Drilling
Under Consideration
A little bit about me: I have played SE1 3500 hours.
In SE2, even if you place the drills as close to each other as possible, the drilling radius does not allow you to create worm ships that fit completely in the mine. There are voxel artifacts between the drills, which makes it impossible to move forward. This saddens me. I found it interesting to engage in such drilling in the game.
In addition, the speed of drilling and the absorption of voxels by the drills make the process tedious and annoying.
The particle effects during drilling with any type of drill are also very irritating and eye-straining. I watch several streamers on YouTube, and they often complain about these sadistic effects.
I hope to be heard.
I like this feedback
I totally agree
I totally agree
ive always liked the idea of having a ship that i can core through a planet/asteroid with.
i have not felt this problem yet in se2, but i can see it happening very easily with a lot of the planetary terrain clipping ive experienced.
would LOVE to see the "clearing mode" of drills increase in speed capability or different types of drills specifically for that type of craft. a "Virgil" sort of drill mode.
ive always liked the idea of having a ship that i can core through a planet/asteroid with.
i have not felt this problem yet in se2, but i can see it happening very easily with a lot of the planetary terrain clipping ive experienced.
would LOVE to see the "clearing mode" of drills increase in speed capability or different types of drills specifically for that type of craft. a "Virgil" sort of drill mode.
Guys, plz, pay attention on this topic. I have no interest to play the game because I can't build my favourite type of drilling ships. It's such an easy move to enlarge the radius of drills, isn't it?
Guys, plz, pay attention on this topic. I have no interest to play the game because I can't build my favourite type of drilling ships. It's such an easy move to enlarge the radius of drills, isn't it?
Agreed - drill radius isn't quite right, I think it needs increasing by about 10%-20%. It's not only causing ships to get stuck, the small radius is making mining incredibly tedious.
Agreed - drill radius isn't quite right, I think it needs increasing by about 10%-20%. It's not only causing ships to get stuck, the small radius is making mining incredibly tedious.
Up! Keens, come on, guys! Its is so easy to fix that issue, and I'll have an interest to play SE2. Not only me, As I see 52 voices is more the enough, according to the average volume of voice for the topic you pay attention at.
I wonna play the game, but without optimized drilling process it's too boring.
Come on, do it for us. Please!
Up! Keens, come on, guys! Its is so easy to fix that issue, and I'll have an interest to play SE2. Not only me, As I see 52 voices is more the enough, according to the average volume of voice for the topic you pay attention at.
I wonna play the game, but without optimized drilling process it's too boring.
Come on, do it for us. Please!
UPP!!!I also ran into this problem while building a drill wall
UPP!!!I also ran into this problem while building a drill wall
I've run into small problems making drills where the thing I'm drilling through leves like a one or two voxel chunk that some how enters the collision box of the drill, so I can't destroy it, and it get's the drill stuck.
I think the "fix" that is needed for this is that is unconnected to anything inside gravity, should "collapse" if hit with anything rather than somehow block the far higher mass of the drill. It clearly can do this if a ore chunk is dropped when the inventory is full.
I've run into small problems making drills where the thing I'm drilling through leves like a one or two voxel chunk that some how enters the collision box of the drill, so I can't destroy it, and it get's the drill stuck.
I think the "fix" that is needed for this is that is unconnected to anything inside gravity, should "collapse" if hit with anything rather than somehow block the far higher mass of the drill. It clearly can do this if a ore chunk is dropped when the inventory is full.
I'm fond of having more than one type of drill (not counting large/small/hand-held) more than just changing the way an existing drill works. I do want to build my spacecraft so that they can 'mostly' core/worm-drill forwards. One of the problems with these builds is that if you make the ship too long/large you can't turn or pivot and must back the ship up.
One solution will be to have rotors+hinges+pistons allowing you to have a dynamic quality to your drilling ship and while that feels like over-engineering, that's kinda what the game is about. But the problem of stray voxels remains unless you go with an excessive, slow, and over-complicated design.
My suggestion is that when 2+ drills are in close proximity, they 'drill' the space between them. So if a regular drill has an effect radius of 4m, when two drills are mounted 10m apart from eachother (when measured by the center of their drilling effect area) they get a bump of 1m each to 'connect' the drilling effect area between them.
I'm fond of having more than one type of drill (not counting large/small/hand-held) more than just changing the way an existing drill works. I do want to build my spacecraft so that they can 'mostly' core/worm-drill forwards. One of the problems with these builds is that if you make the ship too long/large you can't turn or pivot and must back the ship up.
One solution will be to have rotors+hinges+pistons allowing you to have a dynamic quality to your drilling ship and while that feels like over-engineering, that's kinda what the game is about. But the problem of stray voxels remains unless you go with an excessive, slow, and over-complicated design.
My suggestion is that when 2+ drills are in close proximity, they 'drill' the space between them. So if a regular drill has an effect radius of 4m, when two drills are mounted 10m apart from eachother (when measured by the center of their drilling effect area) they get a bump of 1m each to 'connect' the drilling effect area between them.
how many votes are enough? Oh, come on, we are fighting against so many bugs. Give us a meditation to drill out the stuff without that handdick... drill, handdrill, i mean)
how many votes are enough? Oh, come on, we are fighting against so many bugs. Give us a meditation to drill out the stuff without that handdick... drill, handdrill, i mean)
For SE2, we had better have more alternative ways to effectively mine for resources. I'd like to see automation play a bigger role. Build real permanent mining rig with fewer but more clever drill heads. More rover-based mining. Or better yet, give us tracks finally. Let us build proper mining equipment that makes sense and is not plain inferior to the "more convenient" flying miner. At least on planets ffs. I can understand worm-like miners in SE1 as there were no planets to begin with. Here we have a planet as first-class citizens. Gameplay has to reflect this. In zero-g worm miner makes sense. But in gravity we need more viable options. And, ofc we need a reason to mine on planets. We need our "need to create" driven by the game design, not only "because I want to" while accepting worse performance and PCU waste for nothing.
For SE2, we had better have more alternative ways to effectively mine for resources. I'd like to see automation play a bigger role. Build real permanent mining rig with fewer but more clever drill heads. More rover-based mining. Or better yet, give us tracks finally. Let us build proper mining equipment that makes sense and is not plain inferior to the "more convenient" flying miner. At least on planets ffs. I can understand worm-like miners in SE1 as there were no planets to begin with. Here we have a planet as first-class citizens. Gameplay has to reflect this. In zero-g worm miner makes sense. But in gravity we need more viable options. And, ofc we need a reason to mine on planets. We need our "need to create" driven by the game design, not only "because I want to" while accepting worse performance and PCU waste for nothing.
I agree, but I have a basic mining ship with 6 drills, and some solar panels that reach outside the drill radius a little, and have had no trouble boring straight through an asteroid. Maybe this has been adjusted?
I agree, but I have a basic mining ship with 6 drills, and some solar panels that reach outside the drill radius a little, and have had no trouble boring straight through an asteroid. Maybe this has been adjusted?
UP! ^^
UP! ^^
I just posted about this issue then found this post, glad i'm not the only one wanting this change and hopefully gets addressed soon.
I just posted about this issue then found this post, glad i'm not the only one wanting this change and hopefully gets addressed soon.
I'd like to see this adresses as well, but my work around this problem was to mount the drills on a rotor.. Or tilt the ship from time to times to cover a more uniform area.
But I prefer my rotor drilling tool head.
I'd like to see this adresses as well, but my work around this problem was to mount the drills on a rotor.. Or tilt the ship from time to times to cover a more uniform area.
But I prefer my rotor drilling tool head.
One of my main frustrations in making a driller. You can't place drills next to each other, collision issues. Logically, if you place 2.5 drills then 2.5 conveyors (mirrored or centerline), you get voxel artifacts (pixels or spears).
Was frustrating to not understand why my ship was stuck, troubleshooting the actual build, gyro placement, power, orientation, clearance, etc...only to search online and find out about pixels.
That's rough for us new players, where everything you do is right, but still glitched unusable.
Physics jank is fine, like KSP, it's fun. Voxel jank, not as much. Drilling into stalagmites creates death bases.
(Edit - intentionally create pixel mines for your base as defense, though. I created a cave base, and had so many death pixels, everywhere. Players want a cool base, this creates boobytraps in it, hurts the player gameplay experience.)
One of my main frustrations in making a driller. You can't place drills next to each other, collision issues. Logically, if you place 2.5 drills then 2.5 conveyors (mirrored or centerline), you get voxel artifacts (pixels or spears).
Was frustrating to not understand why my ship was stuck, troubleshooting the actual build, gyro placement, power, orientation, clearance, etc...only to search online and find out about pixels.
That's rough for us new players, where everything you do is right, but still glitched unusable.
Physics jank is fine, like KSP, it's fun. Voxel jank, not as much. Drilling into stalagmites creates death bases.
(Edit - intentionally create pixel mines for your base as defense, though. I created a cave base, and had so many death pixels, everywhere. Players want a cool base, this creates boobytraps in it, hurts the player gameplay experience.)
UP!^^
UP!^^
Good to know it is not just my drillship.. Annoying.
Good to know it is not just my drillship.. Annoying.
At 81 votes, how does this not even have enough votes to be under consideration? Honestly the most frustrating part of using the ship-drills right now. It's usually easier to just go back to the hand drill just to be able to make sure you're not leaving any voxels behind.
At 81 votes, how does this not even have enough votes to be under consideration? Honestly the most frustrating part of using the ship-drills right now. It's usually easier to just go back to the hand drill just to be able to make sure you're not leaving any voxels behind.
I thought it was me. Yes increase the drilling radius please. Fix this.
I thought it was me. Yes increase the drilling radius please. Fix this.
I agree! If you have a wide birth of the drills it should act in a realistic way and make the hole wider for the ship to fit. This was always an issue in SE1 for me :/
I agree! If you have a wide birth of the drills it should act in a realistic way and make the hole wider for the ship to fit. This was always an issue in SE1 for me :/
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