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    1. ltmauve

      Sentinel Starship

      Nice start to it. I'd cut down on the crystal and if you are doing AMS (anti-missile system) with the turrets they can be much smaller. (10 blocks is the hulless theoretical minimum.)
    2. ltmauve

      CT Shipworks [Update #7- Hangar, First Pass]

      Well, if you have 30 missile computers it works out just fine > : D Also having a low slave on logic heatseekers is a good idea for server performance. Mine uses 0% Also does your system not have any glitches when loading? The one I use had a glitch until I figured out how to add a safety. A...
    3. ltmauve

      Implemented New Cargo System!

      Interesting, but ultimately I personally think that's effectively punishing players for splitting up stacks (for whatever reason they want, whether is be balancing the center of mass or just RP or looks.)
    4. ltmauve

      Implemented New Cargo System!

      And of course, you agree that they need to be master-slaved to some sort of controller, because otherwise the containers on the inside of blocks will be unusable. So we've essentially came to the same idea.
    5. ltmauve

      New universe, new ships: Goblin, Madusa, Kobold and Kelpie

      Nice missile system, though I'd honestly advise not doing a 100% slave with small swarm systems and instead only letting off 3-5 per tube. It won't target 20 different craft and unless they're unshielded targeting 20 ships is uneeded anyway. Plus they tend to cluster up so AMS won't struggle...
    6. ltmauve

      New universe, new ships: Goblin, Madusa, Kobold and Kelpie

      I don't mean change the shape, but if you replace a stripe of green with gray the turret will be a bit more defined and will look better. Also I was only talking about raising the stripes by 1 block or so. Not enough to block any turrets.
    7. ltmauve

      Implemented New Cargo System!

      Except it won't give the mass change. Also not to mention the weird effect of having a cargo bay that looks full when you don't have any cargo.
    8. ltmauve

      Hello, I am back with a new ship

      Nice start. It's kind of blobby, try adding some stripes to it perhaps. Also I'd shorten the dock rod and make it into a fin.
    9. ltmauve

      New universe, new ships: Goblin, Madusa, Kobold and Kelpie

      I don't mind the boxy either, but the hull's too flat. Adding raised stripes will either give you a bit more armor or system room, and will break up the flatness. Also the turrets are looking like blobs, a few lines of grey would break them up a bit.
    10. ltmauve

      Keep controls relative to Core, not camera

      I'd say the opposite is true. I've had free cam facing in a direction that it looked like a camera, and I get very confused when I press forward and the ship moves in a different direction. but yes, mouse steering should get fixed with different viewing angles.
    11. ltmauve

      Implemented New Cargo System!

      Maybe not a shelf, but how about linking a storage to area triggers to turn it into a bulk storage thingy? No new blocks needed, and then the area triggers are turned into cargo blocks once you start adding blocks?
    12. ltmauve

      Implemented New Cargo System!

      Because honestly having a box shape for storing cargo makes sense, while requiring ships to be box-shaped doesn't. Except that this naturally makes cargo give ships extra mass in an intuitive system, and gives a very intuitive way of telling how much space is left. Or maybe we have different...
    13. ltmauve

      Planned Stack Limits

      Mentioned here, among other places: TL;DR is that you'd define boxes (like the old docking system, if you know about that) and those would get filled with "crate" blocks as you put stuff in the storage.
    14. ltmauve

      Planned Stack Limits

      Err... No. Perhaps the cargo should have fewer stack slots than the normal plexstorage, but whether I have 100 in one slot or 10 in 10 slots shouldn't be different.
    15. ltmauve

      Planned Stack Limits

      First, off, read the other thread about the cargo area idea. Gives that effect in a nice way. Second a few other questions: Should the mass of the cargo be added anyway? Should it be a fraction of the added mass, or based off the percentage of the cargo space taken up?
    16. ltmauve

      Planned Stack Limits

      Keep in mind that a reactor is 40. But yeah, I suppose it should be lower. 100-200? Also keep in mind that the default storage size will be probably 100,000 - 10,000,000.
    17. ltmauve

      Planned Stack Limits

      Yeah that's pretty much about what I said. We just need the 11 bits of blockID. The HP of each block when placed is determined elsewhere. A separate value for size is probably better for balancing reasons. Speaking of which, do we want to come up with preliminary values for packing size?
    18. ltmauve

      Brainstorm This Astronaut Mode gameplay.

      I was thinking something like they wouldn't lower your hunger below, say 80%. It'd be pretty much "keep me from dying" stuff. Not something you use unless you absolutely need to (like you bailed out of a ship to sneak away from pirates and now you're stuck in the middle of nowhere.) Stuff that...
    19. ltmauve

      Planned Stack Limits

      Why 255 or 256? Do not tell me it's because of the one bit thing - you actually would need 12 * 255 bits to manage that. Also, different items need to take up different amounts - what kind of game discourages you from refining your raw resources by making them take up more space once you've...
    20. ltmauve

      Planned Stack Limits

      Umm.... What? The current system can hold 35 different stacks and that is probably just an arbitrary limit (That is, it could be changed in the code very easily.) 255 blocks is a huge step backwards. Plus the metaitems won't fit in it either (like blueprints and guns) Not to mention that seems...