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Takes too long to get started with planetary starts.

Pyrald Lystent shared this feedback 5 years ago
Completed

It took me a half dozen hours to meet the power requirements of the the basic assembler with a planetary start.

Replies (6)

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Same. I think the windmills aren't producing enough power. Or rather, the basic assembler demands too much power. It uses same amount of power than a standard one but have limited capacities.


But having to set 4 windmills just to power that one (I think it could be done with 3, I have to check spacing between them as it seems to cut through their max output to set them side by side) is very long for starting a game, espacially if you only have to drill stone, stone, and more stone to do it.


I enjoyed much the ore vein treasure hunt we have to do previsouly, but for that we need a contralable starting pod. Iit wouldn't need much, just a remote control and a gyroscope, but gyros need components that the survival kit can't make, so you are forced to set camp where you have dropped, even if it's a very unfriendly area (like no ice lake around). Having the possibility to move the ship (even after small manual enhancement) would be nice :)

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I was able to make it work with two by putting them on 15 block pillars

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That's good to know :)


That block is really needing more info. I used a lot the Windmill mod from the workshop, it had multiple paramaters to take account (elevation, spacing, atmo pressure...), but everything was written in the block parameters. If this one as similar parameters, we need to know ^^

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Fun fact, trying to start on the moon is even worse because there is no ice to run hydrogen generators and no wind for wind turbines. Having to build 6 solar panels with the horribly inefficient survival kit block just to power a single basic assembler seems steep.

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I agree that the progression path seems too brittle and grindy right now; likely a big turn-off for a newbie. Portable batteries (like a certain other astronaut sandbox adventure game out there) might help ease things a bit. There are already portable/personal o2 and h2 bottles, in the game, so it seems logical to me that all key survival resources should have a portable/personal form.

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@ruben gass -- I didn't even think about the moon start. That sounds like a pita. Does anyone know if the moon has Ur in the surface rocks?

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I think it could be solved with a small battery on the big blocks. a small reserve to allow power between drop offs

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I just luckily salvaged a gyro from an unknown signal probe and was therefore able to move my little pod. It's very awkward to control as it only has up thrusters, but it add to the challenge when begining a game.


So yes I press on, we must be able to move our starting pod with a little tweaking if the spawn point isn't vrey hospitable. Has we can't make gyro at the begining, I think the pod should have one (even if deactivated / buried inside the ship and hidden in the ship component list). The remote control can be build easily so it's not a problem.

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You can salvage the hydro thruster from the bottom of the lander to get those 2 large steel tubes you need for that gyro. And the stuff you need for the remote control is easily gained from the survival kit.

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Yep, I figured out :) Either the thruster or one of the landing gears :)

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I did the europa start, so I turned a couple drop boxes and a landing gear into a gyro. The hydro thruster I kept, so I was able to land on an asteroid where I tried, and later gave up trying to grind enough stone for two solar panels. I decided that there simply was just not enough nickel coming from rocks.

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why would you start in a drop pod on a planet only to get into space with it after building a gyro? I mean, you could just spawn in space with a proper spawnship instead?!?

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Because I did not know I needed stone.


Anyways, I already posted a feedback item concerning the europa start, and europa's lack of stone.

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I too must say that a planetary (and maybe a space) start is crazy. Between the items you need to make your first power, basic assembler, and basic refinery combined with how little you can carry and store, I had a very hard time getting started. I needed to dig a lot of stone, but I also had extra components I ground off my lander that I had no where to put. You can't even make a basic refinery with the items a survival kit can make, so I had to make an assembler first. And of course that needs power. And ingots. It was a real chore to get going.

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Hello, Engineers!


We did some power balance changes.


Please let us know if you like the tweaks we have made.


Cheers!


The Space Engineers Team

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I was able to get started much faster thanks to the reduced power usage of the basic assembler and the reduced cost of the solar panel.

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I didn't play the previous public test but as of now I'm able to run the assembler with just one windmill, this feel indeed like a goal scored when you can get your base up and running in less than an hour :)

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It's much much better in this second beta :)


I was able to start my basic-standard base with only digging a small hole out of rock before going to chase for ore veins, last time I needed to dug out a large cave to produce the same result :)

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I liked that it took effort before.

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