Space Engineers

Space Engineers

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Engineer Help Hotline: Tips for Functioning/Surviving on Planets
By Wurm and 2 collaborators
Hello all, this is Mr. Tickums, and today I wanted to share some tips for surviving on the Earth-like and alien planets in Space Engineers. If you have any other tips yourself, please post them in the comment section, and I'll update the guide with them as soon as possible. If you have some good example pictures that you think would help this guide, feel free to link them to me in the comments. This list is not the final way of doing things, and you can and will find yourself doing things that I strictly stated not to do.

If anyone has any questions, feel free to ask them in the comments. If you find out that you found a bug in the game, here is the link to the KSH bug report forums: http://forums.keenswh.com/forums/bug-reports.326950/
   
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The Planet Itself
-First of all, suriviving on a planet is very different from living in space. While not inherently harder, it does provide significantly different challenges and obstacles to overcome.

-You can and will have all the ice you will ever need if you find a lake.

-You will see round rock formations scattered across the surface. These contain a variety of resources that you can mine.

-You will also see large swaths of land that are darker textured than the surrounding ground. These areas are guaranteed to contain resources under ground, but you will have to do a bit of drilling to get there.

-It seems that KSH has removed the signature dark spots that indicated resource deposits. The only way to be able to find resources on planets is to simply fly around with an ore detector until you pick something up. Large ship ore detectors have longer range than the small ship detectors, and the Planetary Lander respawn ship comes with a large detector.

-Resource deposits on planets will appear as slight discolorations in the terrain on the surface. Keep an eye out for spots of grass, rock, or snow that don't appear normal to find resources. Ore detectors ultimately are your best friends.

-HOWEVER, there is no platinum available in these resource drops, according to my sources. You will have to either set up a platinum mining operation on an asteroid in space, fly to a moon, or raid pirate bases for it. Thanks to PanzerFaust for the info.

-Trees are OP. Try to avoid crashing anything into them, because it WILL explode in a massive fireball.

-Spiders are mostly found on the alien planet, and will chew through your base wall to get to you will chase you down relentlessly. Personally, I consider spiders the most terrifying of the various enemies one can encounter, due to their ability to come up out of the ground beneath your feet. Yes, that is correct. They will randomly pop out of the ground right next to you and start chasing you down. Wolves and pirates at least run in from a distance.

-Wolves are the most immediate threat you will have to deal with on the Earth-like planet. They can be fairly easily dispatched if you have a rifle with ammo, but only if you have seen them far out. They also arrive in much larger packs at night, and so your best bet would be to run to your ship and stay about fifty meters up until daybreak if you see some coming for you.

-Wolves will self destruct if they cannot get to you. Hiding on top of or behind a wall is a really good way for them to destroy your base.

-Wolves do kill each other if they blow up, and will often have a variety of useful resources and components.

-THANKS TO A PRIOR UPDATE, wolves no longer blow up. Now, you simply have to worry about them eating you and your base, because they will, in fact, chew up your base and ships, damaging and destroying the blocks. They don't always go after you, because their hunger is for technology, it seems... Thanks to PanzerFaust for the info.

-THANKS TO YET ANOTHER PRIOR UPDATE, wolves and sabroids(spiders) will no longer attack grids or explode. This means you will never wake up to the melodic harmony of a group of sabroids chewing through your base wall, or a wolf punching holes through the ground, your wall, and your soul with its volatile personality.

-This means that making effective use of base defenses, such as walls and turrets when necessary, can be all you need to compensate for sabroid or wolf infestation. Walls will keep wolves out, but since sabroids can burrow through the ground, interior defenses within your walls are important on the alien planet.

-Wolves will eat your corpse. That's right, if you don't kill them immediately after you respawn, they will eat your dead body and everything in your inventory will end up in their gut. Literally. If you kill them shortly after respawning, then you can find you stuff inside their corpses. Unfortunately, hounds also have the tendency to act like real animals and run away after eating you, which means you won't ever find them again.

-If you start in the planetary lander, you can grind out some of the unnecessary blocks in your ship, such as the timer block, programmable block, and oxygen tank. With these spare parts, you can make an interior turret. Mount it on the bottom of your lander, and use the massive pile of spare ammunition in the cargo container next to the door to give yourself all the defense you will immediately need, allowing you to focus on other tasks. Thanks to Sharpshot2oo1 for the tip.

-The "planetary lander" used to be a large ship with jet engines and full flight and manufacturing capabilities. For balance reasons, the new landers are small drop-pods with parachutes that contain a few batters and a survival kit, and not much else. Make sure your survival kit remains intact and operational, because it's your only respawn point.

-Pirates found on the planets are actually the easiest enemies to spot, because virtually everything the have will have an antennae equipped.
You, the Engineer
-You DO NOT have unlimited fuel for flying. In fact, your jetpack flight time from full will measure less than a minute. Use it in emergencies (such as getting away from wolves and spiders) and restock at your medical room often. Carrying an extra bottle of hydrogen is never a bad idea.

-If you are on the earthlike planet, you can take off your helmet without any problems. If you are on the alien planet, however, you cannot, because the alien planet has only low oxygen levels at all altitudes. Taking off your helmet there will cause you to slowly lose health until you die, because you can't breath.

-You will also suffocate if you are inside a closed cockpit (the fighter and standard cockpit, not the various control or passenger seats) and you don't have your helmet on. Apparently, you can't simply crack the window open...

-The way to bypass this is to attach an air vent directly to a conveyor port on the cockpit itself, or to any conveyor port if the cockpit is already attached to the conveyor system, and then set said air vent to depressurize. It will then attempt to depressurize the entire planet (which is impossible) and put said air into the available storage; namely, your cockpit. You will then have unlimited air in your cockpit, and will never have to fear suffocation again...at least, until a wolf or pirate blows off the vent.

-If you have a buddy, assign one of you to guard duty while the other works on mining or welding/grinding. Having one person remain alert and on the lookout for wolves or spiders will limit the likelihood of you dying to them.

-Because this is not common knowledge, I will now explain how to teleport in Space Engineers. Thanks to Owenga1 for the medical room trick!

-In creative, you will need to hit F8 to enter the spectator view. From there, you can use the arrow keys to move around, mouse to look around, and mouse wheel to increase and decrease your movement speed. Go wherever the heck you want, and then hit Ctrl-Space to make your character teleport to that location. Don't be phased by the fact that your spectator camera will jump upward from you hitting space. Press F6 to return your camera to your character, and have fun flying around as if you didn't just teleport 100 km in an instant...

-In survival, you will need to be a server admin to do this, which means you will probably not be able to pull this off on any public server. If you are a server admin, hit Alt-F10 to bring up the SpaceMaster window. Check the box that says "Enable Creative Mode Tools," and then hit escape to close the window. What this just did is enabled some of the basic tools from creative mode, such as instant building and deleting of blocks, copying and pasting, the ability to spawn asteroids, planets, components, blueprints, etc. Your fuel, oxygen, and suit energy will still deplete as normal, but nothing interesting will happen once they hit zero. Once you disable creative mode tools, you will feel the fact that you don't have any resources, but until then, they are essentially infinite. Now, you should be able to teleport with the same technique as listed above, unless the server has spectator disabled. Regardless, you should be careful about using teleport in survival games, because a lack of situational awareness, such as not looking at your fuel gauge, leaving your helmet on/off at a bad time, and so on will be a guaranteed way to ruin your day.

-Alternatively, you can use the SpaceMaster window to jump the spectator to any other grid or player character in the game world. So, if you are trying to get in between planets that already have grids on them, using this technique will allow you to get there far more quickly. Use the SpaceMaster to jump the spectator to the grid you want, exit out of the window, and then hit Ctrl-Space to teleport.

-If you are a bit more of a stickler to immersion or are on a game server that you cannot be admin of, you can also use the technique mentioned by Owenga1. Simply place some powered and owned medical rooms on the various places you want to get between, name them something different and distinctive, and then hit backspace to commit suicide. You can then select the medical room at the planet or base you are trying to travel to, and then respawn there. Only real downside is that you cannot take any equipment or components with you, but it will certainly work, especially if you aren't a server admin on a public game world.

-Thanks to the fact that KSH added official modding support for engineer appearances and stats, there are mods that you can find that will provide new engineer suits. While your swag-coated physique is undeniably important, the more useful aspect of this is that you can find mods that provide new suits with different stats, such as a suit with higher inventory space, or oxygen capacity, or hydrogen capacity. Finding these suits and equipping them in game can help you quite a bit. To equip a modded suit, add the mod to your world via the game settings, go to the medical room, and interact with the same part that lets you customize your suit color. Look at the dropdown menu and find the suit you want, then prance off into the sunset.

-Magnetic boots are useless on any planet. They require complete 0g to function, meaning, no real or artificial gravity.
Your Ride, the Ground Vehicle
-Ground vehicles are moderately functional in the game as is, and while there are bugs, they can still be perfectly usable and useful additions to your base's roster.

-Due to current conditions, setting the vehicle to rear-wheel drive only is a bad idea. Make sure that all of your wheels have propulsion enabled.


-THANKS TO A PRIOR MAJOR UPDATE, ground vehicles have been made significantly easier to use. You should no longer suffer from jittery, painful bouncing or flipping most of the time. They are far more viable, and I personally recommend making use of them over aircraft on planets, especially in the early game. Having a cargo truck doing supply runs between your mining locations and your main base is far more fuel efficient than aircraft are.

-Smaller vehicles that are used for transporting people only really don't require a lot of stuff. Four wheels, one or two small reactors, a spotlight for a headlight and an air vent mounted on the cockpit is sufficient for most purposes. Setting all of the wheels to contribute to steering will not be a bad idea either.

-Larger vehicles, such as the ones that you will have to build to hold large amounts of cargo, will probably need six wheels. Set the back two wheels to propulsion only, and let the front ones focus on steering and propulsion. This will make for a moderately smooth ride.

-If you feel that you can't get your vehicle up hills very quickly, or your vehicle stalls on said hills, increase the wheel power. Don't increase it a lot. Doing so anyway will give you a lot of get up and go, but you will often find yourself flying off cliffs and the like by merely tapping the "w" key. I normally run my vehicles with 20% percent power.

-The friction will change essentially how hard your wheels will grip the ground. Setting it to zero will get you some ice-like sliding, and you'll find it impossible to brake. Having it set to 100% can make your car flip, in some circumstances. 40-50% usually gives you all the grip you need. However, there have been situations that I couldn't get my larger vehicles out of because the wheels kept sliding. Don't be afraid to adjust the friction whenever necessary to get your cars out of stupid situations.

-Damping controls how much your suspension will shift to accommodate terrain. Having it set to 0% will make your suspension feel locked, while setting it to 100% will make your vehicle do some pretty hilarious (and safe) bouncing. Setting this one to 100% and leaving it there has proven to be a safe and effective idea for me.

-Strength controls how your suspension handles your vehicle. If set to 0%, it will be very weak, and you'll find large vehicles will make your suspension give away entirely. If set to 100%, it'll hold just about anything, but won't have very much give, again giving you locked suspension. Use low values for small, single man rovers and large values for the heavy cargo trucks

-Height offset is just that. This can make your wheels hold your vehicle higher or lower, whichever you want. To avoid having terrain and other things scraping the bottom of my car, i always set this to the highest positive value.

-Suspension travel declares precisely how far your wheels will give, no matter what. Damping and Strength rely on this value. If set to 100%, you will have full suspension. If set to 0%, you will have completely locked suspension, regardless of what you set Strength and Damping to. Unless you are designing some form of tram and you don't want your wheels to give at all, I'd recommend keeping this at 100% and modifying the Strength and Damping values to get the suspension to do what you want.

-Set the speed limit of your wheels to something less than 100 km/h. This function is very useful to avoid flipping, crashing, and otherwise destroying your vehicle. When set to something other than unlimited, your wheels will automatically turn off when your vehicle reaches the specified speed. This means that you will still end up accelerating if you are careening down a hill, so make sure to utilize your brakes when necessary. I normally run my vehicles with the speed limit set to 50 km/h, and occasionally up to 75 km/h, if the vehicle is stable enough on rough terrain. This may sound silly, but you'll definitely feel when the vehicle is driving smoothly enough to increase the speed.

-THE PRIOR UPDATE I MENTIONED JUST ABOVE also changed the menu options for wheels. As of now, the menu has been simplified, and wheels now rely mainly on a "dynamic adjustment" system that changes most of the wheel settings to adapt to the situation you are currently driving in.

-The terrain you are driving on has an impact on your handling. As one would expect, driving on rock is different from driving on ice, and so on.

-For ground vehicles only, KSH has implemented a form of aerodynamics and wind resistance. This really only means that ground vehicles are easier to brake, since air resistance will aid in your deceleration. Otherwise, don't think too much about this.

-Fenders and wheel wells look great, but there appears to be a glitch that causes wheels to lock up as if they are caught on the fenders when pasting a blueprint of your vehicle. For the time being, I'd recommend not using any fenders.

-This may not be common knowledge, but your inventory mass does, in fact, have an influence on your ship mass. This will impact the performance of your vehicle, as one would expect, so if you are building a cargo vehicle, design it around the load you expect it to carry.

-If you get your car stuck (but not flipped), you can hit the X key to make your suspension launch you into the air.

-Putting one or two gyroscopes on your ground vehicle can help you keep stable, regardless of the stunt jumps you are sending your car through. You will want to remember to use your Q and E keys, or whatever you have bound to your roll keys, to take full advantage of the gyros. Having the gyro on/off switch bound to your toolbar can help you keep your cars stable when stunt jumping, and naturally moving when simply driving around. Thanks to Panzerfaust.

-You can make entire mobile bases by manually making suspension. Set up a rotor sticking out from your chassis. Mount an arm on the rotor that is perpendicular to the rotor, and then attach another rotor with a wheel on it to the end of the arm. Set the first rotor to have values other than unlimited for the minimum and maximum angles, and set it to always rotate the arm towards the ground. Toy with the torque setting to set how much give your suspension will have. Then set your other rotor with your wheel to your toolbar to turn it on and off, and now you have the single largest and most powerful suspension system in the game. This lets you make massive rovers with suspension as high or low as you want that can traverse rough terrain with ease. Thanks to Prophet_01 for the idea.
Here is a slightly closer picture of the wheels so you can see how the suspension was built.
Prophet made a blueprint on the workshop for this vehicle. Link is in the Recommended Mods section.

-The game's physics system has been updated to include sliding friction, which is a vast improvement over the original limit to just rotational friction. That means that previously, it didn't matter how you designed your vehicle, as making any kind of sharp turn at even low speeds would result in your vehicle rolling over. Now, however, sliding physics have been implemented, allowing you to perform slides like one would see in games such as Grand Theft Auto or Saints Row. While it's entertaining to screw around with, the biggest advantage is that your vehicle is less likely to roll over on you, which is just one of those nice things to have.
Your Wings, the Plane
-The biggest and seemingly most obvious aspect of making aircraft is that you do not need any thrusters pointing up. Gravity will happily help you with all of your down-going needs.

-True VTOL (Vertical Takeoff and Landing) aircraft, meaning those with thrusters mounted on rotors that switch direction to provide thrust in different directions when needed, are not very functional right now, and while entertaining to experiment with, you will have a much better time making aircraft similar to those you made in space.

-While there is a breathable atmosphere, there are also absolutely no aerodynamics in this game. You will need directional thrusters to arrest your momentum.

-It is possible to make mining and construction ships similar to what you've already made in space, but they will be difficult. My recommendation for mining ships is to make a flying auger. Mount all the drills facing downward, and design the rest of the ship around that. My version is fully capable of drilling holes large enough for it to fly through. The alternative, if you don't want to get creative with camera and drill placement on the flying auger, is to set up a mining ship with the drills mounted forward, and then place a large number of jet engines facing both down and forward. This means you can point straight down and still hover. Another tip, if you are doing that, is to mount at least one thruster facing up, just to help stabilize the ship while drilling. Thanks to P3AZ ☭ Vodka? for the info on the mining ships.

-There are three different types of engines: ion, hydrogen, and jet.

-Ion engines have a blue flame, and can only provide reliable thrust in space. The more atmosphere there is, the less effective they are. As a result, planets with little to no atmosphere, such as mars or the various moons, can accommodate ships and aircraft with ion thrusters, but Earth and the alien planet require that you use other thrusters for flying. They merely require power to function, however they are also the only engine type that requires thruster components. Thruster components are the only components that need platinum, therefore, you need to use hydrogen engines for space travel until you can find a platinum deposit. Thanks to TheMageKing for the info on ion thrusters.

-Hydrogen thrusters are the most powerful, sport a yellow flame, and provide good and reliable thrust anywhere. They use fuel, however, and that fuel is hydrogen. Hydrogen is created from putting ice in an oxygen generator. All hydrogen thrusters must be connected to a conveyor system that also has a hydrogen tank and oxygen generator connected, otherwise, they will not work.

-Jet engines have a white flame and visible air intakes. They only provide thrust while in an atmosphere, and will be completely useless if in a vacuum. They also only require power to function. Unlike ion engines, which still provide admittedly low thrust even on the planet, jet engines will not provide any thrust whatsoever if in a vacuum.

-As mentioned before, the mass of any stored items in your cargo containers has an influence on your ship's mass. What this means is that a small, single man mining ship that flies like a dream before will be unable to even get off the ground after you go mining. Since rovers are more easily modified to move under great weight (by changing wheel power and suspension strength) than planes, which will need more engines attached, it's a good idea to set up a small, low-capacity mining ship to pick up ore, and then deposit it inside a rover cargo container. Then you would use the rover to transport the ore to your processing station.

-The alien planet has 1.10 Gs worth of gravity, instead of just one. Funnily enough, the jet engines do not rely purely on oxygen content of the atmosphere, rather on the density of the atmosphere. The alien planet possesses slightly more atmosphere than the earthlike planet, allowing your thrusters to be a little bit more powerful, which in turn compensates for the increased gravity. Thanks to Panzerfaust.
Your Home, the Base
-Make just about everything you will immediately need accessible by walking. As mentioned earlier, your jetpack's flight capabilities are not very impressive on the planet.

-You will never need a gravity generator. In fact, they don't even work on planets. Artificial gravity decreases as real gravity increases, so the gens will ultimately do nothing. This also means that you cannot use reversed gravity generators to make airships.

-Make turrets, and keep them stocked, unless you have any and all enemies (spiders, cyberhounds, and pirates) disabled, or you have placed your base in a creative location, as mentioned below.

-It will undeniably look cool if you have buildings, but unless you need to defend your infrastructure from pirates, hounds, and spiders, you will not need closed buildings. If you make some, make sure you have air vents in place to keep from suffocating, or use the vent window block on one part of the building to make the structure not airtight.

-If you place your solar panels flat and facing upwards, you will get the most effective use out of them. Placing them sideways will make them useless for noon, and trying to get some programmable blocks to effectively rotate the solar panels can be pretty neat, but is going to require a lot of work. Try to keep them off the ground so hounds and spiders can't get at them. Thanks to Reykan for the tip.

-Placing your base on the side of a cliff will limit ground vehicle access, but cyberhounds will also kill themselves by running blindly off the side of the mountain and falling to their deaths. If you can afford the hydrogen for jetpack fuel and/or are able to create effective aircraft for transporting and mining resources, this is an effective way to survive the hounds without using up ammunition. Thanks to Red Lord - The Mistake of Mars for the tip!
Recommended Mods
This is a list of mods that, in my opinion, enhance your experience on planets by adding new challenges, fixing vanilla problems, or just making your life somewhat easier. If you have any recommendations, feel free to link them in the comments, and I'll see about posting them. For whatever reason, Steam doesn't like showing a lot of workshop links in one section, but all links do, in fact, work. All mods are DirectX 11 compatible, because you can't play planets without DirectX 11. Mods that also support DirectX 9 are labelled as such on their mod page, but frankly, if you are using DirectX 9 to play Space Engineers, you probably aren't playing planets, and therefore you probably aren't looking at my guide. :D

-The scaffolding is a good way to make lightweight structures. It just takes the light armor construction model and uses its own component requirements. It's a good way to make very light aircraft, or just to make things look neat, without sacrificing all of the durability one would lose by just using unbuilt light armor blocks.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=297894503

-This gate not only looks good, but gives you a large, pre built door for use on garages. Heads up, you still have to interact with the tiny control panel to get the door to open.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=294621451

-This pack adds new, fully fleshed out staircase and catwalk blocks. The big things that one will get from this pack over vanilla are staircases with railings. Safety first, kids!
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=298913292

-This simply adds in inverted window blocks that weren't in the game already, giving you a bit more flexibility when designing large, windowed cockpits or observation decks.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=312871871

-The first of these two improves rotor durability, allowing you to use them a bit more roughly than you normally would. The second of these two mods is a blueprint for the Baserunner vehicle, which you can use to figure out how the manually-created mega suspension is made, and also to recieve ideas on how to make a base on wheels.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=633061554
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=620170721

-This next mod gives you a good way to connect multiple structures together, if you are stringing your base out over several buildings on a large plot of land. The only downside, as of posting this, is that it doesn't come with any splitter, vertical, or diagonal blocks. Regardless, it looks great and works perfectly as (guess what?) a power line between structures.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=577318708
Recommended Mods, Part 2
-These next several mods are all ship weapon packs. For those of you, such as myself, who enjoy ship to ship combat and therefore want to make large airships and helicarriers, these mods can spruce up the variety of ship mounted boomsticks that you can use.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=449392448
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=499117155
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=543635673
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=388580965
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=655819449

-This mod gives you more control over large arrays of turrets, allowing you to specify what to shoot at for several turrets. This opens up more opportunities for ship crew members to do more than just sit around, because now they can command sets of turrets instead of just one. Recommended to be used with the CMDBob's designator turret, because that thing is supposed to act as nothing but a control turret for designating targets for other weapons.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=661855532

-This next one is a static cannon, but it has realistic effective range, and when combined with the turret scripts shown below, it can be very useful and powerful.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=344199068

-This is a script that allows you to make static cannons into usable turrets. Read its description for more info, and definitely worth a look if you aren't to enthused by the current list of premade turrets available in vanilla and on the workshop.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=638012533

-For those of you who have mounted cameras next to connectors to allow you to see where you need to go, I present this mod, which provides an offset camera that you can position directly over the connector, thus giving you a precise view of your target, complete with HUD.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=510771942
Recommended Mods, Part 3
-Some of us wierdos are trying to play the planets like this was Kerbal Space Program, and as such, we try to set up bases in orbit of, and on the surface of, every planet and moon ever. Of course, it's impossible to actually know what's going on in all those bases unless you're there yourself, and so the Deep Space Transceiver is the way to go. It's really just a giant, high powered, and energy hungry laser antenna.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=405233525

-Because of how little jetpack fuel we have, building stairs and elevators are a must on planets. This mod adds catwalk blocks with adjusted collision meshes, allowing you to place them on pistons and have them flush against the walls of your elevator shafts.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=397242149

-One of the biggest problems when playing Space Engineers survival is the fact that building large ships is very time consuming. This is especially true on planets, where your jetpack fuel is pathetic and your welding ships have to be very carefully designed. This mod helps fix that by adding automated repair and construction. The immediate thought is that this breaks the game, but honestly, the author did a very good job making this thing a useful tool that aids you in building your ships and bases instead of doing it all for you instantly.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=655922051

-And for those of you who like pain, here is deadly reentry. If you are flying through an atmosphere too fast, your ship will heat up, and if it gets too hot, it will start suffering damage. This mod is best used when combined with the wing block mod and a speed mod. Just make sure the speed mod comes first in your mod list, so this one can use the speed mod to calculate how fast you need to go to burn to death. Another thing, it will also slow your ship down via aerodynamics, so while you will still want directional thrusters, they are now no longer completely necessary.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=571920453

-Ever get the feeling that there isn't enough explosions and destruction? This'll help fix that. With this mod, hydrogen tanks now have a chance of exploding in a giant fireball when damaged.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=598289595

-Whether you're trying to hot drop a vehicle for a stranded friend, or you are trying to survive Deadly Reentry, you can't go wrong with parachutes.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=644104483

-For those who feel that vanilla speed limits are just dumb, you can use this to fix it. As mentioned in the title of the mod, it is skybox friendly, so just use your favorite skybox and have fun speeding!
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=380164935

-For those who are looking for more realism, this mod adds offset forces to the game. This means that all ships and planes have to have their center of thrust aligned with their center of mass, otherwise, you'll find your ship hard to control.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=575893643
Recommended Mods, Part 4
-This next mod makes moving components between your inventory and cargo containers a lot faster.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=646796262

-This is essentially the large ship flight seat converted for small ship use. This gives you a cockpit option for your vehicles that doesn't require the air vent trick to breath in.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=661343416

-This mod adds aerodynamics to the game, including wing blocks. Very useful for making aircraft.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=473571246

-For those who are looking for a new challenge to overcome, here is Ravcor, a new planet. It does look great, but the catch is that there is no oxygen or ice to speak of on the planet, but it also has 1 g of gravity, meaning that your only option for thrusters are the hydrogen thrusters.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=668429328

-Exclusively for the picturesque nights, I present a stupidly high resolution milky way skybox.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=670718659

-The next two mods are useful engineer suits that make your life easier on the planets. Both come with enhanced hydrogen fuel capacity, allowing you to stay airborne for significantly longer than before.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=647256866
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=646084488

-This mod gives you a way to move blocks and lose objects around with your hand, just like in Medieval Engineers.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=636314268

-This gives small status bars to the exterior of cargo containers that show the containers' current capacity.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=677790017

-For those of you playing on computers that are slightly more potato than the recommended system requirements, here are two FPS friendly planets. Don't listen to the useless idiots in the comment section who can't seem to grasp the idea that an early access game can and will have bugs and performance issues that won't get magically fixed the instant KSH pushes their magic "Fix Bug" button.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=677680861
Recommended Mods, Part 5
-The weather isn't always great, and you don't always get access to the latest and greatest in shiny new hardware. This mod adds a long list of new blocks centered around the idea of "old, rusted, and already used by someone else."
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=566693006

-If you're attempting to live on a planet that has very little ice on it, you can use the Moisture Vaporator (I just call it the moisture farm) to farm ice out of the atmosphere. While it won't get you a lot of ice quickly, it should at least be able to give you a usable amount of oxygen.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=709975763

-As EctoSage (who made this mod) put it, there really aren't any good cockpits on the workshop that give you a good downward view. This mod fixes that.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=709189094
Credits (Sorta)
Send me a good tip or picutre, or suggest a good edit, and you will enter my little hall of heroes down here. :) Thanks for the help.



-PanzerFaust
-SharpShot2oo1
-DolphinDude3 (Told me to go look at the alien planets, everything about them in this guide is a result of that effort, so thank you.)
-Prophet_01 for the Baserunner vehicle and tips about manually created suspension.
-Owenga1
-Reykan
-Red Lord - The Mistake of Mars
-P3AZ ☭ Vodka?
-TheMageKing
105 Comments
Wurm  [author] 18 Apr, 2023 @ 7:59pm 
Probably. Major update just dropped, after all. Might have caused a bug. That's just the way programming works.
Fatal Frame 18 Apr, 2023 @ 5:26pm 
Yeah, Never happend before. I assume it's a automatons thing?
Wurm  [author] 18 Apr, 2023 @ 4:38pm 
What do you mean? I haven't played the new update just yet, so if there's a new bug with jetpack flight controls, I expect Keen will have an update out fairly soon.
Fatal Frame 18 Apr, 2023 @ 4:08pm 
Anyone else getting that weird jetpack drift?
Wurm  [author] 14 Feb, 2021 @ 7:59pm 
There aren't enemies as far as I'm aware. But, because ion thrusters still work reasonably well on the moon, there is the possibility that pirates spawned to attack you can still follow you to the surface. I've never seen it myself, but it is technically possible.

As for rovers, the advantage they provide is that they can carry significantly more than you can and don't require platinum to make, unlike ion-powered ships. Still, the low gravity can make driving them a bit problematic if you're not careful, and some of the lunar terrain is quite rough.
Radon 14 Feb, 2021 @ 7:51pm 
I have some questions on surviving on the Moon.
Firstly, are there any enemies? I didn't even look into Advanced settings when starting that game, and maybe I turned all the enemies off. Like a casul.
Secondly, are rovers actually viable there? I think these take an eternity to get anywhere - coupled with that most resource spots I found are 5+ km away from my base. And what I found is that jetpack and ions are viable in 0.25 g - I can boost somewhere towards a spot I need to get to, disable dampeners and just orbit there.
Wurm  [author] 9 Feb, 2020 @ 8:52am 
And I'm glad that you found the guide useful, JP.
Wurm  [author] 9 Feb, 2020 @ 8:50am 
He posted in the same comment thread that everyone has posted in regardless of when. Click on the little checkbox above here that says "Subscribe to thread" to uncheck it so you don't receive notifications if you don't want to.
Tommy Finle 9 Feb, 2020 @ 6:09am 
the problem is he necroed a post I received a notifcation too
JP-7 9 Feb, 2020 @ 12:36am 
I just posted because I like the guide, it was quite helpful to get me started. :) Since the last comment on missing spots in 2018 there had not been an update, so other readers might be wondering, just like I was.