If anybody was wondering, yes you can fire a railgun down the Willis Duct block if you want a protective/decorative cover over your weapons. Also, the Emotion controller can be a stand in for a full block LCD panel to inset into a wall, same PCU cost.
I loved the way your transitioned there.. Decorative paid panels > why should we buy > added depth, for example: new event controller trigger > panel reset > emojis. Well done. Same with the alien vibes of air vents and plushies. That was different than all the alternative SE RU-vidrs.
The down side to the ducts is there is no up/down holes. And one with a door in it would be nice cause if you use these than you won't be able to compartmentalize your ship/station to keep it air tight.
On the other hand, they could be used to effectively pressurize an entire section of a facility with only one air vent. Not exactly the safest way, but would cut down on conveyer tubes and be good for roleplay
@@FormerBunsenBurner I only just noticed but Duct 2 is not airtight on the top, there's a small grate and it will allow you to pipe air in through the floor/ceilings easily.
I can see it already: Guided torpedoes, PMWs, "Jerricho"-style cluster munitions, AI drones,... This calls for a "Mad Aaron 3: Full Auto...mation" server. Absolute madness, absolute Aaron. This spring, 2023.
Something i would like to see a tutorial on would be something i was wondering about a while ago; how to get my ships to fly in formation. Like if i had a really big carrier and i wanted two cruisers on either side to maintain a formation and follow me around.
Yes you can to an extent if you turn collision off on your ai and set the distance. The ai ships kind of dont know which way is up or down sometimes so it won't be perfect but I have 6 Ai cargo carriers that follow me around in survival while I build stuff took me less than 2 hours to make them all and get them following eachother.
You can see a small test in my channel, but it was in the beta. Basically you put a Beacon on your carrier then AI Flight and AI Recorder on the cruisers. Place your cruisers on the position manually then add two waypoints in the AI Recorder when the speed is zero. Set it to repeat, then turn Flight on and Recorder to play. You can use a AI Basic task to follow the cruiser but there is higher chance for collision. The downside (at least in the beta) that the ships werent keeping up to the speed the ship they "escort".
@@rob679 Now put a beacon on a larger rotating rod underground or in the center of your ship, and you can reenact the alien queen scene from Independence Day 2, with all the drones swirling around in a big tornado.
Hope this AI development eventually leads to more NPC type content being developed (pirates and the like), as a PVE player I'd love more meat on that side of the game
I sure hope that when SE 2 is released, they integrate all these awesome DLCs into it as a base content so that there is consistency between various people's blueprints.
@@LastStandGamers considering the DLC are an absolute disgrace i would say yes and don't get me wrong content wise they're not a disgrace but the fact Keen buys a mansion and then has the gall to release DLCs that in total cost more than the base game to fund development of more DLC and not really the base game is just BLEH
@@Mad_Catter_ LOL how are they supposed to pour thousands of man hours into something that isn't making money? you *do* realize they are a company whose goal is to remain profitable, and not some hobbyist working on a passion project, right? develop a sense realism dude
@@LastStandGamers I would *overwhelmingly prefer* to have the current blocks available as alternative skins for SE2 blocks, instead of leaving them in the first game. I mean it's a sandbox game where you make ships out of blocks, so I can't imagine having fewer blocks is somehow "better"
I love that they just keep building out this game. It would be cool if we ever got some new ramped curved and cosmetic shaped pieces to flesh out builds.
Awesome update, I really can't wait to see what kind of creations make it to the workshop using these new blocks. My one gripe: that top mounted camera really needs to be a base-game feature. That's some functionality that can't really be accomplished in the base game.
@@LastStandGamers I dont really see why they would, I mean the programmable block skin is also something you cant do in base game because it can be attached on all 6 sides where the original can only be attached to the bottom
@@jh5kl i think both need to be vanilla, I can see that camera working very well with custom turrets/"cranes" and that 3 block wide saddle cockpit is like the rover seat, but with an uneven thickness, which fits better with all the 3x3 smallgrid blocks. I don't care much about the redesigned vents and walls, but I think the new cockpit is unique among the other cockpits
It's interesting that they label the DLC as "not pay-to-win", but - although I dont really see what there is to "win" in SE - a lot of paid blocks offer an advantage over the base game blocks. With all DLCs, you could save a lot of space and material in your creations compared to vanilla.
I think if this were the case the conveyor connection would have to be outside of the duct itself, but yes, I agree. It was actually one of my first complaints.
@@LastStandGamers I was imaging it as the half space above/below/to the side of the walkway was the conveyor and the walkway would act as an access method.
@@LastStandGamers nah, have the space above it work as a conveyor, so you can design ships without exposed piping but still able to move through ducts and check the systems for damage. Such as taking a rail-gun shot that penetrated really deep. You'd have to cut deep into the ship to try and find the damaged areas if it severed a conveyor line, where as if your conveyors were integrated with a duct system, you could simply look at the status lights in the ducts as you walked along to find the damaged conveyors. sections.
The new camera block makes me really wish they'd add a feature to both cameras and turrets where you can rotate the camera orientation by 90° increments. Like what if you want to mount the new camera under the nose of your ship instead of on top. Then you could just adjust a terminal slider to flip it by 180°. Similarly what if you mount a turret upside down or sideways?
I have to say the amount of roleplaying available with this is going to be awesome. you can make it so the crew has to go through ducts and then peeps on a enemy crew talk and you can have all this hiding and puzzling with moving around. you can making actual tiny drones and warthogs now that would provide an awesome cinematic for running or chase scenes
With this can see a truly new terrifying return of the purple drones. Also am glad I held back work on my own design till after the update so many things to give more life and enjoyment out of my ship build. Only question I was wondering is if the AI system can interact with the store areas? A good example the AI drone deliver ores to the store to be sold or to pick up something you need without having to run there yourself. If not it defiantly a good idea for whatever updating they'll add after this
The Willis ducts need airlock section blocks otherwise that pretty much renders air-tight bulkheads worthless. Also your update videos are the best laid out. No unnecessary bells and whistles, just a straight forward well-laid out guided tour of new blocks and features, good work over the years!
@@LastStandGamers It would be great if we could, im building a massive carrier (im on Xbox and yet my biggest build) so if we could have automatic fighters it would be epic
Loved the video @LastStandGamers! Can't wait for the next video man! The new blocks look pretty great and can't wait to see how people use them. The Emotion Controller Block could be used as Yes Man's Face from Fallout: New Vegas LMAO!
I preordered the ps4 version earlier this week and I cannot wait. Ive followed your channel for years and I am looking foward to being able to put everything g I've seen and learnt to use. This update looks great. Cannot wait to see what you will do with it
Ngl the front facing camera has been so useful to me since it laucnhed. Now I don’t have to worry about having a dedicated setup as much with it vs the default.
I was really looking forward to an automation block that automatically moves the ship to track the Sun for solar panels so I no longer have to create scripts or a separate grid with a gyroscope and its own solar array just to keep my panels pointing at the sun without setting up a Servo and or rotator.
The moment I saw the Emotion Controller blocks I thought someone needs to make a Mr House style AI from Fallout NV! Or any of the various Robots there! Been such a long time since I played SE, wow its changed a lot.
Man its nice seeing you still play SE I've been watching you on and off almost a decade. I remember you made a scenario video where you had a asteroid base and someone was chasing you grinding down doors and so on man your content its top end.
Still waiting for multiple blocks on a single block, like being able to place down a light and couches/seats. (as long as the textures don't touch each other)
The camera doesn't really concern me. It's the same effect as before, only now it's placed on top of the adjacent block, rather than in front of it. And it looks way cooler.
I just wish more block-functions had an On or Off option instead of just the basic On/Off. As an example I tried to setup an event controller to turn the handbrake ON when exiting the seat but it only have the On/Off option which isn't reliable for what I had in mind. :(
@@Loona_imp the garage door was just an example, I more meant, like, random arbitrary tasks you could do by connecting through antennas, but available as an action. Like being able to take control of an RC block for a ship that's not currently connected to the same grid as you by pressing a cockpit button, or having drone fighters automatically recalled if you start to charge your jump drive.
Having trouble programming a miner. The Ai seems to have trouble pathfinding in underground mine. A video on how to set up a drone auto miner would be good.
I agree that the top mounted camera will make a debate, I got the DLC so I'm not concerned tough (as I usually want to use at least 1 or 2 block of dlc I got them) Haven't played the new update yet (gonna clean up my mod list a little before like the now obsolete full block air vent) got another game that got a dlc too and enjoying it...
It's pretty much a sloped block with a camera stuck to it. It definitely LOOKS a lot prettier, but functionality wise doesn't change anything, unlike the industrial cockpick did. it really comes down to if the costs are significantly different than setting it up vanilla or not. (though generally, the DLC blocks thus far as cost slightly more resources than the vanilla equivalents, so that is unlikely make a difference unless it's super cheap in comparison to slapping on a forward camera or setting up a sloped block mounted camera).
I don't like the fact the new cockpit is a dlc item. But then again, I'll probably just stick to the workshop versions that have been around for a long time.
What if the conveyor cap was a system tool to help tell the computer that there's no connection on that end of the conveyor junction thus helping mitigate system lag and help Sim speed?
I may be incorrect but I remember some modders saying that conveyor junctions added a lot of cpu usage and that capping them off or using specific directional tubes were better
What did you mean by "we'll see how long this lasts this time" with multicrewing ships? Could you once muticrew ships? What happened? Did it just break or did they redact the feature?
I haven't followed anything about the new AI system, can we make guided missiles easier now in vanilla using the new AI blocks? The turret controller method was nice, but it was hard to mass produce since it relied on rotors and subgrids.
I've tried making guided missiles, and maybe I just haven't explored all the possibilities, but the AI just isn't very competent at being a missile, and there's no way to select a specific target for it to chase, it'll just pick the nearest/largest/smallest enemy ship it can see, depending on what you've asked it to do.
@@SerialSnowmanKiller A loitering munition is fine too. Toss a bunch in the general direction of the enemy, let them do the rest on their own is still a vast improvement over what we used to have.
I've been testing very small flyers in a building with spacious hallways I made. I'm talking hallways around 30 meters wide and even taller than that leaving more than enough space for some error. Nearly every drone has managed to bump into the ceiling, walls, etc and destroy itself after a few minutes tops. At 10m/s speed limit and with collision avoidance on to boot. In my opinion they could stand to drastically improve it some more. There's nothing that hard about casting a bunch of rays predictively to determine if a collision is going to happen. Some things like the conveyor air vents are welcome but modders had already done that years ago so can't give too much praise there. Overall let down by this update so far. Has anyone explored vanilla space to see if at least some of the encounters were updated?
multi-crew ships have been really buggy in space engineers history, there's times they've worked great, there's other times they haven't worked at all. Currently they're working again. But for awhile they hadn't been.
2:08 they also said in the stream, when asked about it, that it’s a possibility they could be changed to open in the future, but that there are some problems they’d have to work out. I’m just paraphrasing so I may have gotten it a bit off, so don’t shoot the messenger.
Event controller would be way better if it could be configured for multiple events and actions. As it is whole ass block for a single event and single set of actions it is pretty limited in usability unless you got lots of space to spare.
Ah, the conveyor air duck. Finally another mod that i can remove from my endless list after all those years. Willis Duct, ...., get it? Jeffries Tube, waah-waah
The DLC is 3.99. From my point of view, i bought the game not knowing Keen does regular updates. If i need to pay 4 bucks to build better looking ships, thats fine