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** Averted with a recent update introducing the option to use realistic sounds, now everything has an incredibly muffled, quiet sound if you're even touching them, otherwise it's completely silent. The realistic transition of sound is noticeable when you approach a ship or station airlock, once your feet touch the hull, you can hear the very faint hum of equipment, once you get inside with the air, the sounds become much more clear and distinguished, then once you open your helmet, the sound returns to what you were used to. Otherwise all you hear is just your breathing and the sound of your jetpack when not touching anything.
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Corrected mis-wording


* RealityEnsues: Plenty of it (see RammingAlwaysWorks above) but the first example many first-time Survival players find is that mining an asteroid is a very fiddly job when you have to chase those resource nuggets through the inertia-less void on a regular basis. A gravity generator makes things a lot easier.

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* RealityEnsues: Plenty of it (see RammingAlwaysWorks above) but the first example many first-time Survival players find is that mining an asteroid is a very fiddly job when you have to chase those resource nuggets through the inertia-less gravity-less void on a regular basis. A gravity generator makes things a lot easier.

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Currently in alpha stage, [[http://store.steampowered.com/app/244850/ the game is available for Early Access]] on UsefulNotes/{{Steam}}, and an XboxOne port has been announced.

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Currently in alpha beta stage, [[http://store.steampowered.com/app/244850/ the game is available for Early Access]] on UsefulNotes/{{Steam}}, and an XboxOne port has been announced.



** Same idea here. All those beautifully constructed titans in the workshop, as mentioned below, might not be the most functional. But the well designed ones tend not to look as pretty, and you'd prefer them to play with in survival. But in Creative, you can mess with all the really cool ones, and if they break horribly you can easily paste them back in for tweaking.

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** Same idea here. All those beautifully constructed titans in the workshop, as mentioned below, might not be the most functional. But the The well designed ones tend not to look as pretty, and you'd prefer them to play with in survival. But in Creative, you can mess with all the really cool ones, and if they break horribly you can easily paste them back in for tweaking.



* ArtEvolution: Thrusters were originally a solid, uniform color, but were later altered to be more detailed, primarily by having the thruster exhaust noncolorable.
** With the implementation of [=DirectX=] 11 into the game, the developers have begun to redesign more blocks with a detailed, realistic look, marking a departure from the minimalistic and borderline EverythingIsAnIpodInTheFuture appearance that previously defined ''Space Engineers'''s art style.

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* ArtEvolution: Thrusters were originally a solid, uniform color, but were later altered to be more detailed, primarily by having the thruster exhaust noncolorable.
** With the implementation of [=DirectX=] 11 into the game, the developers have begun to redesign more
Originally, blocks adhered to a quasi-EverythingIsAnIPodInTheFuture aesthetic, with smooth plates, rounded edges and the default color being very pale grey. Update 01.165, however, [[SlidingScaleOfShinyVersusGritty completely overhauled every block into a detailed, grittier, more realistic look, marking a departure from style and set the minimalistic and borderline EverythingIsAnIpodInTheFuture appearance that previously defined ''Space Engineers'''s art style.default color to a dirty grayish-brown.]]



* ArtificialGravity: Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations. There are two types: the regular one that makes a cube/cuboid field and a spherical one that has itself as the centre of gravity. Natural gravity subtracts from artificial gravity, so on a 0.25g moon an artifical gravity of 1g is weakened to 0.75g; this prevents the usage of the extremely powerful gravity drives to take off from heavy worlds.

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* ArtificialGravity: Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations. There are two types: the regular one that makes a cube/cuboid field and a spherical one that has itself as the centre of gravity. Natural gravity subtracts from artificial gravity, so on a 0.25g moon an artifical artificial gravity of 1g is weakened to 0.75g; this prevents the usage of the extremely powerful gravity drives to take off from heavy worlds.



* EverythingIsAnIpodInTheFuture: Ship systems predominantly feature soft edges, minimalistic details and occasionally brightly-colored lights; aided by the fact that the default color for everything is a very light grey with darker grey highlights.
** This is looking to be [[SubvertedTrope Subverted]], however, in light of the new redesigns several blocks have received with the implementation of Directx 11: The emerging aesthetic is noticeably more [[SlidingScaleOfShinyVersusGritty gritty and realistic]] than before, with greater emphasis on detail, though it largely retains the smooth, flat colors of its predecessor.

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* EverythingIsAnIpodInTheFuture: Ship systems predominantly feature originally featured soft edges, minimalistic details and occasionally brightly-colored lights; aided by the fact that the default color for everything is was a very light grey with darker grey highlights.
**
detailing. This is looking to be [[SubvertedTrope Subverted]], however, in light of the new redesigns several was eventually subverted with Update 01.165, which completely redesigned all blocks have received with the implementation of Directx 11: The emerging aesthetic is noticeably more in a [[SlidingScaleOfShinyVersusGritty gritty gritter]], more realistic style, and realistic]] than before, with greater emphasis on detail, though it largely retains also turned the smooth, flat colors of its predecessor.default color from clean light grey to a dirty brownish-grey.



* OldSchoolDogfight: [[SpaceFighter Small Ships]] generally fight like this, since their weapons don't track targets and they can move pretty fast.

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* OldSchoolDogfight: [[SpaceFighter Small Ships]] generally fight like this, since their weapons typically don't track targets and they can move pretty fast.



* RammingAlwaysWorks: Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. [[RealityEnsues Of course, this generally left both ships equally mangled unless some serious hull-reinforcement was installed]].

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* RammingAlwaysWorks: Until the weapons were implemented, the only real way to damage other spaceships was to ram into them at top speed. [[RealityEnsues Of course, this generally left leaves both ships equally mangled unless some serious hull-reinforcement was installed]].is installed at the ramming point]]. To [[WreakingHavok show off the destruction mechanics]], nearly every gameplay trailer for the game features at least one ship ramming into another.



** Your spacesuit in particular needs power, oxygen and hydrogen simultaneously in order to function properly. Without hydrogen, you can't fly; without oxygen, you can't breathe; and without power your jetpack and life support won't function at all.

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** Your spacesuit in particular needs power, oxygen and hydrogen simultaneously in order to function properly. Without hydrogen, you can't fly; without oxygen, you can't breathe; and without power your jetpack jetpack, tools and life support won't function at all.



** Scuttling abandoned or derelict structures is a good way to get ready-made crafting materials; though some players, armed with weapons, are perfectly happy to gun down fellow engineers before proceeding to loot their ships.

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** Scuttling abandoned or derelict ruined structures is a good way to get ready-made crafting materials; though some players, armed with weapons, are perfectly happy to gun down fellow engineers before proceeding to loot their ships.



* SpaceIsNoisy: Quite a few things are fully audible in the void, especially explosions and weapons fire.
** The Sound Block allows you to broadcast effects like sirens or music in the vacuum of space.

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* SpaceIsNoisy: Quite a few things are fully audible in the void, especially explosions and weapons fire.
**
fire. The Sound Block even allows you to broadcast effects like sirens or music in the vacuum of space.



* SpaceStation: Either in open space or attached to an asteroid. Unlike ships, Station blocks are rigged to a universal grid system, making them totally static and immovable unless you decide to convert one into a Large Ship.

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* SpaceStation: Either These can be built using Large blocks, either floating in open space or attached to an asteroid. Unlike ships, Station blocks are rigged to a universal grid system, making them Doing the latter will make the station totally static and immovable unless you decide to convert one into a Large Ship.severed from whatever voxel mass it's tethered to.



* StandardHumanSpaceship: All armor blocks are made up of riveted steel plates fitted together, which are by default colored gunmetal gray. The standard ships largely avert part of this though, as they are often painted in bright colors.
* StuffBlowingUp: Missile launchers are the most predominant, available in two sizes and types. Small Ships gets regular one-missile-at-a-time launchers that you need to manually load and re-loadable rocket launchers that uses the conveyor system; Large Ships get a hefty missile pod capable of [[MacrossMissileMassacre firing full-auto]]. Also, SpaceMines.

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* StandardHumanSpaceship: All armor blocks are made up of riveted steel plates fitted together, which are by default colored a dirty gunmetal gray. Heavy armor is distinguished by having a rudimentary cameo pattern printed onto the steel. The standard dev-build ships largely avert part of this though, as they are often painted in bright colors.
primary colors for easy visual identification.
* StuffBlowingUp: Missile launchers are the most predominant, available in two sizes and types. Small Ships gets get regular one-missile-at-a-time launchers that you need to manually load and re-loadable rocket launchers that uses the conveyor system; Large Ships get a hefty missile pod capable of [[MacrossMissileMassacre firing full-auto]]. Also, SpaceMines.



* {{Telefrag}}: [[DefiedTrope Defied]], as Warp Drives cannot be used to leave or enter a location too close to a planet, asteroid or another ship, preventing accidental collisions... Though this won't stop you from accidentally warping into the path of a moving ship.

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* {{Telefrag}}: [[DefiedTrope Defied]], as Warp Drives cannot be used to leave or enter a location too close to a planet, an asteroid or another ship, preventing accidental collisions... Though this won't stop you from accidentally warping into the path of a moving ship.


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** Due to ArtEvolution, this is the current state of the block designs; [[SlidingScaleOfShinyVersusGritty underlined by the default color being changed from clean, light grey to dirty brownish-grey]].
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** User-created weapons, such as large caliber gravity powered cannons or missiles, can also fall into this category, due to being overly complex to build and each projectile needing to be made separately, and the general complexity of the weapons being a pain in the ass if repairs need to be done. A good example is the [[https://www.youtube.com/watch?v=xQ9ZNRvOesQ Terminal Gravity Torpedo]]. Sure, it can punch through even the thickest of armor using only a couple gravity generators and a rock, but the torpedo itself is almost as big as a small ship, you have to craft each one individually, and to fire it, you have to accelerate your ship up to max speed, release, then slam on the brakes before you crash into the enemy ship along with your warhead, and then, if you pray hard enough, the enemy ship 'may just' let itself be hit by the incredibly slow torpedo. Even if it's far more effective against, say, fixed targets such as asteroid bases or stations (which can't dodge), it's ''still'' so slow that an enemy can relatively easily deflect the strike or shoot down the weapon.

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** User-created weapons, such as large caliber gravity powered cannons or missiles, can also fall into this category, due to being overly complex to build and each projectile needing to be made separately, and the general complexity of the weapons being a pain in the ass if repairs need to be done. A good example is the [[https://www.youtube.com/watch?v=xQ9ZNRvOesQ Terminal Gravity Torpedo]]. Sure, it can punch through even the thickest of armor using only a couple gravity generators and a rock, but the torpedo itself is almost as big as a small ship, you have to craft each one individually, and to fire it, you have to accelerate your ship up to max speed, release, then slam on the brakes before you crash into the enemy ship along with your warhead, and then, if you pray hard enough, the enemy ship 'may just' ''may just'' let itself be hit by the incredibly slow torpedo. Even if it's far more effective against, say, fixed targets such as asteroid bases or stations (which can't dodge), it's ''still'' so slow that an enemy can relatively easily deflect the strike or shoot down the weapon.

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* CriticalEncumbranceFailure: Subverted. Reaching the maximum volume of your inventory doesn't stop you from moving or slow you down, but it does make you ''heavier''. Ships carrying heavy loads in cargo containers can also have their center-of-mass destabilized, depending where the container is, which can be troublesome during atmospheric trips.



* SerialEscalation: Originally, the game world was just a small cluster of three/seven/sixteen asteroids with nothing around them; then came the procedurally-generated worlds that were filled with unlimited asteroids; and now there is a map featuring three planets and their moons, which are larger than anything seen before, making even the proudest player-built ship look like a speck in comparison.
* SeriesMascot: Aside from the generic player-character astronaut, the developer-built Large Ships ''Red 1'' and ''Blue 2'' are featured in every major trailer and official gameplay video. The unnamed Blue Fighter is also prominent.



* {{Telefrag}}: [[DefiedTrope Defied]], as Warp Drives cannot be used to leave or enter a location too close to a planet, asteroid or another ship, preventing accidental collisions... Though this won't stop you from accidentally warping into the path of a moving ship.
* TeleportersAndTransporters: Warp Drives function this way, by quickly teleporting ships across vast distances.



* TerrainSculpting: In Creative Mode, terrain voxels can be instantly sculpted using a variety of tools.



* WaterIsBlue: Or ice is, at least. Patches of ice can be found on asteroids, and the Earth-like planet features lakes of shiny blue ice.



* WeirdSun: Rather than stay in place, the sun actually orbits the game world, while asteroids and planets stay completely rooted in place. The time it takes for the sun to complete a full orbit can be tweaked in world generation, and can be set so fast that days and weeks go by in minutes.
* WideOpenSandbox: Aside from player-created scenarios, the game has no objectives of any sort beyond survival, and you can build nearly any sort of spaceship or structure you want.




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* TheWorldIsJustAwesome: The release of [[BabyPlanet Planets]] was long awaited, due to the game-changing effects of natural gravity and the sheer distances involved in travel, both on the planet and between them. One of the first things many people did when the update was released was to simply look over the planet from orbit, or head for a mountaintop and take in the surrounding landscape.
* ZipMode: Warp Drives. Provided that you've saved a set of co-ordinates at the desired location, you can use a Warp Drive (or several, depending on the distance) to teleport back from almost anywhere, saving you potentially hours of travel time.
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A spinoff - developed by a separate team - named ''MedievalEngineers'' is [[https://www.youtube.com/watch?v=GJBYsv3sGAI also in]] [[http://store.steampowered.com/app/333950/ Early Access]]. It's ''Space Engineers'' [[RecycledInSpace but set in]] [[InvertedTrope the medieval period]]. [[http://blog.marekrosa.org/2015/01/medieval-engineers_22.html Improvements made]] to the VRAGE GameEngine for ''Medieval'' will be applied to ''Space'', such as compound blocks and voxel modification.

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A spinoff - developed by a separate team - named ''MedievalEngineers'' ''Medieval Engineers'' is [[https://www.youtube.com/watch?v=GJBYsv3sGAI also in]] [[http://store.steampowered.com/app/333950/ Early Access]]. It's ''Space Engineers'' [[RecycledInSpace but set in]] [[InvertedTrope the medieval period]]. [[http://blog.marekrosa.org/2015/01/medieval-engineers_22.html Improvements made]] to the VRAGE GameEngine for ''Medieval'' will be applied to ''Space'', such as compound blocks and voxel modification.
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A spinoff - developed by a separate team - named ''Medieval Engineers'' has [[https://www.youtube.com/watch?v=GJBYsv3sGAI been announced.]] It's Space Engineers [[RecycledInSpace but set in the medieval period]]. [[http://blog.marekrosa.org/2015/01/medieval-engineers_22.html Improvements made]] to the VRAGE GameEngine for ''Medieval'' will be applied to ''Space'', such as compound blocks and voxel modification.

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A spinoff - developed by a separate team - named ''Medieval Engineers'' has ''MedievalEngineers'' is [[https://www.youtube.com/watch?v=GJBYsv3sGAI been announced.]] also in]] [[http://store.steampowered.com/app/333950/ Early Access]]. It's Space Engineers ''Space Engineers'' [[RecycledInSpace but set in in]] [[InvertedTrope the medieval period]]. [[http://blog.marekrosa.org/2015/01/medieval-engineers_22.html Improvements made]] to the VRAGE GameEngine for ''Medieval'' will be applied to ''Space'', such as compound blocks and voxel modification.
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Currently in alpha stage, [[http://store.steampowered.com/app/244850/ the game is available for Early Access]] on {{Steam}}, and an XboxOne port has been announced.

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Currently in alpha stage, [[http://store.steampowered.com/app/244850/ the game is available for Early Access]] on {{Steam}}, UsefulNotes/{{Steam}}, and an XboxOne port has been announced.
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* ArtificialGravity: Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations. There are two types: the regular one that makes a cube/cuboid field and a spherical one that has itself as the centre of gravity.

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* ArtificialGravity: Provided by [[ExactlyWhatItSaysOnTheTin Gravity Generators]] on Large Ships and Stations. There are two types: the regular one that makes a cube/cuboid field and a spherical one that has itself as the centre of gravity. Natural gravity subtracts from artificial gravity, so on a 0.25g moon an artifical gravity of 1g is weakened to 0.75g; this prevents the usage of the extremely powerful gravity drives to take off from heavy worlds.
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Removed the \"Don\'t need to worry about entering planetary atmosphere\" section of the main description, considering the Planets update rendered that part long invalid...


''[[http://www.spaceengineersgame.com/ Space Engineers]]'' is a survival-crafting sandbox InSpace developed by KEEN Software House, which puts players in the role of one of the titular space engineers working in an asteroid field, building all manner of spacecraft and machinery as they mine the local resources. Unlike games such as ''VideoGame/KerbalSpaceProgram'', you don't have to worry about entering and exiting planetary atmosphere, which gives players significantly more freedom to design ships and recreate their favorites from across fiction.

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''[[http://www.spaceengineersgame.com/ Space Engineers]]'' is a survival-crafting sandbox InSpace developed by KEEN Software House, which puts players in the role of one of the titular space engineers working in an asteroid field, field (or on a small planet), building all manner of spacecraft and machinery as they mine the local resources. Unlike games such as ''VideoGame/KerbalSpaceProgram'', you don't have to worry about entering and exiting planetary atmosphere, which gives players significantly more freedom to design ships and recreate their favorites from across fiction.
resources.
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* ResourcesManagementGameplay: Managing your stockpiles of ice and uranium. Refined uranium is needed so reactors can provide power to your machines, ice needs to be processed to create oxygen and hydrogen, and neither resource can be 'recycled' afterwords like other mined ores can be.
** Your spacesuit in particular needs power, oxygen and hydrogen simultaneously in order to function properly. Without hydrogen, you can't fly; without oxygen, you can't breathe; and without power your jetpack and life support won't function at all.
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* BabyPlanet: Downplayed. Planets do have visible curvature when one is standing on high ground, but they are still dozens of kilometers in diameter.

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* BabyPlanet: Downplayed. Planets do have visible curvature when one is standing on high ground, but they are still dozens to hundreds of kilometers in diameter.
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* ArtificialStupidity: Turrets will gleefully attempt to fire at enemy contacts regardless of what is in the way. They ''do'' stop firing when their target gets part of the ship the turret is mounted on, but they have no consideration for anything attached to the ship via pistons or rotors, which are technically speaking separate entities. Large Ship rovers on worlds inhabited by saberoids are especially prone to turrets blowing off their own wheels in an attempt to kill the giant spiders.
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* SpaceFriction: None. There is nothing to stop a crippled drifting ship besides grabbing it with another ship; it'll drift endlessly until it hits something. However, there is a slight drag effect against rotational motion, though with dramatically reduced magnitude as the rotational velocity slows. Bizarrely, there's also no ''atmospheric'' friction; with no drag from air resistance, vehicles handle completely identically in or out of an atmosphere, bar the gravity acceleration from planets.
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* NoWarpingZone: Warp Drives do not work within the gravitational field of planets, or within 1 kilometer of other constructs.

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* NoWarpingZone: Warp Drives do not work within the gravitational field of planets, or within 1 kilometer of other constructs. Gravity drives - used for incredible acceleration in space - are rendered inert by natural gravity, becoming less and less efficient as they approach a planet, until they are rendered completely inert at the surface of a Earth-like or Alien world.
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* ScifiWritersHaveNoSenseOfScale:
** NoSenseOfDistance: Planets are extremely close to each other compared to real life; the Earth-like world and its moon are only a few thousand kilometers apart, whereas the real Moon is a hundred times more distant. Planets are [[BabyPlanet far smaller than they should be]], though the excessively curved horizon is only noticeable from a high vantage point. Courtesy of the ArbitraryMaximumRange of both rendering and ship weapons, the absolute maximum engagement range against ships with conventional weapons is under 3 kilometers, which the USS Texas battleship could triple in 1892. Physicalized weapons (i.e. Railguns, torpedos) have a much longer range, but their accuracy is garbage against moving targets thanks to [[PainfullySlowProjectile their top speed of 104m/s]]
** NoSenseOfVelocity: By default, ships have a top speed of 104 m/s, roughly equal to the top speed of an older supercar. A space shuttle orbits at 7800 m/s. The agonizingly slow speed limit makes the Jump Drive an absolute necessity for interplanetary travel. It's possible to increase the speed limit, but it has dire effects on collision detection and rotors/pistons; a ship traveling at 400+ m/s will simply phase through ships and asteroids until the game realizes its location [[TeleFrag with unfortunate results]]
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*** To be fair, the Devs added oxygen (so now there's atmosphere) and eventually planets. They may add a sound pack so the only sound is what vibrates in your suit.
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** Moonbases might not be as interesting as planetary bases, but there's plenty of ice around the caps for generating oxygen and the lower gravity makes it easy for ships to take off and land, making moonbases perfect staging grounds for mining asteroids in the same system.
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* BigCreepyCrawlies: A race of predatory creatures called [[https://www.youtube.com/watch?v=Q7t37LNdy6k Saberoids]] are slated to be a threat on certain planets. They move fast, are able to burrow underground, and are allegedly strong enough to tear most light-armor blocks to pieces.

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* BigCreepyCrawlies: A race of predatory creatures called [[https://www.youtube.com/watch?v=Q7t37LNdy6k Saberoids]] are slated to be a threat on certain Alien-type planets. They move fast, are able to burrow underground, and are allegedly strong enough to tear most light-armor blocks to pieces.
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* SelectiveGravity: While players and pickups are affected by gravity, actual blocks are not, even when the block in question has no logical means of keeping itself aloft. The only blocks affected by gravity fields are the Artificial Mass block.

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* SelectiveGravity: While players and pickups are affected by gravity, actual blocks are not, even when the block in question has no logical means of keeping itself aloft. Zig-zagged. The only blocks affected ArtificialGravity provided by gravity fields are generators doesn't effect standard blocks unless they have an artificial mass block attached to them, but the Artificial Mass block.natural gravity found on planets and moons affects everything.
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planets

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* BabyPlanet: Downplayed. Planets do have visible curvature when one is standing on high ground, but they are still dozens of kilometers in diameter.


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* NoWarpingZone: Warp Drives do not work within the gravitational field of planets, or within 1 kilometer of other constructs.

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* {{BFG}}: Rocket Launchers can be mounted on Large Ships, and they're easily the biggest weapons in the game.



* {{BFG}}: Rocket Launchers can be mounted on Large Ships, and they're easily the biggest weapons in the game.



* BigCreepyCrawlies: A race of predatory creatures called [[https://www.youtube.com/watch?v=Q7t37LNdy6k Saberoids]] are slated to be a threat on certain planets. They move fast, are able to burrow underground, and are allegedly strong enough to tear most light-armor blocks to pieces.



* ReactionlessDrive: Despite producing a [[WeaponizedExhaust damaging plume]], thrusters are effectively reactionless. They require no fuel source and can produce an infinite source of thrust so long as they are hooked up to a power plant, be it a battery or nuclear reactor.

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* ReactionlessDrive: Despite producing a [[WeaponizedExhaust damaging plume]], thrusters Ion Thrusters are effectively reactionless. They require no fuel source and can produce an infinite source level of thrust so long as they are hooked up to a power plant, source exists somewhere on the same ship, be it a battery or nuclear reactor.reactor. Averted with Hydrogen Thrusters, which require an active source of fuel that must be stored in bulky tanks.

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Minor updates to tropes already listed


** These were removed in favor of having the ship be a separate faction from the player when the related updates came out, so now if you want to salvage them (and they come filled with goodies, and hey, free ship), their turrets will target you. The Space Engineers wiki lists several methods you can do to avoid getting shot.

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** These were removed in favor (in part) of having the ship be a separate faction from the player when the related updates came out, so now if you want to salvage them (and they come filled with goodies, and hey, free ship), their turrets will target you. The Space Engineers wiki lists several methods you can do to avoid getting shot. As a note, the Military Minelayer still has a "pleasant surprise" more or less buried beneath the main space mine storage that will be detonated on the inertial dampeners being activated. This will gut the ship almost guaranteed.



** The Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type, when they join a new multiplayer server, or if they die without having a Medical Room to respawn at. It's not much to look at, but it's decked out with everything a player needs - a Medical Room, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere, or a large enough quantity of silicon to build solars and two oxygen farms.

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** The Rescue Ship. Players are given one when they start a game on the 'Asteroids' map-type, when they join a new multiplayer server, or if they die without having a Medical Room to respawn at. It's not much to look at, but it's decked out with everything a player needs - a Medical Room, Refinery and Assembler are all onboard and ready to use, and keeping it running is a simple matter of finding a uranium deposit somewhere, or a large enough quantity of silicon to build solars enough solar panels and two oxygen farms.



** On the subject of improvised weapons, the Kinetic Torpedo: essentially a rod of blocks mounted on a 3x3 or 5x5 cross as its own entity, to launch one simply accelerates their ship, slams the brakes and releases it as a quick, easy way to do some damage. Need more power? Mount a warhead on it for extra boom.

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** On the subject of improvised weapons, the Kinetic Torpedo: essentially a rod of blocks mounted on a 3x3 or 5x5 cross as its own entity, to launch one simply accelerates their ship, slams the brakes and releases it as a quick, easy way to do some damage. Need more power? Mount a warhead on it for extra boom. Need even more power? Use a combination of gravity generators and artificial mass blocks to build all-but-undodgable gravity-drive torpedoes.


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** Cobalt is yellowish-brown.
** Nickel is pinkish-red.
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There were two \"easily\" next to each other.


** User-created weapons, such as large caliber gravity powered cannons or missiles, can also fall into this category, due to being overly complex to build and each projectile needing to be made separately, and the general complexity of the weapons being a pain in the ass if repairs need to be done. A good example is the [[https://www.youtube.com/watch?v=xQ9ZNRvOesQ Terminal Gravity Torpedo]]. Sure, it can punch through even the thickest of armor using only a couple gravity generators and a rock, but the torpedo itself is almost as big as a small ship, you have to craft each one individually, and to fire it, you have to accelerate your ship up to max speed, release, then slam on the brakes before you crash into the enemy ship along with your warhead, and then, if you pray hard enough, the enemy ship 'may just' let itself be hit by the incredibly slow torpedo. Even if it's far more effective against, say, fixed targets such as asteroid bases or stations (which can't dodge), it's ''still'' so slow that an enemy can easily relatively easily deflect the strike or shoot down the weapon.

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** User-created weapons, such as large caliber gravity powered cannons or missiles, can also fall into this category, due to being overly complex to build and each projectile needing to be made separately, and the general complexity of the weapons being a pain in the ass if repairs need to be done. A good example is the [[https://www.youtube.com/watch?v=xQ9ZNRvOesQ Terminal Gravity Torpedo]]. Sure, it can punch through even the thickest of armor using only a couple gravity generators and a rock, but the torpedo itself is almost as big as a small ship, you have to craft each one individually, and to fire it, you have to accelerate your ship up to max speed, release, then slam on the brakes before you crash into the enemy ship along with your warhead, and then, if you pray hard enough, the enemy ship 'may just' let itself be hit by the incredibly slow torpedo. Even if it's far more effective against, say, fixed targets such as asteroid bases or stations (which can't dodge), it's ''still'' so slow that an enemy can easily relatively easily deflect the strike or shoot down the weapon.
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* StandardHumanSpaceship: All armor blocks are made up of riveted steel plates fitted together, which are by default colored gunmetal gray. The standard ships largely avert part of this though, as they are often painted in bright colors.
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* HyperspeedEscape: Provided you can survive for ten seconds while [[SpaceIsNoisy everyone nearby can hear your jump drive spooling up]].

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* HyperspeedEscape: Provided you can survive for ten seconds while [[SpaceIsNoisy everyone nearby can hear your jump drive spooling up]]. Be sure to disable antenna broadcasting and beacon transmitters (or jump out of broadcasting range.)
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* HyperspeedAmbush: Possible, if you have the co-ordinates of your intended target and get lucky enough to jump in from behind or at a similarly opportune angle. Since neither is a given by any means, this is CoolButInefficient.
* HyperspeedEscape: Provided you can survive for ten seconds while [[SpaceIsNoisy everyone nearby can hear your jump drive spooling up]].
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* ReactionlessDrive: Despite producing a [[WeaponizedExhaust damaging plume]], thrusters are effectively reactionless. They require no fuel source and can produce an infinite source of thrust so long as they are hooked up to a power plant, be it a battery or nuclear reactor.
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* SolarSail: The Solar Panel is commonly used to invoke this. Since it generates a decent level of energy (while facing the sun, obviously), it's somewhat common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.

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* SolarSail: The Solar Panel is commonly used to invoke this.this, though on their own they provide no thrust. Since it generates a decent level of energy (while facing the sun, obviously), it's somewhat common to find Small Ships and some lightweight Large Ships using masses of solar panels to power their engines while conserving valuable uranium.
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* WeaponizedTeleportation: Mods that raise the game's speed limit can inadvertently cause this. Physics are calculated every tick, but if a ship is moving fast enough it can phase through another ship before the game realizes it and subsequently vaporizes a significant portion of both ships. Sadly, the jump drive won't fire if its target destination has any objects within a certain radius, preventing players from teleporting bombs into enemy ships.

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