Space Engineers

Space Engineers

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wop52 7 grudnia 2018 o 2:54
Experimental mode features.
I cant seem to find a list of what features are classified under experimantal mode. If I play with it turned off then what will I be missing out on? I understand that they may be buggy.

Thank you.
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As far as i remember its....

Programable blocks
Local host multiplayer
The ability to customise the different starts

Airtightness used to be there but made a comeback couple weeks back which is good.

So your not missing out on too much but there isnt much to loose from switching it on imo :)

Ps its worth it just to use scripts off the workshop for me
Ostatnio edytowany przez: Karmaterrorᵁᴷ; 7 grudnia 2018 o 3:07
Dan2D3D  [producent] 7 grudnia 2018 o 5:24 
+

Safe mode = Limited worlds for better perfo.

Experimental = All in + Mods + No limits.
cptsavarus 7 grudnia 2018 o 12:03 
This is good to know. I've never played with experimental mode turned off as I never really found any major problems with any of the features before they were relegated. Sure there are a few bugs but nothing that detracts from my enjoyment - if anything it's just an extra bit of challenge to design things that work around the bugs.
To my mind experimental mode is just a PR exercise / disclaimer to boost critical reviews & sales prior to release.
I played & enjoyed for over 4 years before it was implemented. Wasn't about to stop using those features or limit myself with block count caps just because a bean counter somewhere wanted to see pretty numbers on a spreadsheet.

Hadn't even occurred to me to ask what features were being called experimental though - I just ignored the whole thing & carried on as before. Game is as stable with the exp features as it ever was. Honestly I don't see any reason to play without them. Multiplayer maybe but that's always been a whole different shooting match.
wop52 7 grudnia 2018 o 15:15 
Początkowo opublikowane przez Dan2D3D:
+

Safe mode = Limited worlds for better perfo.

Experimental = All in + Mods + No limits.

Thanks, but I am still looking for a list of what features are considered to be in experimental mode. I assume there are non-mod options that didn't make the final cut so they were throne into experimental also.
wop52 7 grudnia 2018 o 15:18 
Początkowo opublikowane przez cptsavarus:
This is good to know. I've never played with experimental mode turned off as I never really found any major problems with any of the features before they were relegated. Sure there are a few bugs but nothing that detracts from my enjoyment - if anything it's just an extra bit of challenge to design things that work around the bugs.
To my mind experimental mode is just a PR exercise / disclaimer to boost critical reviews & sales prior to release.
I played & enjoyed for over 4 years before it was implemented. Wasn't about to stop using those features or limit myself with block count caps just because a bean counter somewhere wanted to see pretty numbers on a spreadsheet.

Hadn't even occurred to me to ask what features were being called experimental though - I just ignored the whole thing & carried on as before. Game is as stable with the exp features as it ever was. Honestly I don't see any reason to play without them. Multiplayer maybe but that's always been a whole different shooting match.

I feel the same way so far. Although I havent gotten to deep into the game yet. I would hate to play 30 hours into the game, only to find out that I would have prefered the other mode instead. 2 others have commented with answers so far. However neither of there answers match up lol. I dont know what to think now.
Dan2D3D  [producent] 7 grudnia 2018 o 15:21 
Safe mode =

Just the Mods and Programmable Block that are out of this mode at the moment.

All other blocks are in with cool MP features for Admins.
Dan2D3D  [producent] 7 grudnia 2018 o 15:23 
Oh! and Safe mode =

> Limited in total block used.

> No settings can be changed in local worlds but can be if you use the SE Dedicated server.


edit

hehe,all was in already :caster_wink:
Ostatnio edytowany przez: Dan2D3D; 7 grudnia 2018 o 15:24
Początkowo opublikowane przez Dan2D3D:
Safe mode =

Just the Mods and Programmable Block that are out of this mode at the moment.

All other blocks are in with cool MP features for Admins.

Local MP game?

Just dont want to hand out wrong info im on exp so not sure

Początkowo opublikowane przez wop52:
Początkowo opublikowane przez cptsavarus:
This is good to know. I've never played with experimental mode turned off as I never really found any major problems with any of the features before they were relegated. Sure there are a few bugs but nothing that detracts from my enjoyment - if anything it's just an extra bit of challenge to design things that work around the bugs.
To my mind experimental mode is just a PR exercise / disclaimer to boost critical reviews & sales prior to release.
I played & enjoyed for over 4 years before it was implemented. Wasn't about to stop using those features or limit myself with block count caps just because a bean counter somewhere wanted to see pretty numbers on a spreadsheet.

Hadn't even occurred to me to ask what features were being called experimental though - I just ignored the whole thing & carried on as before. Game is as stable with the exp features as it ever was. Honestly I don't see any reason to play without them. Multiplayer maybe but that's always been a whole different shooting match.

I feel the same way so far. Although I havent gotten to deep into the game yet. I would hate to play 30 hours into the game, only to find out that I would have prefered the other mode instead. 2 others have commented with answers so far. However neither of there answers match up lol. I dont know what to think now.

The only way i see you feeling like that is if you go safe mode and then later realise how much scripts could have helped you out. Check out the scrips section in the workshop and sort by most popular all time, you will see :)
Ostatnio edytowany przez: Karmaterrorᵁᴷ; 7 grudnia 2018 o 15:26
cptsavarus 7 grudnia 2018 o 16:13 
Początkowo opublikowane przez wop52:
I feel the same way so far. Although I havent gotten to deep into the game yet. I would hate to play 30 hours into the game, only to find out that I would have prefered the other mode instead. 2 others have commented with answers so far. However neither of there answers match up lol. I dont know what to think now.

I agree with @Karmaterror's reply to this.
There's really nothing to loose & everything to gain by playing with Experimental mode turned on. The worst that can happen is you'll experience a few bugs that you might not otherwise experience (debatable) and Keen (+ some of the more vocal exponents of bean-countery) will say "Can't say we didn't warn you - ha ha."

I've played SE since 2013 & have around 2,500 hours down - and honestly, experimental mode is not something you need to put any thought into. You can turn it on & off at will and you wont loose anything by trying it one way & changing your mind later.

The thing to realise is that you'll be starting new worlds all the time. 30 hours is a long time to invest in one world & you'll want to start many many new ones (especially to begin with) to try different ways of doing things & get a feel for everything.

You'll also find that it's par for the course to start a new world every time a game update rolls out. That could be a week or a month or more but generally speaking there's not enough time to get heavily invested in a world before the next update comes out...

And there's no need to get invested in one world anyway. The worlds themselves have very little to get invested in. The investment is in what you build.
Have lots of worlds, flit between them often. Delete them & create new ones.
Save blueprints of what you build & paste them into any world you like.
If you take blueprints of the things you build you'll never loose the time on investment you put into them.
There are blueprints posted on the workshop dating back to when the game first launched. Most of them are still useable (if outdated)... now that's a lot of totally vindicated time investment for you!

My advice is... better to have it (turned on) & not want it than want it & not have it.

Stability-wise you most probably will never notice the difference. Your builds will be as stable as you make them. Learn to build well & you'll never have an issue.
Darth Boss 1 lipca 2019 o 13:42 
Don't mean to insult mr. Dan2d3d but this game wouldn't even be a game without at min scripts. They just want to annoy me and make me feel bad showing me a big red box in the top right constantly saying i am in experimental mode its my fault if anything goes wrong. I am not even using mods if they cant get the game working with scripts then they should consider returning everyones money that supported them to make this game. Personally u think the engine of this game always needed a upgrade its never been able to handle any serious game play
seronis (Zbanowany) 1 lipca 2019 o 14:21 
you can turn off that red box by going to the shift+f1 menu that it references
callme-jk 1 lipca 2019 o 21:04 
i think Airtightness is no longer on this list. btw have we a latest list for 2019? Oo
Darth Boss 5 lipca 2019 o 21:10 
turning off the red box makes it so you dont get errors for real problems
Darth Boss 5 lipca 2019 o 21:11 
also it was funny they forced use to start using Ice to keep our engineers alive but within like 6 months they reccomended turning off airtight
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