yup those sliding blocks actually work because of a mod that allows for pathing with the block collision very close ... but that only works when there is no voxel within a full tile of any of the moving blocks ... the blast doors is the only way to avoid that glitch ... too many people play with tons of added mods ... myself I just add hud compass ... it adds a compass on the hud so you can have cardinal directions in your display to get your orientation done easier ... I figure any space faring people will have a way to show where North and south is on their display ... just like a fighter pilot gets the info they need in their display .... the rest is just Vanilla ..... because I plat the game as made not as i would desire it
To be fair, I can’t imagine many people have put hangar doors on the end of a piston. If you’re going to go that route, people generally will make a whole custom door
Dear Skye, in defense of me not correcting others, I've never seen this game before, and I'm experiencing it for the first time through your videos, so I don't know these things 😜
Subgrids - which is anything attached to a rotor, hinge, or piston - are mostly trial and error to see which actions work and which actions won't. To that extent it's never a bad idea to keep a separate creative world to test things first before starting production in a survival world, especially if the projects are large.
When Keen shaved the hit boxes of some blocs (light armor and pistons among others) they did NOT shave hangar doors and Heavy armor for example. So these blocs still have a hit box bigger than the visual appearance. The only bloc you can use to slide these larger hit boxes is a blast door edge bloc, witch has a hit box smaller than the visual.
subgrid pain is way of life for Space Engineer, it is one of those thing I desperate want to improve in SE 2, like, those comment aren't necessarily wrong, since it definitely can work, it just require case by case finagling to the point of absurdity. Like, you can just copy a grid that work and put them side by side together and expand it, then it suddenly doesn't work!
Part of space engineers is the engineering portion of the game. You made a wonderful contraption showing the pain of collision boxes. You should build a special room to put that in as I expect more to follow.
@@Astrobotl84 Nah, that's not the thing at all. The thing is watching Skye be Skye learning and playing and having fun how he wants in a way that pleases himself. The hell with what other people "know". Skye's a big boy, if he wants advice he can ask, and the "right" way of commenters be damned.
@@KitsuneBleu For most other things i would agree with you but the block clipping update we waited years for and it brough so many more cool inventions and ideas that we could make and i would love to see what skye would do with that. guy throwing rocks at fish trying to catch them, It would'nt be bad just to go pstt try using that net right there it might be better
@@alwaysberandom6470 "... and i would love to see what skye would do with that." No. That's literally the point. It's not about you. It's not about what you would want to see. This is Skye Plays. He's quite explicitly saying as much in the audio and comments in the 20 Dec video.
Space engineers doesnt simulate weight distribution or internal forces on the same subgrid, so the flimsiest stick can support a mountain. However, if it gets hit by anything, say an ejected stone, an unbuilt block can break very very easily
I am far from a SE expert, though I have spent a fair time playing. I submit that the whole, "read something, spend a lot of time trying to make it work with what you want to do, and failing" is an integral part of the SE experience. At least it is for me.
I have over 7500 hours on SE and I freely admit I don't know everything. What I do know is that the people you're saying screwed you, didn't. Klang did. Welcome to Space Engineers.
why are none of you telling him blast door blocks are slightly thinner, really simple solution. theres no way you guys have that many hours and dont know that
@@BrandonBarnwell Usually when someone says their gonna build a blast door, they use the blast door blocks as the actual door, with a rotor, or hinge to open it, even a double hinge so it folds back on its self to make it smaller when it opens. Ive never seen somewhat wacky piston solution, its wacky, but it works 🤷♂ Thats what is so good about sandbox games like SE tho right, engineering a solution to a problem ur own way 😃
@@Raziel7888 You just need to adjust the Max Impulse Axis for retracting and the Max Impulse Non Axis to extend until the piston starts moving. Not too much or else you risk summoning Klang.
I am sorry to say, the fact that you are mad is also very entertaining. You are funny each and every way. Yet, dont listen to those knobheads Skye, cheers
Yups its a Skye things, sometimes he's good sometimes he's not. As long as its entertain me nothing wrong with that. And almost two or three last videos i really Miss picture giggles.
I can tell you Skye, that you can build a 100 doors in this game and the 101 will jam up and won’t work or just explode :D That’s just SE for you, what I would recommend when trying something fancy is to load up a (test) World in creative and try it out there first, goes faster than in survival and it is less frustrating :) Especially when things go wrong and explode or clang out…but to be honest when things go wrong and explode it’s always entertaining content ;)
When it comes to Space Engineers any plans involving pistons and rotors should be tested small scale first. Most of the time you will encounter issues no one knows about cause they never experienced it, due to how much freedom the game gives you to build stuff. Not to mention sometimes an update will break complex mechanical creations. Case and point: a year ago I build an AT-TE (the six legged walker from the Star Wars: The Clone Wars) and last week I rebuilt it using a BP so I could have some fun in multiplayer with it. I was on the earthlike planet which is where it is designed it to work and the parts seized up causing the thing to freak out and tear itself apart.
My comment about the blocks is from me creating and breaking probably upto 1000 different door variations, giant bunker doors that opens in 6 directions, ramp doors that fold away into floors/ceilings, walls that open up like hidden bookcases. In my defence I'm 99% sure i did say Normal blocks (my door designs remove the actual in game blastdoors all together)
I think the killer for us was assumption. I'm not a SE player, though I've seen a lot of build videos. And when I saw Normal blocks mentioned I just AssUMe'd that it would be obvious that odd geometry blocks like hangars and blast doors don't count for that. So now we all get to look like asses :(
@@venoltar I just know i waited YEARRRSSSS for them to add less collision for the normal blocks and it opened up a whole new ball game, doors went from basic few movement pieces to straight up vault hunter creations, I would rather learn sooner than later I can now use 90% more objects/variations than i could before.
I know u want to play it vanilla. Just a QoL mod would be build vision to access blocks right at the source (example a rotor) to change its property right there without having to run to the console
Skye, always assume any RUclips commenter is an idiot. We aren't all idiots, but most of us are. Listening to us is kinda like beanboozled, once in awhile you get a nice toffee, but most of the time it's boogers and vomit. Loving the series!
@@felderup yeah i know, he wants the hangar door bases to retract into the floor, but is trying to slide two blocks past eachother with no space, if he uses blast door blocks instead of full armour blocks, there will be enough clearance for the pistons to pull the hangar door base
Ignore all comments - the best resource you could use to learn the mechanics of the game is Splitsie. He is the GOAT of Space Engineers and does several videos of strictly testing mechanics of the game. :) I love his scrapyard series and even played it myself, it is tough.
Great reminder. I used to watch a lot of his stuff before "rotating out". I just found his Scrapyard series and have plunged into that to help fill the time between Skye Storme's vids. Thanks!
U can right click on the slider to manually increase the force until u get the desired effect on the axis and nonaxis of the piston. It will increase the force to move the piston in and out. One more suggestions is to change it to a two piston setup. 1 on each side to decrease the jiggle and make it smoother to move in and out
It's a shame the hanger doors didn't work for you, from the effort you put into trying to make them work, you seemed to like the aesthetic of having them fully open, and I agree it's a good aesthetic, unfortunate you couldn't make it work.
"You cussed. Sooner or later, every curse is a prayer." - Terry Pratchett Welcome to ever wonky SE physics and the eternal prayers to C.L.A.N.G. With any luck, many of these long standing bugs and inconsistencies will be addressed when they tackle the Technical Debt when they switch to a new engine for SE2
Skye you’re my go to authority on games and how to play them.. you put in the time effort and research. Everyone seems to know best but I watch you for your knowledge and problem solving 💙
A rant a day keeps the mental brain bugs away! The observation deck looks amazing, and Skye, just use your own logical mind and your architects eye, your mechanical and technological know how to build stuff, your way more adept at it then most of us.. Always amazed what you come up with! And the scope at which you build stuff, truly magnificent.. Keep doing you!
bless you, didnt know collision was an issue in this game or updates and patches were either, thanks for putting out a video despite all the fristration! you are a star and a legend!
I watch you for years Skye. I never suffer with you. Get the good rest you deserve and blow us to smithereens tomorrow. Don't trust anyone. Trust me on that ;)
I was one of the ones that suggested that you could use angled blocks, I have played the game a lot, but hadn't tried the blast doors slipping through. I was aware that it worked for pistons, hinges (retractable turrets can even go through the passage door thing) as well as normal blocks and several other things. I did assume that it would work for blast doors too without actuallly testing it. Sorry for contributing to wasting your time based on an assumption!
I recently bought Space Engineers. It kinda has a steep learning curve, or at least I find it difficult to figure out how to make everything work. But I like it. It reminds me of minecraft a bit, in the sense that I have to dig a big hole for rocks to get my iron. I kinda got an unlucky spawn, as I can't seem to find any ore veins. But it is a very calming experience. I like it. Thank you Skye, for reminding me that this game was on my Steam wishlist.
Three things One. This is cool Two. Clear out voxels? And use armor plates Three. It may be gravity based problems? A solution would be like using artificial gravity gen and mass set the gen too -1 and make the area small just too cover the why contraption
There was a patch a while back and a lot of people made a big deal about blocks being able to slide past each other but I'm not sure why they would just assume it'd work with hangar doors. If it's working intermittently try fiddling with the settings on the piston or maybe add a second. Could be that it's just barely too weak to run every time. Also, don't be afraid of or write off all mods as cheats. I've played this game for ten years and thousand of hours thanks to them.
I've been there bro. Just do what you KNOW works, then test other possibilities. I'm sorry that you went through that frustration. I'm looking forward to seeing the rest of your series.
I dont know if you would want to go this route, but I create individual saves before trying big projects to have something to fall back to. Personally i think you need a piston on each end of you hangar door setup and you have to adjust piston settings. Still like other posters, klang is king and has his own agenda. Good luck, enjoying your enthusiasm.
I love the overhead lookout area. It has the feel of a ship captains swanky dinimg room, but would fit a team of flight staff as a forward coordination base in a emergency situation. Thanks for showing it off after all of the frustration!
There's a number of settings involved that could influence the results Have you selected tension dampening on the pistons? This can help stabilize pistons from shaking. Alternatively, different door designs may work better
So I’m not sure if this will work for your blast door situation but why not remove a corner block from each side, place a corner piece in front of the block you removed, and try to cover up the hole as best as you can with some aesthetics???
I'm sorry to hear you got screwed Skye. I have absolutely no knowledge on Space Engineers so I can't tell if other people talk BS or not. Please don't be too discouraged. Your series is still amazing!!
Sup man so dunnonif this question was asked ,however did you try and turn around the angled block so instead of closing it level how about a angled block pointing inward frombthe outside in upward
In a game like this, if the parts can catch on something, it will catch on something. You may get lucky sometimes or even most of the time, but it will catch. In making mechanisms like this, your biggest hurdle is working around that. In this case, id use something that either acts as a guide rail, basically smoothing out the motion so the edges of the mecshes dont have to ever hit one another, or id use something like a blast door block instead of an armor block, since its just a bit thinner than an armor block, and use a half plate to hide the little gap on the side your door isnt on
Hey Skye, First, and foremost -- Symmetry is overrated. Two questions: 1. How fast can pistons move -- absolute maximum speed? 2. Can solid blocks in a row can pass each other (like your single block demonstration showed)? Suggestion: For the third hanger bay only -- Create a door of solid blocks - Put a piston deep enough (and a trench) to drop the entire door into the cliff at super-fast speed. If max speed of one piston isn't fast enough, add stacked pistons to double, triple, quadruple the speed. (with colors, half blocks and angles you can create a patterned door) Another suggestion for the hanger bar doors: Leave #2 hanger the same -- with existing tunnel and the existing slow door. Have #3 hanger bay be 12 high x 16 wide with the super fast solid door. The control room stays above hanger bay door 2 & adjacent to the top of hanger door #3. Anyway. maybe worth a test in your already created test rig. Great fun - do what you love - its great.
In order to move the wind turbines so you don’t have to constantly keep moving them and so you can have the view from the observation deck sooner why don’t you put them at the top of the original blocks you used for the alignment at the start (the one that goes up the mountain) as they only need to be connected to a block connected to the base so you could just have them in a straight line or if you wanted make a mini platform and add them on that so they should be out of the way until you are ready to make a wind farm?
I don't play space engineers (yet) but could you use pistons horizontally on the blast doors to move them slightly in or out, and use a solid block on one side and the slightly shorter block on the other side? Hopefully it will reduce the space of having them on either side? If this sounds confusing I'd be happy to elaborate.
Scripts can be used in vanilla. Only wanted to say that lol. PS: It's actually cool to see someone newer to SE play SE. Sorry I haven't been watching the series properly until now haha.
Hi Skye, Thoroughly enjoying your series, play the way you want, SE is great to make things as easy or hard as you like. I've learnt most things by trial and error, or the GOAT Splitsie. There is a weird sense of satisfaction solving a misshap with a bunch of rotors, pistons, merge blocks (or weld pads mod) that for me in unique to SE. As others have mentioned, if struggling, there is the option to load and test in a separate save with creative. This could have quality of life mods loaded/unloaded if necessary. Eg. Digi's Build Info mod gives tonnes more information about the targeted block including drill ranges for example. As you found out some of the block visuals are inherently different from the hit box. If/when you get sick of locating Digital Pads to amend block settings, highly recommend looking into the Build Vison mod, maybe in another series. What you done in these short few weeks in phenomenal, can't wait to see what you come up with next.
I'm personally use always mix hangar doors with center part swing down or up or both. Part should use merge blocks for all clang - yes merge blocks works if you pup merged part on 2 stacked hinges or hinge with piston
Hey Skye, you can use collectors to daisy chain those rocks back into your base. You'll save all that material then instead of losing. The return rates on stone are VERY poor. So honestly I'd suggest you go find some actual ore deposits sooner or later. Also gonna need a discord or something to give you a workshop link. Got a vanilla rover I think you'll find interesting.
The only suggestion I'm making is lighting, esp. on the front "lip" of the platform, almost like runway lights to help guide you into the structure. Rotating spots above and below the apron, red rotating strobes "stay clear" denoting edges of doors.
Skye, loving the observation concourse, but I think it needs some angled windows facing up! I mean, it is a space port, you want to be able to look up at the departing and incoming space ships!
I was about to write a comment about drilling into mountains and finding caves full of frozen children, but fortunately I could stop myself early enough to not make you more angry. 😅
I feel like you're going to make a tourist parking for ships under the viewing platform 😂. Also, I'm sorry about the advice you've been getting. Some people (myself included) just want to help and pass on bad knowledge. Hope you feel better. I've also haven't played space engineer, so i can't give you advice. I can only comment what looks good and what doesn't. So far, the only thing that looks weird is your power system, but you're going to move it in the future, so I'm not complaining.
Your rant about Hangardoors... the problem is the box corners. Sometimes it hits and therefor block. And sometimes it doesn't and therefor it passes. Personally I'm not a favo of this way, but guessing for a solution could be that if you let the runway inside a "chimney", it will run up/down without hitches. Not sure though.
You already have a conveyor system going up there, in fact four of them on pistons... Replace the drill, on one of them, with a connector and connect to the conveyor from your new drill rigs. The old drill pistons can take the rock down via our sorting system. Been fascinating watching you learn how to solve all sorts of engineering problems.
You're ejecting the stone anyway, the drills will still drill while full. when you grind down the drills, they drop a little package. You can grind that also.
Hi, me again. Still not a player of this game…but I had another thought. A while ago you abandoned the idea of using your main drilling ship as a drill bit. Could you make a trimmed down ship that’s almost all drill to use as a bit? Edit: maybe you could have 3. One with the drills on top and the connector on bottom, one the other way round and one with them on the sides depending on what direction you’re drilling. You could make little cubbies in your corridor and they could be decorative while not in use. Maybe even different sized ones. Or welding versions to make big walls. I would think a welding one might need the connector at a right angle to the welders.
you should take that RH bay and make it way lower than everything else, and maybe even permanently open, only sealed from the rest by a dividing wall of glass maybe it's even the dedicated construction/repair dock also the upper doors don't have to slide through full blocks
i'm more a fan of garage doors, double hinged, swinging down from the ceiling(armour block edges)... blocks sliding, even after the update that made it work, never really worked properly for a lot of things. for your application it might have been cool to sensor trigger a timer that slammed a plug in to cover the blast door edges, timer triggers hinge to open and a second timer, the second timer triggers the doors, closing is reverse order, so, need a second string of timers. a hidden rotor might make it prettier.
Possible salvage. Had some issues with pistons and collision. Have you played around with the pistons settings and the force they produce or adding more pistons. Not sure if you’re using experimental mode which is technically still vanilla. Pretty much try to force the blocks past. Beware clang though.
forgot to mention this on a previous video, but you might consider, "Inset Connector"s rather than standard connectors for your Overflow system, since they go more flush against the blocks. just a thought ^^, Have a good one
I regularly save, in case of clang or something does not work as intended. Particularly before trying out stuff. Never know when updates changes stuff, or (de)activate a mod.
Why not just use blast door edges etc.? Then it should probably work even with collision of the blast doors? I don't know if it is still airtight then, though! Will test that out myself and give you an update to that idea.
Always a pleasure to get hope from work and watch you. Now, I don’t play the game, so this is speculation but: instead of running conveyors all the way down or just tossing all that rock, couldn’t you just remove the drills off Steve and run a conveyor over to the top of those pistons? The pistons seem to act like conveyors and those are already connected to the bottom.
My guess is that this problem relates to floating point precision. So with some coordinates it works. With some you get a maybe due to the interaction and the wobble of pistons (or have they fixed that? ) and at other locations it never works.
Yeah, you are playing with Klang, dude. This specific contraption looks a bit cursed. And by cursed, i mean that it looks like it would be very inconsistent. Take it from a long time player, Klang is a chaotic god for a reason.
FULL SERIES PLAYLIST ► bit.ly/3ZoLirk
yup those sliding blocks actually work because of a mod that allows for pathing with the block collision very close ... but that only works when there is no voxel within a full tile of any of the moving blocks ... the blast doors is the only way to avoid that glitch ...
too many people play with tons of added mods ... myself I just add hud compass ... it adds a compass on the hud so you can have cardinal directions in your display to get your orientation done easier ... I figure any space faring people will have a way to show where North and south is on their display ... just like a fighter pilot gets the info they need in their display .... the rest is just Vanilla ..... because I plat the game as made not as i would desire it
really got shafted huh ?
@@ArjunePersaud-o9p you could say they piston ed his cornflakes ;)
To be fair, I can’t imagine many people have put hangar doors on the end of a piston. If you’re going to go that route, people generally will make a whole custom door
Dear Skye, in defense of me not correcting others, I've never seen this game before, and I'm experiencing it for the first time through your videos, so I don't know these things 😜
Ignorance of the law does not exonerate you of the consequences of breaking the law
Subgrids - which is anything attached to a rotor, hinge, or piston - are mostly trial and error to see which actions work and which actions won't. To that extent it's never a bad idea to keep a separate creative world to test things first before starting production in a survival world, especially if the projects are large.
That's definitely a must do. Especially when dealing with sub-grid builds
💯👍
When Keen shaved the hit boxes of some blocs (light armor and pistons among others) they did NOT shave hangar doors and Heavy armor for example. So these blocs still have a hit box bigger than the visual appearance. The only bloc you can use to slide these larger hit boxes is a blast door edge bloc, witch has a hit box smaller than the visual.
subgrid pain is way of life for Space Engineer, it is one of those thing I desperate want to improve in SE 2, like, those comment aren't necessarily wrong, since it definitely can work, it just require case by case finagling to the point of absurdity. Like, you can just copy a grid that work and put them side by side together and expand it, then it suddenly doesn't work!
Part of space engineers is the engineering portion of the game. You made a wonderful contraption showing the pain of collision boxes. You should build a special room to put that in as I expect more to follow.
I watch for Skye Plays, not Commenters Play. You build what you like, find out what works best for you, and everyone else can shut it. Me included.
Yeah! Shut up, me!
The thing is the comments know about the game, and Skye is learning things constantly
@@Astrobotl84 Nah, that's not the thing at all. The thing is watching Skye be Skye learning and playing and having fun how he wants in a way that pleases himself. The hell with what other people "know". Skye's a big boy, if he wants advice he can ask, and the "right" way of commenters be damned.
@@KitsuneBleu For most other things i would agree with you but the block clipping update we waited years for and it brough so many more cool inventions and ideas that we could make and i would love to see what skye would do with that. guy throwing rocks at fish trying to catch them, It would'nt be bad just to go pstt try using that net right there it might be better
@@alwaysberandom6470 "... and i would love to see what skye would do with that." No. That's literally the point. It's not about you. It's not about what you would want to see. This is Skye Plays. He's quite explicitly saying as much in the audio and comments in the 20 Dec video.
Getting the regular blocks to slide nicely like that is part of the reason Space Engineers 2 is even getting made
Space engineers doesnt simulate weight distribution or internal forces on the same subgrid, so the flimsiest stick can support a mountain. However, if it gets hit by anything, say an ejected stone, an unbuilt block can break very very easily
I am far from a SE expert, though I have spent a fair time playing. I submit that the whole, "read something, spend a lot of time trying to make it work with what you want to do, and failing" is an integral part of the SE experience. At least it is for me.
Or it works 9 times out of 10 and on the 10th time of doing it you invoke klang and everything explodes
I have over 7500 hours on SE and I freely admit I don't know everything. What I do know is that the people you're saying screwed you, didn't. Klang did. Welcome to Space Engineers.
pretty sure adding more power to the piston would fix this, and or invite the clang monster 🤣
why are none of you telling him blast door blocks are slightly thinner, really simple solution. theres no way you guys have that many hours and dont know that
@@BrandonBarnwell Usually when someone says their gonna build a blast door, they use the blast door blocks as the actual door, with a rotor, or hinge to open it, even a double hinge so it folds back on its self to make it smaller when it opens. Ive never seen somewhat wacky piston solution, its wacky, but it works 🤷♂
Thats what is so good about sandbox games like SE tho right, engineering a solution to a problem ur own way
😃
@@Raziel7888 You just need to adjust the Max Impulse Axis for retracting and the Max Impulse Non Axis to extend until the piston starts moving. Not too much or else you risk summoning Klang.
@@BrandonBarnwell Maybe because they aren't the best block for the job. His idea will work. It just needs a few extra steps to make it work.
I am sorry to say, the fact that you are mad is also very entertaining. You are funny each and every way. Yet, dont listen to those knobheads Skye, cheers
Yups its a Skye things, sometimes he's good sometimes he's not. As long as its entertain me nothing wrong with that. And almost two or three last videos i really Miss picture giggles.
I can tell you Skye, that you can build a 100 doors in this game and the 101 will jam up and won’t work or just explode :D That’s just SE for you, what I would recommend when trying something fancy is to load up a (test) World in creative and try it out there first, goes faster than in survival and it is less frustrating :)
Especially when things go wrong and explode or clang out…but to be honest when things go wrong and explode it’s always entertaining content ;)
Dear Sky, I blame Picture Perfect for not catching that mistake. For shame! 😂
When it comes to Space Engineers any plans involving pistons and rotors should be tested small scale first. Most of the time you will encounter issues no one knows about cause they never experienced it, due to how much freedom the game gives you to build stuff. Not to mention sometimes an update will break complex mechanical creations. Case and point: a year ago I build an AT-TE (the six legged walker from the Star Wars: The Clone Wars) and last week I rebuilt it using a BP so I could have some fun in multiplayer with it. I was on the earthlike planet which is where it is designed it to work and the parts seized up causing the thing to freak out and tear itself apart.
My comment about the blocks is from me creating and breaking probably upto 1000 different door variations, giant bunker doors that opens in 6 directions, ramp doors that fold away into floors/ceilings, walls that open up like hidden bookcases. In my defence I'm 99% sure i did say Normal blocks (my door designs remove the actual in game blastdoors all together)
I think the killer for us was assumption. I'm not a SE player, though I've seen a lot of build videos. And when I saw Normal blocks mentioned I just AssUMe'd that it would be obvious that odd geometry blocks like hangars and blast doors don't count for that. So now we all get to look like asses :(
@@venoltar I just know i waited YEARRRSSSS for them to add less collision for the normal blocks and it opened up a whole new ball game, doors went from basic few movement pieces to straight up vault hunter creations, I would rather learn sooner than later I can now use 90% more objects/variations than i could before.
I know u want to play it vanilla. Just a QoL mod would be build vision to access blocks right at the source (example a rotor) to change its property right there without having to run to the console
Skye, always assume any RUclips commenter is an idiot. We aren't all idiots, but most of us are. Listening to us is kinda like beanboozled, once in awhile you get a nice toffee, but most of the time it's boogers and vomit. Loving the series!
really simple solution, use a row of blast door blocks, not sure why sky is blaming us, "a little bit of knowlege" and all that
@@BrandonBarnwell i think he wants the doors taller.
@@felderup yeah i know, he wants the hangar door bases to retract into the floor, but is trying to slide two blocks past eachother with no space, if he uses blast door blocks instead of full armour blocks, there will be enough clearance for the pistons to pull the hangar door base
@@BrandonBarnwell yah, but maybe he's trying to make it pretty too. blast door parts are kinda clunky looking.
@@felderup full blast door blocks are almost identical to normal armour blocks, just ~5% thinner along one axis
Daily positive comment
Never skip skye day. NEVER.SKIP.SKYE.DAY.
Even on pissy episodes
Also remember to pet Picture. Even on pissy days 😊
Fully agreed!
Ignore all comments - the best resource you could use to learn the mechanics of the game is Splitsie. He is the GOAT of Space Engineers and does several videos of strictly testing mechanics of the game. :) I love his scrapyard series and even played it myself, it is tough.
luca is also great for weird tricks.
Lucatheguide
A vtuber @@felderup
Great reminder. I used to watch a lot of his stuff before "rotating out". I just found his Scrapyard series and have plunged into that to help fill the time between Skye Storme's vids. Thanks!
I remember splitsie used blast door blocks for that stuff in the past because the block collisions were smaller but also airtight.
U can right click on the slider to manually increase the force until u get the desired effect on the axis and nonaxis of the piston. It will increase the force to move the piston in and out. One more suggestions is to change it to a two piston setup. 1 on each side to decrease the jiggle and make it smoother to move in and out
Doesn't right-click just reset the value to default?
You may be thinking of shift or ctrl+clicking.
It's a shame the hanger doors didn't work for you, from the effort you put into trying to make them work, you seemed to like the aesthetic of having them fully open, and I agree it's a good aesthetic, unfortunate you couldn't make it work.
"You cussed. Sooner or later, every curse is a prayer." - Terry Pratchett
Welcome to ever wonky SE physics and the eternal prayers to C.L.A.N.G. With any luck, many of these long standing bugs and inconsistencies will be addressed when they tackle the Technical Debt when they switch to a new engine for SE2
Skye you’re my go to authority on games and how to play them.. you put in the time effort and research. Everyone seems to know best but I watch you for your knowledge and problem solving 💙
A rant a day keeps the mental brain bugs away!
The observation deck looks amazing, and Skye, just use your own logical mind and your architects eye, your mechanical and technological know how to build stuff, your way more adept at it then most of us.. Always amazed what you come up with! And the scope at which you build stuff, truly magnificent.. Keep doing you!
Be careful with pistons, rotors and hinges. Lord Clang can be both merciful and vengeful. And you do not want to see him vengeful.
bless you, didnt know collision was an issue in this game or updates and patches were either, thanks for putting out a video despite all the fristration! you are a star and a legend!
I watch you for years Skye. I never suffer with you. Get the good rest you deserve and blow us to smithereens tomorrow. Don't trust anyone. Trust me on that ;)
😂 how can he trust you when you just said dont trust you. It's like the statement this is a lie. 😂
I was one of the ones that suggested that you could use angled blocks, I have played the game a lot, but hadn't tried the blast doors slipping through. I was aware that it worked for pistons, hinges (retractable turrets can even go through the passage door thing) as well as normal blocks and several other things. I did assume that it would work for blast doors too without actuallly testing it.
Sorry for contributing to wasting your time based on an assumption!
Thanks for the rant warning, but I'm too addicted to miss an episode right now!
I recently bought Space Engineers. It kinda has a steep learning curve, or at least I find it difficult to figure out how to make everything work. But I like it. It reminds me of minecraft a bit, in the sense that I have to dig a big hole for rocks to get my iron. I kinda got an unlucky spawn, as I can't seem to find any ore veins. But it is a very calming experience. I like it.
Thank you Skye, for reminding me that this game was on my Steam wishlist.
The marking to indicate the ore is VERY subtle (except on the ice), I recommend looking up examples online so you know what you are looking for :)
You learned something new. Look on the bright side Skye. ❤️watching you build/design.
Its starting to look amazing❤ keep it up skye👍 just do whatever you want its you game and we are just along for the ride😊
Three things
One. This is cool
Two. Clear out voxels? And use armor plates
Three. It may be gravity based problems? A solution would be like using artificial gravity gen and mass set the gen too -1 and make the area small just too cover the why contraption
This is why Colonel Failure doesn't listen to back seat drivers.
Sorry you got screwed over Skye, backseat drivers are the worst... BTW I am absolutely loving your base, its just so cool and so interesting!
Reducing force on rotor or pistons can stop them from overspeeding, but they can also get stuck more easily
I followed your timberborn episodes and I love the Space Engineering ones too. Can't wait to see more.
This reminds me of Timberborn. It took you a while to learn the science, but once you got it, you were amazing at building these mega projects.
I haven't played the game yet and I hope I can watch many more episodes as you discover it.
I like your approach.
What force is the piston set on? May be that the full length provides too much 'friction' but when you removed blocks there was less?
There was a patch a while back and a lot of people made a big deal about blocks being able to slide past each other but I'm not sure why they would just assume it'd work with hangar doors. If it's working intermittently try fiddling with the settings on the piston or maybe add a second. Could be that it's just barely too weak to run every time.
Also, don't be afraid of or write off all mods as cheats. I've played this game for ten years and thousand of hours thanks to them.
I've been there bro. Just do what you KNOW works, then test other possibilities. I'm sorry that you went through that frustration. I'm looking forward to seeing the rest of your series.
You are doing fine for a 'new player' I am not playing SE but I read it has a steep learning curve! Just keep going.
Dear Sky, I was about to say something, but now I'm scared.
Loving the base and can't wait to see what your grand plan for it is!
I dont know if you would want to go this route, but I create individual saves before trying big projects to have something to fall back to. Personally i think you need a piston on each end of you hangar door setup and you have to adjust piston settings. Still like other posters, klang is king and has his own agenda. Good luck, enjoying your enthusiasm.
I love the overhead lookout area. It has the feel of a ship captains swanky dinimg room, but would fit a team of flight staff as a forward coordination base in a emergency situation.
Thanks for showing it off after all of the frustration!
Shagger deep, is starting to look like a badass Star Wars base Skye. Keep up the good work buddy.
There's a number of settings involved that could influence the results
Have you selected tension dampening on the pistons?
This can help stabilize pistons from shaking.
Alternatively, different door designs may work better
So I’m not sure if this will work for your blast door situation but why not remove a corner block from each side, place a corner piece in front of the block you removed, and try to cover up the hole as best as you can with some aesthetics???
I'm sorry to hear you got screwed Skye. I have absolutely no knowledge on Space Engineers so I can't tell if other people talk BS or not. Please don't be too discouraged. Your series is still amazing!!
Oh no... as for me i know, that i know nothing... Beavis&Butthead...😂... then i demand The Great Cornholio Shaft too
Sup man so dunnonif this question was asked ,however did you try and turn around the angled block so instead of closing it level how about a angled block pointing inward frombthe outside in upward
Could you not build the doors out of regular blocks and move them with pistons?
In a game like this, if the parts can catch on something, it will catch on something. You may get lucky sometimes or even most of the time, but it will catch. In making mechanisms like this, your biggest hurdle is working around that. In this case, id use something that either acts as a guide rail, basically smoothing out the motion so the edges of the mecshes dont have to ever hit one another, or id use something like a blast door block instead of an armor block, since its just a bit thinner than an armor block, and use a half plate to hide the little gap on the side your door isnt on
I blame the Beaver Council sending in saboteurs!!
Hey Skye,
First, and foremost -- Symmetry is overrated.
Two questions:
1. How fast can pistons move -- absolute maximum speed?
2. Can solid blocks in a row can pass each other (like your single block demonstration showed)?
Suggestion:
For the third hanger bay only -- Create a door of solid blocks - Put a piston deep enough (and a trench) to drop the entire door into the cliff at super-fast speed.
If max speed of one piston isn't fast enough, add stacked pistons to double, triple, quadruple the speed.
(with colors, half blocks and angles you can create a patterned door)
Another suggestion for the hanger bar doors:
Leave #2 hanger the same -- with existing tunnel and the existing slow door.
Have #3 hanger bay be 12 high x 16 wide with the super fast solid door.
The control room stays above hanger bay door 2 & adjacent to the top of hanger door #3.
Anyway. maybe worth a test in your already created test rig.
Great fun - do what you love - its great.
In order to move the wind turbines so you don’t have to constantly keep moving them and so you can have the view from the observation deck sooner why don’t you put them at the top of the original blocks you used for the alignment at the start (the one that goes up the mountain) as they only need to be connected to a block connected to the base so you could just have them in a straight line or if you wanted make a mini platform and add them on that so they should be out of the way until you are ready to make a wind farm?
Hey Skye. Space Engineers 2 just got announced today. And guess what? Its coming out in early access on january 27, 2025.
Couldn't you connect the conveyors up top to some of the stationary drills, to still make use of the stone?
I have more resources than I know what to do with .. I don't need the stone
Trade them @@SkyeStorme
you probably tried increasing force on the pistons?
I did .. didn't work .. and I wouldn't want to have to do that anyway :)
I don't play space engineers (yet) but could you use pistons horizontally on the blast doors to move them slightly in or out, and use a solid block on one side and the slightly shorter block on the other side? Hopefully it will reduce the space of having them on either side? If this sounds confusing I'd be happy to elaborate.
Scripts can be used in vanilla. Only wanted to say that lol.
PS: It's actually cool to see someone newer to SE play SE. Sorry I haven't been watching the series properly until now haha.
Sky I didn't suffer. I laughed but I laughed because I've been there doing hrs worth of play and have it undone by something stupid like that ❤😂
I wonder is half slab blocks would work better. It would leave a gap but it would possibly give you to wanted outcome?
Can you connect the conveyors to the drill next to them so you can still utilise the ore?
Another great episode just keep up the great work
Hi Skye, Thoroughly enjoying your series, play the way you want, SE is great to make things as easy or hard as you like. I've learnt most things by trial and error, or the GOAT Splitsie. There is a weird sense of satisfaction solving a misshap with a bunch of rotors, pistons, merge blocks (or weld pads mod) that for me in unique to SE. As others have mentioned, if struggling, there is the option to load and test in a separate save with creative. This could have quality of life mods loaded/unloaded if necessary. Eg. Digi's Build Info mod gives tonnes more information about the targeted block including drill ranges for example. As you found out some of the block visuals are inherently different from the hit box. If/when you get sick of locating Digital Pads to amend block settings, highly recommend looking into the Build Vison mod, maybe in another series. What you done in these short few weeks in phenomenal, can't wait to see what you come up with next.
I'm personally use always mix hangar doors with center part swing down or up or both. Part should use merge blocks for all clang - yes merge blocks works if you pup merged part on 2 stacked hinges or hinge with piston
It seems to me that only certain blocks are stopping the door so what if you replaced those with blast doors
Hey Skye, you can use collectors to daisy chain those rocks back into your base. You'll save all that material then instead of losing. The return rates on stone are VERY poor. So honestly I'd suggest you go find some actual ore deposits sooner or later. Also gonna need a discord or something to give you a workshop link. Got a vanilla rover I think you'll find interesting.
You're joking right? I have MILLIONS AND MILLIONS of ingots of Fe Si Ni ... I don't need the stone
Wow sky, its starting to look awesome up front
The only suggestion I'm making is lighting, esp. on the front "lip" of the platform, almost like runway lights to help guide you into the structure. Rotating spots above and below the apron, red rotating strobes "stay clear" denoting edges of doors.
I already have plans for the lighting :)
@@SkyeStorme Exhaust sparks tumbling down the T, D, H, SMcQ, and B&BH's shafts would be epic.
Really enjoying this series.
Skye, loving the observation concourse, but I think it needs some angled windows facing up! I mean, it is a space port, you want to be able to look up at the departing and incoming space ships!
If I remember correctly, drills used to continue to drill even if full. This might have changed though.
I was about to write a comment about drilling into mountains and finding caves full of frozen children, but fortunately I could stop myself early enough to not make you more angry. 😅
lol .. I could never get mad at you Marcel :)
I feel like you're going to make a tourist parking for ships under the viewing platform 😂.
Also, I'm sorry about the advice you've been getting. Some people (myself included) just want to help and pass on bad knowledge. Hope you feel better. I've also haven't played space engineer, so i can't give you advice. I can only comment what looks good and what doesn't. So far, the only thing that looks weird is your power system, but you're going to move it in the future, so I'm not complaining.
Your rant about Hangardoors... the problem is the box corners. Sometimes it hits and therefor block. And sometimes it doesn't and therefor it passes.
Personally I'm not a favo of this way, but guessing for a solution could be that if you let the runway inside a "chimney", it will run up/down without hitches. Not sure though.
Maybe try decreasing max length of the upper piston?
P.S.: Loving the series BTW:)
You already have a conveyor system going up there, in fact four of them on pistons... Replace the drill, on one of them, with a connector and connect to the conveyor from your new drill rigs. The old drill pistons can take the rock down via our sorting system.
Been fascinating watching you learn how to solve all sorts of engineering problems.
havent seen sky mad before, it was scary!
Use an action relay, their like garage door openers. Itll make what you want to do with the doors at the beggining easier bro.
You're ejecting the stone anyway, the drills will still drill while full.
when you grind down the drills, they drop a little package. You can grind that also.
point is, top down drills didn't need conveyors
Maybe it’s already the plan. But I am seeing your first big starship rise up, out of the big mountain! 🤘🏽
Hi, me again. Still not a player of this game…but I had another thought. A while ago you abandoned the idea of using your main drilling ship as a drill bit. Could you make a trimmed down ship that’s almost all drill to use as a bit?
Edit: maybe you could have 3. One with the drills on top and the connector on bottom, one the other way round and one with them on the sides depending on what direction you’re drilling. You could make little cubbies in your corridor and they could be decorative while not in use. Maybe even different sized ones. Or welding versions to make big walls. I would think a welding one might need the connector at a right angle to the welders.
you should take that RH bay and make it way lower than everything else, and maybe even permanently open, only sealed from the rest by a dividing wall of glass
maybe it's even the dedicated construction/repair dock
also the upper doors don't have to slide through full blocks
i'm more a fan of garage doors, double hinged, swinging down from the ceiling(armour block edges)... blocks sliding, even after the update that made it work, never really worked properly for a lot of things. for your application it might have been cool to sensor trigger a timer that slammed a plug in to cover the blast door edges, timer triggers hinge to open and a second timer, the second timer triggers the doors, closing is reverse order, so, need a second string of timers. a hidden rotor might make it prettier.
Possible salvage. Had some issues with pistons and collision. Have you played around with the pistons settings and the force they produce or adding more pistons. Not sure if you’re using experimental mode which is technically still vanilla. Pretty much try to force the blocks past. Beware clang though.
forgot to mention this on a previous video, but you might consider, "Inset Connector"s rather than standard connectors for your Overflow system, since they go more flush against the blocks.
just a thought ^^, Have a good one
Dear Skye! Please start naming these drills after your subscribers that aren’t wrong. Hopefully there are enough names to pick from 😅
I regularly save, in case of clang or something does not work as intended. Particularly before trying out stuff. Never know when updates changes stuff, or (de)activate a mod.
Why not just use blast door edges etc.? Then it should probably work even with collision of the blast doors? I don't know if it is still airtight then, though! Will test that out myself and give you an update to that idea.
Always a pleasure to get hope from work and watch you. Now, I don’t play the game, so this is speculation but: instead of running conveyors all the way down or just tossing all that rock, couldn’t you just remove the drills off Steve and run a conveyor over to the top of those pistons? The pistons seem to act like conveyors and those are already connected to the bottom.
Skye did you see Space Engineers 2. Out in January 27. (not compleet game yet tho)
My guess is that this problem relates to floating point precision. So with some coordinates it works. With some you get a maybe due to the interaction and the wobble of pistons (or have they fixed that? ) and at other locations it never works.
Yeah, you are playing with Klang, dude.
This specific contraption looks a bit cursed. And by cursed, i mean that it looks like it would be very inconsistent.
Take it from a long time player, Klang is a chaotic god for a reason.
you need to increase the pistons force. or you can make a merge block hanger door. theres plenty of tutorials on youtube, and its a vanilla solution.
imagine the pain of making a hangar door with pistons/rotor/hinges that is airtight.