A verry nice made video but a bit to fast for me i'm still a starter player and can't understand things that fast i spend now like 25mins for the piston and it still doens't work, i would like to have more explanation for that, imma ask the dc again bc i can't figure this out myself
Another mod to add to the list is Crew Member that spawn random NPC that will attack you if you start grinding their grid. Very nice Addition. Bonus : While on Satreus, Play with Dune Soundtrack in the back ground... Man that is on point !
Only idiots who can't design to save their life need more powerful wheels. The wheel limit is there for a reason, to make you think about how many wheels you need. Promoting these "more powerful wheels" mods is fundamentally harmful to the rovering community. At the same time, the no vanilla painting mod and the planetary derelicts were both solid, novel suggestions.
I would like to play scrapyard and subscribed to it on steam. When I play I seem to never find abandoned buildings or vehicles. Am I missing something?
I was able to recreate this without issues yesterday, work perfectly. But today "Disable" Doesn't disable the crane functions. And is seems that when in ARM or Wrist mode, the Boom still tries to extend and retract. I've redid all the programing, labeling, and and speeds, sill same thing. The only thing that changes from yesterday was a restart. Anyone hear of this, I really don't want to grind down the whole crane only to find out the grid itself is glitched. Clang is annoying as hell sometimes
Bruh I fantasize about one day living a life where I just cruise in a space RV, I’ll probably never live to see humanity reach that point. But God, I hope we do. Cause SpaceRV camping would be so cool. Especially if you could still stream movies/games xD
It should fit through the gate with the pods closed, but there’s some weird behavior with subgrids. Last I tried the outcome was explosive. Like 1x Large Grid Warhead explosive. I might make a non sub-grid version that would be stargate safe.
Thanks! I really want to focus on aspects that aren’t commonly covered, but are actually important for real survival gameplay. I’ve been loving the cargo crate for storing tools, weapons, food (Eat Drink Sleep) etc. And the corridor stowage is going to get a lot of use, too.
Absolutely loving this format. Very nice video. Also, incredibly clever system you used on your drones to cycle trough behaviors using only 1 channel. Will absolutely keep it in mind. Very happy to see a likeminded player that enjoys timer block puzzles as much as I do.
Thanks! It’s my first update video, so I’m glad it worked out. This update has definitely been a win for timer block puzzlers. I love making feature-dense, versatile small vehicles, so I’ll definitely be experimenting with the action relays a lot more.
@@vandalvanda I just finished my new scenario, it has some of the functionality already built in, nothing too fancy but I delayed it by a week to make good use of it.
Very nice, thanks for taking the time to put this out! I have been playing on the Scrapyard scenario for a few weeks now, I love it. Its such a nice, raw experience that requires you to actually use some thinking skills (Engineering sklls? XD) to add bits to your rover/base, access certain things without ruining them, and the player economy is big because parts are only available in some cases if they've been collected and stored. I love building trailers and hauling parts around, and having to modulate my rover to add power or storage. it gives you a very 'mechanic' feel to the game
I'm happy that you like my mod ^^ I am actually now working on Version 2 that will have quite a few improvements and will replace both othee versions. Btw. Improvised Experimentation also works for single player and is actually a more stable version that Improvised Engineering😅
The same kind of crane (maybe with some slight tweaks to prevent it hitting the rover whilst turning) could probably be utilised to make a mobile (surface) drilling rig, right?
Do you know if any combat mods like Assertive Combat and bunkers work with this scenario? I also think what would be great if theres a mod that adds cargo contracts so you can deliever cargo to other outposts on the planet
Not sure if any combat focused mods would really suit the playstyle, since your blocks are so valuable you wouldn't want to risk much. But on the other hand, capturing a fully functional NPC ship would be quite the payoff. Afaik there's two options for cargo hauling contracts: 1 Vanilla Economy: You could probably play with the station spawn radius, or other setting to make sure stations only spawn on the planet, then accept some hauling contracts. The downside is the "cargo" is just a weightless inventory item. 2 Freight Contracts mod by Patrick: Has really cool cargo grids to move, but they're HEAVY and craning them with a rover would be challenging.
4:55 If you like _that_ spotlights mod, try also Adjustable Spotlight by Rusted Droid which plays very well together with the former and lets you dip or angle the beam off the grid-dictated center line.
To set up an alarm for when an enemy is nearby, you can use the AI Defensive block and assign a couple of timer blocks to trigger using the Setup Action button. The first timer block is for when enemies are detected, and the second is when they are no longer detected. Inside the timer block, you can play a sound, turn on lights, etc. then the second timer block will shut those things off. Hope that helps
I never play without Rendering Improved and Smooth Voxels. Id also like to point out a wheel mod I also never play without called Better Wheels (adjusted collision, improved travel, dual wheels).
Glad to help! The Power Cell grinding to scrap makes a lot more sense in vanilla, In Scrapyard it's just annoying. You might be interested in "No Battery Scrap (Warfare 2 DLC Compatible)" as suggested by @arlantdraco, it should work with the Warfare 2 batteries.
I love the BAR mod myself, BUT for a scrapyard survival trying to make things more challenging it would take alot of challenge out of it and possibly ruin the fun. Possibly a better mod for something like that if desired to have help with welding and grinding is AiEnabled.
Nice and fun video, and thank you for introducing this scenario and this format of scenario. Hope to see how well you and your crew are doing in the next episode
You put a ton of thought into this ship, plus the DIY version. I'm always impressed by the extra work creators have to put into their DIY subgrid blueprints. :D There are so many details put into the Puddle Jumper for player QOL -- the windows to spot check subgrid deployment, the sensors, cameras, and buttons. I hope your server's rules and play style give you a real chance to use the ship as it was designed for. Short hops (orbit/surface interface, intership transfer) and ferrying around a couple of fellow faction members. I just saw someone else's video on how small grid ships can actually be useful b/c a good player can evade AI turrets all day long (barring lapses in judgment), and are much easier to print quickly in terms of size and resources. I just wish the game gave us more reasons to need or want to use more designs. A lot of workshop blueprints from fighters to combat dropships to death dreadnoughts are built to arbitrary and fictional specifications that the game's mechanics don't support. Player communities that create environments where these things DO work are really cool though. Like, on a no-jetpack or nerfed jetpack server, small utility craft and shuttles like this one would actually serve a purpose. Though the 10K PCU cost is a bit steep -- even with no server PCU limit, it's not like you could have 30-40 of these spawned in everywhere for use by players, in addition to all the other ships (miners/welders/grinders, cargo transports, bases/base ships, small/large combat ships). Re: H2 tanks, I think every compact shuttle with a walkable interior goes through this problem. And small grid ships (versus large grid) in general, to a degree. SE is extremely punishing in PCU terms when we want to build fuel capacity or thrust into something that's compact. There's just no place for a honking big 5x5x5 H2 tank, but small H2 tanks barely give you a whiff of H2 before they're empty. Same for large versus small thrusters (and the conveyors needed). When I was on a Firefly kick, I cruised around in a workshop Serenity with the little attached shuttles. But they were something like 8K PCU even after I stripped off most of the extraneous LCDs, lights, etc. Similar deal to your Puddle Jumper, with a dozen small thrusters, small H2 tanks crammed in anywhere there was space, and (at least in my case) tangles of conveyor blocks to string it all together. It seems intuitively simple or cheap to make an airtight box and slap some thrusters on it. I hope whatever shape SE 2 takes, it's able to dynamically allocate system resources so that smaller, compact ship designs are, in fact, cheaper to run. Also, vanilla game modes or mechanics that justify transportation of players/physical cargo, and small grid combat in general and custom missile/torpedo combat in particular (right now, dodging a missile in vanilla just requires turning tail and maxing velocity out, then optionally shooting the missile down once it settles into the target's 6 o'clock with no relative lateral movement; speed mods can change this dynamic a little bit). Until then, so many really neat workshop designs that imitate real life or real science-fiction concepts (which generally also imitate real life) are just vehicles looking for a reason to exist.
You’re right on the money with that, the puddle jumper is a ship looking for a reason to exist. No-jetpack is a fun use case for a ship like this. It would be fun to take a squad into a foot-mission with this. Aside from the PCU cost and complexity of small grids with small thrusters and tanks, the most punishing aspect is their nerfed specs. The small thrusters have the highest h2 burn/thrust. And the tanks have the smallest capacity/size+weight. Wouldn’t be a huge deal for something that stays in space, but making it gravity capable is tough. The original design used mostly atmos for gravity, but the thrusters and batteries made it even heavier for minimal flight time advantage. The DIY versions I do mostly for myself, but also to make sure the blueprints I publish can actually be used in survival if somebody wants to. I haven’t finished the DIY version of the CR20 Crane Rover yet, that’s going to be tricky.
The rendering one is iffy, as that assumes everyone that plays has a decent computer set up. So good on you for saying these are all recommended mods. Cause folks on YT have a very bad habit of calling them mandatory.
Except the Rendering Improved mod does not actually invoke new and heavier stuff to render. The relevant changes are all about adjusting values that the current rendering already uses, and it also doesn't touch things like grass density or tree geometry that can really hit rendering Hard with a capital H. So, before jumping into the comments and spreading what's hardly more substantial than hearsay and Wolf-crying, recommend you actually do FPS tests to have hard data to back up your claims. _Then_ we can have the discussion.
Just want to comment on the turret placement on that carrier - it's almost as though SE ship designers are allergic to superfiring turret configurations.
@@vandalvanda True. Though it will still cause issues in the case that the ship does end up having to get involved. It's also got a lot of ship-to-ship weapons for a carrier when it really should specialize more in point defense. Right now I'm actually building a missile destroyer that doesn't technically have superfiring turrets either. However, the turrets are mounted on a "half wedge" hull on one side, so they're still able to fire mostly forward if they need to (it's kinda like the Nuruodo-class from Thrawn's revenge, actually). But, like with a carrier, the turrets aren't the main weapons here, they're mainly there in case someone decides to do a tactical jump past the ship. The main armament is its heavy missile bays on the port side.