Space Engineers vs Empyrion: Galactic Survival - Sidewinder Edition

First, some personal history. One of the first things I thought of, when I became aware of Space Engineers, was to try to make a (mostly) working, full scale Cobra Mark III. Unfortunately, my earlier attempts to make one ran into two problems: the large scale blocks were too large to make such a small ship that was functional, and the small scale blocks lacked certain critical components, especially doors, to make it flight worthy. Its block selection was rather lacking as well. The sheer amount of resources I'd need to gather to build such a large ship didn't help much either. ;)

Then I discovered Empyrion: Galactic Survival. Space Engineers is a fine as a ship construction game, but very much lacking in survival elements. EGS, on the other hand, is a survival game first and most. That being said, while EGS is definitely lacking the attention to many of the technical details that SE has, its flight model is more detailed IMO, and its selection of blocks is fantastic. It also had the critical small scale blocks, especially doors, that SE lacked. I figured once I got used to the controls, I'd try to build my Cobra Mark III in EGS instead.

And then SE released "Sparks of the Future," which also included those critical components, including the small scale doors. The Cobra Mk III was possible once again. And of course, I was enjoying the heck out of EGS as well. What to do... what to do... what to do? Why, play both head to head, of course! But the Cobra Mk III was a bit ambitious, so I decided to build Sidewinders instead... or more accurately, ships vaguely Sidewinder shaped. I tried to create a plan that would get as close to the Elite: Dangerous version as possible, but after a few tests, I decided to go with "close enough."

So, a few of my personal rules for this little adventure:

1) Dead is dead. Once I've in a game died, it's time to start a new one.
2) I'm playing default settings, with no mods. I want to play the game as the developers "intended" it to be. Normally, I'd max out survival settings, and maybe even add a few mods to up the ante, but I think I'll have my hands full playing these two games in parallel.
3) I'll be playing one "day" in Space Engineers through before posting, which is about two hours long. On the Empyrion side of things, I'll be playing about six days between posts. Time's a bit wonky in EGS, due to not only being able to sleep, but the in-game clock doesn't actually display in minutes:seconds like I originally thought. It's a 24 hour clock based on a planet's rotation, so it can vary. Hopefully, six days will be about two hours, but I'm not planning on setting a timer or anything. ;)
4) No guarantees about my posting schedule. I'm also planning on squeezing in Elite: Dangerous when I got a window of opportunity, and Surviving Mars keeps whispering its siren song (I love the music in that game...), and like always some days are far busier than others.

So let the fun begin!!! :D

First up, Space Engineers! It's technically my third attempt at this. During my first attempt, the escape pod hit a mountainside as the chute was deploying, destroying the survival kit. No survival kit, no way to survive! :( A thunderstorm brought my second attempt to a premature end, thanks to lightning destroying much of my standard starting platform, and then killing me when I went for a closer look!

After a quick bit of reading, I discovered two ways of protecting myself from lightning in the future. One was to build underground. The second was to build a decoy. Any blocks above it would act as a lightning rod, protecting critical components from damage. Since a decoy is fairly high up the proverbial tech tree, I found myself facing underground life once again. For someone who tended to play elves, I find myself diggy diggy holes to live in far too often in survival games. ;)

Armed with an initial strategy, Attempt #3 began with my escape pod dropping into a valley between two rocky hills.


It turned out that this valley is extremely rich in minerals. The game must be apologizing for wasting my time earlier. ;) I landed right on top of iron, and within a kilometer there are deposits of iron, nickel, and cobalt. All I need is to find a nearby silicon deposit, as well as silver and gold, and I can get this play through up and running! And, of course, I chased the odd drop pod, primarily to salvage its parts, but sometimes good stuff is in there as well.

Second drop pod appeared near sunset, and landed behind the mountain to the west.


About midnight, I finished the only above ground portion of my base: the solar arrays and the wind turbine. Normally I wouldn't bother with solar, but thanks to what I read about the effects of weather, I knew I'd need multiple sources to keep things running. I'm hoping the blocks above the turbine will be sufficient to protect them during a thunderstorm. If not, the battery I installed below ground is currently set to recharge, so it'll be available to rebuild afterwards.


As dawn approached, I finished moving the last of the functional components of the escape pod under ground. Normally, I'd move these components to a base closer to my main mining site, but redundancy is going to be the name of this game. Without a working survival kit, or a basic assembler/refiner pair, there's no way to start over after a catastrophe.


Finally, the long night was over, the sun peaking over the edge of the valley at one end. Naturally, it turns out that I hadn't built my base along the cardinal directions. :( Thankfully, this is a fall back location, not my intended main base, so I'm not going to dwell on this... brain, I told you not to dwell on this! Stop that!


Okay, once I've unlocked the rotor, I'll rebuild the solar panels to face the right way. Powercells are way too expensive at this stage move the whole base around.
 
Will enjoy this comparison.

I play both games and the two are very good indeed (my personal pref is S/engineers).
If the physics, building and size of Space Engineers, could be mashed together with the planet content and some of the blocks of Empyrion, I guess it would be the ultimate space building game.

Unfortunately we have to live with both being different. But that isn't such a bad thing.
 
I don't quite get it. Is this two parallel playthroughs of different games or does one game serve as some kind of meta layer to the other? Like TW map gameplay vs tactical battles?
 
Will enjoy this comparison.

I play both games and the two are very good indeed (my personal pref is S/engineers).
If the physics, building and size of Space Engineers, could be mashed together with the planet content and some of the blocks of Empyrion, I guess it would be the ultimate space building game.

Unfortunately we have to live with both being different. But that isn't such a bad thing.
Thanks. I think the physics is better in EGS myself. They recently added lifting bodies and functional wings, and they accurately model how thrusters affect the ship they're attached to. Thruster placement matters! On the other hand, I love the wheeled vehicles in SE, the conduit system allows for a considerable amount of automation as well as space management concerns, there's a scripting language, and how the various elements work together allows for some really complex builds.

Both being their own thing definitely isn't bad. Increased complexity leads to complex bugs in my experience, and the more people there are on a project tends to lead to less output.

I don't quite get it. Is this two parallel playthroughs of different games or does one game serve as some kind of meta layer to the other? Like TW map gameplay vs tactical battles?

They're two parallel play throughs. The games are different enough to provide for different types of challenges, but share quite a few similarities, so I'm curious how those differences will affect the construction of a similar ship. :)
 
Is this thread open for discussion? I don't want to derail your personal journal, but I do have some thoughts re: Space Engineers vs. EGS. First thought, I'm try to avoid mods that change my builds (at least for now), but I do like having quality-of-life mods like the ability to sleep. Oh, and yes, I actually have a build-related mod - aerodynamic wings, but I'm only using those on my small "airplanes", not anything I'd upload to the Steam Workshop like my Krait III.

I may change my mind in the future and bring in laser weapons, shields, etc. Once I get my Krait 100% to what I like, I'll upload the new version to the workshop, and then that's when I'll likely modify the ship itself using out-of-game assets. But even so, I don't want to get too carried away - most of the ship will remain vanilla.

I'm also looking to add some extra "adventure" missing from the game. For example, I want to use the creative tools to spawn in a random ship or two from the Steam Workshop and drop them at the edge of the gravity well, then instantly switch back to survival mode back in my base. The idea is these hereto unexplored ships will fall from the sky and crash in some random location, giving me something cool to find and explore. Someday I might become clever enough to script this myself, adding things that are currently missing from the game. One of SE's strength's is its ability to mod, so I want to take advantage of that.

Speaking of, and on a final note, I'd love it if I could take the various scenarios and merge them into my main survival game. For example, I'm on "earth", so I should be able to merge that abandoned base scenario into my survival game and perhaps someday stumble on it and explore it as my main survival character, rather than having to start a separate game just to play that "level". If I could do this with all the hand-made scenarios, that would really bring my main save to life!
 
Much like Space Engineers, my game begins with me in an escape pod, plummeting towards the planet below. Using the limited control I have, I select what looks like a suitable landing spot, only to discover I'm plummeting towards a flock of what seems to be herbivorous proto-avians!



Don't worry. I missed them all. :D

After all, this early in the game, I have no way of storing meat safely. It'll spoil before I get a chance to eat it all. ;)

Unlike No Man's Sky, the game doesn't force you to follow the tutorial (there's even a starting option that doesn't include it), but there's also no reason not to follow it either. Space Engineers deposits you on the surface of a planet in a huge pile of spare parts, enough to construct a working vehicle. Going through the tutorial provides me with the equivalent.


Near the wreck is a damaged hoverbike, which you need to repair. It's so much more useful than the motorcycle, though the motorcycle is handy to use in a pinch. Of course, I need to gather more materials to build replacement parts, as well as wood to produce biofuels. I also take advantage of the non-combat Polaris mission, now that I know how it works.

As the sun began to set, I approached my modest camp with a second load of wood, and put it into portable constructors for processing. When the morning comes, I'll fuel up the hoverbike, and search for a good location for my base.


In the morning, I head towards a waypoint on the map for what might be a potential location for my base, and stumble upon something interesting...



A savanna biome, with alien thorns. In the six games I've played so far, I've only found savannas in the southern hemisphere, where there's less life available. I always assumed that this was intentional, because alien thorns are a critical component of the more advanced medicines. They’re like the two medicinal mosses: they can't be grown, but they can be synthesized using rare energy-containing minerals. Finding a nearby source is going to make surviving a lot easier.

I now had a new criteria for my future home. Not only did I want to build near water, forests, and a swamp, I also want to build near here as well. The location had to be far enough north to to maximize solar efficiency, but not so far north that the cold temperatures become a problem. Finding place with a nice view is a bonus.

I’m not being too demanding, am I? :D

Thankfully, water and swamps go hand in hand. As the sun started to approach the horizon, I found what would be an ideal place. A nice sandy beach, forests to supply wood for biofuel and fibers, a swamp to the north-east, but still close enough to what I'd found to not waste time on travel. I set up my camp, got my portable constructors working on concrete blocks and more biofuel, and place my base starter in the ground.

Fun fact: While the hoverbike in this game shares the same overall body plan as the last one, the details are significantly different. In some places there are different blocks, and in others different textures.


The next day was spent laying the foundations of my base:
  • the inevitable solar farm
  • where I wanted my workshop to go
  • where the enormous hanger of my base is going to be
  • excavating a basement for utilities
And of course, getting basic services up and running. This required gathering resources. Lots and lots of resources. As I leveled up, I faced the inevitable challenge of the early game: so many wants and desires, not enough "tech points." I remembered to save enough points to unlock two critical pieces of technology as soon as reached a high enough level to do so: light armor, and an armor locker for the hoverbike, so I could equip it.

This event happened just as the sun dipped below the horizon, so I set my portable constructor to build them (to save my currently limited power for my new fridge on the base) and went to bed. I heard something predatory in the distance, so I didn't bother sticking around for a screen shot. It it was nearby, I wanted light to see by!


Thankfully, it wasn't anywhere in sight, so I alternated base construction with material gathering for said constrution. Large solar panels, and a capacitor to store the power in. More concrete blocks. That is when disaster struck. A radioactive fog blew into the area!

I hurriedly built a concrete cube to protect myself from radiation, only to discover I didn't have enough copper to construct a door! :( I reluctantly sealed myself in, and waited for the fog to pass. The lack of copper meant I couldn't do anything but wait. ⏳ At least I had six large solar panels to collect energy with. :rolleyes:


Fun fact: in my last game, a "minute" was about 1.5 seconds long. In this game, it was almost three seconds. I walked to and fro quite a bit. Then for variety's sake, I walked fro and to. ;)

Finally, the storm ended, and I immediately removed the block where I would be placing a door. It was a bit premature, because the radioactivity hadn't dropped all that much! 😱 I hurriedly backed away from the doorway, ready to replace that block, only to discover that the radioactivity drops as you get farther from the doorway. Good to know!

You'll also notice two resource markers on my mini-map. That's the edge of the swamp to the north-east, where there's two growths of fire moss that are relatively easy to find. My previous game's attempts to make it easier to find didn't work so well. Even the best method tended to destroy the stuff half the time!


I spent the remaining daylight looking for copper nearby. There was none. :(


The next morning, I decided to hop on my hoverbike, and visit a nearby deposit of copper. I also wanted to do some scouting nearby. Besides getting a good supply of copper, I discovered three iron deposits. I also stopped to do some hunting. I needed eggs for pharmaceuticals, meat to eat, and proto-avians are a fantastic source for both. Finding a flock of the non-predatory variety was too good an opportunity to pass up.



If you look closely at the upper right corner, you'll notice that I'm about to lose another half of my day...

At any rate, I eventually notice the problem, and start racing home. Naturally, I'm a good distance away, with unexplored land between me and there. At least I had limited body armor to slow the inevitable damage.



I deposit my copper into the waiting containers, and start construction on some necessary components, starting with a door. I use the drone I often forget about to install them. That’s done far too quickly, so I settle down to wait. After ordering a pizza from my newly built food processor. It used up half of the mushrooms I’d gathered, but it was worth eating something other than protein bars and some grilled slug. :)

As I wait for the storm to pass, I suddenly realized one of the reasons why I keep losing track of time while playing this game. The in-game clock may say 05:18 until sunset, but it actually took about 16 minutes! My initial estimate of five EGS days = one SE day was more like two to one. It look looks like I’ll be playing catch up in SE next time I play!

(Upon later reflection, I did lose most of a SE day thanks to getting killed in a lightning strike. I’m going to call them even after all. As far as death count is concerned, it’s SE 2 : EGS 0. ;) )

The storm finally passed just at sunset, so I made a dash for the tent to tuck in for the night. First thing in the morning, I take an aerial shot of lovely cube of concrete. I’ve got some improvements to make to the hover bike, such as arming it, and then it’s time to do another story mission. I have a wreck to find, loot, and hopefully a small scout ship to repair.


I’m hoping to get some time in ED tonight after supper (knocks wood), but after that, be on the look out for round two of Space Engineers.
 
Space Engineers, Round 2!!! 🛎

First thing I did upon starting is use some of my remaining hydrogen fuel to zip over to the edge of the mountains, and place a bookmark from where I saw the sun go up. Really should've done that right away, but I thought I already had a good read on it. Looking at my solar panels, it clearly wasn't the case. ;)

When I got back, I mentally prepared for the tedious process of reducing the escape pod down to just the battery, so I can start the process of turning it into my classic starting vehicle, the Ladybug Surface Reconnaissance Vehicle. There's a lot of power saved in that battery pack, and especially at this stage, waste not, want not.

And that's when it began to rain...


At that point, I hurriedly salvaged the most valuable remaining components on the escape pod, the atmospheric thrusters, all while keeping a wary eye on the sky above. Once my inventory was full, I sequestered them safely in the assembler below. Which was already rather full, so I added a storage container to the mix.

Congratulations, Space Engineers. You've got me scared of a little rain. 😱

Still not seeing any signs of lightning, I endure the rain, and continue salvaging the escape pod.


Eventually, I reduced to the battery its supporting landing gear. It's now time to add the core components of the Ladybug, and pretty much every other vehicle I make:
  • Cockpit
  • Ore Detector
  • Antenna
  • Gyroscope
  • Small backup battery
  • Connector
  • Camera near connector to make docking the vehicle easier
  • optional exterior vent for when in an atmosphere with oxygen

I attach the wheels, release the landing gear... and much to my relief it falls forward like I expected. After removing the landing gear, I start setting up the vehicle for use. Not only are there hotkeys to set up, but the wheel settings also need to be tweaked:
  • Set Main Battery to recharge mode. Fun fact, small vehicles won't despawn when all batteries are set to recharge. They will if you turn your vehicle off. If you need to conserve power, set your batteries to recharge.
  • Camera View
  • Wheel height adjustments
  • Power to auxilary equipment
  • Front Wheels: Steering and Drive
  • Back Wheels: Breaks
  • All Wheels: Speed Limiter
This is the one thing I don't understand about Space Engineers. The level of detail Keen has applied to the physics of wheeled vehicles is exquisite. It's one of my favorite aspects of this game. Clearly they're capable of this level of detail, so why didn't they do the same with the stars of their game, the flying vehicles??? 🤷‍♀️

At any rate, as I'm tuning everything the way I want it, a fog rolls in. No lightning, so I can ignore it. Unfortunately, the fog doesn't lift once I'm finished with my adjustments.


Undeterred by the lack of visibility, I start heading towards the nearby cobalt deposit. And get lost. 🤦‍♀️ I find it eventually, and start digging a downward shaft towards the cobalt. And run into a deposit of iron??? I started to dig through it, but at the rate I was gathering iron, the Ladybug would be full of iron ore by the time I got there. So I violated the first rule of Minecraft, and dug a vertical shaft instead. Soon enough I had filled up the Ladybug and my pockets with cobalt ore.

As the sun begins to light up the eastern sky, I return to base, and unload my ore... by hand since I don't have any kind of docking platform yet.


Next on the agenda for Space Engineers? Digging out an underground garage for the Ladybug, fixing the problems with the alignment of my solar panels, and seeing what the button panel update looks like.

But before that, round two of Empyrion: Galactic Survival.
 
I like how the Ladybug looks like the speedier cousin of the SRV. Is the vertical construction method a limitation of the game or just something that was easy to do in that situation?

Though I don’t have the game I have a feeling if I ever attempted the vehicle-to-horizontal wheel method, I’d be christening my runabout the “Voight-Kampff Tortoise:)
 
I like how the Ladybug looks like the speedier cousin of the SRV. Is the vertical construction method a limitation of the game or just something that was easy to do in that situation?

Though I don’t have the game I have a feeling if I ever attempted the vehicle-to-horizontal wheel method, I’d be christening my runabout the “Voight-Kampff Tortoise:)
No you can build the normal way. It's just that you usually start out with a landing gear and build from there. Going vertical is just exotic players. Real ones despair thinking in conventional patterns. My guess is DF is just an incredibly lazy sod who didn't want to build proper scaffolding and railing, ignoring any worspace health and safety concerns and mash together a tiny car. I guess building up was so to reach all the parts and construct in one go.
 
Is the vertical construction method a limitation of the game or just something that was easy to do in that situation?
I guess building up was so to reach all the parts and construct in one go.
It's because in survival, you begin a new game in an "escape pod," which not only includes an Oxygen Generator and Survival Kit, but a fully charged small vehicle battery. That charge is sufficient to provide hours of operation for a modest scout vehicle. I learned pretty quickly that conserving that power makes life a lot easier until I can construct sufficient power generation to both power the furnaces and constructors of my base, and also be able to recharge a vehicle.

Conserving power is going to be even more important in this game, because power generators are extremely vulnerable to lightning strikes. Right now, any spare power is going into the battery I installed at my only base. In previous games, I wouldn't normally bother with doing so, because the first base is a temporary one. As soon as I find a suitable location, with a lot of critical resources nearby, I build my main base there. It makes no sense to build a battery, both because I can't (easily) take the power with me, and because I can't salvage the power cells, which are rather "expensive" to build, in time, power, and resources. This game, though? I'll want to keep this base as a backup, just in case something terrible happens.

The reason why I constructed the Ladybug vertically instead of horizontally, is due to the shape of the battery. It's 3x3x2, which is also the size connector. The connector has small conveyor connections on all sides, which will allow me to expand its storage capacity backwards, while still allowing ore to move throughout the vehicle. This way, I can decide if I want to repurpose the Ladybug at a later date.

{edit} This is also one of the reasons why I like Space Engineers, even if EGS is superior as a survival game. Its conveyor system, and the need to design your ships with it in mind, is one of my favorite parts of this game.{/edit}

First time I did this, I built the vehicle horizontally, cockpit over connector, only to discover that there's no nice way to connect the front storage to the back. The battery gets in the way. Building it vertically allows me to avoid this problem. Later small vehicles will be constructed in a more traditional way. And yes, I did use large slope blocks for scaffolding while building it. This early in the game, with no ice in sight, I'm just as miserly with hydrogen fuel use as I am with power. The name of the game mode is survival, after all.

So then Darkfyre, are you a lazy sod or an ergonomically terrific engineer?

Yes. ;D
 
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And now... Empyrion: Galactic Survival, Round 2: Electric Boogaloo! 🐫

With the sunrise, I go out scouting again. I haven't found any promethium, for one thing, which is critical if I want to use the multi-tool or excavation tool. More importantly, I also wanted to find a certain wrecked capital ship, and its nearby Dart. There's a large constructor aboard, and of course the Dart would be a useful pile of parts. It is a nice looking ship, but I prefer mine, because they both look good and they're functional. ;)

Though I didn't find promethium, I did eventually find the wreck. It was rather close to sunset, but there was enough time to search for useful salvage. Some of the salvage I found turned out to be very useful...


Not only did I find a multi-tool, but I found one multi-charge as well. With nightfall coming soon, I decided to come back the next day, after some badly needed redesign of the Hoverbike. I wanted to salvage the wreck's large constructor, and I wouldn't be able to transport it on the Hoverbike's current layout. I needed modular storage.

I did take a quick detour to look at the wrecked Dart. Much like the Hoverbike, the Dart wasn't identical to the last save, but it was similar enough for me to decide that salvaging it would be the right move. The nearby cry of a predatory proto-avian convinced me to do that salvaging at a later date.


I take a slightly different route back, looking for more resources. I paused briefly near a resource deposit, debating on whether to gather it while I was there, but fortunately I noticed yet another dangerous organism nearby, and decide to move on again.


Eventually, I returned back home, hopped into my tent, and went to sleep. I woke up the next foggy morning, ready to get to work on redesigning the Hoverbike. At least it wasn't radioactive.


I was almost done with the Hoverbike revamp, when a familiar friend showed up.



This world not only has longer days, requiring better energy conservation plus a fueled backup generator if I want to maintain refrigeration through the night, but radioactive storms are much more frequent as well. This is going to make life a lot more interesting...

What's on my agenda for the next round of EGS? Salvaging a wreck, and continuing to work on my base. It's time to think about setting up a farm.

But first...

Space Engineers, Round III-D: the Revenge!!! 🦈

And speaking of working on my base, that was pretty much the name of the game in this round of SE. At this stage of the game, though, it is still worth my while to chase after supply pods that drop nearby. Such as the one that dropped on the nearby hill. Time to give the Ladybug a proper test drive, in the light rain!!! As long as I avoided very rough terrain, my tiny SRV was quite capable of making the journey up the hillside.


The drive back down, on the other hand, wasn't quite as quite as fast, even though I was traveling downhill.


I continue excavating underground, feeding my hungry refinery. I also have my assembler ready the parts for tonight's project: the redesign of my power generation station, so that the solar panels would fully face the sun. In addition, it was time to properly mount the wind turbines. The way they're currently installed isn't very efficient. I also chase the occasional supply pod.


Once the sun set, I tore down my power generator station. I can rebuild it. I have the technology. I can make it better... stronger... faster. Ocne that was done, I also make some improvements to the base entrace, and the workshop below. Clambering down a steep dirt into the muddy base below may be fun the first couple of times, but it was time to install stairs and a floor like a civilized person. :D




Next on my agenda of Space Engineers: scouting for resources. I still haven't found gold or silver, and I need to find a source for ice. I'm down to almost 25% of my starting supply. Good thing I decided not to install the "daily needs" mod. The way that thing's designed, either you start practically on top of ice, making the mod largely superfluous, or you don't and starve to death before you get a chance to search for it. Here's hoping the next version, which the author said will be rebuilt from the ground up, will be better... whenever that comes out. 🤞
 
Would you say that EGS is more "casual" from an engineering perspective? I love SE for the "problem solving" nature of its engineering model, but I confess that sometimes I want to have to think a little less and just enjoy some exploration. EGS might scratch that itch for me.
 
Would you say that EGS is more "casual" from an engineering perspective? I love SE for the "problem solving" nature of its engineering model, but I confess that sometimes I want to have to think a little less and just enjoy some exploration. EGS might scratch that itch for me.
Mostly yes, but also no.

Yes in the sense that SE has its conveyor system and scripting language, so its possible to automate many of the things you do in the game. The conveyor system also requires you connect hydrogen thrusters and air vents to either generators or tanks in order for them to function. As a result, plumbing matters. Which is why I'm building a "medium" sized ship with small scale blocks in both games.

No in the sense that EGS's flight model is more complete, so you can't simply put thrusters anywhere you want, and rely on a gyroscope to turn your ship for you. Thruster placement matters. Yes, you can compensate somewhat for bad thruster placement with EGS's equivalent of the gyroscope, but it'll still affect your ship's handling. There's also processing power to consider as well, but that's simply a matter of slapping in a moar complex computer, rather than having to plan out a ship's worth of pipes. Finally, EGS does have a logic gate system, so a certain degree of automation is possible in the game, but not complex behaviors possible with a full scripting language.

The building system in EGS is definitely less labor intensive. As long as you have the parts you need in an inventory you can remotely access, they're just plug and play. In addition, there's also EGS's "factory," which is basically the equivalent of an infinite bag of holding in your inventory, that lets you spawn in anything you want, once you've placed enough resources into it. I don't use it, because it's too close to creative mode for my tastes.

So overall, yes EGS' engineering system is more casual than SE's, but primarily because you don't have to worry about laying down plumbing. If you're used to not considering the effects of thruster placement and the center of mass in your builds, be prepared for a surprise. :D
 
Empyrion: Galactic Survival... Round 3!

After being reduced, once again, to huddling in my concrete cube, waiting for the radioactive storm to pass before I can sleep in my tent, I was determined to sleep in a proper bedroom like a civilized person. Plus I needed a large constructor to build anything worthwhile. And of course, a farm in which to grow food. So first thing in the morning, I got up and set out to gather some salvage.


If I had been thinking, though, I would've placed some water generators before I left. That way, I could've had water waiting to be purified when I get back. While purified water is not (usually) necessary for personal survival, a lot of it is needed to jump start the farming process.

At any rate, the salvage operation was uneventful, so I returned to base with my new large constructor, and as many modular furniture packs I could cram into whatever space remained.


I also build a bedroom, with attached bath. I had discovered earlier, completely by accident, that the solar panel style I chose for this base allows you to place a single block underneath it. Just enough room for a narrow, and definitely temporary, hallway. Once greenhouse is finished, access to the bedroom will be through there. Finally, as it was getting close to sunset I was reminded that I needed a lot of water, so I built two water generators, grabbed some fuel out of the fuel tank to power them, and put them in the lake outside.

I took a shower to remove the radioactive particles from my skin, used the toilet just because, and went to bed.


The next morning, dawned bright and clear, and I set to work on constructing my greenhouse. It was at that point that I realized I'd exhausted my supply of iron. So I hopped onto the hoverbike to get more.


Gathering the iron was uneventful. The trip home, on the other hand, was not. As always, I took a different route home to do more scouting, and stumbled upon another savannah, with a lot of nearby alien cacti for alien thorns. There was a rather large flock of predatory proto-avians nearby, but I thought they were far enough away that grabbing a few was safe enough.

I was wrong. 😱

Not because they were close enough to notice me, but because there was a second flock closer to me that I hadn't seen. Thankfully, it wasn't as large as the first, because I didn't bring too many bandages with me. At least I survived to tell the tale. ;)


At any rate, I returned home, popped my iron into the portable constructors to smelt, and fed the resulting ingots into the constructor so I could build the necessary glass panels. As I'm installing the roof panels of my greenhouse, I notice something weird about the sky for the first time.



I know the appearance of astronomical bodies in this game are exaggerated to be appealing visually, but really!

At any rate, it didn't take too much longer to install the last few panels.


I had just enough time before the sun officially set to plant my crops, and went to bed.

What's on the agenda for the next round of EGS? Continuing the quest for answers. I don't want to annoy the Zirax this early in the game, but the XP for completing the quest is too good to pass up.

Next up: Round Four of Space Engineers! The search for cool clear water.
 
Space Engineers: Round 4! 📍 📍 📍 📍

Here's the interesting thing about a wheeled scout vehicle vs a flying scout vehicle: the wheeled vehicle has to be much more careful about the terrain it transverses, and travels at a slower rate as well. On a positive note, the limited range of the small ship ore detector means that a wheeled vehicle also much more likely to detect deep deposits. Plus the wheeled vehicle is extremely energy efficient. That's important when you're you're on an energy budget. ;)

Thanks to my choice of vehicles, I really only had two good directions to explore: west and east. North and south would be much too steep and uneven for the Ladybug to travel over. I start out heading west, but as it turns out, there's no way out of the valley in that direction. Found additional "starting" ore deposits at that end of the valley, but nothing I don't have access to already.

As I head towards the eastern end of the valley, I hug the northern foothills as tightly as terrain allows. I found a deposit of gold there, but I failed to realize that when I hit the "screenshot" button, it didn't take. :( Still haven't found silver either, which is necessary to create additional survival or medical stations.

I actually manage to get quite far along the eastern end of the valley. I was starting to debate whether it was time to head back when my sensors finally detected a deposit of ice nearby!


I hopped out of the Ladybug, and got to work on filling the SRV's hold, and my backpack of holding, with ice.


I then made my careful way back to base. I deposited the ice into the O2/H2 Generator, and got ready to enjoy the freedom of movement the jetpack in this game could bring. Which would be quite useful at excavating the underground garage for this base. This was going to take a while. The sun had set quite a while ago before the tunnel reached the surface.


Then came the fun part: building a navigable ramp for the Ladybug to travel over. I remembered past... incidents in other games, where I tried to make a wheeled boring vehicle. I'm not about to repeat past mistakes...

... the previous few sentences have been excised from the narrative, due to them being about a very bad idea. No matter how interesting foolish that idea may have been, it's best not to dwell on it. I am not a spark to who will blindly pursue any idea that pops into my head, not matter how impractical it may be, so stop thinking about that idea, brain! I said stop it! Excuse me a second...

...

Having talked quite firmly to my brain, it has reluctantly agreed that no matter how awesome absurd it might have looked, when it comes to boring vehicles, the KISS principle remains.

At any rate, eventually the ramp and garage area was finished, and I park the Ladybug into its garage to recharge. I had to dig up several loads of iron to get enough steel for the ramp, but none the less, it was mission accomplished. The base also passed a major milestone: its battery was fully charged. Which was a relief, because it meant I could now use more than one device at a time.




Well aware that the next phase of this game is going to require a lot of iron, I spend the rest of this session feeding iron ore into the base's refinery. Sooner than expected, I see the first signs that dawn is approaching.


I gather up one last load of iron ore, deposit it in the refinery, and head upstairs to greet the sun.


Next up: Phase Two of Space Engineers - The Sidewinder Edition: Building the main base. This is going to require a lot of digging, so I'm going to need to build a simple, elegant, and finely crafted boring machine. In both senses of the word. ;)
 
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