How to use the ACTION RELAY! - Space Engineers Signals Update
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- čas přidán 15. 05. 2024
- The new Signals Update just released for Space Engineers in addition to the Signal Pack, this update brings the Action Relay block, the main attraction of the update. In this video I will show you just how to use it!
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Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
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I made a small mistake when making this. You don't need the antenna signals to be overlapping after all. It was only because I was using the broadcasting controller. If you just want to send a signal one way, only one antenna needs to reach the other. So sorry for this oversight everyone!
It only needs to be overlapping ranges if you want a return action or text from the other one. If for example you just want to set off a warhead on the other one. the other one can be set to 1m and it will receive the signal from the transmitter and boom.
This. Its a rather big distinction in it's usability. Listening antenna's can remain entirely unseen.
That is actually a fair point. I should have tested with something eise other than the broadcasting controller, my bad.
Better information than what we got out of the premiere stream
Idea: Hangar Assignments
Setup:
- sensor in hangar set to detect friendly ships
- action relay in hangar
- action relay on ship
1. sensor in hangar detects friendly ship and triggers the action relay
2. action relay sends signal to ship
3. relay in ship set to send signal back in response
4. hangar receives signal and opens door specific to that ship
(edited for clarity)
Can't you just set the sensor to detect friendly, and trigger the door?
@@Arock-pu9zv Yes. That's what I was doing before this update. Now I can have doors react to a specific ship. So when I bring a ship to my hangar area, it's specific door will open for it.
@@smexehcougah3 ah ok. Yeah that is neat. Good stuff
That's a great idea. I'm stealing this lol
So some kind of friend/foe indicator?
A feature most people are not at all aware of is AUDIO broadcastjng to players. Like your antenna transits your mic to its full distance when you are on the grid. So essenttially you can have legitimate realistic comms. Or ive even ran radio stations on NA1
Transmitting audio from a microphone ?
If yes, please describe how to do it ?
@@DAN-lk9ic pilot the grid. Have an active antenna and game chat turned on. That's it. Anyone within the antenna range will hear you
@@jayschmidt2196 Got it.
Thank you very much for the explanation.
It turns out to be so simple )))
doesnt actually need to overlap, the "listening" antenna can be at the lowest range
the reason you had to have it overlapping is because you cant recieve the text message if you are out of range
*Here we go, another tutorial!*
With these signal and broadcast blocks I can finally give my drones orders after they are launched.
I've always wanted to make a kind of loyal wingman drone that I can tell to do things on the fly without needing to access it directly, which is now doable with the signal block. The broadcast block also allows the drone to tell me whether it has enough fuel or is damaged in some way. Exciting stuff for sure.
Update on this concept: It's a little annoying that the setup actions option doesn't allow new inputs when I change the channel. This means I have to have multiple action relays on a drone, that I want to keep small, in order to give it different orders.
I needed this one since the second I watched the trailer
Very informative :D
GJ
thank you it great having new mods but knowing how to use them is the problem thanks for the help
i feel like we are getting closer to fully autonomous AI drones in SE.
i am just WAITING for someone to eventually figure out how to make a drone "Grey Goo" of sorts that colonizes all the planets and strips them of resources
Helpful vid, thanks for posting. How would the 'Set Channel' and 'Set Channel & Send' work if applied to a timer block / event controller?
It would work just the same. If you the timer is triggered or the event controller, it will change the channel, or change the channel and send a signal.
What mod do u use for your HUD ?
What is the mod that makes your toggle block on/off etc. buttons colored?
so just out if curiosity , can you use the action relay to pilot a drone remotely? like from one grid to the other using the relay? i have yet to try it out
You won't be able to control the drone, but you can make it perform actions, like telling it to return to base, change patrol pattern, etc.
@@AliceDoesThings404 ahhh okay, gotcha!
There's a fairly simple way to go way beyond 100 channels. If you're interested, reply and I'll get you a link. Great basics tutorial though!
Could you give me a link? I am trying compile multiple ways and try to make a small demo map for myself.
@@gamerwolf-ne1yl I sent it twice but I can't see it. I assume YT doesn't like me sharing links. I'll try one more time but otherwise, you can find it with my name CaptainFlips and/or "Action Relay - How to go beyond 100 channels in vanilla". I'm pretty sure this is objectively the best way to do it 😅😅
So I wonder if they changed up the encounters with these new blocks or not?
Where do you fear and did you play??