Search results

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      Pirate spawn fix: Make them "afraid" of trade stations and planets

      We've got a bug: #T2921 The fact pirates can, and do, chase players around what should be protected trade stations, is, in fact, a bug.
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      Subsystem HP

      Turn on Break Away in the server config... if you chop a ship in half, you really loose that half of your ship.
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      Make planets great again

      I, for one, want to see planet mining via ship-based salvage beams to be disabled by default. As for making planets useful... I have another reason: Pirate spawn fix: Make them "afraid" of trade stations and planets You don't need a 1050 to see planets. A 800-series, though a 900-series is...
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      Lag fix: Soft docking when near a body (i.e. "landing" mechanic without rails)

      Rails are great when you have them, but, some entities in the game you may want to land on, but don't have rails dock with. This is especially true of landing on a planet where there is gravity. The effect of gravity can cause a ship to bounce around on the surface after exiting, like the...
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      Pirate spawn fix: Make them "afraid" of trade stations and planets

      According the the game docs, pirates aren't supposed to attack near trade stations, yet they do, an will continue to pursue you even if you're behind the station glass. I, and others that I have introduced to the game, have found pirates attacking new pirate right at the spawn station before...
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      Make Rail Rotators configurable in the same way as Rail Speed Controllers

      This already works... I have a station I build with a rotating ring with a button for "fun house" mode... gravity would switch flinging you to the window, and then the ring would spin insanely fast for a short time. You have to use area triggers to get gravity to work right in these type of...
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      Control mothership from docked ship, hide some docked entities

      Because docked ships would show up with all other docked entities (hence the thruster/weapon check). Ideally we could just use a rail docker as a dumb core, but this would work within the existing game mechanics.
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      Control mothership from docked ship, hide some docked entities

      Control mothership from docked ship The idea behind this is to have a docked cockpit that you can then undock and use as a shuttle for landing on planets... or potentially use as an escape pod. The idea about how this would work is that you would have to connect the mothership core to the...
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      Power 2.0: Factories charge progress indicator, and self-powering

      The bug is the factories are pulling from the wrong power source. They're pulling from the 500-unit power storage capacity of an asteroid, and not the power generating capacity of the new reactor units. I posted a bug T2644 about that this morning. It looks like asteroids generate their own...
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      Power 2.0: Factories charge progress indicator, and self-powering

      looks like factories powered off the new power system are bugged in the dev build... so pretty much you can ignore this thread... but I think my idea for removing the need for the power supply beam would be awesome.
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      Power 2.0: Factories charge progress indicator, and self-powering

      You know.. if the basic factory had that 1 power unit/tick trickle charge (and 21 minutes to make a block without external power), we could completely do-away with the power beam. Nobody really uses it except for early game anyway. It would free up an item ID for something else far more useful...
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      Power 2.0: Factories charge progress indicator, and self-powering

      Actually, it would take a lot longer without a power beam. The power beam can fully charge a factory block in seconds. Having the ability for the basic factory to trickle-charge eliminates the need for a power beam, unless you had a crew powering your derelict ship (I has a start scenario idea i...
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      Power 2.0: Factories charge progress indicator, and self-powering

      EDIT: Looks like the factories powered off the power 2.0 system are bugged in 200.123 a this time... EDIT 2: Well geez... turns out asteroids generate a small amount of power like ships cores do... no need for a power beam anymore! Awesome! This is specific to the new power system, which is...
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      Devblog 2017 - 10 - 13

      It would be *VERY* useful if the graphics of the factories and refineries would change to show the charge status. It takes painfully long for a single reactor block to power a refinery. A little green power bar filling up would be great. Also, I've find that refining/building things takes...
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      Logic Broadcast Module

      I already suggested this: Radios + Display Basically it uses displays and search functions to allow any number of commands to be sent across a sector. It also supports encryption keys, which, if a transmitter is discovered, could be recovered by a 3rd party. Also it could be used as an in-game...
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      Using display blocks to name adjacent blocks

      Hmm... that could be useful. I'd also like the ability to use some method to restrict the size/dimensions of ships allowed to dock to a rail docker. Using codes in a display attached to a rail array would work.... although it would mean my displays linked via rail docker suggestion here would...
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      Anti-Gravity Field

      A gravity module on your ship/station should prevent this. You can use area triggers to transition between one gravity zone to another. I just wish the devs would make the gravity effect persistent between logins/logouts and entering/exiting ships... or just allow connecting a gravity module...
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      Activate logic with core while docked.

      I actually have a really good solution to this (I've also wanted to implement docking/undocking ops): Displays connected to Rail/Rail docker to send commands to/from docked entities & beamed logic block This basically expands on the use of display blocks, and extends the search/compare...
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      Display block command [SEARCH-COMPARE]

      Or you could go with my suggestion with search tags: :sometext: If ":somettext" appears anywhere in the display, then the compare result is true, rather than matching the entire contents of the display. This would allow multiple logic commands to be put on a single display--which would be very...
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      Radios + Display

      Your topic doesn't quite fit with what I wrote here. It has no concept of encrypted channels, or buffering of messages when a sector is offline, or of logic activation. This is significant because this radio could be used to send messages that could trigger other logic actions, especially when...