Drilling
Not Enough Votes
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.
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