Space Engineers - "Open" Changes Everything

My Steam does not have Automatons in the long list of betas. Does anyone know why not? Is there a code I need or some other step I'm missing?
You missed the window of opportunity. Keen was only going to run it for a week, which is why I had to switch back to regular SE for my current EGS vs SE thread.
 
You missed the window of opportunity. Keen was only going to run it for a week, which is why I had to switch back to regular SE for my current EGS vs SE thread.
Wow, that's kinda crazy! How does one test a big update like this in only a week? Or does the beta remain active for those who "boarded the train" during that window?

Oh well, I can wait for the official release then (assuming it's not too far away). Plenty to do in X4 in the meantime!
 
Wow, that's kinda crazy! How does one test a big update like this in only a week?

From what Keen said, it was a very limited test, primarily to see how players would use (and break) the AI blocks. There's apparently much more coming besides the six blocks we got to play around with, and the small connector.

Or does the beta remain active for those who "boarded the train" during that window?

Nope. After a week, I lost access to it as well.

Oh well, I can wait for the official release then (assuming it's not too far away). Plenty to do in X4 in the meantime!

I'm kind of hoping that it'll be Soon(tm) as well. I've been spoiled by that preview. That event controller block was sweet once I figured out the interface, and I love the new additions to the custom turret controller. Hopefully, the Automata DLC will release before my current game is firmly established in space.
 
So most of the DLC is just visual style, right? But the automaton is not, I guess?
My understanding is that it’ll be like the Economy DLC: it was perfectly possible to create vending machines in SE using scripts before, but the new vending machine block will open up that functionality for the average player. For example, I’ve made automatic airlock doors before, but the sheer number of timer blocks necessary for them to go function made them impractical for any but the largest ship. If I ever had the time to learn scripts in SE, I could probably make one using a programming block. Automata will allow me to make an automatic airlock with just the new event controller.

It’s most definitely pay to win, but it’s a mild example compared to most. And personally? I’ve always felt that most of the DLCs in SE were mildly pay-to-win, because they unlocked new options that a clever player can use to their advantage.
 
My understanding is that it’ll be like the Economy DLC: it was perfectly possible to create vending machines in SE using scripts before, but the new vending machine block will open up that functionality for the average player. For example, I’ve made automatic airlock doors before, but the sheer number of timer blocks necessary for them to go function made them impractical for any but the largest ship. If I ever had the time to learn scripts in SE, I could probably make one using a programming block. Automata will allow me to make an automatic airlock with just the new event controller.

It’s most definitely pay to win, but it’s a mild example compared to most. And personally? I’ve always felt that most of the DLCs in SE were mildly pay-to-win, because they unlocked new options that a clever player can use to their advantage.
Ye, I can't LUA either. And since I'm not gonna play this in MP anyway the advantage it might bring is of np concern. Gameplay is my concern.
 
So most of the DLC is just visual style, right? But the automaton is not, I guess?
Usually functionality is given to the user for free as an update to the base game (like the latest Warfare additions), with the new cosmetics being the focus of the DLC. Like Darkfyre99 says, it's a bit more nuanced than that, because some "cosmetics" do, IMO, give gameplay advantages. For example, there's no advantage that I'm aware of using sci-fi thrusters vs vanilla thrusters, that's just cosmetic. But the spotlight, which is part of the Warfare 2 DLC, does give an advantage, because it's a combined camera and light in one block that can be set to track you as you walk around your base, which IMO is a huge gameplay advantage. Sure, you could probably (maybe, with scripting) build such a system yourself, but it would be a lot of work. I bought the Warfare 2 DLC primarily for the spotlight. I don't mind, because the DLC is cheap and I want Keen to keep supporting Space Engineers, so I'll pay my "dues". I get a lot more from a Keen DLC than I do a paint job or ship kit in Elite Dangerous for the same price.
 
Usually functionality is given to the user for free as an update to the base game (like the latest Warfare additions), with the new cosmetics being the focus of the DLC. Like Darkfyre99 says, it's a bit more nuanced than that, because some "cosmetics" do, IMO, give gameplay advantages. For example, there's no advantage that I'm aware of using sci-fi thrusters vs vanilla thrusters, that's just cosmetic. But the spotlight, which is part of the Warfare 2 DLC, does give an advantage, because it's a combined camera and light in one block that can be set to track you as you walk around your base, which IMO is a huge gameplay advantage. Sure, you could probably (maybe, with scripting) build such a system yourself, but it would be a lot of work. I bought the Warfare 2 DLC primarily for the spotlight. I don't mind, because the DLC is cheap and I want Keen to keep supporting Space Engineers, so I'll pay my "dues". I get a lot more from a Keen DLC than I do a paint job or ship kit in Elite Dangerous for the same price.
Yes, I'm rather interested in functional blocks, too. The P2W is a MP consideration mostly. More stuff to play with isn't wrong. And accessible programming is always a good thing. It's amazing what some devs come up with to enable people to build - Lua is just too specific for normal mortals.
 
But the spotlight, which is part of the Warfare 2 DLC, does give an advantage, because it's a combined camera and light in one block that can be set to track you as you walk around your base, which IMO is a huge gameplay advantage. Sure, you could probably (maybe, with scripting) build such a system yourself, but it would be a lot of work.
You can replicate the spotlight without DLC blocks using a custom turret controller and a rotor turret. The disadvantage isn't scripting, it's size and complexity - the searchlight does in one block what otherwise requires at least four blocks and two subgrids. So, quite similar to the event controller vs timer blocks situation.

That said, I do rather imagine that the function of the event controller is going to be considered fundamental enough that it goes in the free update, not the DLC.
 
It never rains, but it pours!!!

I just bought the new Automations DLC for Space Engineers, and I'm very excited to try it out, but I also just bought the Kingdom End DLC for X4 and am totally engrossed in it, so I'm not sure when I'll be getting back to SE.

[insert picture of emotion controller block looking overwhelmed]
 
Going to get this ASAP. Wonder if there is a way to RP in sandbox gameplay as a human? Especially one who was rescued by the aliens from a terran wreckage in deep space that had been destroyed by the Xenon. Was lovingly raised by adoptive parents. Then one day discovered his physical appearance and deformities were not an abnormal genetic accident like he had been led to believe by his parents. Who tried to protect him from the truth of exploring his human heritage.

Or, while on a deep space recon mission for the Boron, that he wasn't the last of his species after encountering recent terran corpses in several human ship wrecks in a distant, frontier space sector. Further exploration led him to a distant alien space station where he encountered several of his species for the first time.

Would really love to RP this realistic 3D version of Stellaris (which is a strategic/forest level perspective) in the tactical/tree level X4 format. As this backstory would make for some very challenging pacifist/diplomatic game play. A bicultural human diplomat trying to forge an alliance between the very divergent human terran and his adoptive alien civilization cultures against the Xenon.
 
Going to get this ASAP. Wonder if there is a way to RP in sandbox gameplay as a human? Especially one who was rescued by the aliens from a terran wreckage in deep space that had been destroyed by the Xenon. Was lovingly raised by adoptive parents. Then one day discovered his physical appearance and deformities were not an abnormal genetic accident like he had been led to believe by his parents. Who tried to protect him from the truth of exploring his human heritage.

Or, while on a deep space recon mission for the Boron, that he wasn't the last of his species after encountering recent terran corpses in several human ship wrecks in a distant, frontier space sector. Further exploration led him to a distant alien space station where he encountered several of his species for the first time.

Would really love to RP this realistic 3D version of Stellaris (which is a strategic/forest level perspective) in the tactical/tree level X4 format. As this backstory would make for some very challenging pacifist/diplomatic game play. A bicultural human diplomat trying to forge an alliance between the very divergent human terran and his adoptive alien civilization cultures against the Xenon.
There isn't much NPCs around. It's the achilles heel of the game. You are very alone out there. As such you can RP anything you like as lone survivor clawing yourself up.
 
Well that's a bummer. I guess I'll be pludering Nexusmods to correct this in near future.
On a different tack, I saw a video showing details of the Boron ship interiors. Some several facinating seconds were dedicated to showing the prison cell area on one of their ships. Each and every one of those cells HAD A HUMANOID FRIENDLY TOILET. aka one which would require an alien with HUMANOID LEGS to SIT on the toilet in order to use it....:oops:

Oh and in the same YT video, there was a shot of what appeared to be a small mess/dining hall. Which had a table. Supporting several TEA CUPS, WATER BOTTLES AND FOOD PLATES ON IT. Yes these crustacean shrimplike aliens appear to have humanoid arms. But it was almost as though they were putting out their fine china. Because they were apparently expecting a Welcome Wagon of a few of their egocentric Terran/Homo Sapien sector neighbors dropping in for tea and crumpets.... :ROFLMAO:

edit: also seems you can start off as a FIVE STAR maverick Top Gunslinger. Which, while very nice attributes to have, is a tad lore breaking. So thankfully, there is a mod to address that on Nexus:

Which is an absolute god send if this 5 star rank is being bestowed upon NPC captains as they're spawned. I can just see the following scenario going down:

Sector wide space station broadcast: Now seeking cavalier, adventurous fighter pilots to test drive new Boron ships. Instant promotion to 5 star rank guaranteed upon entering a Boron ship

Ding. Xenon X has applied

… Ohh. So that’s what a station app rejection sounds like.:LOL:
 
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Going to get this ASAP. Wonder if there is a way to RP in sandbox gameplay as a human? Especially one who was rescued by the aliens from a terran wreckage in deep space that had been destroyed by the Xenon. Was lovingly raised by adoptive parents. Then one day discovered his physical appearance and deformities were not an abnormal genetic accident like he had been led to believe by his parents. Who tried to protect him from the truth of exploring his human heritage.

Or, while on a deep space recon mission for the Boron, that he wasn't the last of his species after encountering recent terran corpses in several human ship wrecks in a distant, frontier space sector. Further exploration led him to a distant alien space station where he encountered several of his species for the first time.

Would really love to RP this realistic 3D version of Stellaris (which is a strategic/forest level perspective) in the tactical/tree level X4 format. As this backstory would make for some very challenging pacifist/diplomatic game play. A bicultural human diplomat trying to forge an alliance between the very divergent human terran and his adoptive alien civilization cultures against the Xenon.
That sounds way more elaborate than anything I could whip up in SE. I have dreamt about creating automated factions that grow over time using in-game mechanics, like mining and constructing ships from blueprints. My model is a bit more simplistic, like a C&C computer enemy or perhaps even Homeworld 2's fleet-v-fleet gameplay. Even then, it's no simple undertaking. Maybe someone more industrious than I will make this as a scenario or mod.
 
That sounds way more elaborate than anything I could whip up in SE. I have dreamt about creating automated factions that grow over time using in-game mechanics, like mining and constructing ships from blueprints. My model is a bit more simplistic, like a C&C computer enemy or perhaps even Homeworld 2's fleet-v-fleet gameplay. Even then, it's no simple undertaking. Maybe someone more industrious than I will make this as a scenario or mod.
You mean like a drone swarm? Self replicating automatons should work. The question is when does the performance tank?
 
That sounds way more elaborate than anything I could whip up in SE. I have dreamt about creating automated factions that grow over time using in-game mechanics, like mining and constructing ships from blueprints. My model is a bit more simplistic, like a C&C computer enemy or perhaps even Homeworld 2's fleet-v-fleet gameplay. Even then, it's no simple undertaking. Maybe someone more industrious than I will make this as a scenario or mod.
Yes hopefully -- or rather realistically --- this will be the case. Also getting the new SE DLC. Which provides much needed and requested features which vastly expand the gameplay. HOWEVER, the automation also seems to require an insane degree of micro management on the player's part.:confused:

Those event controller/programmable blocks alone at 1:14 could end up becoming relatively complex to code up. Especially if you went bat sh8te crazy building a Satisfactory scaled factory enterprise... o_O

nvm the supporting Grid AI & Emotion controller blocks at 1:28.

If you pick 2 drone functionality types at a time, then given the 5 distinct AI blocks, that's 20 (distinct) to 25 (repeatable) ways to design drone functionality with the event controller/programmable block drivers. Picking 3 at a time is 60 distinct to 125 repetitive programmable/controller events. And designing 4 at a time would make for a whopping 120 to 625 programmable/event triggered block control possibilities to account for....:eek:

Too much micromanagment for my ADHD a$s to tolerate accounting for. Wonder if ChatGPT could be incorporated into this? :ROFLMAO:

Source: https://www.youtube.com/watch?v=y1MNbF51ICc

SE could also benefit from some of the recent performance enhancement features EGS just got in the current update as well

Source: https://www.youtube.com/watch?v=SYNpj7H-bms
 
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I have high hopes that the Grid AI blocks to some better NPC foes in SE in the future. I already bought the DLC, and only the current Buckyball Race is keeping me from completing phase two of my space station. Also looking forward to EGSs new update.

So many games, so little time!
 
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Passing on it got way to many games with updates due...
 
$92.00 overly inflated USD for the whole damned thing :eek: While currently going for $70.42 at 15% off during ongoing Publisher sale.

#SeeThisIsWhyImAnUnApologeticPCMR.....
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I had no idea the PS store was so damned expensive. Does Sony seriously believe it will remain competitive with game prices like that??
Never really considered it, but those $5 DLC drip feed really do really add up:

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This is why I always buy my games on Steam. I get massive Steam bundle discounts on top of all Publisher discounts. Heck you can even get Hardspace: Shipbreaker on a whopping 25% Steam bundle discount this week...

I'm also NOT getting ripped off by the console manufacturer having to jack up their store prices. Or bother about paying a $$$ monthly sub. YES M$ the newly emerging Exceptional A$sh@Ts. I'm looking at YOU...

That absurd price point is also why I typically buy as soon as the DLC drops. Every $1 USD my disposable income can buy today, is likely going to be devalued some 125% tomorrow. All thanks to the lunacy of politics in Washington.

The ongoing inflation climate can really circle jerk the cost of living for your disposable income. On the bright side, it's the best justification for my lack of discipline waiting to buy on massive discount Steam sale during the holiday season. :confused:
 
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