Big Drill Radius to small Getting stuck and crashing on the left voxels....
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If I want to for example place two or four large drills next to each other, they need a certain amount of space to operate. However, their radius is smaller, so either the drills won’t move any farther, or there will be voxels/dead spots that they don’t mine. As a result, your ship bounces back and forth in the game until it crashes. This doesn’t seem too difficult to fix, and addressing it would give a lot back to the game’s players!
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And yes I am known with the honey patern, it makes the spacing 50 cm, But still it not solving the problem of the voxels centerpoint between the drills. But to be honest we had this issue manny manny years and we kept asking for it to change just a tiny bit. It is litterly a number in the drilling settings, We used many mods in SE1 doing the same thing (but different servers different mods) to solve a tiny thing a number in its coding. We kept asking and asking till they fixed it eventually. why make the same misstake in SE2?
And yes I am known with the honey patern, it makes the spacing 50 cm, But still it not solving the problem of the voxels centerpoint between the drills. But to be honest we had this issue manny manny years and we kept asking for it to change just a tiny bit. It is litterly a number in the drilling settings, We used many mods in SE1 doing the same thing (but different servers different mods) to solve a tiny thing a number in its coding. We kept asking and asking till they fixed it eventually. why make the same misstake in SE2?
I didn't like big drill also, but you are not right about "two or four large drills next to each other - their radius is smaller".
No, radius is bigger than a size of drill itself.
I tried many positions of 2 and 4 drills:
1) Now I'm using 2 big drills in a range of 4 x 0.5 blocks between hulls of drills + small drills around:
2) Maximum which is possible to create without "voxels/dead spots" is next:
Please note, 2 blocks of 0,5 lower then blue connector, but only 1 block upper then connector, so again 4 blocks between hull.
Why I don't use many big drills - because if you will continue this shematic of 4, and will make 6x6 of big - they will bump into the invisible wall around 1-2 meters from voxels (NOT to voxel spots, really nothing there) and will NOT drill at all.
But in case of using ALOT of small, this invisible wall will be much later, but finally game could not drill with small also, the limit where invisible wall almost don't disturb you is 10 x 9 (90 in total) small drills with only 1 block 0,5 between.
Two big drills in the middle only to have a window to see the way, but as you can see - it's pretty much space between them - NO voxels/dead spots. As you can see, two Small located unusual a bit behind, closer to big - to don't have voxels/dead spots between small and big.
PS: I built both 10 x 10 Big and 20 x 20 small, finally both will bump into the invisible wall around 1-2 meters from voxels, but I don't think that it's the reason to say that it's a bug - it's really to much.
I think maximum for big without invisible wall is around 3 x 5, but with small the total size is bigger.
Maybe it's easier for the game to count 90 small holes, than 30 big holes, who knows ...
I didn't like big drill also, but you are not right about "two or four large drills next to each other - their radius is smaller".
No, radius is bigger than a size of drill itself.
I tried many positions of 2 and 4 drills:
1) Now I'm using 2 big drills in a range of 4 x 0.5 blocks between hulls of drills + small drills around:
2) Maximum which is possible to create without "voxels/dead spots" is next:
Please note, 2 blocks of 0,5 lower then blue connector, but only 1 block upper then connector, so again 4 blocks between hull.
Why I don't use many big drills - because if you will continue this shematic of 4, and will make 6x6 of big - they will bump into the invisible wall around 1-2 meters from voxels (NOT to voxel spots, really nothing there) and will NOT drill at all.
But in case of using ALOT of small, this invisible wall will be much later, but finally game could not drill with small also, the limit where invisible wall almost don't disturb you is 10 x 9 (90 in total) small drills with only 1 block 0,5 between.
Two big drills in the middle only to have a window to see the way, but as you can see - it's pretty much space between them - NO voxels/dead spots. As you can see, two Small located unusual a bit behind, closer to big - to don't have voxels/dead spots between small and big.
PS: I built both 10 x 10 Big and 20 x 20 small, finally both will bump into the invisible wall around 1-2 meters from voxels, but I don't think that it's the reason to say that it's a bug - it's really to much.
I think maximum for big without invisible wall is around 3 x 5, but with small the total size is bigger.
Maybe it's easier for the game to count 90 small holes, than 30 big holes, who knows ...
try this placement, it will be fine
try this placement, it will be fine
My ship is a bit big and square-shaped, 2 x 7,5 cargo wide and 1 x 7,5 cargo + similar size of Cockpit high, I built it fot 10 x 10 BIG drills and then reduced the quantity of drills to don't "bump the invisible wall" without reducing the size of a ship. I'm affraid it's a bit small to cover my ship, including some free space for turning inside a tunnel.
But I think your option is bigger, is it a full 2,5 blocks between ? Looks like 2 or 3 x 0,5m
My ship is a bit big and square-shaped, 2 x 7,5 cargo wide and 1 x 7,5 cargo + similar size of Cockpit high, I built it fot 10 x 10 BIG drills and then reduced the quantity of drills to don't "bump the invisible wall" without reducing the size of a ship. I'm affraid it's a bit small to cover my ship, including some free space for turning inside a tunnel.
But I think your option is bigger, is it a full 2,5 blocks between ? Looks like 2 or 3 x 0,5m
The basic construction method involves combining triangular structures like these to form a honeycomb pattern.
A gap equivalent to five 0.5-meter blocks is the minimum spacing required between large drills.
Using this spacing, the design follows a hexagonal layout based on triangular arrangements rather than a square grid, allowing the structure to be expanded in size.
The basic construction method involves combining triangular structures like these to form a honeycomb pattern.
A gap equivalent to five 0.5-meter blocks is the minimum spacing required between large drills.
Using this spacing, the design follows a hexagonal layout based on triangular arrangements rather than a square grid, allowing the structure to be expanded in size.
And yes I am known with the honey patern, it makes the spacing 50 cm, But still it not solving the problem of the voxels centerpoint between the drills. But to be honest we had this issue manny manny years and we kept asking for it to change just a tiny bit. It is litterly a number in the drilling settings, We used many mods in SE1 doing the same thing (but different servers different mods) to solve a tiny thing a number in its coding. We kept asking and asking till they fixed it eventually. why make the same misstake in SE2?
And yes I am known with the honey patern, it makes the spacing 50 cm, But still it not solving the problem of the voxels centerpoint between the drills. But to be honest we had this issue manny manny years and we kept asking for it to change just a tiny bit. It is litterly a number in the drilling settings, We used many mods in SE1 doing the same thing (but different servers different mods) to solve a tiny thing a number in its coding. We kept asking and asking till they fixed it eventually. why make the same misstake in SE2?
What I’m trying to say is that, in my opinion, it doesn’t seem logical to let fans ask, again for a couple off years for, the same change as with the drills in SE1. If you already learned from that, and came to realize the fans had a solid point, you applied the solution, why go through the same process again in a sequel?
What I’m trying to say is that, in my opinion, it doesn’t seem logical to let fans ask, again for a couple off years for, the same change as with the drills in SE1. If you already learned from that, and came to realize the fans had a solid point, you applied the solution, why go through the same process again in a sequel?
They need to increase the drilling radius on the small drills too because it makes designing a nice looking early mining ship awful unless you make a vertical drilling ship. Like having to have the drills tight to the sides of cockpit or they leave wedges of unmined rock down the middle of the cockpit which prevents you drilling forward.
They need to increase the drilling radius on the small drills too because it makes designing a nice looking early mining ship awful unless you make a vertical drilling ship. Like having to have the drills tight to the sides of cockpit or they leave wedges of unmined rock down the middle of the cockpit which prevents you drilling forward.
I'm currently exporting / rebuilding some of my ships from SE1 to SE2, and I can tell you without any doubt that the drilling radius got smaller on small grids at least. You could previously use a cross pattern with 3 small blocks between each drills (vertical and horizontal). None of my small ship designs work anymore. The ship doesn't drill its own size, and it leaves trails of voxel.
Keen, please just copy over the old radiuses, pretty pleeeeeeeease !!
PS: You guys are absolutely killing it, SE1 is an absolute banger, and SE2 is now a close second. Thanks for giving us such amazing games.
I'm currently exporting / rebuilding some of my ships from SE1 to SE2, and I can tell you without any doubt that the drilling radius got smaller on small grids at least. You could previously use a cross pattern with 3 small blocks between each drills (vertical and horizontal). None of my small ship designs work anymore. The ship doesn't drill its own size, and it leaves trails of voxel.
Keen, please just copy over the old radiuses, pretty pleeeeeeeease !!
PS: You guys are absolutely killing it, SE1 is an absolute banger, and SE2 is now a close second. Thanks for giving us such amazing games.
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