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    1. Benevolent27

      Don't you think that push/pull/stop effects are weak?

      Sure it does. My ships use stop turrets with "select target." Stops ships very well, but also creates lag due to the sheer number of projectiles.
    2. Benevolent27

      Don't you think that push/pull/stop effects are weak?

      The effects are bugged. They seem to go by the power it takes to fire them, not the damage values. Try making a waffle of 300 fast firing outputs.. and voila, instastop of ships 5 times your size. (Provided your turret can hit them)
    3. Benevolent27

      Allow Fleets to Reveal Fog of War by traveling through a System

      Criss's response was about sharing map data, not using AI fleets to lift fog of war. I tested using fleets to reveal systems and it did not work. I don't make suggestion threads without first testing to see if it's already implemented in game.
    4. Benevolent27

      Allow Fleets to Reveal Fog of War by traveling through a System

      The title says it all. I think this would be good because it would add an element of gameplay of delegating exploration tasks out to fleets, thus making them a more integral part of gameplay. A player could still pilot a ship to reveal sectors faster. As always, constructive thoughts are...
    5. Benevolent27

      Open up the world database - Unleash the modders

      This could be possible with aliases, if they allowed wildcards and could run a script, using the text a player typed. What do you think about the idea for aliases?
    6. Benevolent27

      Open up the world database - Unleash the modders

      YES! I HAD A SUCCESSFUL RUN FOR A COMMAND TO CHECK ALL STARS IN A SYSTEM! (the command run is in the text box) Though I did run into a few issues unfortunately! At first, it wasn't working, so I tried loading the sectors via the "/load_sector_range 5 5 5 10 10 10" command. That didn't...
    7. Benevolent27

      Open up the world database - Unleash the modders

      Oh my holy goodness. Is this real? Oh my gosh oh my gosh. I need to test this out immediately! Thank you thank you thank you!
    8. Benevolent27

      Release Cycle - Phase 2 - Add a follow-up for modders

      Simply put Hello! This idea is to add a brief time-period to your development cycle. Following a release, create an official sticky thread asking the modders in the community what sort of features they might want to have in order to develop content for StarMade. Have this be a normal, usual...
    9. Benevolent27

      Open up the world database - Unleash the modders

      IN SHORT: Alright, so! This idea is for the devs to open up database access to modders. Basically have a version of StarNet that communicates with the StarMade server, performing a SQL query on a selected open database (such as the world file). There is a TON of useful information available...
    10. Benevolent27

      A Scripter's Wishlist - For Future-Compatible Server Modding, creating Quests, Events, and More.

      To add a few more ideas here for some more admin commands: /set_personal_permission_selected_entity [PlayerName] /set_personal_permission_UID [Entity_UID] [PlayerName] /personal_permission_info_selected_entity /personal_permission_info_UID [Entity_UID] These would allow setting who owns a ship...
    11. Benevolent27

      Read/Write to Zip files for Blueprints

      That is an interesting point! Perhaps the blueprint could be structured as a database instead, thus allowing more than simple linear connections. You could then "inherit docking," allowing for an extendable docking arm. I don't think the files "have to" be compressed, they just need to be...
    12. Benevolent27

      Read/Write to Zip files for Blueprints

      I suggest using a zip file because that's what .sment files are. They're just zip files. It's already partially implemented, being the standard format used for sharing StarMade blueprints on the dock. Why not just allow the .sment file to be dropped into the blueprint folder? And when a...
    13. Benevolent27

      Use shift v to select blocks for deletion.

      I like the idea of selecting blocks by type, but there is a little bit of a problem here. Currently selections are done based on a parent block. Like a cannon computer is selected with C and then cannon modules can be selected with V or SHIFT + V. The first selection determines what the second...
    14. Benevolent27

      Read/Write to Zip files for Blueprints

      I honestly don't think StarMade loads every blueprint into active memory upon the game starting. I believe it only loads the blueprint configuration file, which contains the data it needs to provide the ship size, owner, ect. in the blueprint list. I believe it only loads the actual entity...
    15. Benevolent27

      Read/Write to Zip files for Blueprints

      It is most certainly the depth of the subfolders, whether due to how many subfolders there are or the character length is irrelevant. It is caused by the path being too long. This isn't NTFS that is the problem, it's an artificial limitation imposed by windows of 260 characters. I can see why...
    16. Benevolent27

      Read/Write to Zip files for Blueprints

      I ran into a bit of a problem on windows. When trying to move blueprints to a specific folder, windows told me the path was too long. This folder was something like: "c:\folder\starmade\blueprints\11-29-16". This is 4 folders deep. First I wasn't able to move some of the blueprints over...
    17. Benevolent27

      A Scripter's Wishlist - For Future-Compatible Server Modding, creating Quests, Events, and More.

      Exactly. I always strive to be creative and also build to needs, but it's the things we haven't thought of that create the most novel experiences. I am not all knowing or all wise, lol. The more tools at my disposal, the more creative I can be. The more creative other players are, the more I...
    18. Benevolent27

      A Scripter's Wishlist - For Future-Compatible Server Modding, creating Quests, Events, and More.

      I agree with this too. Though the info commands could be shortened to "/virtual_fleet_info". Reason being that regardless of whether a blueprint or UID is used to add a ship, the virtual fleet would actually need to be made using copies of blueprints. If adding a ship to the virtual fleet, it...
    19. Benevolent27

      A Scripter's Wishlist - For Future-Compatible Server Modding, creating Quests, Events, and More.

      I completely agree with your recommendations for fleets! That's a good addition! Thank you for your input here. It would allow setting some groups as sentries, some as defenders, others as attack forces.. even have NPC's out mining. Also being able to use the fleet controls to despawn groups...
    20. Benevolent27

      Lightweight Quest and Event Engine

      Just to show the first quest I created, "Mystery Box." The player is moved to an quest instance sector and is locked in. They spawn inside of a small shuttle ship and have to fly over to the box and then move inside. Right now there are about 5 secrets to find. Eventually I'd like to have...