StarMade v0.199.349 - NPC Faction Update

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    I need to do what you are doing then.
    Well then thank you for the opportunity to shamelessly plug my most recent drone miner/light carrier, if you want to give it a spin and see how it goes. It has its own mining array and 3 small mining drones that have been extensively tested and work well. Ready to use to see if you even like using drones before putting a bunch of time into building some yourself! (y)
    [doublepost=1482126925,1482125539][/doublepost]I have noticed a new bug with the mining fleets already though. They are way more stable and reliable, faster mining too. BUT, before I could have them mine out all the roids in a sector, then fly myself over to the next sector and hit MINE THIS SECTOR and they'd all rush over and start on the new sector.

    Now they are so far refusing to do this. I have to re-log every time I move sectors. I've even had them partially mine a sector, tried to coax them to the next with no result, then parked them, spawned a new miner and added him to my fleet, told him to mine the new sector I was in, and watched him fly off to exactly the same spot the other drones had been and continue their work instead, in an adjacent sector. So they're getting stuck on one sector and somehow think they're mining the next when they aren't.

    Which is frustrating, because they mine like 3-4 times more effectively now other than that.
     
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    after removing the faction you can not claim the system.
    it is of uttermost urgency to damn fix fleet movement to not mess with player stuff! and tell the ai it can not create a station where a big frame of a titan takes shape.
     
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    There is something wrong, I was able to steal and dissasemble a big transpor ship almost without open fire.
    I touched the docking block of the npc ship with a public rail from my ship, so the npc ship magnetic-docked to mine. I moved it to my sector, destroyed the faction block with a small ship and keept all the stuff.
     

    Top 4ce

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    There is something wrong, I was able to steal and dissasemble a big transpor ship almost without open fire.
    I touched the docking block of the npc ship with a public rail from my ship, so the npc ship magnetic-docked to mine. I moved it to my sector, destroyed the faction block with a small ship and keept all the stuff.
    That's just being crafty (and slightly exploitative). Good job!
     
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    We had to remove all dockers and rails from NPC ships as players were making tiny cloaking sticks and docking onto them and flying away with a free ship
     
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    We had to remove all dockers and rails from NPC ships as players were making tiny cloaking sticks and docking onto them and flying away with a free ship
    That is both horrifying and awesome, lol.
     

    Lancake

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    Anyone else getting a "Bounds must be positive" error when trying to insert factions into server?


    I used this command and got the above error, when trying to insert NPC factions into a previously generated world that had none...

    /npc_spawn_faction_pos_fixed "Irdalith" "Irdalith NPC faction" "Outcasts" 10 -56 7 -9

    EDIT: I may have cracked this one, I think I mistook the coordinates as SECTOR coordinates when they were in fact SYSTEM coordinates, so whatever I was trying to create wasn't getting ciable traget coordinates...
    Yes, galaxies are each 128 systems wide so in this case, anything between 64 and -64 is an acceptable parameter
    You know... maybe I figured that other people were having an issue and maybe.. just maybe... that someone at Schine or the surrounding team gave a damn when people were having issues and would point out to the support people if it looked like it was a support issue. Also, what forum software doesn't support moving?

    I suppose it's just that the General Discussion forum is a black hole that everyone ignores and treats like a third class citizen.

    Points taken.
    Missing out
    [doublepost=1482083376,1482082950][/doublepost]It's frustrating not being able to enjoy this with my friends. My friends also would like to enjoy the faction update, but they can only do it in single player. Nobody has answered the post (dev/support wise) in nearly 4 weeks. Now that someone replied to it and I provided more info nobody has yet replied.

    Support of this game seems to be pretty garbage as of late. I guess it all stems from a lot of frustration of features being thrown into the game with no support backing it. All the things being added to the game seem to work half the time and while you can tick off a checkmark saying that the game has support for some feature. Good freaking luck getting it to work right.

    I did manage to get someone on the dev/support staff to join my server and test out the fact that missiles do no damage to pirates if they cross sector boundaries, but that's still broken to this day. This was tested months ago.
    Schine is small and most of us work on Starmade as a part time job. I keep myself busy with the bug tracker and testing of the game, while AndyP does support. Neither of us has the time to keep track of forum threads and we stick to the official ways.

    If there are bugs, report them on our bug tracker where we will progress them so our small dev team can work as efficiently as possible.
    If you have support issues, contact us here and Andy will help you out.

    I only look at our tester group chat and on our bug tracker so if the issue isn't mentioned in either, I'll never know. I've spent 32 hours on Starmade the last week and none were on the forums. We do our best, but we can never meet the efficiency of large Development teams, funded by a Publisher.

    As for your issue about missiles, it's not the only one in queue as you'll notice on our bug tracker. I doubt it will be the first one to be fixed since there are plenty of other more severe issues listed.

    I wish we were as good as you expect us to be, but we obviously aren't. I'm sorry and I hope we can resolve this npcFaction copy issue as fast as possible.
     
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    We had to remove all dockers and rails from NPC ships as players were making tiny cloaking sticks and docking onto them and flying away with a free ship
    Excuse my ignorance, but is this only possible on an NPC ship and not a player ship? Why?

    If not, why haven't we seen this in PvP?
     

    StormWing0

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    Excuse my ignorance, but is this only possible on an NPC ship and not a player ship? Why?

    If not, why haven't we seen this in PvP?
    It can be done to a player ship as well. I've tested it before as have others but it doesn't get used as much in PvP due to the fact it is so looked down on admins will ban you for it. XD
     

    kiddan

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    Sounds like we need a new lock functionality on dockers. Right-click in hotbar to toggle lock and left click to fire the docking beam. Would want some sort of (more apparent) lock bypass for boarding, though.
     

    nightrune

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    Sounds like we need a new lock functionality on dockers. Right-click in hotbar to toggle lock and left click to fire the docking beam. Would want some sort of (more apparent) lock bypass for boarding, though.
    Pretty sure you can just put a plex door or adv door over the docker if you want to "Lock" it.
     
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    If you have not taken a trip to the Trader home base yet.....highly recommend it.

    starmade-screenshot-0025.png

    Hey look, I can see my house from here....
    starmade-screenshot-0026.png
    [doublepost=1482204533,1482204357][/doublepost]One thing I'm noticing is all the screens in the station say "no data". A bug or just "to be added"?
    starmade-screenshot-0027.png
     

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    Criss

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    That specific docking exploit is something we will have to change. Otherwise we can't have all ships being so easily stolen, and will remove the dockers from our builds. That is IMO unacceptable, so I think it's safe to say it will be considered a bug and will get squashed.
     
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    Pretty sure you can just put a plex door or adv door over the docker if you want to "Lock" it.
    I'm going to incorporate this idea. Inner ship remote to engage or dis-engage docking gear (using doors).
     
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    That specific docking exploit is something we will have to change.
    It is mainly used to pull ships away to safety so you can then board the ship without having to worry about the other ships, ive seen it done at players homebases aswell...

    Another "bug" is the ability to charge jumpdrives faster through logic, i thought you guys disliked the chaindrive idea?
    Personally i think its killing the warpgate builds, as everyone just slams a chaindrive on their ship and jumps 300km in a matter of seconds
     
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    Good, I would like to know if it is planned to add some kind of shipyard to the ships, more focused on some type of mothership, I would love to be able to create a carrier that is self sufficient, that can replace the lost drones in battle, that can Be awesome ...

    I would also like to know, if in the future, the "arms" of the shipyards can be defined in other entities, you know, to be able to create shipyards of adjustable size, it would not be necessary to create a huge shipyard, only one that is adjustable to the requirements Of the player ...

    And to finish, is thought to add some more logical block? Or implement the functions of the display module.

    Thanks for your job :)
     

    Reilly Reese

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    If you have not taken a trip to the Trader home base yet.....highly recommend it.

    View attachment 35952

    Hey look, I can see my house from here....
    View attachment 35951
    [doublepost=1482204533,1482204357][/doublepost]One thing I'm noticing is all the screens in the station say "no data". A bug or just "to be added"?
    View attachment 35953
    Apparently the Vault Station isn't suppose to be their homebase but for whatever reason it can be and when it does it loses it's display info. The normal vault stations have their display data.
     
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    I'm going to incorporate this idea. Inner ship remote to engage or dis-engage docking gear (using doors).
    That's a way but I think the rail dock outputs a signal when docking, and it undoks when getting a signal, so it can be made to automatically undock itself if an "anti-steal" mode is active instead of a door.
     
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