There's no list of all the TAB commands, those are meant for developers and testers but it seems the frequently used TAB commands are known by the public.
Tab + 3 and Tab + 4 both rotate the block you're looking at. Other than that I don't know any Tab command that could somehow simplify building.
The other damage effects work properly with the new explosion damage system, but the explosive radius increase doesn't. It's implemented code-wise, but it seems to be overridden by the default radius so it's definitely a bug.
Unfortunately your images are not working for me but I checked it out myself. Seems I'm experiencing the same thing which leads me to believe <MissileExplosiveRadius>10</MissileExplosiveRadius> simply doesn't work (as you concluded). This means that 4 effects (explosive, punch-through, piercing...
It's intended that you can't use weapons/support tools/AI turrets/anything that could be exploited from within your shipyard design. The test sector is to be used for that but it's indeed a bug that you ended up next to a pirate station, or close to one.
I did, that mod has some awesome models...
Blocks have a setting where they can be set to deprecated, I think it removes them from stuff (basically "removing" them from the game). Perhaps this could be carried over to blueprints so they deprecated blocks don't count towards filling it.
That's not the point though, why bother saying it's fine now with design mode (when that only applies for ships) when you always could have admin loaded them before?
Besides, not all servers allow you to upload blueprints so let's say you have a blueprint on it and you can't load it because of a...
Which kinda makes "Completely unneeded once shipyards are out of dev and into release, since you'll be able to remove those from design mode." an invalid argument. Only admins can admin load it.
Wouldn't work for station blueprints. They can't be used in a shipyard.
There would need to be a separate system to clean out blueprints of blocks that can't be constructed.
And most importantly, missiles don't deal ridiculous damage anymore ^^. They almost always blew up their entire first stage, which was 10-ish in radius. Something with 10 000 damage could destroy 1 000 000 HP worth in blocks.
Balance is not easy to do for a sandbox game where everyone can adjust settings. Both the distance of weapons and their velocity are based on 2 server settings: sector size and max speed. This makes it hard to balance for every possible combination.
People are using decoy missiles to flood anti...
Most of your points are valid but you did not list any positive sides of missiles. 1 very important thing is that they have 1:1 damage to block damage convertion. They do perfect damage. Meaning if you deal 50 000 damage on a wall, you'll deal 50 000 HP damage.
Comparing that to cannons and...
I tested the power penalty system out once for all weapon combo's, for each fix attempt (and there were 6). It should work as intended now or I'm going crazy.
Power penalty never worked before except for cannons, now it does for everything.
Actual power consumption = power consumption * (1 +...
Hm, that would be odd. It has the supply value of a power supply, it uses 10 times less power though since you're basically transferring 100% of your shield to your target, power use is negligible.
I'm a little bit confused now since apparently support tools are broken yet I can't find anything...
Did both of you use logic to fire these power supply beams? I assume Planr at least did since that's about a battery/reactor design. There is/was a bug where logic beam duration was always fixed to 2.5 seconds when fired with logic. The attempt to fix it worked for normal beams but not for it...
Power consumption for those were already per tick before and it still is now.
It provides 240 and it consumes 300. There's no bug with the power supply system now but it seems previous release and the ones before that could have suffered from a particular issue (although I don't know if that...
Do like me, keep a copy of it before updating and once you are done with that, check if new server setting lines got added. If so, then you add those to your copy and throw it back where it belongs. Else you just put it back like before.
Only gets tedious if you're dealing with dev builds.
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