It is important to note that the whole "DONT PRESS P" has a solution. Nowadays you can go to ur landing gear and connectors in the control panel and toggle off their P function. This means that u have to do it via button or hotbar instead. You can do this on ur ship with 400 attached ships by turning off this function for the connectors ("connector", click on one, ctrl A, then toggle that option off all in the control panel) but not landing gear. P will now swap ur landing gear lock but NOT ur connectors.
Yes, this is very handy for big ships and stations to which other ships dock. Just leave "Used for parking" only for only those connectors your ship itself docks with if any.
@@Zer0sLegion So you next Video is gonna be: Use P! I lied! With a surprised clickbait thumbnail? But still the rule goes even if you CAN do it, you REALLY shouldnt.
Here's a tip, whenever you are adding lights to a station, only add lights to 1 room, group them together, hide in terminal, then move on to the next section. No more problems of finding the right lights or accidentally adding the wrong lights to a group
For the "hide in terminal" option, if you find yourself in a ship that has a lot of hidden blocks, you can click the eye button next to the search box to un-hide them.
The best tip for your ships is use 2 timer blocks, named dock and undock. U can do multiple actions with press of one button. (Recharge batteries, stockpile hydro tanks and turn on/off thrusters/light/antennas etc.) This way u have to set it up once. It resolves most issues u addresed in the video. Bonus point it doesnt clutter your bar and if u use the same system for all your ships its easy to explane if friends use my ship.
You can easily flip between the 9 toolbars on the bottom of the screen using the "" buttons. You can also get to a specific toolbar by pressing ctrl+NUMBER.
For the engine and hygrogen one, you can set an action group with a timer block to turn off the engine, set the tanks to stockpile, turn the thrusters off, and connect the connector. Then have a second timer that does the opposite so you can toggle them with two key presses. If you wanna make it one button, a third timer is used to switch both on/off and then toggle both. Then you set one of the first two timers to off. That's a simple switch with just 3 timers :)
Great tip. I do this and call it ENG START/STOP. I’d add that you can make it a toggle without a third block by grouping the first two timers together. At the end of each timer, make it turn the other timer on, and itself off. It’s kind of like a self toggle.
You can prevent all your hydrogen/oxygen being drained by setting Stockpile ON for all tanks but one. Gas-using blocks like Hydrogen engines and Air vents will only drain gas from tanks which have Stockpile set to OFF. When the tank in use runs out, just "change to some other tank" by setting Stockpile ON in the now empty tank, and OFF in a full one. Another tip is to use short names in blocks: rename "Hydrogen" to "H2" and "Oxygen"/"Air" to "O2", and add "ES" to electrical systems like generators and batteries. So for example a ship could have blocks "Red Ship ES Battery", "Red Ship ES H2 Engine", "Jedi Cave O2 Tank", "Moon Station O2 Vent", etc. and now you can search for H2, O2 or ES and easily see all blocks of that resource type across all connected grids.
I'm for sure going to use the build planner tools more. Especially the alt + middle click and shift + middle click. I had no idea those two existed......
If you DO want to use P for parking, there are options in landing gears and others to NOT use them for parking. For example, set all your connectors to NOT use for parking and you'll never drop a ship again.
My most important tip not featured in this video: remove blocks from inventory screen that don't use the conveyor system - seats and lockers and so on. Just like hiding blocks from the terminal list, this will massively unclutter your inventory view. Do the same for blocks that are just visual. i like to decorate engine and industrial rooms with H2/O2 generators because they look cool. But since they will not serve any function, i remove them from all lists and views.
And hide those blocks from the Toolbar Configuration. Once you have a block in a group or in a timer block for an air lock for example, just hide the Air Vent as you wont ever manually control it again. So you can easily figure out which Air Vent Icon belongs to your freshly set up Air Lock system instead of having to scan 10 Icons of Air Locks or type out their full name.
if you create a driller ship, next time try to face the drills downwards, if you create a ship with drills facing down you have also an imposible to kill by overload since drills cannot be destroyed very easy you can return home by touching the ground with the drills, that design saved almost every early atmospheric drill ship i had since
Something I should try out. I always had a calculator to math out the minimum amount of thrusters needed to lift the ship up and back with full ore and the ship’s weight. I got to the point where I have plans using excel to program a simple calculator to get me the exact amount of thrusters needed. I’ll probably make a ship that is built to drill straight down with a camera so I can reduce the thrusters needed
@@suiton20 typically i use at least 2 atmo small thrusters for each drill, i have 4. with enough resourses i tend to use 3 on each drill. the main advantage of this kind of drillers is you are able to clean the area and mine the whole thing instead making a small and intrincate tunel to the resource
use wheel suspensions pointing down, with no wheels, and have landing gear next to them, when you land the suspension will flex and take the load and you will land on your landing gear safely
After 500h i can't really say I learned anything new, but I can leave a couple of tips of my own that weren't in this video: When grouping thrusters, always make a separate group of only backwards thrusters, turning them of while flying can save you so much energy in the long run, since you won't be needing to constantly hold down W but remember to turn them back on when you need to slow down or stop. Sorters! When mining ore, stone will always be weighing you down, make sorters and ejectors to make more room for that precious ore...
you can just turn off your dampeners (default is Z) in space to save energy and the need to press W... why clutter your toolbar with useless commands, lol
Hello. One thing I use a lot are the '' keys to switch hotbars left and right as they are in a circular list, besides the Ctr+1-9. And thanks for another video!
Yeah I learned about the accursed P button a while ago. I build a large grid rover to navigate the rocky mountainous terrain me and my friends built our base in, we didn't have enough resources to build everyone an atmospheric ship so I opted for a rover because of my superior driving skills. One of my friends landed his ship on top of my rover and connected it via the landing pad I made, I pushed the handbrake to stop on an angled slop to mine some ore we needed and I watched in horror as I watched his ship slid off the top of my rover and landed right on the rock of ore I was about to mine. The only thing that survived was a few badly munted armour blocks.
Naming is everything. If you put unique keywords into the names of things searching inventories is so much easier. So everything that is connected with the same grid of connectors has the same keyword so I don't try to drag items into something I can't access. Also multiple toolbars apply to ships too. I always have docking protocol things on Toolbar2 so that when flying I don't accidentally shut off engines, set batteries to recharge, or disconnect anything in-flight by an accidental button press.
Rather than starting groups with a long-ass name, I use a three-letter prefix. So, a ship name Zanzibar might have all its groups named "ZAN something something". There's no reason to stop there. Prefix all your ship components, too. "ZAN Reactor", "ZAN Program Block 1" etc etc. It makes everything so much easier to find, not to mention fewer headaches wNaming discipline and control panel organization are essential to big projects
@@lookdawg187 Just so long as it's effortless to decipher in context, by people other than yourself. A lesson from years of programming: it's usually better to be a little long but crystal clear.
@@mattp1337 funny, I program, reason I made it even shorter. What else could PB mean? Power Block? That's B, Battery. EC - Event Controller, TB, P, H, AT, IT, HT, HE Pretty sure you can figure out what each means. I just realized there would be a double one, R, reactor and rotor, but I never use the rotor, only AR, the advanced rotor. Guess it's NR from now on, nuclear reactor. If you wonder about HT, hydrogen thrust, H2T is the tank, like O2T.
Stuff I learned as a newb who just launched his first ship into space in survival mode. I have logged 107 hours according to STEAM --> - Enable Experimental Mode from the main menu before you create a new world. New players have it turned off by default and it's useful for using scripts and other features that are pretty important. You can enable it and scripts if you started while it was off. - Save games --> I thought I only had one save game and each time the game saved it saved over. There was no obvious Load Game button and if I messed something up, it's not like I could go back and reload. That's what I thought. Turns out there is a load save and you can restore from some previous save from the main menu. Not that main menu, the one before that main menu. Click Load, then click on the save (just one click, not two), then on the left panel click Backups. This will let you select from a previous version of your save. Silly and poorly thought out UI there Keen, but at least it works once you figure it out. - Bring a Survival Kit with you in your ship. The first time I got up there I eagerly mined some rock and iron only to find I couldn't make ingots. RELOAD SAVE - Bring a small number of components with you in your ship. For example, you cannot make Small Tubes in the Survival Kit and Small Tubes are required to make loads of stuff. Metal Grids are also important if you have the room. - You won't be able to build Wind Turbines in space, so bring some solar cells so that you can at least power a single battery and produce at least 1MW for your Basic Assembler/Refinery to start. (I didn't remember to plan for power generation when I got up there so I built a connector on my asteroid base (needed small tubes which I had to scrounge from drones) and used my ship to power my base until I had solar panels working...) -There are lots of resources in space however they are spread out. Save fuel by turning hydrogen thrusters off when not using them. On hydrogen tanks, turn stockpiling off while flying but stockpiling on while docked. If you leave stockpiling on while flying around, the tanks won't release fuel to the thrusters so you get no burn and therefore no thrust. If you have a hydrogen tank on your space base, leave it's stockpiling option off at all times since it'll drain your ships tanks if stockpiling is turned on. If you just dropped off a new load of ice to refuel your base, turn stockpiling on for all ships and tanks that you want to refuel and they will refuel as fast as your O2 generators can make hydrogen. -Save hydrogen fuel while flying long distances in space by getting up to speed, then turning Inertial Dampeners and your engines off. You'll just floating forever in one direction using zero fuel. When it's time to fly again, turn both back on. (Same thing works with your jetpack.) - I don't know if it's just my world, but gold and silver are much harder to find than platinum has been. I would have brought some ingots of gold and silver (and cobalt!) with me if I had to restart. - You know that datapad you got in your escape pod when you first landed on the earth-like planet? You destroyed it or otherwise didn't know what it was for, didn't you? Yea well it contains GPS coords for a NPC station that will sell you stuff. Don't discard it like I did. Save the GPS coords for later in your GPS screen (press I then top bar on the right click GPS and enter the data). -I've had rovers, ships and other vehicles just vanish on me when I get down a hole or fly around an asteroid on a scouting mission only to return to the spot and found my vehicle is just gone. The game cleans up what it thinks are dead blocks and yeets it. So I put an antenna on everything now and somehow they no longer go missing. Weird that. - Unknown Sources are useful for harvesting components like small tubes and metal grids which you cannot make right when you get into space with your survival kit, or if a source of cobalt hasn't been located yet. Also, press F on the buttons of the drones for a surprise. I was just grinding them down until I realized there's special rewards if you use the drone first before you break it down for parts. -I built a hydrogen engine on my ship as a backup generator in case my batteries die so that I could use hydrogen as a redundant power supply. So far it's been horrible. I don't know what this thing does or if it's bugged because it changes it's own state from on to off to on rapidly, so it's been a huge waste of resources and time for a measly 500kwh of power. Just build two solar panels for the same amount of free energy. Just don't use Hydrogen Engines. -Lights. If you don't have spotlights on your ship, put spotlights on your ship. The suits lights only travel to about 50m. If you enter a cavern or crevasse inside an asteroid, it's very dark and the spaces are very large. It's easy to get lost. I did. Luckily I had drills on my ship so I just made a hole until I was free, but still. Bring lights. -I used Large Atmospheric Thrusters to break orbit and found they stopped working around 7200m up. I then had to switch them off and turn my Hydrogen Thrusters on to continue to climb. This seemed to work pretty well. Remember to leave Inertial Dampeners off while breaking orbit to preserve as much fuel as possible. Once you get to about 42000m, 1.0g gravity becomes 0.0g gravity. I brought 4 hydrogen tanks (2.0 ML of fuel) and one full cargo container of ice and still had ~89% left once I broke free of gravity. I was surprised how little fuel I used, so lesson learned, you seem to use more fuel at lower altitudes than higher ones, so use atmos thrusters in atmospheres and hydrogen thrust while in space. I set up a base on an asteroid and then cannibalized my atmospheric thrusters since they are just dead weight at this point. Still not clear if this was a wise decision or not, but I guess I'll find out.
Two tips for you: 1. For cruising in a ship, make a group for reverse thrust and switch them off. This will enable atmospheric flight with low energy usage. 2. When making ships for atmo-space transition get two additional thruster groups: one for down thrust and one for up thrust. When ascending, switch the down ones off, and use the power overrides on the up ones to minimize fuel usage. I found that switching off the dampers is a great way to go splat at your destination. Which reminds me of another tip: In space, don't aim at your destination, but next to it, to prevent accidents from late braking.
I have well over 2k hours on this game and didnt know about the shift + middle click function, this will save me so much time during that grind for the next 2k.
I already knew basically all of these at this point, but the P thing really got to me. When I first learned everything it did in the game, I resolved to never use it, ever. I still kinda do, but only for handbraking with rovers, and only when not connected to other grids. One of my friends, however, uses P religiously. I also turn off autolock on landing gear, because I really hate disconnecting my gears, only for one or more of them to immediately relock. For my connectors, I'll actually shut them off after disconnecting, so as to eliminate the magnetic force between the ones on my ship, and the ones I'm docking with. I haven't really done supergridding myself much, but there was one time that I built a jump drive attachment for small grid ships. It was nothing more than the jump drive itself, four small reactors, and a connector. Using a small ship's connector, one could attach to the drive and use it to jump.
For the toolbar tip, if you enable Toolbar Manager via plug-in you can save predefined toolbar setups saving the time needed to set it up manually. To note plug-ins are client side mods only, meaning that they work no matter what server you may be on. And as for a possible vid, how to install plug-ins.
I always use the hotbar for connection, docking, landing and attaching ships and stations with a high number of connectors to each other. You also can only undock from a ship that is being piloted by someone else through the hotbar or the control menu.
It's a lot of work up front, but becomes very handy later on. To dock or park I use 3 timer blocks. I have one that locks everything and powers off everything I don't want on and changes my batteries to recharge, tanks to stockpile, etc. Then I have another timer block that does the opposite. I have a third that turns those two blocks on and off and also triggers them. I call it the Dock Switch. I then turn off one so when you hit the dock switch it will trigger the one that is on and then swap which one is on and which one is off. This works great for docking to another powered grid, but it doesn't work when just parking somewhere because the TB's need power to operate. So I usually designate one or more batteries as keeper batteries that are in auto when the grid is parked and everything is shut off and in recharge when the grid is active.
when they added the option to add small rotor head on big rotors was the best added feature. it used to be such a hasle to try to drop a small head in a big rotor and hope it would lock correctly
3k hours and I actually learned something take your well deserved engagement 👍 my tip would be that if you are not certain of your ability to freefall into gravity add sacrificial stilts to your ship.
As far as naming goes, I name all my base parts such that they begin with 0000-. They will always be at the top of the list, right under the groups. Do the same with your group names, and the base's groups will always be at the top. That way you can efficiently run your base even when everyone's landed and attached to it. Use 0001, 0002, etc, to prioritize the different ships and rovers you have attached to your base, so they are easier to find. Another thing you can do is when you are about to attach to your base/mothership/etc., select all of your components in the K menu, and hide them. Then you won't add those components to the base's list. If you need to see them, you can always detach that ship or rover, and unhide what you need.
As someone who has just reached the milestone of playing space engineers for 690 hours I had no idea about build planner A tip for new players though would be the (open square bracket) and (closed square bracket) keys while painting a ship It makes it so much faster than just going into the p menu or finding the colour you need and shift p it
What an outstanding video! Especially the simple explanation of the "Build Manager". I've tried helping new players with it with little to no success. I'm going to recommend every new player I find, to watch this video!
for noobs, the easiest way to start building your first ship is by placing a landing gear in the ground , then build 3 to 7 blocks above it , then start your ship, is fixed to the ground and allow you to have a stable construction till the end
If you ever build a small grid rover, do yourself a favor and place pistons with small wheels on the bottom, facing down, one for each corner, set them all to one button and now, whenever you take any damage or lose a wheel etc, you can simply hop out, push the button, and the pistons will work like a jack stand, and lift the rover up into the air allowing for easy repairs. This will save you so much time limping a rover around, trying to add a new wheel, screwing with digging holes under the wheel etc. I've basicially done it on all my rovers since I realized how useful it is.
Tip: Timer block in place of the P key. Create a timer block to toggle those modules you need off when you park. Landing gear, connectors, wheels if you wanna save some extra power lights, ore detector, antenna, and engines to off. Batteries to recharge. If you have modules that you do want on to support the base, they can be turned on. You can also toggle any other block you may need to the on position, like sorters. Maybe you do not need/want power-hungry blocks running on your base while you are not at the base. If you have room for a second timer, you can put it on a short delay to start a base timer to bring the base back online after returning.
Never knew about the rover jump, but I never really make rovers unless they're a train tbh lol. I always forget about the build que and it's dumb that I always do because it's so useful!
Something useful I found recently: Remember that button you use to quickly deposit excess building components from your inventory? Use it when you return from a mining trip with your ships! Once you dock with a connector, set the right side filter to 'all inventories' and the left side to 'current ship'. When you deposit all to a container on your base, it will instantly transfer all ores, ingots and components, but keep your spare tools and bottles just like it does from your personal inventory. Conveyor sorters are nice for filtering, but after a big haul they take lots of time to offload cargo. Unless you actually need that time to recharge, refuel, or actually do something at your base, you can just deposit all and get right back to resourcing!
For your hydrogen concerns, better than 'always remember to toggle off the generator' instead use a timer block to sequence your connector to go off at the same time as your ship lights, toggle your battery recharge and turn off the damn hydrogen generators.
One issue I have run into in doing that, keep the battery recharge on/off on a separate hotkey. If you have it on the parking timer and accidentally miss the connector, you get stuck with no power. I put the battery group in the timer as "auto on" so it will always turn recharge off when I go to take off but it won't accidentally get set to recharge if I'm not docked to a connector.
For the battery you can also add them to the ship toolbar when adding it add it as "Recharge Yes/No" As well as the hydrogen generator you can disable or not it
Another tip I discovered this morning is that blocks can be part of more than one group. I found this out while testing if groups could be grouped themselves. Unfortunately not, but all blocks in the selected groups became part of the new "super" group. I was playing around with grouping containers on my ore mover, which I built in two 3x3 arrays - 3 stacks of small containers each with 3 interconnected containers. While some good naming should suffice any potential trouble shooting on this vehicle, of say one container not filling, it could be far more useful on a large station or mining platform. In such a case instead of using the eye icon to un-hide ALL hidden blocks, you could use the specific group containing that block to un-hide a more manageable list; select the offending block; and have it show its position on the HUD. I could also see it being useful for having a master group for say all lights, whilst also having them grouped by room. Or in particular it could be useful for sorters, where in some situations you might only need to isolate a specific group, but other times you might need to quickly turn off all sorters to prevent a death loop until you can figure out more specifically what's gone wrong.
When I first started, i saw the multiple tool bar options. said 'neat!'. Later, did my first star system map. when I made my first ship, I used the second toolbar for thrusters. Neat! ...and then i promptly forgot the bonus toolbars existed at all, and fussed over what to put on my main bar, going so far as to remove my drill and drag it back when i needed it. Thanks for the facepalm-inducing reminder.
Regarding the P and Y button I have a habit for all small ships to have 7, 8, 9, startup and landing procedure . 7; Lock the connectors 8; Force off all the the power of the ship engines etc. 9; Draw hydrogen onoff Cause taping y when parking just disables the stations power. Good guide! Loved the build planer did not know of that!
Also, if you don't have a middle-click button (like me, don't ask), there are quick buttons in the inventory screen that do the same thing for adding parts to the build queue and for removing parts from inventory. You'll find them right in the middle between the left and right inventory screens.
From the early part of the video...it was years before I realized the inventory management had 2 lists each with a Personal Tab and a Storage tab....ie I was manually moving individual items about by scrolling ...painfully slow. Now that I remember to select the appropriate tab and use the search/sort function it is much easier. The game could really use an interface/management update though.
Yeah, I would love an inventory update. It was the biggest thing that put me off playing the game when I started. The addition of hotkeys makes in much more bearable though.
I often see RUclipsrs add blocks to the build list and never knew how this was done (via right clicking the welder), so that was a great tip. Thanks. Disagree on the using P though, a better tip IMO is to unbind the "Use for Parking" (or whatever it's called) and then make sure you know which things have that functionality. Personally I use P exclusively for wheels and use other buttons for everything else. Mostly as I don't find a cockpit on the toolbar very informative whereas a landing gear or connector actually gives feedback as to whether or not it can be used.
Instead of fudging around with magnet strength and setting it so you have to do more manual alignment, instead build a little verti-pad. Just surround your connectors with one ring of blocks, stick a couple of landing gear on the back of your ship and let that magnet do its job! You don't even have to fully weld up the pad.
My best tip, always avoid pistons and rotors and hinges in multiplayer. And never ever ever use pistons connected to rotors or hinges as you will anger Klang... unless of course you are trying to sacrifice your build to Klang... then it is all good.
Clang weapons bby no seriously a remote missile with to rotors spinning opposite and a merge block on each is shockingly deadly and cheap beware the admin my get grumpy but it's fun to troll friends in private worlds
My friend and I have played a ton of Space Engineers and we use the rotor trick *all the time.* A few selected use cases: -The first ship I made with this bears the name Rotor Boi - it's a large ship ore detector (much better range) and that's most of its mass and volume; it's for prospecting asteroids and the like -Small ship antennae are fine and large ship antennae are enormous; problem solved. The large ship antenna is charismatic, but it's a godsend for small-to-medium-sized large block ships. -You can try to use it for docking ships; it works, but there are... pitfalls. Hilarious pitfalls.
Major tips that i learned: * Multyplayer : - Always name Your grids and have deffences. - Never keep everything in one place. - Do not let ur spawns ( medical room survival kit ) on all .. you will get griefed or worse someone will grind them and all your hard work is done.| - Pcu over complexity ... if something cant be build in reasonable time go for a low pcu version of it. ( under 8 k ) it will save you a lot of trouble - antenas are your friend and enemy keep them on low range and if you think people are targeting your stuff you can always rename some blocks ( cargos and other blocks ) to ship names that way your signall will show more names and try to detour people. * General SE: - Build first in creative ... dont do raw builds on survival you will thank yourself specially if you find flaws. - Hydrogen engines will misbehave a quick flick of power ( y button for pc ) will generaly make them behave as normal. - Hydrogen thrust is the best in terms of speed and general usage ( but more costly due to how to the tanks and procesing of ice ). - drills do not take voxel damage ... keep that in mind if you wanna ram into someone. - landing gear with a remote and power will knock off any ship. - Wind turbines work perfectly fine if they have a 9 block radious with no blocks around ( means you can safetly stick in them in a large cave ) - Voxels will always give off your base or entrace to it no matter how good you mask it ( low graphic settings will display it even better ) - When building in creative learn how to use the mirror planes for better building the y z and x axes are perfect for that ( acces via n and m on creative ) - Large grid will always be better than small grid due to pcu cost ( a fighter or miner of same pcu will be always more better ) - Space start is the best for getting all resources fast. - Conveyor sorters will help you refine / feed blocks faster ( meaning a welder / refinery / turret will always have a lesser delay when a conveyor sorter pushes stuff ) - Conveyor sorters will always hault ur game and even break if you set them incorectly it specially on servers due to the infamous glitch of 2 conveyors shoving items ( specially when there are some 6 block faces ports included ) so be carefull you might cause serious issues. - Scripts learn to use them and worship the good ones specially automatic LCD 2. - Keep Stockpile on for tanks ( oxygen hydro ) that way you will alway have a tank or 2 for spare and even in emergency or simply when you want to burn those resources. - When flying in space just turn of thrust after you reach 97 ish m per second. I know it sounds basic af but i see newbies doing it... you can togle the auto assits via z - same aplies for flying in atmo reduce drag by having the front facing thrust on a hotbar key ( grouped ) that way you use less power or resources to fly. - A very advanced thing is to learn to use the Clang drives .... i recommand you look into those when you really wanna tackle se ... be aware. - Ejectors are a must on minners to dispose of unwanted stone or whatever your not in the mood to haull back to your base. - Group thing simple. Production ( production blocks ) Life support ( h2/ o2 generator and whatever keeps your base alive ) Power ( batteries ) and so forth. use them and get in the habbit to turn off things you dont use ... if i fly to x place i dont need production blocs to be on or lights or whatever ... it saves a lot of power in the long run. - Blueprints are your friends you can blueprint something by pressing b on it. And if we are here Learn to build a basic printer .... there are so many designs out there and trust me it saves you ages of manual welding .... what you do in 3 hours and with a high posibility of missing one block to weld the printer will do it in 20 minutes asuming you got the mats. - Never underestimate people on servers True story i got nuked on a pvp server from 23 km away with a custom script turret made by a player of se. Such player never released the script on the workshop and till this day i dont know how that thing operates. Scripts and ingenuity is something we all have access to and you will be suprised to see what people have. - Timer blocks are your friends btw those times blocks have at their own more collomns of rows meaning you can easily que up 1 timer block to do a lot more. You can see how that automates stuff. - Want to hook up 2 grids and push them around ? great use merge blocks they simply make everything behave better but be aware the name of main grid might desapear. - Learn to use Antennas specially the hiden ones ... they can make up for a great surpsise haha specially in pvp. I got more but this is what i can remember for now ask about a topic and im more than welcome to share tips from what i learned and saw and i know.
Almost useless tip: If you activate ship drills by using a on/of bind in the hotbar they are quite a bit louder than when you press press the mouse button (having it in the toolbar from the tools in the g menue of the cockpit) Just use the last one but press down left mouse button, open chatbox, release mousebutton, close chatbox, voila: whispering drills without having a cramp in your index finger after mining for half an hour.
Great video,. My tip to add is learning to play with both controller and keyboard.. I play controller and use the keyboard and mouse for inventory being sure to switch my mouse off.. the mouse is the single most threat I've encountered while driving any ship..
I've set up a pair of event controllers on my ships/base that use hydrogen engines and H2 generators to automatically turn on/off based on how much energy my batteries have, or fuel my engine has. It saves an immense amount of hydrogen/ice from being guzzled down by the hydrogen engine, and it actually makes it very sustainable.
Yeah, with 4000 hours into the game I knew those issues. The connector thing was never an issue for me though because I'm careful but when I try to disconnect and it pulls me back I just turn off the connector since I always have a shortcut for that in all my ships. As for the energy sharing between grids my solution is I always have a timer block I call "shut down protocol" that turns off most systems like engines, generators and stuff.
Ive made a testing ground in my underground base with a cockpit, and pressed it, luckily I only have a rover, so it won't get damaged, cause it can't fall, but have to keep an eye on it, cause server would wipe it, if I left it without connecting it to the base thx I always set batterys to recharge.
I use to make the mistake of pressing "P" all the time. Personally I think it's always the easiest and most painful mistake to make. However I still do it, intentionally now. It's no longer the most relevant. Every connector I weld up I always tick off "use for parking" hasn't been a problem since. Connectors are no longer associated with parking break after doing this. Using Y to turn power off or Having multiple groups with the same name across multiple different grids however still causes havoc.
Put the flat magnetic plates on top/side of your rovers and small ships. If they roll over, the auto lock function will keep it from rolling all the way down a mountain. A fighter in a hangar that gets knocked loose of it's landing gear will magnetize to a wall instead of rattling around your hangar causing more damage.
You can use two inline connectors to make 99% aligned docking. I use it to use cranes to offload detachable cargo pods or to fit in a gangway. I have also successfully used it to have an elevator that lifts from base to inside a ship. For sensors, the left action is on entering field, while right action is for no longer in it. You can use this to set up doors, as well as hinge/piston on connectors to raise/lower to attach to rovers/ships
Great tip, which you breezed over: Set all the batteries and generators to the toolbar of your ship. That way you can easily switch all batteries to recharge, turn all engines off, turn all generators off etc. It will go wrong a couple of times when you forget to turn on the engines again before unlocking your ship, but once you get the habit it never goes wrong!!
Whenever I build a connector on anything, I access it through it's port and set strength to 1/3 of default (make the 1 a 0) and disable "used for parking". Easy to forget, so I still don't use P.
you can actually have a welder and grinder ship in the same grid by ussing rotors to switch tool midair, it's a little tricky at 1st time but works pretty well
You know that if you're looking for a specific kind of part or ore or ingot or whatever, you can type that into the search as well. It's not limited to the names of blocks.
It is more easy to dock or undock a ship. Simply add a couple of timers 1 for docking and 2nd for undocking. Configure the timer block in a sequence like for docking - connector lock then thruster off then h2 tank and battery bank on recharge then th8ngsblike gyro, antena or ore detector to off. 2nd timer will be in reverse ofbthe first. Job done in one click all will happen.
"Whether you have played 10 hours or 100 hours". Me sitting here with just over 2k and still expecting I will likely learn something. Did not know/forgot about right clicking blocks to add them to build planner XD One of my best tips would be to let the base build itself when you are building a base. Rather than manually building 4 refinaries, you can just build a pipe to a welder and let the welder build 4 refinaries at the same time. This makes the building process take about a minute instead of like 10 minutes, depending on your inventory settings etc.
Function blocks in the console that are on the same sub grid are given the same random colour. This can be handy for figuring out e.g. which hinge is attached to a particular rotor when setting up a custom turret. Also you can turn off "used for parking" on the connectors so you don't accidentally drop all your ships if you accidentally hit P (Y button on Xbox)
Docking your ship: Put a remote control block on your ship facing the same direction as the connector and a camera above the connector. Put the rc on the hud bar. Build a timer block and a small battery (set to recharge) on the ship. Tell the timer to turn off: lights, engine, thrusters ect and all the batteries to recharge on/off and cockpit parking on/off
its funny, i always used p, i just never set my ships up that it was an issue. now that you can switch connectors and ger to not be apart of your parking command, you can use P, just have to enable your gear and connectors for it.
I'm the 1000 hours guy, I didn't know like a third of that. Particularly the bits about transferring parts, I always thought block planning was a pretty useless feature before now).
Good selection for new players, a better solution than turning off your batteries (you will forget to turn them on when undocking) is to use ISY Ship Refueler script, it will switch all but one of your batteries to recharge and switch them back on when you undock.
Fun fact on pressing P. You can now set it so connectors and gear don't use parking bakes now. You can also set connectors up so they don't transfer power. And 1 thing about combining small and large grid. Do so carefully in survival worlds as it can often cause explosions. My advice is to thoroughly test a setup to see if it will cause any clang or phantom forces on the grid. If it does, there are several ways to try and fix it. Usually with rotors, the best bet is adjusting the displacement. I encourage every player to fiddle around with sub grids and learn the limitations. This way in the even you have to use sub grids, you know what to expect and what not to do. Learning this can open up a new world of possible builds. From extremely detailed ships to un manned vanilla drones. Heck, you can even save tons of space by using things such as small grid timers and H2/O2 gens. The possibilities are endless with each mechanic you master. So try a bit of everything. And last but not least, have fun. It is game after all
Yes, it is dangerous if you don't do system checks regularly or have failsafes in the event a ship os disconnected. I have lost a few ships in my days pressing P. With my current server ship, it has to have connectors set to not use park. The drones on it are merged, but their only way to get ammo and uranium is through connectors. If I disconnect them, it could mean trouble if I need them to deploy in combat. So I am always making sure they stay connected. But also with that many connectors, its a hassle finding the right connector to dock. So I just make absolutely sure they are set up properly and use P. As for fail safes, I use sensors to detect when the ship is disconnected to turn on thrusters and activate a remote block to send it to a default location or in my drones case, a contract block on them so I can set up an acquisition contract to finde them. But ultimately, no matter what precautions you take complacency will be undoing. So yes, don't get in the habit of just jumping in your ship and pressing P right away. Do as any captain will do and inspect everything to make sure your fine vessel is ready to sail. You never know what could have been changed since the last time you were in it, especially in public servers. Had an allied faction get nearly wiped by their own ships because a new recruit hacked their turrets. They kicked him after they grew suspicious of him and all their ships started firing on them. Had they done regular system checks, they could have noticed their turrets were hacked
Bonus tip for y'all. Put gyros on your rover, this allows you to move the ship into a better position to land if you accidentally (or purposely) end up air born and makes it easy to un flip it
You can adjust the connector setting to "not for parking" and also adjust the connector magnetic strength for lighter ships. I can't remember if a mod is required for this, since I haven't played on vanilla servers in years. lol
I knew most of these tricks, but I am definitely going to use this video as a tool to help get my friends into the game a bit easier. I think I was at least a hundred hours in before I realized how the build planner worked when I started, so I wonder how many headaches this might save?
Nice and quick, good video. However you can still use "P" if you disable "used for parking" in the connector settings (see 7:08) and for toggling batteries, a script would be advisable. I avoided scripts for too long, because I thought they would complicate things for beginners, but slapping "Isy's Ship Refueler" or anythings similar on a grid takes less than 30 seconds and is much more comfortable. Same thing for doors with "Whip's Auto Door". Highly recommended to keep doors closed or for simple airlock constructions.
Thanks for the great video! New player here, ca. 80 hours into the game. I already knew some of these tips but those were all super useful. Especially the build planner and better organisation of the group's and item naming. One thing that I still find difficult is dealing with GPS markers. I started on Earth and scouted halfway around the planet for Uranium and Platinum until I found a good location for an asteroid station. Now my HUD is completely full with GPS markers. They can be toggled to different levels of detail and off with H. But what would be a good way to organise those markers from the start to avoid that? Can they be grouped as well or toggled on and off by distance etc.?
You can toggle them on and off individually, if you go to your terminal and the GPS you can toggle them off individually, that's about the best you can get.
Also, one fun thing about timer blocks, if you want a block or group to perform a repeated action (like increasing the speed of a piston multiple times) you cannot add them to the same "line" in the timer but you can add them in different lines. You can further expand on this by creating a group including only the block you wanted to use an add them like before.
Hi guys :) Did anyone know it's possible to remove voxels with ship drill (RMB) without constant holding of RMB to do so ? Stumbled uppon it accidentaly a long time ago but it still works :) 1. Take controll of your drilling ship/rover/contraption. 2. Select your grid drills. 3. Press and hold RMB to start voxel removal function. 4. While holding RMB press I (inventory) or K (grid configuration) to enter respective screen. Which one does not matter. You have to just open one :) 5. Once opened you can release RMB and close the screen. The drill will still run in voxel removal funcion after that without the need of holding the button :P 6. Any press of LMB/RMB will stop them any you will have to activate them again :) Hope you will like this small tip ;)
@@Zer0sLegion that can be done only with hand tool ;) Edit: Tested it just to be sure... double-click works only with hand tools and not with "ship" tools :)
I actually wrote down a list of a standardized hotbar slots, so that muscle memory between any worlds isn’t messed up, and I can’t remember 100 different items
That was a good tips and trick vid I have a little over 1300 hours on that gave the way you were like never hit p was funny that the best tip of the whole video keep them coming
It's "Y" on Xbox if no one else mentioned it, but yeah, definitely one of the first things I do if there's a connector on my vehicle is manually hotkey brakes and landing gear lol
Love the input and ideas you share... wish I had found your channel sooner!! Some of these things I have learned "the hard way" , some I learned by random happen-chance of being directed to one of the older tutorial guides... either way these tips and tricks should be more available from Keen resources.
the build planner is the biggest game changer in my history of gaming... XD I got 360 hours in that freaking game, that's not as much as some of you guys but that's still a HELL of a lot of time... 90% of which was spent in survival... And I learnt about that shit yesterday... *facepalm*
My only complaint about the build planner is that you have to look in the G menu to see it. Maybe there is a mod that adds the buildplanner list to the HUD on the right.
What are you top Tips and Tricks for Space Engineers? Let me know!
don't use clang or you will clang your ship into pieces
If you group 1 piston into a group with just its self, you can use the same action in a timer that you already used
It would seem you missed a tip, Don't listen to the voices inside your head.
That's where all the best tips come from!
Go nuts with antennas and embrace remote access/control.
It is important to note that the whole "DONT PRESS P" has a solution. Nowadays you can go to ur landing gear and connectors in the control panel and toggle off their P function. This means that u have to do it via button or hotbar instead. You can do this on ur ship with 400 attached ships by turning off this function for the connectors ("connector", click on one, ctrl A, then toggle that option off all in the control panel) but not landing gear. P will now swap ur landing gear lock but NOT ur connectors.
Wish i'd know this before the video lol, every day is a school day!
@@Zer0sLegion iirc u can edit videos post-production. You may be able to squeeze in a bit about that if u feel like it.
@@Gaaaaaame why edit this one when I could just make another video 😜
Yes, this is very handy for big ships and stations to which other ships dock. Just leave "Used for parking" only for only those connectors your ship itself docks with if any.
@@Zer0sLegion So you next Video is gonna be: Use P! I lied! With a surprised clickbait thumbnail? But still the rule goes even if you CAN do it, you REALLY shouldnt.
Here's a tip, whenever you are adding lights to a station, only add lights to 1 room, group them together, hide in terminal, then move on to the next section. No more problems of finding the right lights or accidentally adding the wrong lights to a group
I just click show on HUD to see what's what
If you want to ho the extra mile you can also name all those lights in accordance to the room they're in as well
For the "hide in terminal" option, if you find yourself in a ship that has a lot of hidden blocks, you can click the eye button next to the search box to un-hide them.
The best tip for your ships is use 2 timer blocks, named dock and undock. U can do multiple actions with press of one button. (Recharge batteries, stockpile hydro tanks and turn on/off thrusters/light/antennas etc.) This way u have to set it up once. It resolves most issues u addresed in the video. Bonus point it doesnt clutter your bar and if u use the same system for all your ships its easy to explane if friends use my ship.
You can easily flip between the 9 toolbars on the bottom of the screen using the "" buttons. You can also get to a specific toolbar by pressing ctrl+NUMBER.
For the engine and hygrogen one, you can set an action group with a timer block to turn off the engine, set the tanks to stockpile, turn the thrusters off, and connect the connector. Then have a second timer that does the opposite so you can toggle them with two key presses. If you wanna make it one button, a third timer is used to switch both on/off and then toggle both. Then you set one of the first two timers to off. That's a simple switch with just 3 timers :)
Great tip. I do this and call it ENG START/STOP. I’d add that you can make it a toggle without a third block by grouping the first two timers together. At the end of each timer, make it turn the other timer on, and itself off. It’s kind of like a self toggle.
You can prevent all your hydrogen/oxygen being drained by setting Stockpile ON for all tanks but one. Gas-using blocks like Hydrogen engines and Air vents will only drain gas from tanks which have Stockpile set to OFF. When the tank in use runs out, just "change to some other tank" by setting Stockpile ON in the now empty tank, and OFF in a full one.
Another tip is to use short names in blocks: rename "Hydrogen" to "H2" and "Oxygen"/"Air" to "O2", and add "ES" to electrical systems like generators and batteries. So for example a ship could have blocks "Red Ship ES Battery", "Red Ship ES H2 Engine", "Jedi Cave O2 Tank", "Moon Station O2 Vent", etc. and now you can search for H2, O2 or ES and easily see all blocks of that resource type across all connected grids.
I'm for sure going to use the build planner tools more. Especially the alt + middle click and shift + middle click. I had no idea those two existed......
If you DO want to use P for parking, there are options in landing gears and others to NOT use them for parking. For example, set all your connectors to NOT use for parking and you'll never drop a ship again.
My most important tip not featured in this video: remove blocks from inventory screen that don't use the conveyor system - seats and lockers and so on. Just like hiding blocks from the terminal list, this will massively unclutter your inventory view.
Do the same for blocks that are just visual. i like to decorate engine and industrial rooms with H2/O2 generators because they look cool. But since they will not serve any function, i remove them from all lists and views.
True, this is very important
And hide those blocks from the Toolbar Configuration. Once you have a block in a group or in a timer block for an air lock for example, just hide the Air Vent as you wont ever manually control it again. So you can easily figure out which Air Vent Icon belongs to your freshly set up Air Lock system instead of having to scan 10 Icons of Air Locks or type out their full name.
if you create a driller ship, next time try to face the drills downwards, if you create a ship with drills facing down you have also an imposible to kill by overload since drills cannot be destroyed very easy you can return home by touching the ground with the drills, that design saved almost every early atmospheric drill ship i had since
Generating enough upward thrust might be an issue, but I agree that it's a good idea.
@@TerribleResults yeah maybe it's 2nd or 3rd atmospheric drill, becos it's little expensive to make one with 4 leg drills
Something I should try out. I always had a calculator to math out the minimum amount of thrusters needed to lift the ship up and back with full ore and the ship’s weight. I got to the point where I have plans using excel to program a simple calculator to get me the exact amount of thrusters needed. I’ll probably make a ship that is built to drill straight down with a camera so I can reduce the thrusters needed
@@suiton20 typically i use at least 2 atmo small thrusters for each drill, i have 4.
with enough resourses i tend to use 3 on each drill. the main advantage of this kind of drillers is you are able to clean the area and mine the whole thing instead making a small and intrincate tunel to the resource
use wheel suspensions pointing down, with no wheels, and have landing gear next to them, when you land the suspension will flex and take the load and you will land on your landing gear safely
After 500h i can't really say I learned anything new, but I can leave a couple of tips of my own that weren't in this video:
When grouping thrusters, always make a separate group of only backwards thrusters, turning them of while flying can save you so much energy in the long run, since you won't be needing to constantly hold down W but remember to turn them back on when you need to slow down or stop.
Sorters! When mining ore, stone will always be weighing you down, make sorters and ejectors to make more room for that precious ore...
Also, one sorter can provide for multiple ejectors, just leave the drain all function off, and let the ejectors pull everything out.
you can just turn off your dampeners (default is Z) in space to save energy and the need to press W... why clutter your toolbar with useless commands, lol
I like to use thrust override on my forward hydrogen thrusters so I can dial the efficiency to maximum.
30 hours into the game and I already made the poop chute. Sorter -> Piston (10m) -> Connector, and poop out those rocky chunks.
Another tip. If you build glass cockpits the seethrough LCD is airtight and can be a replacement for a window block
Hello. One thing I use a lot are the '' keys to switch hotbars left and right as they are in a circular list, besides the Ctr+1-9. And thanks for another video!
Yeah, I prefer to just go to the toolbar I want rather than cycling through them
I bound mouse 4 + 5 to be back and forward on my toolbar, so much easier
Yeah I learned about the accursed P button a while ago. I build a large grid rover to navigate the rocky mountainous terrain me and my friends built our base in, we didn't have enough resources to build everyone an atmospheric ship so I opted for a rover because of my superior driving skills. One of my friends landed his ship on top of my rover and connected it via the landing pad I made, I pushed the handbrake to stop on an angled slop to mine some ore we needed and I watched in horror as I watched his ship slid off the top of my rover and landed right on the rock of ore I was about to mine. The only thing that survived was a few badly munted armour blocks.
nearly 700 hours and i never knew the connector strength thought it was just klang. you win my sub
Naming is everything. If you put unique keywords into the names of things searching inventories is so much easier. So everything that is connected with the same grid of connectors has the same keyword so I don't try to drag items into something I can't access.
Also multiple toolbars apply to ships too. I always have docking protocol things on Toolbar2 so that when flying I don't accidentally shut off engines, set batteries to recharge, or disconnect anything in-flight by an accidental button press.
I spent my first 20 hours running back and forth to every single thing I bought always forgetting something. Build planner is a game changer for sure!
Rather than starting groups with a long-ass name, I use a three-letter prefix. So, a ship name Zanzibar might have all its groups named "ZAN something something". There's no reason to stop there. Prefix all your ship components, too. "ZAN Reactor", "ZAN Program Block 1" etc etc. It makes everything so much easier to find, not to mention fewer headaches wNaming discipline and control panel organization are essential to big projects
Still seems to long for me. I'd go for ZAN-R, ZAN-PB-1
@@lookdawg187 Just so long as it's effortless to decipher in context, by people other than yourself. A lesson from years of programming: it's usually better to be a little long but crystal clear.
@@mattp1337 funny, I program, reason I made it even shorter.
What else could PB mean? Power Block? That's B, Battery. EC - Event Controller, TB, P, H, AT, IT, HT, HE
Pretty sure you can figure out what each means.
I just realized there would be a double one, R, reactor and rotor, but I never use the rotor, only AR, the advanced rotor. Guess it's NR from now on, nuclear reactor.
If you wonder about HT, hydrogen thrust, H2T is the tank, like O2T.
Stuff I learned as a newb who just launched his first ship into space in survival mode. I have logged 107 hours according to STEAM -->
- Enable Experimental Mode from the main menu before you create a new world. New players have it turned off by default and it's useful for using scripts and other features that are pretty important. You can enable it and scripts if you started while it was off.
- Save games --> I thought I only had one save game and each time the game saved it saved over. There was no obvious Load Game button and if I messed something up, it's not like I could go back and reload. That's what I thought. Turns out there is a load save and you can restore from some previous save from the main menu. Not that main menu, the one before that main menu. Click Load, then click on the save (just one click, not two), then on the left panel click Backups. This will let you select from a previous version of your save. Silly and poorly thought out UI there Keen, but at least it works once you figure it out.
- Bring a Survival Kit with you in your ship. The first time I got up there I eagerly mined some rock and iron only to find I couldn't make ingots. RELOAD SAVE
- Bring a small number of components with you in your ship. For example, you cannot make Small Tubes in the Survival Kit and Small Tubes are required to make loads of stuff. Metal Grids are also important if you have the room.
- You won't be able to build Wind Turbines in space, so bring some solar cells so that you can at least power a single battery and produce at least 1MW for your Basic Assembler/Refinery to start. (I didn't remember to plan for power generation when I got up there so I built a connector on my asteroid base (needed small tubes which I had to scrounge from drones) and used my ship to power my base until I had solar panels working...)
-There are lots of resources in space however they are spread out. Save fuel by turning hydrogen thrusters off when not using them. On hydrogen tanks, turn stockpiling off while flying but stockpiling on while docked. If you leave stockpiling on while flying around, the tanks won't release fuel to the thrusters so you get no burn and therefore no thrust. If you have a hydrogen tank on your space base, leave it's stockpiling option off at all times since it'll drain your ships tanks if stockpiling is turned on. If you just dropped off a new load of ice to refuel your base, turn stockpiling on for all ships and tanks that you want to refuel and they will refuel as fast as your O2 generators can make hydrogen.
-Save hydrogen fuel while flying long distances in space by getting up to speed, then turning Inertial Dampeners and your engines off. You'll just floating forever in one direction using zero fuel. When it's time to fly again, turn both back on. (Same thing works with your jetpack.)
- I don't know if it's just my world, but gold and silver are much harder to find than platinum has been. I would have brought some ingots of gold and silver (and cobalt!) with me if I had to restart.
- You know that datapad you got in your escape pod when you first landed on the earth-like planet? You destroyed it or otherwise didn't know what it was for, didn't you? Yea well it contains GPS coords for a NPC station that will sell you stuff. Don't discard it like I did. Save the GPS coords for later in your GPS screen (press I then top bar on the right click GPS and enter the data).
-I've had rovers, ships and other vehicles just vanish on me when I get down a hole or fly around an asteroid on a scouting mission only to return to the spot and found my vehicle is just gone. The game cleans up what it thinks are dead blocks and yeets it. So I put an antenna on everything now and somehow they no longer go missing. Weird that.
- Unknown Sources are useful for harvesting components like small tubes and metal grids which you cannot make right when you get into space with your survival kit, or if a source of cobalt hasn't been located yet. Also, press F on the buttons of the drones for a surprise. I was just grinding them down until I realized there's special rewards if you use the drone first before you break it down for parts.
-I built a hydrogen engine on my ship as a backup generator in case my batteries die so that I could use hydrogen as a redundant power supply. So far it's been horrible. I don't know what this thing does or if it's bugged because it changes it's own state from on to off to on rapidly, so it's been a huge waste of resources and time for a measly 500kwh of power. Just build two solar panels for the same amount of free energy. Just don't use Hydrogen Engines.
-Lights. If you don't have spotlights on your ship, put spotlights on your ship. The suits lights only travel to about 50m. If you enter a cavern or crevasse inside an asteroid, it's very dark and the spaces are very large. It's easy to get lost. I did. Luckily I had drills on my ship so I just made a hole until I was free, but still. Bring lights.
-I used Large Atmospheric Thrusters to break orbit and found they stopped working around 7200m up. I then had to switch them off and turn my Hydrogen Thrusters on to continue to climb. This seemed to work pretty well. Remember to leave Inertial Dampeners off while breaking orbit to preserve as much fuel as possible. Once you get to about 42000m, 1.0g gravity becomes 0.0g gravity. I brought 4 hydrogen tanks (2.0 ML of fuel) and one full cargo container of ice and still had ~89% left once I broke free of gravity. I was surprised how little fuel I used, so lesson learned, you seem to use more fuel at lower altitudes than higher ones, so use atmos thrusters in atmospheres and hydrogen thrust while in space. I set up a base on an asteroid and then cannibalized my atmospheric thrusters since they are just dead weight at this point. Still not clear if this was a wise decision or not, but I guess I'll find out.
Two tips for you: 1. For cruising in a ship, make a group for reverse thrust and switch them off. This will enable atmospheric flight with low energy usage. 2. When making ships for atmo-space transition get two additional thruster groups: one for down thrust and one for up thrust. When ascending, switch the down ones off, and use the power overrides on the up ones to minimize fuel usage. I found that switching off the dampers is a great way to go splat at your destination. Which reminds me of another tip: In space, don't aim at your destination, but next to it, to prevent accidents from late braking.
I have well over 2k hours on this game and didnt know about the shift + middle click function, this will save me so much time during that grind for the next 2k.
Guess the intro was correct!
I already knew basically all of these at this point, but the P thing really got to me. When I first learned everything it did in the game, I resolved to never use it, ever. I still kinda do, but only for handbraking with rovers, and only when not connected to other grids. One of my friends, however, uses P religiously.
I also turn off autolock on landing gear, because I really hate disconnecting my gears, only for one or more of them to immediately relock. For my connectors, I'll actually shut them off after disconnecting, so as to eliminate the magnetic force between the ones on my ship, and the ones I'm docking with.
I haven't really done supergridding myself much, but there was one time that I built a jump drive attachment for small grid ships. It was nothing more than the jump drive itself, four small reactors, and a connector. Using a small ship's connector, one could attach to the drive and use it to jump.
For the toolbar tip, if you enable Toolbar Manager via plug-in you can save predefined toolbar setups saving the time needed to set it up manually. To note plug-ins are client side mods only, meaning that they work no matter what server you may be on.
And as for a possible vid, how to install plug-ins.
I always use the hotbar for connection, docking, landing and attaching ships and stations with a high number of connectors to each other.
You also can only undock from a ship that is being piloted by someone else through the hotbar or the control menu.
It's a lot of work up front, but becomes very handy later on. To dock or park I use 3 timer blocks. I have one that locks everything and powers off everything I don't want on and changes my batteries to recharge, tanks to stockpile, etc. Then I have another timer block that does the opposite. I have a third that turns those two blocks on and off and also triggers them. I call it the Dock Switch. I then turn off one so when you hit the dock switch it will trigger the one that is on and then swap which one is on and which one is off. This works great for docking to another powered grid, but it doesn't work when just parking somewhere because the TB's need power to operate. So I usually designate one or more batteries as keeper batteries that are in auto when the grid is parked and everything is shut off and in recharge when the grid is active.
when they added the option to add small rotor head on big rotors was the best added feature. it used to be such a hasle to try to drop a small head in a big rotor and hope it would lock correctly
3k hours and I actually learned something take your well deserved engagement 👍 my tip would be that if you are not certain of your ability to freefall into gravity add sacrificial stilts to your ship.
For hinges and rotors you can now remove the old large rotor head then access the panel and simply choose "Add Small Head" which simplifies so much
As far as naming goes, I name all my base parts such that they begin with 0000-. They will always be at the top of the list, right under the groups. Do the same with your group names, and the base's groups will always be at the top. That way you can efficiently run your base even when everyone's landed and attached to it. Use 0001, 0002, etc, to prioritize the different ships and rovers you have attached to your base, so they are easier to find.
Another thing you can do is when you are about to attach to your base/mothership/etc., select all of your components in the K menu, and hide them. Then you won't add those components to the base's list. If you need to see them, you can always detach that ship or rover, and unhide what you need.
As someone who has just reached the milestone of playing space engineers for 690 hours I had no idea about build planner
A tip for new players though would be the (open square bracket) and (closed square bracket) keys while painting a ship
It makes it so much faster than just going into the p menu or finding the colour you need and shift p it
I always forget about the brackets thing lol
Groups are the best, I love using wheel groups to adjust suspension strength and speed limits on the fly.
Whoa, whoa, whoa, I did not know about the lowering suspension shortcut, that's awesome!
What an outstanding video! Especially the simple explanation of the "Build Manager". I've tried helping new players with it with little to no success. I'm going to recommend every new player I find, to watch this video!
for noobs, the easiest way to start building your first ship is by placing a landing gear in the ground , then build 3 to 7 blocks above it , then start your ship, is fixed to the ground and allow you to have a stable construction till the end
If you ever build a small grid rover, do yourself a favor and place pistons with small wheels on the bottom, facing down, one for each corner, set them all to one button and now, whenever you take any damage or lose a wheel etc, you can simply hop out, push the button, and the pistons will work like a jack stand, and lift the rover up into the air allowing for easy repairs. This will save you so much time limping a rover around, trying to add a new wheel, screwing with digging holes under the wheel etc. I've basicially done it on all my rovers since I realized how useful it is.
Tip: Timer block in place of the P key. Create a timer block to toggle those modules you need off when you park. Landing gear, connectors, wheels if you wanna save some extra power lights, ore detector, antenna, and engines to off. Batteries to recharge. If you have modules that you do want on to support the base, they can be turned on. You can also toggle any other block you may need to the on position, like sorters.
Maybe you do not need/want power-hungry blocks running on your base while you are not at the base. If you have room for a second timer, you can put it on a short delay to start a base timer to bring the base back online after returning.
Omg after 30 hours I never wondered what the build planner. This is revolutionary
Never knew about the rover jump, but I never really make rovers unless they're a train tbh lol. I always forget about the build que and it's dumb that I always do because it's so useful!
Something useful I found recently:
Remember that button you use to quickly deposit excess building components from your inventory? Use it when you return from a mining trip with your ships! Once you dock with a connector, set the right side filter to 'all inventories' and the left side to 'current ship'. When you deposit all to a container on your base, it will instantly transfer all ores, ingots and components, but keep your spare tools and bottles just like it does from your personal inventory. Conveyor sorters are nice for filtering, but after a big haul they take lots of time to offload cargo. Unless you actually need that time to recharge, refuel, or actually do something at your base, you can just deposit all and get right back to resourcing!
For your hydrogen concerns, better than 'always remember to toggle off the generator' instead use a timer block to sequence your connector to go off at the same time as your ship lights, toggle your battery recharge and turn off the damn hydrogen generators.
One issue I have run into in doing that, keep the battery recharge on/off on a separate hotkey. If you have it on the parking timer and accidentally miss the connector, you get stuck with no power. I put the battery group in the timer as "auto on" so it will always turn recharge off when I go to take off but it won't accidentally get set to recharge if I'm not docked to a connector.
For the battery you can also add them to the ship toolbar when adding it add it as "Recharge Yes/No" As well as the hydrogen generator you can disable or not it
Another tip I discovered this morning is that blocks can be part of more than one group.
I found this out while testing if groups could be grouped themselves. Unfortunately not, but all blocks in the selected groups became part of the new "super" group. I was playing around with grouping containers on my ore mover, which I built in two 3x3 arrays - 3 stacks of small containers each with 3 interconnected containers.
While some good naming should suffice any potential trouble shooting on this vehicle, of say one container not filling, it could be far more useful on a large station or mining platform. In such a case instead of using the eye icon to un-hide ALL hidden blocks, you could use the specific group containing that block to un-hide a more manageable list; select the offending block; and have it show its position on the HUD.
I could also see it being useful for having a master group for say all lights, whilst also having them grouped by room. Or in particular it could be useful for sorters, where in some situations you might only need to isolate a specific group, but other times you might need to quickly turn off all sorters to prevent a death loop until you can figure out more specifically what's gone wrong.
When I first started, i saw the multiple tool bar options. said 'neat!'. Later, did my first star system map. when I made my first ship, I used the second toolbar for thrusters. Neat!
...and then i promptly forgot the bonus toolbars existed at all, and fussed over what to put on my main bar, going so far as to remove my drill and drag it back when i needed it.
Thanks for the facepalm-inducing reminder.
Regarding the P and Y button I have a habit for all small ships to have 7, 8, 9, startup and landing procedure .
7; Lock the connectors
8; Force off all the the power of the ship engines etc.
9; Draw hydrogen onoff
Cause taping y when parking just disables the stations power.
Good guide!
Loved the build planer did not know of that!
I pretty much do the same thing for my ships, 4-9 to toggle the ship before I go
Also, if you don't have a middle-click button (like me, don't ask), there are quick buttons in the inventory screen that do the same thing for adding parts to the build queue and for removing parts from inventory. You'll find them right in the middle between the left and right inventory screens.
Do you also play without a monitor? Perhaps the visuals are all made out of ASCII characters. What speed dial up do you use?
From the early part of the video...it was years before I realized the inventory management had 2 lists each with a Personal Tab and a Storage tab....ie I was manually moving individual items about by scrolling ...painfully slow. Now that I remember to select the appropriate tab and use the search/sort function it is much easier. The game could really use an interface/management update though.
Yeah, I would love an inventory update. It was the biggest thing that put me off playing the game when I started. The addition of hotkeys makes in much more bearable though.
I often see RUclipsrs add blocks to the build list and never knew how this was done (via right clicking the welder), so that was a great tip. Thanks.
Disagree on the using P though, a better tip IMO is to unbind the "Use for Parking" (or whatever it's called) and then make sure you know which things have that functionality. Personally I use P exclusively for wheels and use other buttons for everything else. Mostly as I don't find a cockpit on the toolbar very informative whereas a landing gear or connector actually gives feedback as to whether or not it can be used.
Instead of fudging around with magnet strength and setting it so you have to do more manual alignment, instead build a little verti-pad. Just surround your connectors with one ring of blocks, stick a couple of landing gear on the back of your ship and let that magnet do its job! You don't even have to fully weld up the pad.
My best tip, always avoid pistons and rotors and hinges in multiplayer. And never ever ever use pistons connected to rotors or hinges as you will anger Klang... unless of course you are trying to sacrifice your build to Klang... then it is all good.
Me and the boys watching our ships implode when placing a single hinge 🤯
Clang weapons bby
no seriously a remote missile with to rotors spinning opposite and a merge block on each is shockingly deadly and cheap beware the admin my get grumpy but it's fun to troll friends in private worlds
My friend and I have played a ton of Space Engineers and we use the rotor trick *all the time.* A few selected use cases:
-The first ship I made with this bears the name Rotor Boi - it's a large ship ore detector (much better range) and that's most of its mass and volume; it's for prospecting asteroids and the like
-Small ship antennae are fine and large ship antennae are enormous; problem solved. The large ship antenna is charismatic, but it's a godsend for small-to-medium-sized large block ships.
-You can try to use it for docking ships; it works, but there are... pitfalls. Hilarious pitfalls.
Major tips that i learned:
* Multyplayer :
- Always name Your grids and have deffences.
- Never keep everything in one place.
- Do not let ur spawns ( medical room survival kit ) on all .. you will get griefed or worse someone will grind them and all your hard work is done.|
- Pcu over complexity ... if something cant be build in reasonable time go for a low pcu version of it. ( under 8 k ) it will save you a lot of trouble
- antenas are your friend and enemy keep them on low range and if you think people are targeting your stuff you can always rename some blocks ( cargos and other blocks ) to ship names that way your signall will show more names and try to detour people.
* General SE:
- Build first in creative ... dont do raw builds on survival you will thank yourself specially if you find flaws.
- Hydrogen engines will misbehave a quick flick of power ( y button for pc ) will generaly make them behave as normal.
- Hydrogen thrust is the best in terms of speed and general usage ( but more costly due to how to the tanks and procesing of ice ).
- drills do not take voxel damage ... keep that in mind if you wanna ram into someone.
- landing gear with a remote and power will knock off any ship.
- Wind turbines work perfectly fine if they have a 9 block radious with no blocks around ( means you can safetly stick in them in a large cave )
- Voxels will always give off your base or entrace to it no matter how good you mask it ( low graphic settings will display it even better )
- When building in creative learn how to use the mirror planes for better building the y z and x axes are perfect for that ( acces via n and m on creative )
- Large grid will always be better than small grid due to pcu cost ( a fighter or miner of same pcu will be always more better )
- Space start is the best for getting all resources fast.
- Conveyor sorters will help you refine / feed blocks faster ( meaning a welder / refinery / turret will always have a lesser delay when a conveyor sorter pushes stuff )
- Conveyor sorters will always hault ur game and even break if you set them incorectly it specially on servers due to the infamous glitch of 2 conveyors shoving items ( specially when there are some 6 block faces ports included ) so be carefull you might cause serious issues.
- Scripts learn to use them and worship the good ones specially automatic LCD 2.
- Keep Stockpile on for tanks ( oxygen hydro ) that way you will alway have a tank or 2 for spare and even in emergency or simply when you want to burn those resources.
- When flying in space just turn of thrust after you reach 97 ish m per second. I know it sounds basic af but i see newbies doing it... you can togle the auto assits via z
- same aplies for flying in atmo reduce drag by having the front facing thrust on a hotbar key ( grouped ) that way you use less power or resources to fly.
- A very advanced thing is to learn to use the Clang drives .... i recommand you look into those when you really wanna tackle se ... be aware.
- Ejectors are a must on minners to dispose of unwanted stone or whatever your not in the mood to haull back to your base.
- Group thing simple. Production ( production blocks ) Life support ( h2/ o2 generator and whatever keeps your base alive ) Power ( batteries ) and so forth. use them and get in the habbit to turn off things you dont use ... if i fly to x place i dont need production blocs to be on or lights or whatever ... it saves a lot of power in the long run.
- Blueprints are your friends you can blueprint something by pressing b on it. And if we are here Learn to build a basic printer .... there are so many designs out there and trust me it saves you ages of manual welding .... what you do in 3 hours and with a high posibility of missing one block to weld the printer will do it in 20 minutes asuming you got the mats.
- Never underestimate people on servers True story i got nuked on a pvp server from 23 km away with a custom script turret made by a player of se. Such player never released the script on the workshop and till this day i dont know how that thing operates. Scripts and ingenuity is something we all have access to and you will be suprised to see what people have.
- Timer blocks are your friends btw those times blocks have at their own more collomns of rows meaning you can easily que up 1 timer block to do a lot more. You can see how that automates stuff.
- Want to hook up 2 grids and push them around ? great use merge blocks they simply make everything behave better but be aware the name of main grid might desapear.
- Learn to use Antennas specially the hiden ones ... they can make up for a great surpsise haha specially in pvp.
I got more but this is what i can remember for now ask about a topic and im more than welcome to share tips from what i learned and saw and i know.
Almost useless tip:
If you activate ship drills by using a on/of bind in the hotbar they are quite a bit louder than when you press press the mouse button (having it in the toolbar from the tools in the g menue of the cockpit)
Just use the last one but press down left mouse button, open chatbox, release mousebutton, close chatbox, voila: whispering drills without having a cramp in your index finger after mining for half an hour.
Great video,. My tip to add is learning to play with both controller and keyboard.. I play controller and use the keyboard and mouse for inventory being sure to switch my mouse off.. the mouse is the single most threat I've encountered while driving any ship..
I've set up a pair of event controllers on my ships/base that use hydrogen engines and H2 generators to automatically turn on/off based on how much energy my batteries have, or fuel my engine has. It saves an immense amount of hydrogen/ice from being guzzled down by the hydrogen engine, and it actually makes it very sustainable.
huh, I knew almost all of these but the very basic fact about double clicking with a tool was unknown to me! you learn something knew every day
Yeah, with 4000 hours into the game I knew those issues. The connector thing was never an issue for me though because I'm careful but when I try to disconnect and it pulls me back I just turn off the connector since I always have a shortcut for that in all my ships. As for the energy sharing between grids my solution is I always have a timer block I call "shut down protocol" that turns off most systems like engines, generators and stuff.
Ive made a testing ground in my underground base with a cockpit, and pressed it, luckily I only have a rover, so it won't get damaged, cause it can't fall, but have to keep an eye on it, cause server would wipe it, if I left it without connecting it to the base thx I always set batterys to recharge.
I use to make the mistake of pressing "P" all the time. Personally I think it's always the easiest and most painful mistake to make. However I still do it, intentionally now. It's no longer the most relevant. Every connector I weld up I always tick off "use for parking" hasn't been a problem since. Connectors are no longer associated with parking break after doing this. Using Y to turn power off or Having multiple groups with the same name across multiple different grids however still causes havoc.
Put the flat magnetic plates on top/side of your rovers and small ships. If they roll over, the auto lock function will keep it from rolling all the way down a mountain.
A fighter in a hangar that gets knocked loose of it's landing gear will magnetize to a wall instead of rattling around your hangar causing more damage.
You can use two inline connectors to make 99% aligned docking. I use it to use cranes to offload detachable cargo pods or to fit in a gangway. I have also successfully used it to have an elevator that lifts from base to inside a ship.
For sensors, the left action is on entering field, while right action is for no longer in it. You can use this to set up doors, as well as hinge/piston on connectors to raise/lower to attach to rovers/ships
Great tip, which you breezed over:
Set all the batteries and generators to the toolbar of your ship. That way you can easily switch all batteries to recharge, turn all engines off, turn all generators off etc. It will go wrong a couple of times when you forget to turn on the engines again before unlocking your ship, but once you get the habit it never goes wrong!!
Love the videos, subscribed yesterday. Keep up the great work
Whenever I build a connector on anything, I access it through it's port and set strength to 1/3 of default (make the 1 a 0) and disable "used for parking". Easy to forget, so I still don't use P.
you can actually have a welder and grinder ship in the same grid by ussing rotors to switch tool midair, it's a little tricky at 1st time but works pretty well
You know that if you're looking for a specific kind of part or ore or ingot or whatever, you can type that into the search as well. It's not limited to the names of blocks.
It is more easy to dock or undock a ship. Simply add a couple of timers 1 for docking and 2nd for undocking. Configure the timer block in a sequence like for docking - connector lock then thruster off then h2 tank and battery bank on recharge then th8ngsblike gyro, antena or ore detector to off. 2nd timer will be in reverse ofbthe first. Job done in one click all will happen.
"Whether you have played 10 hours or 100 hours". Me sitting here with just over 2k and still expecting I will likely learn something.
Did not know/forgot about right clicking blocks to add them to build planner XD
One of my best tips would be to let the base build itself when you are building a base. Rather than manually building 4 refinaries, you can just build a pipe to a welder and let the welder build 4 refinaries at the same time. This makes the building process take about a minute instead of like 10 minutes, depending on your inventory settings etc.
Function blocks in the console that are on the same sub grid are given the same random colour. This can be handy for figuring out e.g. which hinge is attached to a particular rotor when setting up a custom turret.
Also you can turn off "used for parking" on the connectors so you don't accidentally drop all your ships if you accidentally hit P (Y button on Xbox)
Docking your ship:
Put a remote control block on your ship facing the same direction as the connector and a camera above the connector.
Put the rc on the hud bar.
Build a timer block and a small battery (set to recharge) on the ship. Tell the timer to turn off: lights, engine, thrusters ect and all the batteries to recharge on/off and cockpit parking on/off
its funny, i always used p, i just never set my ships up that it was an issue. now that you can switch connectors and ger to not be apart of your parking command, you can use P, just have to enable your gear and connectors for it.
I'm the 1000 hours guy, I didn't know like a third of that. Particularly the bits about transferring parts, I always thought block planning was a pretty useless feature before now).
Every day is a school day!
Good selection for new players, a better solution than turning off your batteries (you will forget to turn them on when undocking) is to use ISY Ship Refueler script, it will switch all but one of your batteries to recharge and switch them back on when you undock.
Switching between hud bars with:
1)ctrl+the number of the bar
2) , & . to circle
Dude I've been playing for 6 months and knew NONE of this! Thank you so much.
Fun fact on pressing P. You can now set it so connectors and gear don't use parking bakes now. You can also set connectors up so they don't transfer power. And 1 thing about combining small and large grid. Do so carefully in survival worlds as it can often cause explosions. My advice is to thoroughly test a setup to see if it will cause any clang or phantom forces on the grid. If it does, there are several ways to try and fix it. Usually with rotors, the best bet is adjusting the displacement. I encourage every player to fiddle around with sub grids and learn the limitations. This way in the even you have to use sub grids, you know what to expect and what not to do. Learning this can open up a new world of possible builds. From extremely detailed ships to un manned vanilla drones. Heck, you can even save tons of space by using things such as small grid timers and H2/O2 gens. The possibilities are endless with each mechanic you master. So try a bit of everything. And last but not least, have fun. It is game after all
I know you can but it's still dangers to get into the habit of pressing P. It only takes you pressing it once to lose your ships.
Yes, it is dangerous if you don't do system checks regularly or have failsafes in the event a ship os disconnected. I have lost a few ships in my days pressing P.
With my current server ship, it has to have connectors set to not use park. The drones on it are merged, but their only way to get ammo and uranium is through connectors. If I disconnect them, it could mean trouble if I need them to deploy in combat. So I am always making sure they stay connected. But also with that many connectors, its a hassle finding the right connector to dock. So I just make absolutely sure they are set up properly and use P.
As for fail safes, I use sensors to detect when the ship is disconnected to turn on thrusters and activate a remote block to send it to a default location or in my drones case, a contract block on them so I can set up an acquisition contract to finde them.
But ultimately, no matter what precautions you take complacency will be undoing. So yes, don't get in the habit of just jumping in your ship and pressing P right away. Do as any captain will do and inspect everything to make sure your fine vessel is ready to sail. You never know what could have been changed since the last time you were in it, especially in public servers. Had an allied faction get nearly wiped by their own ships because a new recruit hacked their turrets. They kicked him after they grew suspicious of him and all their ships started firing on them. Had they done regular system checks, they could have noticed their turrets were hacked
Bonus tip for y'all. Put gyros on your rover, this allows you to move the ship into a better position to land if you accidentally (or purposely) end up air born and makes it easy to un flip it
You can adjust the connector setting to "not for parking" and also adjust the connector magnetic strength for lighter ships. I can't remember if a mod is required for this, since I haven't played on vanilla servers in years. lol
I knew most of these tricks, but I am definitely going to use this video as a tool to help get my friends into the game a bit easier. I think I was at least a hundred hours in before I realized how the build planner worked when I started, so I wonder how many headaches this might save?
Nice and quick, good video.
However you can still use "P" if you disable "used for parking" in the connector settings (see 7:08) and for toggling batteries, a script would be advisable.
I avoided scripts for too long, because I thought they would complicate things for beginners, but slapping "Isy's Ship Refueler" or anythings similar on a grid takes less than 30 seconds and is much more comfortable.
Same thing for doors with "Whip's Auto Door". Highly recommended to keep doors closed or for simple airlock constructions.
Thanks for the great video! New player here, ca. 80 hours into the game.
I already knew some of these tips but those were all super useful.
Especially the build planner and better organisation of the group's and item naming.
One thing that I still find difficult is dealing with GPS markers.
I started on Earth and scouted halfway around the planet for Uranium and Platinum until I found a good location for an asteroid station.
Now my HUD is completely full with GPS markers.
They can be toggled to different levels of detail and off with H.
But what would be a good way to organise those markers from the start to avoid that? Can they be grouped as well or toggled on and off by distance etc.?
You can toggle them on and off individually, if you go to your terminal and the GPS you can toggle them off individually, that's about the best you can get.
Just started playing - these tips are great thank you!!
You can use timer blocks instead of groups and you can conceal the timer blocks on the terminal once you have placed them on your control bar.
Also, one fun thing about timer blocks, if you want a block or group to perform a repeated action (like increasing the speed of a piston multiple times) you cannot add them to the same "line" in the timer but you can add them in different lines. You can further expand on this by creating a group including only the block you wanted to use an add them like before.
I used this trick on a mining truck which had a line of pistons that had to go down very slowly, but had to go up fast.
You Can change your hydrogen tanks to stockpile so the base wont eat all of it, but it can still generate power from other sources
Hi guys :)
Did anyone know it's possible to remove voxels with ship drill (RMB) without constant holding of RMB to do so ?
Stumbled uppon it accidentaly a long time ago but it still works :)
1. Take controll of your drilling ship/rover/contraption.
2. Select your grid drills.
3. Press and hold RMB to start voxel removal function.
4. While holding RMB press I (inventory) or K (grid configuration) to enter respective screen. Which one does not matter. You have to just open one :)
5. Once opened you can release RMB and close the screen. The drill will still run in voxel removal funcion after that without the need of holding the button :P
6. Any press of LMB/RMB will stop them any you will have to activate them again :)
Hope you will like this small tip ;)
You can also double right click which is much easier
@@Zer0sLegion that can be done only with hand tool ;)
Edit: Tested it just to be sure... double-click works only with hand tools and not with "ship" tools :)
I actually wrote down a list of a standardized hotbar slots, so that muscle memory between any worlds isn’t messed up, and I can’t remember 100 different items
It'd be cool if you could copy and paste them between cockpits.
You can jump?.. I am amazed at the fact that you can still learn little things about SE
I just bought this game and your videos have been a life saver lol. Thank you!
Glad I could help!
That was a good tips and trick vid I have a little over 1300 hours on that gave the way you were like never hit p was funny that the best tip of the whole video keep them coming
Also if switch lock is in your toolbar, it shows lock status. Which makes docking easier
Yes, true
yes, i need to see all thrusters are batteries on the list lol, for cases of "mixed" issues
This is gonna be very useful next time I get online! Thanks!
Well, I did know all of them because I watched it before! Ty, I just started out playing S.E and these have been really helpful.
Hello) A little help here. You can press Ctrl+A and it will select all modules in a list. Good luck in youtube career)
It's "Y" on Xbox if no one else mentioned it, but yeah, definitely one of the first things I do if there's a connector on my vehicle is manually hotkey brakes and landing gear lol
Love the input and ideas you share... wish I had found your channel sooner!!
Some of these things I have learned "the hard way" , some I learned by random happen-chance of being directed to one of the older tutorial guides... either way these tips and tricks should be more available from Keen resources.
the build planner is the biggest game changer in my history of gaming... XD I got 360 hours in that freaking game, that's not as much as some of you guys but that's still a HELL of a lot of time... 90% of which was spent in survival... And I learnt about that shit yesterday... *facepalm*
My only complaint about the build planner is that you have to look in the G menu to see it. Maybe there is a mod that adds the buildplanner list to the HUD on the right.
I was embarrassingly experienced in this game when I realized you can right click quarry with drills
Lol, I felt the same when I found out 😂
Knew they added building planners, never knew how to use it though.
And no you do!