Im in love with SE for over 8 years, and some 6000 hrs playing, and Im even more in love after your videos, fantastic way of using all those blocks, and making magic with them... keep the good work mate.
his videos are so inspiring thats why im so upset RUclips hasn't pushed his videos to more people, he should definitely have over 100k subscribers, everytime i see his videos even if im not into space engineers in days, i start playing again and binge watching the whole series again
Have to say this is the reason I got into space engineers... and promptly never built anything this cool. You're an amazing space engineer, keep up the amazing work!
@@EngineeredCoffee My ears are burning 🤣I was literally about to leave a comment about your drone when I saw this one. First of all I was one screaming GYROSCOPE! Second when you where talking about thruster placement I was saying to myself you'll absolutely need some vertical "thrust". The AI blocks are great at following a target on the same plane as them if they only have forward and side thrust, but as soon as that target changes elevation they will get confused and either stop, move backwards or do weird stuff. BUT, you can trick the AI blocks into thinking they can move in a certain direction by adding H2 Thrusters that aren't piped up. The AI blocks don't need fuel to "use" H2 Thrusters, so just stick a H2 Thruster facing UP somewhere on the drone and it will think it can fly up to targets when in fact it's just skating across the floor towards them. Seriously go stick one anywhere on that main grid and you'll notice the difference immediately 👍
@@dread_mechanic Seriously! I was just adding event controllers and AI to just see what fits. Now my plan is to rewatch your stuff to see how to actually set it all up 😃
@@EngineeredCoffee I'm actually half way through making an AI controlled mech tutorial, but the last update changed a few subtle things with AI blocks so I'm having to redo a few bits. But yeah the key to making ground drones follow you properly is a an upwards facing thruster. As long as the AI blocks think they can travel in all directions they'll move much nicer. And I use a H2 thruster just for the vertical position because it will work with the AI blocks without actually creating any lift.
Oh and if you want your drone to auto-launch you could have an Event Controller look at the Batteries with an AND gate and get that to activate the AI blocks & disconnect the drone when it's fully charged. Coincidentally I've been doing a very similar thing for an episode of Mechyard.
Man ive said it before, ill say it again, i love how u go about programming all these devices. its a joy to watch. I feel like if u ever release ur saved world its gonna have to come with a warning, it could blow ur PC up with all the timer/event controllers u use lol
25:25 (on Redoing the main body projector stand) If you replace the lowest portion of blocks with a piston, OR the highest portion next to the merge block with a piston, then it can still rotate in the same manner it does now, but you can turn it around like it would be in its final leg-attachment position (the 'C' facing in) and then piston it off the edge and release the merge block and then it can drive from there. Rinse and repeat. 😃👍 And if you have the event controllers set up to recharge the batteries if they are below a certain point, you can actually have that certain point at the level that they begin at when built? So the first thing they do when they're printed is go to a charging point to recharge AND reload the turret. That way every time they are low, no matter how far out they are, they will be able to have the minimum charge of the battery to get back to recharge and reload.
Wow, when you said you needed to check inventory before you could print out a turret i could have swore you would be required to use a script. Using fill level is genius. Well done!
18:00 The 1x1 tires look better facing out like regular bug legs. That way they also become a bumper for running into obstacles when, if they are faced in, they will hit the important blocks first (like the merge blocks and the decoy blocks) and possibly transfer damage to the battery.
Excited for the upcoming videos! A suggestion: adding lights on the outside of the warehouse indicating occupied garage bays would help decide which garage door to open. Thanks for sharing your content!
Man it's been great seeing this channel receive the attention it deserves, this series is one of the best space engineer series I've seen, keep up the amazing work mate
Your series and the one from Bercas are my favorites, i've been patiently waiting for each videos in the last weeks, you both are doing an amazing job and i'm sure a lot of people would love to see a collab in the future, in the meantime keep up the good work and your amazing creations ! 🔥
+1! I've been following along and building a recreation of your factory in my own world, but I've yet to touch any of the systems programing you've done beyond the airlock controllers. Amazing work as always, and looking forward to what you do next!
The programming is definitely the most satisfying part! I am working on a programming tutorial now, hopefully I can get it out this week with the holiday break.
Man, you impress. Fun fact for the algorithms; Australia is wider than the moon (Australia is almost 4,000 km in diameter from east to west, while the moon is 3,400 km in diameter).
@@EngineeredCoffee you do the most amazing work I've seen, and I know you have the brain power to think way ahead of my Swiss cheese. Lol. I just tend to think outside most boxes, so I try to throw in my 2 cents every once in a while to hopefully help with ideas, and get that little bit of human interaction I don't get in person lol. Hope I don't bug or come across wrong! 😱
No not at all. I welcome it. There is also a thing when recording, I am focused on talking I guess, that I forget things I wouldn't if playing offline. 2nd set of eyes is always good.
This is how i learned even controllers had more than one paige of actions. also god dam the stuff your doing is crazy. those arms for swapping lobster claws. the cargo arm. the everything. i just found you by accident today but hot DAM this is cool
Regarding the AND not working on the false side, that's just how an AND would operate, it outputs a 1 if all inputs are 1 and a 0 if even one of the inputs is 0, you'd need a NOR gate to make it work so that it only outputs a positive signal when all inputs are 0 and then use that positive signal to give the comand that turns off the buttons. The way you did it is the best way you can obtain the same result
Yep, had the same thought when I rewatched during editing, AND on the false would not be good. Just got caught up in what I wanted, not what it is, if that makes sense.
amazing stuff! cant wait for SE2 now just because of the new grid system and not having to play with rotors or hinges to be able to do stuff like that!
even with 4k hours closing in on 5k hours. i'm still slowly improving while here you are designing insane bases,,,, though you are giving me some ideas for my next type of base i plan on building in the coming weeks after i complete my fleet for my ingame faction. though i'm not as tech savy as you are setting shit up like this but its at least giving me ideas for what to build for a proper headquarters in my own world. keep it up on the base and i can't wait to see what you design out for a ship to fight factorum in the future
That would be cool. It could be timers in the factory always running, and the drones just reset them via action relays before the timer countdown is up. When a drone goes down, it can't relay the "don't make more of me" signal, so the factory timer is allowed to complete and begin manufacturing a replacement. Though, if he carries one out of range, he'll come back to find it already replaced.
and again, you can use pistons to be your memory for systems, just put a piston on max extend to 0.1 so then you can check if a piston is at 0 or 0.1 and you can build actions off that cause you can put one event block to monitor 3 pistons and if all 3 goes to 0.1 then that event will trigger,
@@EngineeredCoffee you could definitly use something like that because the reason you don't use the on and off switched event is no mater which one you switch it, the event will trigger, you switch a light on, event trigger, you switch it back off the event triggers again but if you user pistons, the event don't trigger again when the piston goes back to 0 unless you want it to or if you want other events trigger, for your project you talking about now, you can set up one piston, with the new piston position sets, you can say if this piston extends to 0.1 then trigger the light and turn off that event controller, then subract the piston and have your next piston set to if that same piston hits 0.2 and then trigger an event and ofcourse have the timers controlling how far that piston can go in length, hope you get what i mean, wish i could make a video tutorial of how i set all my things up but my laptop not strong enough to do so, all my drones are like super smart drones all driven by piston positioning, i even have a drone that i use as a bus to fly me over to other bases as i need them without my input at all, all i do is push the call button, the drone shows up on its platform and then i get in a passenger seat and it takes me to the base i chose that was chosen from the button i pressed that sent a certain piston to the 0.1 position and from that my drone knows what base to take me to, i am so sorry this got this long hahaha but i absolutely love space engineers, really wish i could start my own series
my favorite SE series ever. was there any though about importing raw resources to the factory and using the repeat function on an assembler to repeatedly produce the exact amount of components? (can't say i've ever had a use for that function in the assembler but this seems like the use for it)
That would be cool, but also a lot of assemblers. I think you would need 1 per component to turn on and off? Not sure it's worth it. Maybe for a custom missile where you are going through a lot of them? Now if Keen put in a command of make qty x of y component in the game, so we only needed 1 assembler, then absolutely.
@@EngineeredCoffee true, I just booted up the game to test it out, I didn't realize that if you run out of resources for one component, it will still just endlessly produce the others :/ (your method looks waaaay cooler though, always inspiring the amount of time you put into these builds :)
@@EngineeredCoffee Ok I had an issue with my connectors disconnecting by themselves when both were set to "auto-connect" on the connector settings, but I'm not sure if that's a vanilla setting or added by a mod, idk hopefully maybe this will help, or it might be totally unrelated
id say your original design was fine its just the antenna thats eating all your power. if you had it so that the antenna was off except for when it wants to send a signal that should take care of the power drain but always a good day to try a new design.
It was setup this way. The event controller turned on the antenna, sent the brodcast and turned the antenna right off. I think the AI defense eats a lot. Might be better to have the limited range of just the turret.
I try so heard to learn more and build fun stuff. but my 15yo PC can't handle it sadly. But.. learning more about vehicles. That's my weak point right now. I can never build a reliable miner
@@EngineeredCoffeejust curious why you get so detailed, so intricate, and build all of this complicated stuff. Just curious because it's awesome but wasn't sure if there was a bigger vision, such as a themed mission or whatever.
@sevendollarbill just for the challenge really. I didn't have a great plan from the start but it evolved into attempting a factory to make the turrets and then kinda grew more complex from there.
@EngineeredCoffee it really is amazing to see. Would be epic to see stuff like this. Was hoping to see some kind of buildup for some type of multiplayer event or something. Can't wait for SE2 and I hope blueprints can be transferable. Great work.
There is no other youtuber or workshop creator who is as skilled in mechanics and nice building as you. Always impressed with your videos :D
BlackArmor comes to mind.
@pedropimenta896 I aspire to get to their level 😉
CTRL + Shift + B Blueprints the targeted Subgrid - might come in handy for future builds with subgrids!
Oh cool, thanks!
i am blown away by the automations EC makes his construction skills are awesome one of the best u tubers for space engineers i come across
Im in love with SE for over 8 years, and some 6000 hrs playing, and Im even more in love after your videos, fantastic way of using all those blocks, and making magic with them... keep the good work mate.
his videos are so inspiring thats why im so upset RUclips hasn't pushed his videos to more people, he should definitely have over 100k subscribers, everytime i see his videos even if im not into space engineers in days, i start playing again and binge watching the whole series again
@antwarior apsolutly. He got 2 new members .. :)
For me this next level building and the quality of the video is really good. Cant wait for the next episode.
Have to say this is the reason I got into space engineers... and promptly never built anything this cool. You're an amazing space engineer, keep up the amazing work!
Skeeter drone refit looks like it has some Dread Mechanic inspiration. Great episode as always.
Little bit, yeah. I might need to pick his brain for the setup. It doesn't follow very well.
@@EngineeredCoffee My ears are burning 🤣I was literally about to leave a comment about your drone when I saw this one.
First of all I was one screaming GYROSCOPE!
Second when you where talking about thruster placement I was saying to myself you'll absolutely need some vertical "thrust".
The AI blocks are great at following a target on the same plane as them if they only have forward and side thrust, but as soon as that target changes elevation they will get confused and either stop, move backwards or do weird stuff.
BUT, you can trick the AI blocks into thinking they can move in a certain direction by adding H2 Thrusters that aren't piped up.
The AI blocks don't need fuel to "use" H2 Thrusters, so just stick a H2 Thruster facing UP somewhere on the drone and it will think it can fly up to targets when in fact it's just skating across the floor towards them.
Seriously go stick one anywhere on that main grid and you'll notice the difference immediately 👍
@@dread_mechanic Seriously! I was just adding event controllers and AI to just see what fits. Now my plan is to rewatch your stuff to see how to actually set it all up 😃
@@EngineeredCoffee I'm actually half way through making an AI controlled mech tutorial, but the last update changed a few subtle things with AI blocks so I'm having to redo a few bits.
But yeah the key to making ground drones follow you properly is a an upwards facing thruster.
As long as the AI blocks think they can travel in all directions they'll move much nicer.
And I use a H2 thruster just for the vertical position because it will work with the AI blocks without actually creating any lift.
Oh and if you want your drone to auto-launch you could have an Event Controller look at the Batteries with an AND gate and get that to activate the AI blocks & disconnect the drone when it's fully charged.
Coincidentally I've been doing a very similar thing for an episode of Mechyard.
Man ive said it before, ill say it again, i love how u go about programming all these devices. its a joy to watch.
I feel like if u ever release ur saved world its gonna have to come with a warning, it could blow ur PC up with all the timer/event controllers u use lol
Thanks! I am a little surprised it hasn't broken my own PC to be honest.
25:25 (on Redoing the main body projector stand)
If you replace the lowest portion of blocks with a piston, OR the highest portion next to the merge block with a piston, then it can still rotate in the same manner it does now, but you can turn it around like it would be in its final leg-attachment position (the 'C' facing in) and then piston it off the edge and release the merge block and then it can drive from there. Rinse and repeat. 😃👍
And if you have the event controllers set up to recharge the batteries if they are below a certain point, you can actually have that certain point at the level that they begin at when built? So the first thing they do when they're printed is go to a charging point to recharge AND reload the turret. That way every time they are low, no matter how far out they are, they will be able to have the minimum charge of the battery to get back to recharge and reload.
Brilliant work on the loading bay!
I love those small offset lights!
Wow, when you said you needed to check inventory before you could print out a turret i could have swore you would be required to use a script. Using fill level is genius. Well done!
No scripts, that's my main challenge of the series
18:00
The 1x1 tires look better facing out like regular bug legs. That way they also become a bumper for running into obstacles when, if they are faced in, they will hit the important blocks first (like the merge blocks and the decoy blocks) and possibly transfer damage to the battery.
Excited for the upcoming videos! A suggestion: adding lights on the outside of the warehouse indicating occupied garage bays would help decide which garage door to open. Thanks for sharing your content!
Now that's a lot of engineering. Nice episode!
CBA is an acronym for Can't Be Arsed (Assed for you Americans), so thanks for that giggle.
This Details are wow.
Man it's been great seeing this channel receive the attention it deserves, this series is one of the best space engineer series I've seen, keep up the amazing work mate
Still very pleasing to watch!
Your engineer brain is 🔥Thx for the inspiration and another 1000hrs of SE. 😂
Your series and the one from Bercas are my favorites, i've been patiently waiting for each videos in the last weeks, you both are doing an amazing job and i'm sure a lot of people would love to see a collab in the future, in the meantime keep up the good work and your amazing creations ! 🔥
I love Bercas stuff too. I would love to collab, finding time however is difficult. I have a full time job, so does Bercas from what I understand.
great idea to dock ships aswell
Satisfactory in space engineers. Awesome video as always. Cant wait for the next one.
+1! I've been following along and building a recreation of your factory in my own world, but I've yet to touch any of the systems programing you've done beyond the airlock controllers. Amazing work as always, and looking forward to what you do next!
The programming is definitely the most satisfying part! I am working on a programming tutorial now, hopefully I can get it out this week with the holiday break.
Man, you impress.
Fun fact for the algorithms; Australia is wider than the moon (Australia is almost 4,000 km in diameter from east to west, while the moon is 3,400 km in diameter).
Everything here is so genious, really congratulations!
21:28
(On having a gyro)
You put that extra AI block down in the bottom to fill a hole, you can replace that with the gyro. 😃👍
I got there in the end, still not sure all the controls I need.
@@EngineeredCoffee you do the most amazing work I've seen, and I know you have the brain power to think way ahead of my Swiss cheese. Lol. I just tend to think outside most boxes, so I try to throw in my 2 cents every once in a while to hopefully help with ideas, and get that little bit of human interaction I don't get in person lol. Hope I don't bug or come across wrong! 😱
No not at all. I welcome it. There is also a thing when recording, I am focused on talking I guess, that I forget things I wouldn't if playing offline. 2nd set of eyes is always good.
This is how i learned even controllers had more than one paige of actions. also god dam the stuff your doing is crazy. those arms for swapping lobster claws. the cargo arm. the everything. i just found you by accident today but hot DAM this is cool
Welcome! Glad you found it enjoyable!
@@EngineeredCoffee Your Lil Mobile turrets are also just, Chef's kiss, Love ehm.
There is a mod to send BP to assembler. Very handy for parts lists and ship printing automation.
Regarding the AND not working on the false side, that's just how an AND would operate, it outputs a 1 if all inputs are 1 and a 0 if even one of the inputs is 0, you'd need a NOR gate to make it work so that it only outputs a positive signal when all inputs are 0 and then use that positive signal to give the comand that turns off the buttons. The way you did it is the best way you can obtain the same result
Yep, had the same thought when I rewatched during editing, AND on the false would not be good. Just got caught up in what I wanted, not what it is, if that makes sense.
amazing stuff! cant wait for SE2 now just because of the new grid system and not having to play with rotors or hinges to be able to do stuff like that!
Indeed. I do hope they have tiny 25cm hinges and rotors though. I want to build tiny mechs and automations.
This is incredible, i am not playing this game right at all.
🤣 I don't think there is a wrong way, that's why I love this game
even with 4k hours closing in on 5k hours. i'm still slowly improving while here you are designing insane bases,,,, though you are giving me some ideas for my next type of base i plan on building in the coming weeks after i complete my fleet for my ingame faction. though i'm not as tech savy as you are setting shit up like this but its at least giving me ideas for what to build for a proper headquarters in my own world. keep it up on the base and i can't wait to see what you design out for a ship to fight factorum in the future
I would add some level of skeeter charging capability to the tank as well
Maybe you could set the factory and drones up so if one gets destroyed, the factory detect it and automatically makes and launch’s a new one!
That would be cool. It could be timers in the factory always running, and the drones just reset them via action relays before the timer countdown is up. When a drone goes down, it can't relay the "don't make more of me" signal, so the factory timer is allowed to complete and begin manufacturing a replacement. Though, if he carries one out of range, he'll come back to find it already replaced.
The inset connectors are nortioursly bugged try regularly connectors
I had a feeling, it definitely borks the gas flow too.
and again, you can use pistons to be your memory for systems, just put a piston on max extend to 0.1 so then you can check if a piston is at 0 or 0.1 and you can build actions off that cause you can put one event block to monitor 3 pistons and if all 3 goes to 0.1 then that event will trigger,
Good idea. Now I wonder about a piston slider to show how full things are. Like a green stack of blocks that grows as the cargo fills... 🤔
@@EngineeredCoffee you could definitly use something like that because the reason you don't use the on and off switched event is no mater which one you switch it, the event will trigger, you switch a light on, event trigger, you switch it back off the event triggers again but if you user pistons, the event don't trigger again when the piston goes back to 0 unless you want it to or if you want other events trigger, for your project you talking about now, you can set up one piston, with the new piston position sets, you can say if this piston extends to 0.1 then trigger the light and turn off that event controller, then subract the piston and have your next piston set to if that same piston hits 0.2 and then trigger an event and ofcourse have the timers controlling how far that piston can go in length, hope you get what i mean, wish i could make a video tutorial of how i set all my things up but my laptop not strong enough to do so, all my drones are like super smart drones all driven by piston positioning, i even have a drone that i use as a bus to fly me over to other bases as i need them without my input at all, all i do is push the call button, the drone shows up on its platform and then i get in a passenger seat and it takes me to the base i chose that was chosen from the button i pressed that sent a certain piston to the 0.1 position and from that my drone knows what base to take me to, i am so sorry this got this long hahaha but i absolutely love space engineers, really wish i could start my own series
my favorite SE series ever. was there any though about importing raw resources to the factory and using the repeat function on an assembler to repeatedly produce the exact amount of components? (can't say i've ever had a use for that function in the assembler but this seems like the use for it)
That would be cool, but also a lot of assemblers. I think you would need 1 per component to turn on and off? Not sure it's worth it. Maybe for a custom missile where you are going through a lot of them?
Now if Keen put in a command of make qty x of y component in the game, so we only needed 1 assembler, then absolutely.
It's a fantastic idea for the ammo though!
@@EngineeredCoffee true, I just booted up the game to test it out, I didn't realize that if you run out of resources for one component, it will still just endlessly produce the others :/ (your method looks waaaay cooler though, always inspiring the amount of time you put into these builds :)
Need uranium for the turrets that will sort your problems out lol 😂
5:38 Are you using autoconnect?
The timer in the unload sequence is supposed to lock it, yes
@@EngineeredCoffee Ok I had an issue with my connectors disconnecting by themselves when both were set to "auto-connect" on the connector settings, but I'm not sure if that's a vanilla setting or added by a mod, idk hopefully maybe this will help, or it might be totally unrelated
@RufinoGaming I think it's a bug with the new inset connectors. They have a few issues
id say your original design was fine its just the antenna thats eating all your power. if you had it so that the antenna was off except for when it wants to send a signal that should take care of the power drain but always a good day to try a new design.
It was setup this way. The event controller turned on the antenna, sent the brodcast and turned the antenna right off. I think the AI defense eats a lot. Might be better to have the limited range of just the turret.
will you post these creations on workshop? like the garage etc?
Yes, got a few already. Just taking a while to get cleaned up, screenshots, descriptions, etc.
I try so heard to learn more and build fun stuff. but my 15yo PC can't handle it sadly. But.. learning more about vehicles. That's my weak point right now. I can never build a reliable miner
Does the drone need a gyro? edit:"ahh ^^"
To spin yes, I fix it in the end.
I just gotta know. Why? Just for personal fun? Or do you have a group of people?
Why what? I'm a liitle confused.
@@EngineeredCoffeejust curious why you get so detailed, so intricate, and build all of this complicated stuff. Just curious because it's awesome but wasn't sure if there was a bigger vision, such as a themed mission or whatever.
@sevendollarbill just for the challenge really. I didn't have a great plan from the start but it evolved into attempting a factory to make the turrets and then kinda grew more complex from there.
@EngineeredCoffee it really is amazing to see. Would be epic to see stuff like this. Was hoping to see some kind of buildup for some type of multiplayer event or something. Can't wait for SE2 and I hope blueprints can be transferable. Great work.
My biggest complaint for the game is the lake of pve content, the world just feels dead with out mods.
Agreed, my biggest wish for SE2 is actual NPCs
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1st reply
@@EngineeredCoffee i just sub to you today I hope you make great new ships
Welcome!
@@EngineeredCoffee btw I'm making a game with my friend that's fnaf it's on gamejolt it's called six nights at estevam
there's a Skeeter on my Peter Wack it off there's a dozen on your cousin I can hear the bastard's buzzin😂😂😂😂😂