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    1. Malacodor

      Salvage + Cannon Efficiency Question

      According to my tests moving the beams around or not doesn't make a difference. Apparently the game tracks the damage done by a beam rather than the damage done to a block.
    2. Malacodor

      Salvage + Cannon Efficiency Question

      If you have so many groups of 91+ salavgers, that the beams can cover an entire cross-section of an asteroid, then cannons are probably a good way to increase effectiveness. But for smaller miners it's usually better and cheaper to add more salvage beam groups instead. My tests had the...
    3. Malacodor

      Salvage + Cannon Efficiency Question

      Currently, adding cannon slaves is very wasteful, but that's probably a bug.
    4. Malacodor

      Aux Power & Gigantism

      Well, the problem is that a lower mining bonus makes ships more valuable and people are more hesitant to risk losing them. With a bigger mining bonus, on the other hand, people build their ships bigger, which makes them more hesitant to risk losing them. :confused:
    5. Malacodor

      Turret AI baking in the sun

      Reinstall the game in a different folder (you can keep the old installation), copy the blueprint of your ship to the new installation, start a new world there and admin load the ship. If the problem persists upload the blueprint here.
    6. Malacodor

      Limit total energy generation per sector

      ...which is totally not exploitable. :rolleyes:
    7. Malacodor

      Limit total energy generation per sector

      Great idea, if players amass more ships than the server can handle, the game "solves" this by adding even more ships.
    8. Malacodor

      Limit total energy generation per sector

      I'd try to build efficient ships of different sizes and spread my fleets to protect the faction space. Furthermore, I'd try to attack opposing factions in several different sectors at once and avoid concentrating to many ships in one place. So what should be the problem?
    9. Malacodor

      Limit total energy generation per sector

      This would heavily depend on the fleet sizes. It might result in a heavy penalty for the besieged station. But as soon as the attacker entered the station's sector, they'd suffer from the same penalty. Also, the defending fleet could make a sortie and attack its enemies in their sector. The...
    10. Malacodor

      Aux Power & Gigantism

      Done.
    11. Malacodor

      Limit total energy generation per sector

      Big ships as well as big fleets cause performance problems. Mass-based maintenance FP costs were suggested to solve this. While this would limit the total mass of a faction's entities, big factions would still concentrate a lot of mass in one spot and unfactioned ships weren't affected either...
    12. Malacodor

      Display Block RegExp Regular Expressions info

      Doesn't work, "abc" becomes "[]bc".
    13. Malacodor

      Display Block RegExp Regular Expressions info

      I don't think that's possible. [REPLACEFIRST]E$[WITH]e This would work in your "HOUSE" example, but not for other positions than the end. [REPLACEFIRST][^_][WITH]_ This would replace the first character that isn't an underscore with an underscore, but it seems to be impossible to replace...
    14. Malacodor

      Aux Power & Gigantism

      Actually a titan will overheat far sooner, since bigger entities receive additional SHP damage.
    15. Malacodor

      Aux Power & Gigantism

      It was a problem before the nerfs were put in place.
    16. Malacodor

      Aux Power & Gigantism

      Very good question. StarMade is a progress-based sandbox game, which is the antithesis of fairness and equality. I don't like unfairness either, but one can't have all at once.
    17. Malacodor

      Addressing FPS issues with giganticism and fleet spam by using maintenance cost

      The difference is one station per system instead of 4000, I should have explained that better.
    18. Malacodor

      Addressing FPS issues with giganticism and fleet spam by using maintenance cost

      With this we probably had the same lag as now with half as many ships or worse.