That's really more than I had in mind, which was simply to have it possible to enable client-side the display of ship properties which might otherwise be disabled by server rules (assuming that such things would be hidden to the player).
I think the interpretation of these rules got a bit...
I never understood why this capability remained in the game to being with. I don't think any other type of beam was able to hit and affect entities in its own docking chain. That power supply could only provided a means to defeat the game's designed power scaling and per-entity soft cap...
That template has 40 enhancers so processes 41 units per factory tick. The factory ticks 4 times faster than storage, so that is where the 164 comes from (4*41). It keeps the rear storage pulling at the same rate the refinery consumes in order to maximize production and leave the fewest...
Well, I have one main storage to which all of my mined materials go when unloaded from the ship (automatically). This storage also pulls the capsules back from the refineries for easy access. Some automated factories get their capsules from there, and otherwise it's where I just store any...
This makes sense, though it could also be cool to have client-side options to enable viewing aspects which would normally be hidden by the current server rules. This could make it easier to build ships which also satisfy some rules not present on the current server (for wider use, if the build...
My template does that (detect empty/not-empty) using an OR-block connected to the storage. However, note that this method works only when the storage contents change due to it pulling or being pulled from by another storage. Literally--a factory pulling what it needs does not trigger detection...
To the original request, here's a template of a smallish capsule refinery which will automatically turn on and off. Just set the front storage unit (below the capsule refinery block) to pull whatever you want to refine in units of 1000 (from wherever you normally deposit raw materials), and the...
Things didn't always work out for the better...
Celebrate the Halloween season with a horror-themed edition of the Better Times texture pack. Dim the lights, spawn a derelict and go exploring--if you dare!
Note that this is designed as a 256-resolution texture pack; the lower resolutions are...
You have to link (C/V) the nodes into a chain. Direction matters for this, but I forget which way--and there was some incorrect info at some point--so if it still doesn't appear to work, unlink them and try linking in the other direction.
Updated for game version 0.200.332 to add new textures. This is also a general quality overhaul to address a number of flaws and inconsistencies as well as enhance normal and specular maps. Most blocks have been updated in some way, though not all will be noticeable in the game.
Highlights...
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