. Good idea. Fortunately, we got small H2 tanks.
14. ... Why not use passageways like a normal person?
15. I'm not sure that this would be physically possible unless partial/split blocks were implemented. Which, again, would require remaking the game engine.
16. Water is just another bar to manage that doesn't really add anything otherwise. If you don't have ice, you're likely not going to survive anyway. And while food is workable, I think they key to making it interesting is finding links with other content. For example, being able to choose between eating Biomass and refining it into Hydrocarbons for power is much better than a standalone system.
17. This is what pistons and rotors are for.
18. Dear gog no. This is an even more egregious violation of engine practicality than your small-large gridding suggestion. Moving voxels are impossible in the VRAGE engine. Assuming miracles, there's suddenly a ton more calculations necessary because the planets are spinning and interact with whatever's on the surface. And the speed limits would be messed up at the surface. The planets are 120 km radius. Rotating at once an hour (the default day length IIRC), that's 100 m/s, which means that we're going to need some massive speed limit increases, with corresponding increases in bugs due to high speed collisions and tickrate. Assuming additional miracles, orbiting is just a massive mess that I really don't want to get into because of unnatural planetary gravity variability making everything several times more complicated than normal physics.
19. Be careful what you wish for. Many weapons would just be mild restats of the gatling turret, or otherwise not have much of a distinct role. Many others would be ridiculously overpowered in one way or another, and some would encourage poor ship design as a result.
20. Sucking nearby entities out isn't all that implausible. Damaging the area around the breach sounds like it could get a little weird though.
21. Again, I'm not sure the VRAGE engine knows how to deal with this atm. You'd have no O2, hydro, or power, less health, and faster move speed, or something? Regardless, it sounds like a bit of a mess.
22. Isn't this just 4 rephrased?
23. Smells like unnecessary complication. How many times are you going to actually touch the reactors after putting them in the center of your ship where they're minimally vulnerable? How likely is it that uranium actually gives off significant radiation? The answer is not very far from zero.
24. Reactors are designed as this game's quick and easy power source. Adding a higher-tier version with something like this might work, but even just requiring water makes any type of power more complicated to use.
25. I have no idea how this becomes anything resembling a valuable addition to gameplay.
26. This, combined with spreading fires, accomplishes practically nothing because fire would usually have to go through walls and burn several metal objects to get to somewhere that is actually pressurized.
27. Some changes to chat would be welcome.
28. Pressurized areas are, by default, warm. And if the guns don't kill these enemies, adding heat only preserves areas until they lose pressure due to the "VOX" damaging something keeping it sealed.
29. The current design is great for the NASA+ theme.
30. The current planets are already spaced far from each other and have good variety between them. Adding several more alien planets just decreases the novelty of the first without actually adding all that much. Besides additional work if they want to make updates.
1. It's rare that Jump Drives are actually used for the really long distances. They're much easier to use on midrange jumps to ore deposits. Adding a 1x1x1 drive doesn't really do much but make jumping capability several times cheaper.
2. Bruh. Part of the reason that separate thruster types exist is so that you have to make design choices. It would be a lot easier if we had one block that drilled ore, refined it, assembled it into parts, and welded them into a ship, but it would also make the game pointless.
3. You don't even clearly state what you're referring to with "more complex pieces", but there's usually a good reason not to just add mods into the game.
4. The VRAGE engine doesn't even support blocks that aren't rectangular prisms. I am only exaggerating slightly when I say that adding this kind of small-large connection would spread the clang to the devs' computers. This isn't even going into the number of ways in which convenient small-large connections would break game balance and simulation.
5. A reasonable request, that we got recently.
6. Because why? Simple prefabs destroy challenges. Why make a good base when you can slap on the one-and-done to eliminate half the work?
7. It's possible to do this with pistons, rotors, and landing gear. The reason that it isn't common is that it's clangy, difficult to control, and ineffective. Adding a block that does this removes interesting design challenges and directly adds the former three problems into the game in general.
8. A tool version of this might be good. What you're talking about sounds like a ship-sized version, which isn't nearly as useful because of collisions and the fact that you can just build a tugboat.
9. It's true that this would be useful in many scenarios, and would have few issues.
10. The whole point is that they *don't* collide when flush with each other. Use Airtight Hangar Doors or Merge Blocks if you're having issues.
11. I can't think of a single reason for this to exist. It wouldn't help sim speed at all, adds nothing to gameplay, and just seems redundant.
12. Dynamic fires would be a nasty hit to sim speed and often wouldn't do much. Last I checked, solid steel plate isn't very flammable. At the speed we're dealing with, we wouldn't have to worry about atmospheric heating either. And I can't think of a single reason that an engineer would design a general-use turret with insufficient cooling systems. Just pretend that the reload time allows it to cool down as well.
13. Good idea. Fortunately, we got small H2 tanks.
14. ... Why not use passageways like a normal person?
15. I'm not sure that this would be physically possible unless partial/split blocks were implemented. Which, again, would require remaking the game engine.
16. Water is just another bar to manage that doesn't really add anything otherwise. If you don't have ice, you're likely not going to survive anyway. And while food is workable, I think they key to making it interesting is finding links with other content. For example, being able to choose between eating Biomass and refining it into Hydrocarbons for power is much better than a standalone system.
17. This is what pistons and rotors are for.
18. Dear gog no. This is an even more egregious violation of engine practicality than your small-large gridding suggestion. Moving voxels are impossible in the VRAGE engine. Assuming miracles, there's suddenly a ton more calculations necessary because the planets are spinning and interact with whatever's on the surface. And the speed limits would be messed up at the surface. The planets are 120 km radius. Rotating at once an hour (the default day length IIRC), that's 100 m/s, which means that we're going to need some massive speed limit increases, with corresponding increases in bugs due to high speed collisions and tickrate. Assuming additional miracles, orbiting is just a massive mess that I really don't want to get into because of unnatural planetary gravity variability making everything several times more complicated than normal physics.
19. Be careful what you wish for. Many weapons would just be mild restats of the gatling turret, or otherwise not have much of a distinct role. Many others would be ridiculously overpowered in one way or another, and some would encourage poor ship design as a result.
20. Sucking nearby entities out isn't all that implausible. Damaging the area around the breach sounds like it could get a little weird though.
21. Again, I'm not sure the VRAGE engine knows how to deal with this atm. You'd have no O2, hydro, or power, less health, and faster move speed, or something? Regardless, it sounds like a bit of a mess.
22. Isn't this just 4 rephrased?
23. Smells like unnecessary complication. How many times are you going to actually touch the reactors after putting them in the center of your ship where they're minimally vulnerable? How likely is it that uranium actually gives off significant radiation? The answer is not very far from zero.
24. Reactors are designed as this game's quick and easy power source. Adding a higher-tier version with something like this might work, but even just requiring water makes any type of power more complicated to use.
25. I have no idea how this becomes anything resembling a valuable addition to gameplay.
26. This, combined with spreading fires, accomplishes practically nothing because fire would usually have to go through walls and burn several metal objects to get to somewhere that is actually pressurized.
27. Some changes to chat would be welcome.
28. Pressurized areas are, by default, warm. And if the guns don't kill these enemies, adding heat only preserves areas until they lose pressure due to the "VOX" damaging something keeping it sealed.
29. The current design is great for the NASA+ theme.
30. The current planets are already spaced far from each other and have good variety between them. Adding several more alien planets just decreases the novelty of the first without actually adding all that much. Besides additional work if they want to make updates.
Oh and Buff the speed up to 300 mps
Oh and Buff the speed up to 300 mps
Man i just want explosive decompression so i can just succc all the goodies outa enemy ships.
Man i just want explosive decompression so i can just succc all the goodies outa enemy ships.
and people
and people
1. It's rare that Jump Drives are actually used for the really long distances. They're much easier to use on midrange jumps to ore deposits. Adding a 1x1x1 drive doesn't really do much but make jumping capability several times cheaper.
2. Bruh. Part of the reason that separate thruster types exist is so that you have to make design choices. It would be a lot easier if we had one block that drilled ore, refined it, assembled it into parts, and welded them into a ship, but it would also make the game pointless.
3. You don't even clearly state what you're referring to with "more complex pieces", but there's usually a good reason not to just add mods into the game.
4. The VRAGE engine doesn't even support blocks that aren't rectangular prisms. I am only exaggerating slightly when I say that adding this kind of small-large connection would spread the clang to the devs' computers. This isn't even going into the number of ways in which convenient small-large connections would break game balance and simulation.
5. A reasonable request, that we got recently.
6. Because why? Simple prefabs destroy challenges. Why make a good base when you can slap on the one-and-done to eliminate half the work?
7. It's possible to do this with pistons, rotors, and landing gear. The reason that it isn't common is that it's clangy, difficult to control, and ineffective. Adding a block that does this removes interesting design challenges and directly adds the former three problems into the game in general.
8. A tool version of this might be good. What you're talking about sounds like a ship-sized version, which isn't nearly as useful because of collisions and the fact that you can just build a tugboat.
9. It's true that this would be useful in many scenarios, and would have few issues.
10. The whole point is that they *don't* collide when flush with each other. Use Airtight Hangar Doors or Merge Blocks if you're having issues.
11. I can't think of a single reason for this to exist. It wouldn't help sim speed at all, adds nothing to gameplay, and just seems redundant.
12. Dynamic fires would be a nasty hit to sim speed and often wouldn't do much. Last I checked, solid steel plate isn't very flammable. At the speed we're dealing with, we wouldn't have to worry about atmospheric heating either. And I can't think of a single reason that an engineer would design a general-use turret with insufficient cooling systems. Just pretend that the reload time allows it to cool down as well.
13. Good idea. Fortunately, we got small H2 tanks.
14. ... Why not use passageways like a normal person?
15. I'm not sure that this would be physically possible unless partial/split blocks were implemented. Which, again, would require remaking the game engine.
16. Water is just another bar to manage that doesn't really add anything otherwise. If you don't have ice, you're likely not going to survive anyway. And while food is workable, I think they key to making it interesting is finding links with other content. For example, being able to choose between eating Biomass and refining it into Hydrocarbons for power is much better than a standalone system.
17. This is what pistons and rotors are for.
18. Dear gog no. This is an even more egregious violation of engine practicality than your small-large gridding suggestion. Moving voxels are impossible in the VRAGE engine. Assuming miracles, there's suddenly a ton more calculations necessary because the planets are spinning and interact with whatever's on the surface. And the speed limits would be messed up at the surface. The planets are 120 km radius. Rotating at once an hour (the default day length IIRC), that's 100 m/s, which means that we're going to need some massive speed limit increases, with corresponding increases in bugs due to high speed collisions and tickrate. Assuming additional miracles, orbiting is just a massive mess that I really don't want to get into because of unnatural planetary gravity variability making everything several times more complicated than normal physics.
19. Be careful what you wish for. Many weapons would just be mild restats of the gatling turret, or otherwise not have much of a distinct role. Many others would be ridiculously overpowered in one way or another, and some would encourage poor ship design as a result.
20. Sucking nearby entities out isn't all that implausible. Damaging the area around the breach sounds like it could get a little weird though.
21. Again, I'm not sure the VRAGE engine knows how to deal with this atm. You'd have no O2, hydro, or power, less health, and faster move speed, or something? Regardless, it sounds like a bit of a mess.
22. Isn't this just 4 rephrased?
23. Smells like unnecessary complication. How many times are you going to actually touch the reactors after putting them in the center of your ship where they're minimally vulnerable? How likely is it that uranium actually gives off significant radiation? The answer is not very far from zero.
24. Reactors are designed as this game's quick and easy power source. Adding a higher-tier version with something like this might work, but even just requiring water makes any type of power more complicated to use.
25. I have no idea how this becomes anything resembling a valuable addition to gameplay.
26. This, combined with spreading fires, accomplishes practically nothing because fire would usually have to go through walls and burn several metal objects to get to somewhere that is actually pressurized.
27. Some changes to chat would be welcome.
28. Pressurized areas are, by default, warm. And if the guns don't kill these enemies, adding heat only preserves areas until they lose pressure due to the "VOX" damaging something keeping it sealed.
29. The current design is great for the NASA+ theme.
30. The current planets are already spaced far from each other and have good variety between them. Adding several more alien planets just decreases the novelty of the first without actually adding all that much. Besides additional work if they want to make updates.
1. It's rare that Jump Drives are actually used for the really long distances. They're much easier to use on midrange jumps to ore deposits. Adding a 1x1x1 drive doesn't really do much but make jumping capability several times cheaper.
2. Bruh. Part of the reason that separate thruster types exist is so that you have to make design choices. It would be a lot easier if we had one block that drilled ore, refined it, assembled it into parts, and welded them into a ship, but it would also make the game pointless.
3. You don't even clearly state what you're referring to with "more complex pieces", but there's usually a good reason not to just add mods into the game.
4. The VRAGE engine doesn't even support blocks that aren't rectangular prisms. I am only exaggerating slightly when I say that adding this kind of small-large connection would spread the clang to the devs' computers. This isn't even going into the number of ways in which convenient small-large connections would break game balance and simulation.
5. A reasonable request, that we got recently.
6. Because why? Simple prefabs destroy challenges. Why make a good base when you can slap on the one-and-done to eliminate half the work?
7. It's possible to do this with pistons, rotors, and landing gear. The reason that it isn't common is that it's clangy, difficult to control, and ineffective. Adding a block that does this removes interesting design challenges and directly adds the former three problems into the game in general.
8. A tool version of this might be good. What you're talking about sounds like a ship-sized version, which isn't nearly as useful because of collisions and the fact that you can just build a tugboat.
9. It's true that this would be useful in many scenarios, and would have few issues.
10. The whole point is that they *don't* collide when flush with each other. Use Airtight Hangar Doors or Merge Blocks if you're having issues.
11. I can't think of a single reason for this to exist. It wouldn't help sim speed at all, adds nothing to gameplay, and just seems redundant.
12. Dynamic fires would be a nasty hit to sim speed and often wouldn't do much. Last I checked, solid steel plate isn't very flammable. At the speed we're dealing with, we wouldn't have to worry about atmospheric heating either. And I can't think of a single reason that an engineer would design a general-use turret with insufficient cooling systems. Just pretend that the reload time allows it to cool down as well.
13. Good idea. Fortunately, we got small H2 tanks.
14. ... Why not use passageways like a normal person?
15. I'm not sure that this would be physically possible unless partial/split blocks were implemented. Which, again, would require remaking the game engine.
16. Water is just another bar to manage that doesn't really add anything otherwise. If you don't have ice, you're likely not going to survive anyway. And while food is workable, I think they key to making it interesting is finding links with other content. For example, being able to choose between eating Biomass and refining it into Hydrocarbons for power is much better than a standalone system.
17. This is what pistons and rotors are for.
18. Dear gog no. This is an even more egregious violation of engine practicality than your small-large gridding suggestion. Moving voxels are impossible in the VRAGE engine. Assuming miracles, there's suddenly a ton more calculations necessary because the planets are spinning and interact with whatever's on the surface. And the speed limits would be messed up at the surface. The planets are 120 km radius. Rotating at once an hour (the default day length IIRC), that's 100 m/s, which means that we're going to need some massive speed limit increases, with corresponding increases in bugs due to high speed collisions and tickrate. Assuming additional miracles, orbiting is just a massive mess that I really don't want to get into because of unnatural planetary gravity variability making everything several times more complicated than normal physics.
19. Be careful what you wish for. Many weapons would just be mild restats of the gatling turret, or otherwise not have much of a distinct role. Many others would be ridiculously overpowered in one way or another, and some would encourage poor ship design as a result.
20. Sucking nearby entities out isn't all that implausible. Damaging the area around the breach sounds like it could get a little weird though.
21. Again, I'm not sure the VRAGE engine knows how to deal with this atm. You'd have no O2, hydro, or power, less health, and faster move speed, or something? Regardless, it sounds like a bit of a mess.
22. Isn't this just 4 rephrased?
23. Smells like unnecessary complication. How many times are you going to actually touch the reactors after putting them in the center of your ship where they're minimally vulnerable? How likely is it that uranium actually gives off significant radiation? The answer is not very far from zero.
24. Reactors are designed as this game's quick and easy power source. Adding a higher-tier version with something like this might work, but even just requiring water makes any type of power more complicated to use.
25. I have no idea how this becomes anything resembling a valuable addition to gameplay.
26. This, combined with spreading fires, accomplishes practically nothing because fire would usually have to go through walls and burn several metal objects to get to somewhere that is actually pressurized.
27. Some changes to chat would be welcome.
28. Pressurized areas are, by default, warm. And if the guns don't kill these enemies, adding heat only preserves areas until they lose pressure due to the "VOX" damaging something keeping it sealed.
29. The current design is great for the NASA+ theme.
30. The current planets are already spaced far from each other and have good variety between them. Adding several more alien planets just decreases the novelty of the first without actually adding all that much. Besides additional work if they want to make updates.
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