For the new "power 2.0", everyone (including me) has been testing out ship designs, but nobody seems to have properly looked at stations yet (or at least I haven't noticed any forum posts), so I thought I'd try some station building!
My first step was to find a nice point in space where the edge of 4 sectors meet, and plonk down four stations.
It's very tricky to get the individual station blocks to line up nicely - my tip is to point your camera straight down, try to line yourself up in the "X and Z" directions, then use "strafe left/right" and "strafe up/down" to change your position (without touching camera angle) while creating the station blocks. This at least ensures that the Y coord for each station is the same.
Here's a picture:
My next step was to put build blocks and faction modules on each station, and mark one of them as "special" (by putting a light on its build block) to avoid confusion while I'm building. The special station will become the exterior shell that protects all the inner stations.
Then I slapped a reactor on each station and setup the chambers, so that:
Note that it's nothing fancy - it's just a temporary experiment to see how stations work.
After this I did some testing, and found out that I can't get warp interdiction or recon to work on stations. You used to be able to hook up the computer/s to logic blocks, but now that the computers are gone it's completely borked. I also realised I never actually tried warp interdiction on a ship either, so (while trying to figure out if I'd just set it up wrong) I tried it on a ship and found that warp interdiction is also broken for ships (on a ship, I can get the jump inhibitor to charge, but can't get it to do anything else).
Starmade is also still glitchy at sector boundaries (but that's easy enough to work around - e.g. just use transporters if you ever need to cross the boundaries), and it's a little painful when using cargo storage to extend your inventory (you get "cargo is too far" message when you're standing right next to the cargo block because the game thinks you're in a different sector and doesn't care about actual distance).
Apart from those problems; the new stations look quite promising!
My first step was to find a nice point in space where the edge of 4 sectors meet, and plonk down four stations.
It's very tricky to get the individual station blocks to line up nicely - my tip is to point your camera straight down, try to line yourself up in the "X and Z" directions, then use "strafe left/right" and "strafe up/down" to change your position (without touching camera angle) while creating the station blocks. This at least ensures that the Y coord for each station is the same.
Here's a picture:
My next step was to put build blocks and faction modules on each station, and mark one of them as "special" (by putting a light on its build block) to avoid confusion while I'm building. The special station will become the exterior shell that protects all the inner stations.
Then I slapped a reactor on each station and setup the chambers, so that:
- Station 1 = warp interdiction 4, warp interdiction distance 2 (total 100% of RC)
- Station 2 = warpgate distance 2, warpgate free target (total 90% of RC)
- Station 3 = recon usage permanent, recon long range distance 2, recon strength 5 (total 87.5% RC)
- Station 4 = factory bake time 2, factory power efficiency 2 (total 100% RC)
Note that it's nothing fancy - it's just a temporary experiment to see how stations work.
After this I did some testing, and found out that I can't get warp interdiction or recon to work on stations. You used to be able to hook up the computer/s to logic blocks, but now that the computers are gone it's completely borked. I also realised I never actually tried warp interdiction on a ship either, so (while trying to figure out if I'd just set it up wrong) I tried it on a ship and found that warp interdiction is also broken for ships (on a ship, I can get the jump inhibitor to charge, but can't get it to do anything else).
Starmade is also still glitchy at sector boundaries (but that's easy enough to work around - e.g. just use transporters if you ever need to cross the boundaries), and it's a little painful when using cargo storage to extend your inventory (you get "cargo is too far" message when you're standing right next to the cargo block because the game thinks you're in a different sector and doesn't care about actual distance).
Apart from those problems; the new stations look quite promising!