After loading into the world I've generated for this series of articles, the first task is to assess my situation. All I've got to my name are the components that make up the ship I've started in, the basic engineering and mining tools, and a small amount of uranium ingots in the reactor - just 2kg worth of fuel to keep me alive and flying through space. Next up is to ensure that any systems not currently needed, such as the refinery, assembler and gravity generator, are switched off. This boosts me from twenty real-time hours worth of power at a drift up to twenty-five days. That reading will fluctuate heavily as I maneuver the ship, but the appearance of having extended my life expectancy still makes me feel better.
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| The Friz has seen some better days. |
Speaking of my ship, its design is that of the Yellow Rescue Ship, a standard both for players starting the "Asteroids" scenario, and for those spawning in any world where there isn't a working medical bay available to them. Powered by a single small nuclear reactor, it comes equipped with its
own medical bay and gravity generator, as well as the storage space
offered by a single small cargo container. While lacking much in the way of creature comforts, it also comes with the machines necessary for any engineer taking his first steps into a new world: a refinery to process raw ores into usable material and an assembler to turn that material into the components needed for whatever construction project its owner decides to undertake.
Now, every ship needs a name. Perhaps taking after Aaron of
LastStandGamers, I seem to name a great deal of my ships after people's names. After seeing a few people on the Space Engineers subreddit refer to this ship design as a big yellow bus, I decided to name my ship after Ms. Frizzle, the teacher from the children's show
The Magic School Bus. Although other designs may be built in the future, this one will be my mainstay for a long while. As soon as my situation seems a bit less dire, and I have more resources on hand, I'll do what I can to smooth out the dents and make her more worthy of calling home.
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| Those dents will buff right out, don't you worry. |
Ms. Frizzle is still considered a respawn ship, however. This means that if I enable the "Delete Respawn Ship" setting, the next time I save and quit out of the world I'd lose my ship. I've got a few options on how I can work around that. The more time-consuming option would be to grind away each and every block that makes up my ship, replacing and rebuilding each of them as I go. Although this would work for fixing this situation, it's not without its dangers and limitations. Moving the reactor could come at an inopportune moment, while my suit's energy levels are low. And, much more easily, I could simply lose track of where I was in the reconstruction and forget some key part that makes the ship what it currently is.
The faster option, and the one I plan to use, works due to something of an exploit in the game's mechanics. If I were to connect my yellow ship to a space station via a pair of merge blocks, Ms. Frizzle would stop being a free-floating large vessel and be part of that station. Afterwards, once I grind away the merge blocks, I simply change her back into a ship via the button in the Info tab of the ship's terminal. Generally I dislike abusing game mechanics for personal gain in any video game, especially an open-world survival sandbox. This time it would be used to help enforce the immersion to some degree - in realistic terms, your car wouldn't simply disappear after you had gone to bed for the night just because it was a rental (assuming the company hadn't decided to repossess it from you overnight - okay, perhaps this was a bad analogy).