First, relevant dev power discussion:
I dunno if it's me being forgetful or what, but it seems like the last time i played, my test station had 100% stabilization. Now it has just over 25% stabilization without any real changes to the reactor or stabilizers. It seems like they scaled down the effectiveness of the stabilizers by 1/4 and just made it possible to build without penalty as long as you're over 25% stabilization. Nothing really seems mechanically different, or maybe i should start over with a fresh test to be sure.
Groups merge when they are too close to each other. You can't put a hallway or interior through the middle of a stabilizer group. Time to take some screenshots and go bug Lancake. XD
Yep, killed the design i was working on, as now there's an immovable eyesore taking up at least some portion of each main hallway.
I haven't figured out how to use the stream nodes to reroute yet though. I tried placing some near existing lines, but nothing happened. Will need to play with it again sometime to figure out what's up. Maybe my symmetry settings nullified the node's effect?
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And now, a lecture. Players on this forum seem to be forgetting that:
1) It's a prerelease game. The game's not finished.
2) We're discussing DEV BUILDS in a prereleased game. Not only are they unfinished, but they're specifically for testing.
So we're talking about super extra in-progress stuff here. Everybody shits their pants like it's the end of the world, but this is all changing. Not only is it all changing, but it's the first major system change of several planned, so for all we know future systems updates may make this 100% reasonable.
Here's a thing, Criss, and I suppose you should tell Schema about it too (your discretion, he seems really occupied or simply reclusive enough not to want to directly communicate with the community.)
See:
I have to ask myself why I bother trying to communicate. That's a shame. I should want to communicate with our players. I've been excited to do so before.
It probably applies to anybody on the dev team. They probably hate coming here, since any changes or adjustments are met with immediate and overwhelming hostility. That squarely falls on the community. If you people want more dev participation, try cutting back on the demands, insults, and general vitriol.
I'm not even a dev, but i avoid this place sometimes because i want to see discussion on how people are faring relative to me with the new systems but i have to wade through pages of "ARRRGHHHH IT'S THE WORST THING EVER" in order to glean some photos of working builds or tips on useful design.
The devs are aware of the implications for current mechanics. Needles are a thing. Islands are/were a thing. If you don't see changes addressing these issues, then maybe they don't give a fuck or maybe they're working on it in ways you haven't seen yet. These things aren't as simple as everybody in their armchair would presume.
Just build a needle if you're worried about being 100% space efficient instead of coming here to vent your anger that the game's design aesthetics don't match your own. I recently quit a game because of updates exacerbating its cancerous, inflexible top tier pvp. Take a break for a few months and come back to see if things are different.
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Last, a request to the devs.
Could we get some builds released simultaneously that are mechanically altered from the current? If it's a matter of changing some lines in a settings file, it shouldn't be too much work, and this way you can collect feedback from players on some forking lines rather than trying to run one line and changing directions repeatedly.
Say, for example:
v0.200.xxxa - main line, current stabilizer distance and effect
v0.200.xxxb - stabilizer distance reduced logarithmically
v0.200.xxxc - stabilizer distance reduced linearly, effect of each stabilizer block reduced
v0.200.xxxd - stabilizer distance same as main, stabilizer effect reduced, block efficiency reduction can't dip below 10%
Not that these have to be the way, but if there are multiple ideas floating around the office that aren't wholly incompatible (i.e. requiring lots of code time) then perhaps exploring them in parallel could help more quickly hone in on what works or eliminate what doesn't.
For my part, i think the current stabilizer distance mechanic is burdensome. Extremely burdensome. If i'm in creative mode it's no problem, but it's harder to work in a real game because i can no longer build compact ships above the threshold size. I get to a breakpoint where the distance requirements start to scale upward, and i end up mining not just for the upgrades i want, but for enough material to wholly redesign a ship with runaway distance requirement.
I'm not opposed to just having large empty space in my ships (as opposed to others here who seem to find it offensive) but it looks funny because my designs are so barren. At least before i could have a solid interior minus the cockpit. Now i'm just walling off empty space to reduce the lag from seeing an open interior coated with shield capacitors.
Is it possible to request a skin that has no animated blocks? My graphics card is old, and it seems like a waste to coat my interior with a layer of hull just to protect myself from the lag. Or if there's a way to replace the texture pack on my end, maybe i'll be able to figure that out.