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Not really worth complaining about.
Could use a mod to get the powercells back
https://steamcommunity.com/sharedfiles/filedetails/?id=541501927&searchtext=grind+down+batteries
Could vote for it, since that is what Keen wants:
https://support.keenswh.com/spaceengineers/pc/topic/change-new-battery-and-powercell-behavior-back-to-their-pre-01-105-states
I guess if someone asks an opinion on the climate of a region cause they dislike heat or whatever it's a complaint smh
Edit; I mean It does however bring SOME legitimacy to my boom trucks and forklifts lol
also means that batteries can be moved in the initial stages of a build without losing the power cells - while also requiring that a vehicle be built from a merge block or rotor so that the battery can be charged
i don't mind the mechanic since it was easy to mod - and so it allows for varied play styles - i pretty much always use my mod - but now that i'm doing a lot of playthroughs with neutral and hostile ships, stations and drones to hack i may vary my use to add some more challenge - so maybe i won't allow myself to just hack the batteries, and instead have to decide whether to keep them charged but unowned by me, which could cause issues if they are enemy batteries (since my other ships may fire on them) - or instead i can hack them but will need to replace the cells
but i think i still prefer new batteries to start empty whatever happens with the power cells
i think the most important think is to have the option to decide how these kind of mechanics work, and then shape the challenge the way we want - since different game types or play styles may favour different options - or different options could change the way that a particular scenario plays etc
to be fair, i only tend to hack neutral stations (the Economy orbital stations and moon outposts with the safe zones disabled), neutral ships and the smaller enemy drones that have no turrets and only a few guns and so can be relatively easily approached - and only with an un-nerfed jetpack - the main point is to give me a chance at the beginning of the game when playing using the Corruption mod - since many of the drones from that mod can be pretty relentless, and attack in packs, and are often very heavily armed
(also the pirate stations from Modular Encounters actually send out attack and salvage drones - which i am not sure they do in vanilla)
but with most enemy ships i still use the traditional method of combat (or run away) - but the turrets use the same logic as for hacking and so there is often little to hack or salvage after the battle - which is realistic - but being able to hack a few drones early on allows for construction of a basic space craft, without having to hunt for Platinum etc
it would also be nice if there was a setting for the turret AI which prioritised enemy weapons - i may have to look into mods for that
but i have only recently started playing with the PvE content, and never even had economy enabled in my playthroughs generally - happily spending several thousand hours just mining and building and living out a version of the movie The Martian :-)
(although without the Daily Needs mod - so no potatoes :-))
but i have been having a lot of fun starting on the various moons and spending more time in space of late, and exploring the pirate Mayday signals (and getting blown away often and having to restart - since i play with one life) - or having to run from a little fleet of hardcore Corruption drones or a crazy Reaver - i have quite the "Firefly" roleplay going on :-)
but to get back to the point - yes - i still prefer the batteries being hackable without replacing the cells, and new batteries starting empty - but i also don't often venture close to or into enemy ships or stations to try and hack them - since if the external guns don't get me, they often have internal turrets to defend against that sort of thing - and with my one life policy that is often a quick "game over"
one last note is that there is a limit to how much one can hack a neutral faction before they become hostile (500 points for each) - and the lower quality tools take longer to hack and i have had scenarios where i used up my whole allowance and didn't manage to take control of a station (and will be the same for the largest ships) - and if you want to become non-hostile with the pirates (if not using the Perpetually Perturbed Prates mod), you can only gain 100 points of reputation with them per faction that you hack (or attack i assume) - so you have to do a lot of hacking of multiple factions before you can approach pirates without getting fired on - and you lose rep with the pirates when you hack (or attack) them, so to be able to take over a pirate base or ship this way is not a quick goal
also - some NPC ship types will detect the player boarding and power the thrusters to full - and so with a nerfed jetpack and/or a speed mod you can be in for some wild rides when trying to hijack these :-)
anyway - like i said - it is nice to have the option to decide how we want to play - and currently i'm Malcolm Reynolds with an angle grinder :-)
Yeah, I mean it's not the end of the world. ;p Do apologize if the op seemed like a 'rant" but I mean if your describing something you like, you say happy stuff, if it isn't well what is there to say to express yourself? I was actually genuinely curious as to others experience regarding it. I mean I have a friend who actually has the opposite case, uses a few personal mods that do the same thing but with various other components of some blocks 'antennas, solar panels, tanks, just to name a few'.
Yeah I think the ability to customize the play style to what suits you has always been SE's biggest selling point. Apologies I was referring to the mod for hacking / firewalls. I hadn't run across any of these ships that alter thrust output when boarding, well since the pilgrims release, but we play with an assortment of the same mods it seems 'reavers, modular encounters, etc'. So perhaps I will run across these rodeo ships to try and salvage.
I am quite surprised to hear someone else does play by the "one life rule' though. Imo it does add a bit of necessity to actually build some stuff / certain contraptions with a bit of practical as well as logical purpose behind it 'as well as not wasting valuable resources in the early game lol". I will however say the one exception I use is if the death is a result of clang, which honestly happens far more often than I'd like to admit. But when in doubt, just use more pistons, it'll buff out in the sim speed.
what's weird to me is that they don't have lithium or zinc in them.
Yeah I think that's always been whats jarring to me when I forget the mod. Since In my head I see power cell I think of like the rechargeable packs with the yellow heat shrink around them you can use in things like RC. Reality != Expectations lol
i do it in pretty much every game i play - Skyrim, Factorio - i often even restart Kerbal Space Program if i kill a Kerbal - don't want to carry that guilt around with me lol
so in Factorio i really had to learn to watch out for trains.....
yeah - if it's the game's fault i will decide if i want to continue based on if i am enjoying it enough, or would prefer to restart - i also play with an increased speed limit, and so have ended many games by flying face first into stuff due to inadequate braking distance lol - but other times have been killed when welding a broken closed door as it suddenly spawns into existence in the space that i am standing and the resultant existential confusion causes me to be catapulted through a wall to my death :-) - i also don't respawn and instead load the last save if i decide to continue
although i may set up a deep space game and have a main ship that i will allow myself to respawn on, basically roleplaying as a Cylon in Battlestar Galactica :-)