Space Engineers have a guide for that:
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Web of links
- !linuxmemes@lemmy.world: "I use Arch btw"
- !memes@lemmy.world: memes (you don't say!)
I mean.. you cant exactly be shocked, when cube/square based objects are the second most efficient shape in a cube/tile based world.
As for what the most efficient shape is, well, anyone familiar with RCE should know that one by heart.
ISO 9001 Human Starship. Brick. With guns.
Starfield. I want it to look cool. But I also don't want to climb the damn ladders inside my ship, so I end up with a big flat slab.
It STILL pisses me off how god awful starship building was.
Its like.. how can you not fucking conceive that I might want stairs in my ship.
or control where the fucking doors/ladders go.
but no.. we have to generate laberinthine messes because apparently the power core is a goddamn minotaur.
This is, in concept, why my brother won't play space engineers with me.
I'm surprised anyone has the patience to get to a space ship. I get bored late midgame when you run out of steel and have to juggle caravans and a colony which is constantly beset with attacks and adverse conditions.
its why I install the quarry mod and just dig forever in it lol
There's a FUCKING QUARRY MOD???!!! Thank you kind sir. I'm going mining.
There's a fair few mods like it, but some trigger insect attacks quite often
and turn the harvest rate up, I MEAN WAY UP
In the Odyssey DLC, there is a scenario where you start with a ship.
Raid strength is proportional to your wealth, as shown in the history tab. You can reduce raid strength by donating wealth (using caravans or drop pods) to potential allies.
It's such fun game. I will never see what happens past midgame.
Rimworld is the kind of game people beat once, then switch to Randy (the only nod-modded story teller that allows for indefinite gameplay) and just build big honkin castles, or go on genocidal conquests, or try to eat the entire world population.. often paired with the genocidal conquests.
Oh absolutely. I have hundreds of hours logged, probably over a thousand now. It just gets so complicated and intense that I give up before getting anywhere near "end game".
I think this refers to the new (awesome) dlc where your base is a spaceship
Yes, but it's a "gravship" to differentiate.
I played Cosmoteer before this DLC came out. Everything ends up being a box. I'm guessing FTL and similar games also have that problem.
☝️🤓 You don't design ships in FTL!
Also applies to Avorion lol.
Every FU***** time
In space, shape doesn't matter as much as mass center. Here's the spaceship Sidonia from Knights of Sidonia
Unless you go really fast, then an aerodynamic shape becomes super important again
Yeah, can't have that pesky air resistance slow you down. In...space.
Edit: Okay, now I'm actually super curious at what speed this would come into effect. I know space isn't 100% vaccuum, so there is some point where this would become a necessary factor to consider. However, it must be at truly insane speeds, no?
Space is full of particles, and if you want to travel relativistic speeds, they're a problem.
Cool design ! This sent me for a small research loop, wondering if there is any connection to the song from Muse Knights of Cydonia. The song came out in 2006 and the first manga in 2009. Most likely explanation is they are both named after the Cydonia region of Mars. Probably, the manga got translated back from Japanese phonetically.
Ha, my gravship still looks like a mushroom from my mushroom people eating mushrooms in their mushroom biom mushroom-formed colony. All Hail the Shroom Rocket!
We are the Box-shapes, resistance is inefficient.
500 named thrumbos and 2600 harvested kidneys later:
2600 kidneys ?? That's rookie number.
Why only harvest kidneys when you can harvest anything until nothing left ?
One lung, one kidney, liver. In that order. Kidney affects blood filtration which means infections are more likely. You could do the heart but there are currently no ways to get any sort of artificial livers while there are artificial hearts. Plus livers and hearts sell for the same price if that's your vibe.
You've got a hard point there. At more than 100 colonists, my game loads in at less than one frame per second. That's why there's a cap on kidney harvesting. Otherwise, I would be a more terrible monster. Thanks for your concern, though.
Me playing Kingdom Hearts.
Same in factorio
That's okay, it's a Borg cube.
Honestly it's kinda fult of the game maker to not enforce some constraints that would force some cooler designs.
I've tried to think of an algorithm that would make it at least allow for less boring designs being nearly as optimal, but I can't. It could be a surface area requirement to break cubes, but then you just end up with circles. The tile limit promotes cubes for the fewest wasted tiles to walls. The range limit doesn't do much except add a gameplay and design component on how you want to expand.
I don't know what constraints you can add (or modify) to improve the design. Maybe having the option of different types of engines that don't have to be on the rear (or facing out whatever direction you decide)? Maybe they could change how ship defence works to make you need to design more interesting defences into your ship?
There's no good algorithmic solution I don't think. It just needs to be some external force that makes the existing optimal design not as good in some way. It's the same issue with the kill tunnels though; they can tweek it forever, but there's always going to be an optimal method players will abuse.
You could just enforce some level of aerodynamics or similar real world esque constraint. Even if not applicable for space, you could invent some.
Maybe if they changed the way heat dispersal worked? That would be minor though. Currently a freezer is optimal when rectangular because each side (and not diagonals) contributes to heat transfer.
Maybe adding more things you could mount to the sides of the ship like external storage that don't need to be inside and then make them shaped like nose cones? That might make ships look even worse though lol, a square with spikes.
I dont think you need a fancy algo, just some simple contraints.
For instance, maybe the grav fuel cell thingies emit radiation in a certain radius.Make certain parts like the jammer require no obstructions on N sides (like the wind turbine)
There are already little constriants like this in the game for vanilla structures.
In avorion the physics simulation is pretty accurate, for example RCS thrusters placed farther away from the center of rotation are more efficient. However, still no air resistance in space so I just make bricks with struts coming off them.
Haven't played the game, but maximizing surface area for cooling would work. IRL, cooling is a big issue for space craft that do more than just coasting with an occasional short course correction burn. Space might be cold but its near-vaccum is an incredibly good insulator.
So if heat management is a thing in a space game, this would encourage ships with more surface area (so non-boxy, non-circles). At the same time logistics within the ship would favour boxy/circle-shaped ships, so you'd have two contradictory design goals requireing you to find a good compromise between both. That should lead to some more interesting designs.
Mildly impossible, there are some limitations of geometry itself that make certain designs optimal no matter how railroady the game mechanics, and naturally players will optimize the fun out of anything.
Unless you artificially constrain it, it mostly just makes sense to make rectangle shaped spaceships
If we could make spaceships in orbit, you'd bet they'd be quite rectangular too