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    1. FunnyBunny14

      Suggestions for the map [p]

      2 and 3 are already in the game. Just saying. I believe it is at the bottom left where you see the coordinates of the currently selected system and sector. As for 1, you don't reslly need to know where your ship as heading. If you really need to know, look at what the sector coordinates are of...
    2. FunnyBunny14

      StarMade Demo Steam Release

      First of all, hi! Second, it probably is best if you submit a support ticket. Please include your OS, as it will help in determining what went wrong (java problems mostly are related to the OS, or some other software).
    3. FunnyBunny14

      The salvage cannon beams hurt my eyes

      Saddly that is true. I didn't know that then :(
    4. FunnyBunny14

      Allow players to have any degree of AI/Turret accuracy they want (config value)

      I was just clearly stating that the accuracy can be increased just be you changing some values in the server config. This thread has no use whatsoever. We already can change turret accuracy.
    5. FunnyBunny14

      Allow players to have any degree of AI/Turret accuracy they want (config value)

      JJust change the turret accuracy to 6000 and you'll be sniped every single time.
    6. FunnyBunny14

      Build Helper Settings

      Oh, that. No, not that I know of, sorry.
    7. FunnyBunny14

      Build Helper Settings

      In the server.cfg there should be a setting for that. Maximum build area, or something. Just open it the file with a text editing program and press CTRl + F and type 10, and press enter (this will search for 10, and 10 because that is the default build size). Just keep going to a different...
    8. FunnyBunny14

      Game breaking Spawns - any way to fix this?

      Lol, no, no fix, well, not really. And I suggest you stay away from reporting anything to do with ai. They are broken, and it is a known fact (at least for me), but it so so incredibly hard to test. AI near planets never is a good idea, they bump into the planet and just stay stuck there. To...
    9. FunnyBunny14

      Allow players to have any degree of AI/Turret accuracy they want (config value)

      Wait, is the AI accuracy setting broken?
    10. FunnyBunny14

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      Panpiper Short version: optimum 8 with 8, pulse adds a lot of damage, tick lower, but damage filled, so a lot of blocks per pulse. Tip: if you have the space, build two such arrays on a ship to constantly be able to salvage.
    11. FunnyBunny14

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      Optimum ratio? Well, depends what you want. First of all, always allign when using C when salvaging. Then, go to third person view (double right shift) to easily see what you are salvaging. With the perfect alignment in mind, you will want to make sure that you have beams and cannons next to...
    12. FunnyBunny14

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      It isn't block specific. And the pattern obviously changes when you move. Allign yourself properly, hit the middle of a block on a perfectly alligned asteroid and the pattern should be the same.
    13. FunnyBunny14

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      I assure you, it is far from random. Each module adds damage. If the system does 200 damage, it salvages one block. The first time a beam hits a block it does 10 virtual ticks (so damage x10) in the first tick, after that it does x1 the given damage per tick. The tick rate and damage are given...
    14. FunnyBunny14

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      It was one combination that was OP. It made the whole system feel unbalanced. That problem is now fixed. Conclusion: it was OP, but not anymore. I already said this thread wasn't valid anymore.
    15. FunnyBunny14

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      Yeah, this thread was based on the old system in which you only needed 1 salvage module linked to 1 cannon barrel for insane, near-max speeds. It was 100 times more efficient than any other possible salvage system, as it used less power, and back then power was rhe same for every size system, so...
    16. FunnyBunny14

      Ideas for the new HUD, Hit-markers and weapons

      Custom bars would be cool. We could then display thrust, for example. But also the current shield supply values, etc. I would also like to see the actual numbers by the shields as with the power currently. Edit: get out of here with your percentages. Get creative with effects. You already have...
    17. FunnyBunny14

      StarTech

      Maybe for the default game there could be a more advanced system that is a bit more efficient than a normal factory? Even if a factory only uses 1% less resources the increase would still be noticeable due to the large amounts of materials get processed. 5-10% would of course be a lot better and...
    18. FunnyBunny14

      StarTech

      Judging by your other thread you are kind of new to this. I'm not such a big expert myself but I have made two custom crafting systems before, which has given me more than average experience in this kind of thing, so if you need some help feel free to contact me one way or another (but via the...
    19. FunnyBunny14

      Block editor problems

      Nice to see someone making their own crafting system! Anyway, you need a free build icon ID, and just to be certain also a new texture ID (you can changenthe texture later, but it's best to have a custom one with the custom ID tag). The reason for this is that the build icon can't already be...
    20. FunnyBunny14

      Stargates are pointless IMO. Why bother?

      We need a second type of gate to be able to travel between galaxies in a reasonable amount of jumps - four would be fine, and would still make the upcoming (in the distant future likely) hyperdrives useful. Because lets face it: the distance between galaxies is far larger than the devs...