Yes - it is a very good idea when you have bases on different planets. Even being able to just check your inventory on earth when you are physically on the moon is super useful.
This works great on survival. Pay close attention to each step or you might spend extra time troubleshooting (like me). I really like this as you can change the merge block on top of the projector to a light armor block, use that to connect to the projector build, and then build your blueprint in more than one go with more materials. You can also use MMaster's AutoLCD mod to output the projector's remaining tiles to a screen to easily monitor your progress.
I love the design. I seem to be having issues with the printer arms not moving around the subgrid when printing so the welders get caught. I have set up the sensors as you did, and even though they sense the subgrid, they do not move the pistons. I'm going to try a few other ship designs in case, but thought I'd see if you had any ideas.
I've noticed if it locks on that connector it'll turn off or something because once that happens I can't use remote after that. Also seems if it gets shot it'll mess up at leastt one of them did after a Space Rat shot one of mine lol
I'm struggling to get this going. Some of the things in the dispatcher blueprint don't match what's in this video, names of the blocks specifically. What's happening is I have maybe 20 different LCD screens on my ship so when I transfer the code from the dispatcher to my ship's blocks and recompile the S.C.A.M. script randomly picks an LCD to make the GUI interface for it instead of the one I specicically named "LCD Panel"....it picks and makes a screen the UI somewhere on the other side of the ship. LOL Help?
Hey got everything working perfect, except the Skip Depth function that does not want to work for me. Once in the Skip Depth screen on the LCD it refuses to skip it, pressing E or going manually through the keys does not do it neither. On the Hub screen it does acknowledge that it broadcasted something to the other drones, they all just come back with a cargo full of ice.. :D I live on an ice lake :D Am I missing something with the skip depth or is it broken in 2024?
I have been using these mining drones in every playthrough I play, now this last time my drone is constantly tipping over when he starts the job, he flies to and from the site in a straigth line, but once he goes down vertically he thrust to one side very fast and just tips. My programmable block goes into State: Flying to XY position 63526m the moment he goes down vertically Any ideas? I tried disabling all the gyroscopes but that doesnt seem to have done anything at all
Maybe late but took this blueprint. And somehow the ores are not collecting. Its just mining non stop cargo at lets say 30% full and then stops colleting but still mining
We need you to explain and show us how to create a drone and what blocks are needed to make it automated. I’m trying to create my own drone, thank you for showing me how to make it operational but I need to first understand what is required to make automated. The blocks that are required.
I dont play this game but i like the concepts and ideas. For my spaceship drsigns i mostly use star wars and halo. One design is a semi circle design with a large tower for the structure and weapkns all around with wings on the sides and the bottom area with a longer tower structure. The side wings are for thrusters. The bottom also acts as a bridge and a hidden hanger. The top also has an observation platform.
So the weapon sounds are from the game that Space Engineers was built on, called "Miner Wars 2081". If you've played Miner Wars, you would have heard all those weapon sounds before, they just weren't removed from the engine as they modified it for Space Engineers. The sound files even have the same names and file locations (at least I'm pretty sure about the locations).
everytime the drone undocks the sorters are turned off so i have to chase after it to turn them back on otherwise it keeps drilling without filling the main cargo containers
Hey, I popped back in after a while and started up a new world with these miners and the dispatcher and I have run into an issue. I can see the mouse on the lcd panels when operating the drones or the dispatcher and I can move it, but it wont click on anything. Using number button commands for the other half of the system works but again, not mouse. Additionally, I can use the e key to disable shafts, but not use my left click on the bottom menu buttons like resume and such.
Ahhhhh that makes a lot more sense. Now to see if I've sorted out the miners just flying off into the distance when they decide to fly back to the docking stations lol.
These are definitely a bit more finicky than the PAM miners but these really are a marvel to watch as they act like a robot swarm. Not sure what was causing mine to fly off into the sky or any of the other issues I was having but given that behaviours would change between recompiles, and game reboots, I'm guessing it's space engineers being space engineers lol.
I only wish that there was more information on what the drone needs. I'm just learning, and I feel like other videos aren't as concise. It's like a 30 min + vid just to learn some basic information. ; n;
The screens on the dispatcher are are blank and the top screen has green writing and this is from spawning it in. How do I fix this? Thanks in advanced
Man I love these videos every time I come back to Space Engineers with friends I always go straight back to Pro100tv to brush up on these amazing tips.
this is awesome, but how do you build this in survival? I have a "printer" ot as fancy as thisone, and it only prints the big section, not the subgrids. I welded in the subgrids myself, and now non of the logistics work, monitors dont work... no clue what im doing here.
Anyway to help me with this? It appears to work great but for some reason it doesn't weld everything in one go I have to run the program 4 times in order to do one print.
@@Pro100tv9 Slowing down both rotors and arms seemed to have it print less this time? I'm not sure I've got all the exact settings as you have on yours?
i love making fighters for one reason: taking in account where they will be used, when they will be used, the methods of delivery, its use, and making it as compact as possible. here is a fighter design i came up with: a fighter that can be deployed mid battle to 1: overwhealm enemy defences, and 2: destroy integral parts of a ship (perferably asap). therefore it must have reloadable rockets, which for convinence ill stick into the wings. now: considering a fighters 2nd biggest threat. other fighters. since this is a hit and run bomber/fighter it will be more than useful to have a gatling gun, or in this case, a gatling turret, which we could easily impliment due to the verticle nature of the medium cargo containers put on all ECF ships, and top down docking system. this will also allow the pilot to focus on their misson objective without having to swat away enemy fighters, and allow for a wider kill area on our fighter/bomber. now for the integeral part of any ship: her thrust. due to the mobalised and space oriented reality of ECF outposts, mostly consisting of space stations, and also for convience we use Ion thrusters. this is because i cant be bothered to work with the limitations hydrogen provides. now to overview. the (theoretical fighter/bomber) is meant to be carried on the ECF KR - 06 "Orcin" Spacecraft carrier, and deployed mid battle to assist frontline naval defences with quick bombing runs on enemy ships vital systems, to achive this it has 2 reloadable rocket launchers and a gatling turret manned by ai to swat away opposing fighters. overall a pretty well rounded ship (if i didnt miss anything)