Highest Rated Comments


TheGallow388 karma

How the hell did someone get that many cats to not only sit in buckets, but to sit in buckets at the same time while all looking at the camera?

TheGallow15 karma

If I had to take a guess, probably the armored thrusters and the fighter cockpit. They perfectly fit the theme and style of the game, don't give a specific advantage, and everyone seems to add them

TheGallow8 karma

Thanks for doing this, love the game and I look forward to every Thursday's patchmas.

What plans (if any) are in the pipeline for increasing the performance and stability of the game? Right now, some builds bring my somewhat-respectable rig down to a crawl. It gets worse in multiplayer as well, any plans to improve the netcode?

I've always wondered... how far ahead is the most recent 'dev' build compared to what is released? I figure it's gotta be at least a week or two for QA and such, or are you guys really on a week-by-week dev cycle? Of course, there is a running theory that the game is complete and being released a section at a time to give the impression that you are the best devs ever. Either way, it's working =)

Do you plan on expanding the "______ Engineers" franchise to other genres? Like... Aquatic Engineers, or Modern Engineers, or Army Engineers?

With the inclusion of planets, do you think it would be possible to have a Space Engineers and Medieval Engineers crossover? =D Say we own both games, we can land on 'primitive' planets and enslave enlighten the locals.

Thanks for making this awesome game!

TheGallow4 karma

First off, great game and thanks for everything you all have done! Space Engineers has become the standard that I hold all early access games to.

Few questions to get started:

  • Will we ever be able to control the width/depth/height of the gravity generator's field in each direction? Right now it acts as a radius, with 5m height extending 5m above and below the generator. I'd love to be able to say I only want a field from 1-5m above, would make my Escher ship a lot easier to build. That, or an offset on each axis for the same effect.

  • Similarly, controlling gyro power per axis would be nice. I've some designs where it would be useful to limit a certain axis, but not others.

  • Can we ever expect support for animated skyboxes? - should be self-explanatory, I think it would be awesome to see the stars twinkle, or a solar flare, or anything actually happen in the background.

  • Pistons... can we get a "stop on impact" setting for these, kinda like how rotors don't instantly crush anything they collide with?

  • can we ever expect new tools? Like a painter tool so we don't have to middleclick with a vision obstructing block, or upgraded tools that are only built and not spawned?

  • Blueprints and rapid assembly - This is kind of a grand idea that a lot of people have had, but here is my idea on how it would work. Basically, (assuming survival) you assemble a hand held scanner that stores the block info (type, position, names, settings) into a blueprint chip. Then you can use that chip to place the unfinished ship into the game world (taking the appropriate starter materials from your inventory) and from there you weld it like normal, but as one giant block. Perhaps to make it a little more realistic, the unfinished ship could be have several areas designated so that welding that area finishes only the blocks in that area. The larger the ship (calculated by mass or squarefeet?) the more areas, requiring more moving around. Remember that scene in the beginning of the Star Trek reboot movie, where the Enterprise is half finished in drydock? That's the sort of construction I'm looking to have in game.

Ok, that was more long-winded than I had planned, but thanks for reading and keep up the great work. I look forward to every Thursday!