What is this
Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what caught my interest.
Why am I doing it
I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.
Space Engineers 1
The recent Fieldwork update for SE1 has brought many players back, and we're now seeing increased activity in SE1. This is wonderful to see, especially since we still have plans for SE1, and because SE1 and SE2 cannibalize each other's player bases in interesting ways:
Some new players purchase SE2 (simply because it's newer), only to discover there isn't much content for them yet, leading them to leave. Had they bought SE1 instead, they would likely have had a higher chance of remaining engaged with the game.
SE2 currently shows lower retention rates and player numbers compared to SE1, largely because creative mode appeals only to a smaller segment of players.
Nonetheless, we're committed to this as a long-term journey, so these are merely temporary challenges we'll overcome.
Personal
I want to share a personal experience with you. About a year ago, after a minor slip-up during BJJ, I started noticing spasms and stiffness in my upper and lower back. At first, I brushed it off, thinking it was just part of getting older. I turned to the usual remedies—massage, stretching, mobility exercises—but none of them made a dent. Frustrated, I consulted a sports doctor who referred me to a biokineticist with a fresh perspective.
Using movement tests, the biokineticist uncovered the real culprit: some of my muscles were over-active—doing more than their proper share of work—while others weren't pulling their weight. This overactivity led to muscle fatigue, which eventually triggered protective spasms when my body and brain decided to protect those overworked areas by stiffening them.
His solution was straightforward yet spot-on: massage the tense muscles to ease their burden and strengthen the weaker ones to bring my body back into balance. It worked wonders. We even discovered that in certain positions, some muscles were malfunctioning - for example, when I turned my head to the right, my abdominal muscles would completely disengage instead of maintaining proper support.
The best part was that we precisely debugged the issue with no uncertainty, targeting and discovering exactly three muscles that needed fixing. This precision meant I knew exactly where to be careful and how to address each problem area. With this approach, the pain faded, and now I'm back to long coding sessions, discomfort-free.
The takeaway? Whether you're debugging code or resolving issues in your body, don't stop at the surface—dig deeper to find the root cause.
Space Engineers 2
VS 1.5 Modding
- Here are some use cases that I was recently testing:
- Replace the default skybox in the game - can be done in few clicks
- Replace the texture on the default Medbay block with a chrome one
- Add a new Medbay block to the game - so it shows as a new block in the G-screen
Gameplay: Colonizing the Algamest System
- Backpack building for direct ore-to-component conversion during construction
- Enhanced projection building with our improved ghost block system
- New build planner interface streamlining the engineering process
- Redesigned blueprint system facilitating knowledge sharing between engineers
The welder effects look cool, but the block abruptly changing textures is a bit odd. Maybe there's some way to fade between states, or another way to make it less jarring?
ReplyDeleteI think it makes more sense to have it that way. It's like you're building up all the internals, and then applying an outer shell or covering on top of it all. That's how you would construct a lot of things IRL.
DeleteFrom what I gather there won't be the "infinite space" but rather we'll only be able to traverse ONE solar system? If so that's quite sad, was looking forward to the new jumpdrives.
ReplyDeleteI'm not sure there's much point to infinite space. Infinite space does not mean infinite fun, Starfield proved that. A solar system with a couple of planets will have the human touch to make them much better that hundreds of randomly generated ones. Pertam is SE1's best planet geographically so more of that would be awesome.
DeleteThere’s only one reason to want to go past the last planet, and that’s to build a base an annoyingly long way out
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