Getting AI to properly dock will be tricky, to say the least. The only things I see that are practical are: Travel to a sector, follow, and deactivate. That's it.
For docking, the only way this would work is if the ship had a specific module assigned to it. It would be a good repurposing of...
I've run into this more than once, especially in my current game where I design a ship in a shipyard, enter a test sector, then I materialize in a asteroid. For whatever reason, hitting "UP" (the 'E' key) doesn't free my avatar. The fact a player gets stuck at all is a problem to begin with. A...
I'd have to partially disagree with you here. Advance build mode while in a ship is useful, and shouldn't be done away with, but I can see a slight tweak to it, following my suggestion in...
That would be cool, except the shimmer effect only works on ships, and not asteroids or planets. A blue or green shimmer would be better though, so as to not confuse it with an entity taking damage (or an entity that lost it's sheilds, but still has a shield generator).
I don't agree with you on this at all... but I would love to see things such as Radar Jammers and Cloaks stay enabled after leaving a ships core. Of course, as the owner of the ship, you should be able to find it again, and at least see your cloaked ship using the hologram effect used by...
You should learn to use symmetry... it'll save your fingers, as well as your pinky.
If you're playing single player, you can edit your server.cfg file to allow you to place more than 10 blocks per dimension at a time. Single player mode is really just a local server, so all of the server...
This allows for an alternate (and more realistic in terms of RP) method to create a station. We could use the existing (but unused) death star core for the anchor for this, so no need to add a new block to the game.
When a ship core is placed on an asteroid, or a ship, when converted through...
I'd be happy if anything that has shield or a shield regeneration modules couldn't be salvaged. That'll work IMO. It's kinda cheap/pathetic a salvage beam works through shields to begin with.
The slabs can work as stars now, so I don't see a need for a stair block... however, I'd love to see ladders and hatches.... maybe kerbal space program style extendable ladders :D But I'd settle for an armor block with notches cut in it so it can be used as a ladder but not occupy any more space...
I've tested this, you can salvage it even if it's faction owned. This would prevent salvaging regardless of who owned the entity, whether our of malicious intent, or accidental firing of a salvage beam. Such a module would prevent removal of blocks except when in build mode, or if they're...
You can only lock a faction home from salvaging, and a faction can have only one faction home. This would allow for faction, or non-faction player to protect more than one entity from indiscriminate salvaging. As of right now, no matter how many shields a planet or asteroid has, someone can...
The idea is pretty simple: a single block, when present, prevents salvaging blocks from an entity, even when salvaging would normally be allowed. Only one of these blocks can be present per an entity. This could include an overheating ship, asteroid, or planet plate. This is completely separate...
Starting out in a burned out hull would also make a great platform for a new player base, whether the entity is implemented as a fixed structure, like space stations, or a movable entity like asteroids. Since the shipwreck wouldn't show up on the galactic map, it could also serve as a hidden...
Currently the server.cfg file only allows for predefined rotating spawn locations. but the game could do a lot more to make for a more interesting multilayer (or even single player) experience.:
New players either spawn in an unvisited asteroid sector (one populated by asteroids, but out of...
Yeah, this has annoyed me to no end. It's also annoying the key bindings used for ship movement suddenly change when in astronaut mode. Epically bad design IMO.
I have suggested that before, but that thread never got any attention. So here's another alternative that requires minimal effort on the part of the developers to implement.
Not really, it would require UI changes. All the code is in place for factories and recipies, so most of it would be copy-paste with a few tweaks. It's easy to do in code... The only thing that would be time consuming would be creating the new block graphics, and that's done by the artists, not...
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