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space engineers bootstrap (modded)
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Splitsie is an Aussie youtuber responsible for much of the decent quality Space | |
Engineers content on YouTube. As part of this, he's done a lot of tutorials. | |
The most relevant to new players are available at: | |
* https://www.youtube.com/watch?v=kL8XQ1Avz-0&list=PLfMGCUepUcNzLePdu3dZfMTLfWq1bclUK | |
Unfortunately, these videos only consider a vanilla game start, so assume things | |
like the base game planets and drop pods. | |
Because the modding community is so strong for this game, we play modded - and | |
this can complicate the process of bootstrapping and learning the game. | |
### Planets | |
On our server (and many others), there is a completely different solar system. | |
This doesn't change as much as you might think, it just means that you have to | |
either look up data about the planets or talk to other players before choosing | |
a spawn location. | |
We are using planets from the SMU set by MLTMods: | |
* https://steamcommunity.com/workshop/filedetails/?id=732708497 | |
NB: We're not using all of the planets/moons in this set, just some of them. | |
Specifically, only 3 planets are reasonable to start on for any but the most | |
experienced playes: | |
* Adelle - Adelle is pink and blue, with a thin atmosphere that is not | |
directly breathable, but which can be scrubbed fairly early on to provide | |
useful oxygen without having to break down Ice to get it. Adelle has 30% | |
stronger gravity than Earth, which makes flight more expensive - and means | |
that your suit's jetpack will run out of hydrogen significantly faster than | |
it might otherwise. Adelle has all of the resources you need - except | |
Silver, which is used for medical bays and advanced modded components. | |
* HaleE2 (Haley) - Haley is magenta and pink, and does not have any oxygen | |
in the air. This means that you will need to break down Ice and/or set up | |
O2 farms if you want to breathe ;) Haley has slightly less gravity than | |
Adelle - at only 21% more than Earth's, and should also have access to all | |
minerals in the game. | |
* TER-4 (Tera) - Earthlike, with a breathable atmosphere. Tera only has 90% | |
of Earth's gravity, and is home to all of the mineral resources in the | |
game - with the notable caveat that Silver and Platinum are hard to find. | |
The biggest downside of Tera is the scale of the landforms. Mountains are | |
BIG. And big mountains are rough to navigate, especially in a rover. | |
### EEM | |
Apart from the planets, the first mod of interest is EEM - the Exploration | |
Enhancement Mod. It is by one of the game's developers and many of its | |
features have been rolled into the most recent official patch, but we still | |
use it. | |
The main way EEM affects your start is by swapping out the vanilla drop pods | |
for most planets. Instead of getting a large grid lander that falls and then | |
clamps itself onto the ground, you will spawn in a small multipurpose rover. | |
### The Rover | |
The EEM rover is capable of traveling at speeds of more than 40m/s over flat | |
terrain, and can navigate hills if you are careful - but it is very easy to | |
wreck, or at least flip the thing. | |
The rover is armoured and rounded, which mitigates the damage you can cause | |
yourself by rolling, and it also comes equipped with two additional safety | |
features: | |
1. Extra parachutes. If you find yourself suddenly airborn and expect you | |
will not have an elegant landing, tap the parachute button on the actionbar | |
and if you have any chutes left, one will deploy - significantly reducing | |
any impact damage you might take. | |
2. Anti-flip gyroscopes. Since this is a small grid vehicle, sufficient gyros | |
can apply some impressive torque. There is a button on the rover's | |
starting actionbar that will set gyros to crazy mode - causing the vehicle | |
to twist and bounce into the air. If you find yourself upside down but | |
mostly intact, tapping the button - and then pressing it again to turn off | |
the insanity once you are upright can remedy the situation without causing | |
too much additional damage. | |
Apart from those features aimed at improving your exploration process, it's | |
just a very flexible starting vehicle and has: | |
* A small bit of storage | |
* Ice -> O2/H2 processing | |
* A survival kit | |
* An ore finder | |
### Driving | |
The game does not make controls 100% obvious, in fact, they're pretty bad at | |
teaching you about the buttons. So here is a quick rundown on what you can | |
do with the vehicle: | |
* WASD to drive normally. These controls have no affect if you are in the | |
air. | |
* Hold space to apply the brakes. This may be the same as holding reverse, | |
but generally just tries to arrest your motion in all directions. | |
Unfortunately, the brake will depress the moment you let go of the | |
spacebar - so this is only useful for stopping, and not for parking. | |
* Moving the mouse will engage the vehicle's gyroscopes to attempt to tilt | |
you. It won't be much, but it's the only control you have while airborn. | |
* Number keys to perform actions on the actionbar. | |
* G to configure what is ON the actionbar. | |
* F to exit the vehicle and wander around on foot. | |
* K to open up the control panel - get used to this screen, you'll be seeing | |
it a lot. | |
* X to try to jump with the wheels' hydraulics (ymmv). | |
There are other buttons you can press that will break things. Never ever use | |
the P key to engage the parking brake or Y to power the vehicle off completely. | |
These are broken features that lead to bad habits in the future and can cause | |
a lot of property damage and loss ;) | |
Because the vehicle HAS a parking brake, but cannot use it directly, you will | |
need to add a button to your actionbar for this. | |
1. Press G to open up the actionbar configuration screen. | |
2. Find the icon for the cockpit and drag it down to where you want the new | |
button to go. | |
3. Select the option to toggle the handbrake on/off. | |
4. Close the actionbar config and test your new button with the number key. | |
### Walking and Hand Tools | |
When on foot, your primary controls are similar: | |
* WASD to walk, QE to rotate while flying. | |
* Space to jump. | |
* Mouse to look. | |
* F to generically interact with things (push a button, sit in a chair, | |
pick up a rock, etc...). | |
* K to open a control panel. | |
* I to open your inventory. | |
* Number keys to select something from your actionbar: | |
- tools select the tool for use | |
- blocks select the block for building | |
- 0 puts away whatever you were holding | |
* G to configure options on the actionbar. | |
* Z to toggle your jetpack. | |
* X to toggle your jetpack's innertial dampener setting. | |
* C to toggle crouching. | |
* J to take off your suit's helmet. | |
* O to toggle your suit's short-range (200m?) radio beacon. | |
* H to cycle through waypoint display modes. | |
* Tab to cycle through HUD overlay options. | |
* Backspace to die. | |
There are 3 primary tools in the game (plus guns). | |
* The welder - used to repair and finish building things. | |
* The grinder - used to dissassemble things. | |
* The drill - used to dig holes. | |
If you hold down the left mouse button with a tool, you will activate its | |
normal mode (and slowly drain suit power in the process). You can double-click | |
to toggle it and save yourself from having to hold the button down for an | |
overly long period. | |
The welder and grinder will show you details about the block you have | |
targetted - including its repair level and the components used to build it. | |
If you grind something down, most components will be returned, so you can | |
safely move most buildings around. The notable exception is with batteries, | |
their power cells will be destroyed (and turned into "scrap") when ground down. | |
The mining drill will tell you about nearby ore deposits (50m) when held, and | |
when you dig with the left button, little chunks of mineral will be dropped | |
into the world. It is usually helpful to hold down the F key to try to | |
automatically pick up as many things as possible while mining, but you will | |
need to pause every few moments to collect everything that you've dropped. | |
Mining with the right button will dig a bigger radius hole, but will destroy | |
whatever you are mining in the process. This is good for tunneling. | |
Crouching is frequently the only way to actually reach down low while mining, | |
and right-click drilling while crouched will tend to make a downward sloping | |
tunnel if you are not careful. | |
### Life Support | |
The rover contains an electrolysis machine for breaking ice down into its | |
constituent components (the game has no liquid water, only ice). This costs | |
only energy and ice to run and will work automatically. The rover will spawn | |
with enough ice onboard to keep you going for several days of gameplay, as | |
long as you don't actively waste it. | |
Sitting in the cockpit will charge your suit's battery from the vehicle's. It | |
will also fill your O2 and H2 tanks. You can also do this by holding down F | |
while targetting the little computer panel on the survival kit. | |
The rover comes equipped with two (prefilled) auxiliary gas tanks - one each | |
for oxygen and hydrogen. If you are carrying one of these tanks and your suit's | |
internal supply drops to a dangerous point, a bit will automatically be drained | |
from the tank to top you off again. | |
To recharge the tanks, place them in the O2/H2 Generator on the vehicle. | |
Please note that because the rover does not contain its own gas tanks, it has | |
to process ice whenever it needs to generate either O2 or H2. | |
Flying around with your jetpack engaged 100% of the time is the fastest way to | |
burn yourself out of ice, and subsequently oxygen. Turn off your jetpack when | |
walking to conserve hydrogen (and to prevent yourself from accidentally flying | |
into a tree or something), and dig up some ice when you get a chance, and you | |
will be fine. | |
### The Survival Kit | |
The survival kit installed at the very tail end of your rover is the game's | |
zeroth level crafting option. It is a multipurpose machine that serves as: | |
1. medical bay (and respawn point) | |
2. refinery | |
3. assembler | |
But it's awful at all of those things, and you want to set up a semi-permanent | |
base as quickly as possible if you want to progress. | |
NB: If you die and have a powered survival kit, you will respawn right next | |
to it. If you want to respawn somewhere else, either grind down the | |
survival kit or power it down, and then press backspace to spawn | |
elsewhere in a new rover. | |
As a refinery, the survival kit can only process "stone" (and not scrap or | |
any of the specific metal ores). And as an assembler, it can only manufacture | |
the most basic of recipes. | |
Stone is plentiful on most planets, it's what you probably spawned on top of, | |
even if it looks like dirt or grass or sand or something. Granted, you get less | |
"stone" per m^2 of terrain mined when digging through dirt than you do when | |
digging through what clearly looks like solid rock, but dig deep enough or for | |
long enough and you will get what you need. | |
To process stone in the survival kit, simply mine a couple hundred (thousand) | |
and put it into the machine (pressing F while targetting one of the yellow | |
squares on the rear of your vehicle). Drag the stone into the top section of | |
the kit. | |
And nothing happens, because the survival kit actually "crafts" the stone. Go | |
into the Production tab on the control panel and observe that there is a little | |
recipe for processing stone on the left. Ctrl-shift-click it to queue up a | |
whole bunch of stone processing. This recipe requires hundreds (500?) of stone | |
at a time and outputs an amount of: | |
* Iron | |
* Nickel | |
* Silicon | |
* Gravel | |
Gravel is mostly a waste product at this point, so if you are running out of | |
space because you're processing so much stone, don't hesitate to just dump it. | |
The iron, nickel, and silicon will be everything you need to bootstrap your | |
very first base. You can queue up items to craft by selecting from different | |
categories on the left side of the production screen. | |
If the survival kit is annoying you by spending too much time processing rock | |
instead of making that last computer you need, you can re-order the queue by | |
dragging the stone processing job to the far-right of the queue; and you can | |
also cancel build orders by right-clicking them in the queue. | |
### Finding Ore | |
In a normal game, a small grid ore finder isn't any better than your handheld | |
drill's - but we're running a mod that increases its effective range into the | |
realm of usefulness. | |
So open the ship's control panel, scroll down to your ore finder, make sure it | |
is turned on, and then scroll down the middle frame to crank up the scan range. | |
Anything in the 250-500m range is a good place to start. Additionally, you will | |
probably want to make sure the ore finder is broadcasting its findings over the | |
vehicle's antenna (otherwise you will lose its markers when you get out to mine). | |
Please note that the ore finder does draw power, and that by cranking its scan | |
radius up, you are increasing the rate of draw. It isn't sufficient power drain | |
to fret over very strongly - but it's also enough that you don't want to keep | |
scanning at high range when you're not looking for ore. | |
### Your First Base | |
So... putting all of that together. | |
You want to: | |
1. Create a handbrake option on your rover's actionbar so it doesn't roll | |
downhill on you. | |
2. Crank the ore detector range up to 5-10x what it started at. | |
3. Familiarize yourself with the terrain and drive around until you find a | |
suitable place to build your first base. | |
A good first base has ready access to: | |
* Ice - for breathing and flying. | |
* Iron - the most basic raw material. | |
* Nickel/Silicon - at least one of these so you don't have to process rocks | |
forever when getting started up. | |
* Cobalt - the first material you'll need as you ramp up to more advanced | |
blocks. | |
Any other metals are optional, but good to know about - especially if you plan | |
on turning your first base into something bigger. | |
Once you've found a location, you need to build some stuff: | |
1. A small light armor platform | |
- embedded into the terrain, this makes it a station and not a vehicle, | |
and also means it won't roll away from you. | |
- placed but not welded, light armour costs 25 steel plates, but the base | |
scaffolding block only costs one - and you need to conserve materials. | |
2. A tower 7-10 blocks high from there (just build straight up with more | |
light armor blocks) | |
3. A wind turbine, which should provide enough power to bootstrap your first | |
machine or two. | |
4. A basic refinery, so you can start processing stone faster - and any other | |
basic ores you may have come across so far | |
5. A basic assembler, so you can stop using the survival kit for any crafting | |
at all. | |
NB: When placing the refinery and assembler, make sure you line yellow boxes | |
up together, this way the assembler can take metal directly from the | |
refinery on demand instead of requiring you to manually shuttle things | |
around. | |
Once this works, your rover is just a vehicle and your life-support station | |
slash respawn point. If you lose the rover, you won't respawn near the base | |
and your work will be lost - so be careful with it. | |
Now, a single turbine won't provide enough power to run both machines at once. | |
You can improve this by either adding a second (and likely third) turbine, | |
which should be spaced 8 blocks away from the previous one for maximum | |
clearance and efficiency... or by building a battery. You will eventually want | |
both, but the battery is the more expensive option. | |
Once your power is stable, it's time to completely cut your dependence on the | |
rover and build: | |
* An O2/H2 generator | |
* A small cargo container (ideally connected to everything else) | |
* A survival kit | |
You will probably need to break down the survival kit on the back of your rover | |
to get the medical components required to build the kit on the base. But once | |
you do, the rover is 100% just a vehicle now, and not required for your | |
continued survival. | |
### Logging Out | |
One last thing - when you log out of a multiplayer game, your body stays in the | |
game world... for 15 minutes. After this time, the server will kill you and | |
destroy anything you are holding. | |
Unless you log out in an approved logout container thing. | |
These are Cryopods and Beds. | |
Beds don't provide any life support, so they need to be in an oxygenated | |
environment. They also require the decorative block DLC if you want to build | |
them yourself. | |
Cryopods need to be connected up to electricity and an oxygen supply, otherwise | |
you will still die when logging out. |
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