Space Engineers 2

Space Engineers 2

Detail Blocks and PCU?
So I've been playing around with some of the basic blocks and I've become concerned about the PCU consumption of the 25cm blocks. Like the larger thin walls are 5 PCU but each detail block is itself 1 PCU. Will there be a way in the future to simplify the detail blocks into a larger blueprint for a PCU discount or are we going to have to choose between detailed ships and PCU budget-friendly ships?
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That's what I thought as well. We are encouraged to just go wild with details, but at the same time the game punishes us for doing so. If I can fit another drone in my pcu limit, I would rather go with that.
But maybe the amount of pcu spent could make the block stronger, as if it's a reinforced carcass or something. This way at least pcu is spent on something and detailing becomes functional.
We have to see how the new system reacts to different shots, maybe there is an actual benefit.
Dan2D3D  [developer] Jan 27 @ 6:56pm 
Hi, best is to use the world named empty to paste your huge Motherships to work on for the VS1 testing and report all Bugs you will find so they can optimize SE2.

I already exported some of my absurdly huge Motherships and I will report all problems I find.
-> I will do my part! :)
Modded Starship Trooper :
https://steamcommunity.com/sharedfiles/filedetails/?id=3415962311
My Ragnarok is modded too and at maximum physical shapes limit in SE1 so no more could be added, I was able to make it fly vanilla :
https://steamcommunity.com/sharedfiles/filedetails/?id=3415962031
Also exported my INVICTUS
https://steamcommunity.com/sharedfiles/filedetails/?id=3416090271
https://steamcommunity.com/sharedfiles/filedetails/?id=3416090567
I just have to keep decoring those and report all Bugs to have the fix asap.
Last edited by Dan2D3D; Jan 27 @ 7:02pm
baddoggs Jan 27 @ 7:04pm 
Originally posted by Dan2D3D:
Hi, best is to use the world named empty to paste your huge Motherships to work on for the VS1 testing and report all Bugs you will find so they can optimize SE2.

I already exported some of my absurdly huge Motherships and I will report all problems I find.
-> I will do my part! :)
Modded Starship Trooper :
https://steamcommunity.com/sharedfiles/filedetails/?id=3415962311
My Ragnarok is modded too and at maximum physical shapes limit in SE1 so no more could be added, I was able to make it fly vanilla :
https://steamcommunity.com/sharedfiles/filedetails/?id=3415962031
Also exported my INVICTUS
https://steamcommunity.com/sharedfiles/filedetails/?id=3416090271
https://steamcommunity.com/sharedfiles/filedetails/?id=3416090567
I just have to keep decoring those and report all Bugs to have the fix asap.

That's a LOT of work...
Dan2D3D  [developer] Jan 27 @ 7:11pm 
Originally posted by baddoggs:

That's a LOT of work...

I have +6000 hours in SE1, yes it takes time making absurdly huge ships and a challenge I like, for example ; took me about 150 hours for the red ship (Ragnarok) and that is just the ship skin so empty interior.
Last edited by Dan2D3D; Jan 27 @ 7:11pm
baddoggs Jan 27 @ 7:18pm 
Originally posted by Dan2D3D:
Originally posted by baddoggs:

That's a LOT of work...

I have +6000 hours in SE1, yes it takes time making absurdly huge ships and a challenge I like, for example ; took me about 150 hours for the red ship (Ragnarok) and that is just the ship skin so empty interior.

I have over 3k hours in SE1 and i love huge ships and bases
That is what the nanobot mod s my fave.
I also make detailed interiors that are sealed and plumbed for air.
Last edited by baddoggs; Jan 27 @ 7:19pm
I think that multiplayer scenarios are the cause of concern as well. Each pcu point spent substracts from sommething you can have on the seever. It creates a certain condition for optimal building, so it acts as a sort of game mechanic.
Tbh I only build in 20k limits so I can use my setup on a server when I go online.
Dan2D3D  [developer] Jan 27 @ 7:23pm 
I will add :

It was the same in SE1, the first version was very limited, the biggest world was 7 asteroids and I was able to build only one absudly huge Mothership and the game was unplayable.

10 years old video to show the very low Simulation speed :
https://www.youtube.com/watch?v=5IWlJNGK69s&t=25s

Conclusion, so far :

SE2 ALPHA can support my unplayable Startship Trooper on day one and that is a very good news.

Just add as much of the Tiny Deco blocks you can / till your PC and the game can't support more and send the save to the SE Programmers for testing, it's the best we can do during the VS1 test.
Last edited by Dan2D3D; Jan 27 @ 7:39pm
Reduku Jan 27 @ 8:27pm 
fair, I don't mind the enmass bug testing but I was just wondering if the devs or other players would have any comments on this kinda obvious catch 22 PCU detailing issue.
Dan2D3D  [developer] Jan 27 @ 9:10pm 
Oh!, in that case, my opinion is :

SE1 is set to 100 000 PCU per player for MP Perfo reason, the first SE2 testing shows me we now have 400 000 PCU in Solo and no options to disable the block limit.
+
I think the best we can do would be to create a Portal Bug report to see what they will reply.
=
They surely can do this at some point if they can add the option of disabling Block limit in SE1, well I hope so because I have stations and ships on all planets, moons and space in SE1.
Last edited by Dan2D3D; Jan 28 @ 8:34am
I think I saw a server that said "unlimited pcu" once, it's too phenomenal to hope that we can have something that exceeds our possibilities. The official ones were always limited to 20000 and it was fine. It was like an rpg, where you have to distribute 100 levels effectively.
The thing is, whether pcu is set to 100k or 500k doesn't really matter for this problem, which is a game design problem. It puts the looks and the functionality in conflict. A player who used detailing would be in disadvantage against the player who didn't.
I see three solutions:
1. Unrealistic. Pcu limits are cranked so high that no one will practically care for reaching them.
2. Technical. They come make with some sort of batching that reduces pcu when you turn it into a blueprint part.
3. Gameplay mechanic. Pcu will give blocks a bonus to attributes like integrity so when you spend it, you are not wasting functionality and it becomes a choice.
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Date Posted: Jan 27 @ 6:18pm
Posts: 10