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    1. ltmauve

      What are your plans for the rails?

      First thing to do:
    2. ltmauve

      Aperture Galactic Shipyards; A TriNova Technologies company

      I'm liking the way this is looking. Don't be afraid if you're project can't go as fast as you want it.
    3. ltmauve

      The turret thread

      Once you turn the ship 90° about the long axis
    4. ltmauve

      Simple Faction Lock Fix

      Not only that, but outside a ship you can select it and hit 'L' I believe to open up the AI menu on it.
    5. ltmauve

      Creative mode / Advanced build mode - super thread

      Okay yeah. Erm orientation isn't stored in the slots but yeah having the orientation set to the block would be good. View as enemy? Yes this would be a good feature. Ummm... While this might be really useful it would start to get impractical in non-creative mode with limited slots. I like...
    6. ltmauve

      Auto-Pull lists

      It is very awkaward. There is a thread in the suggestions forum here about it.
    7. ltmauve

      Recognized Electrical/Tesla Coil Weapon Type

      I don't think that a drone "weapon" is needed. See here for what we've already been doing. Though could there possibly be secondary-only type weapons? Such as the richoet we have here, maybe some sort of phasing shot? (projectile spawns ahead of the ship)
    8. ltmauve

      Cockpit Block

      Actually, this, when combined with sitting, would work fine, as when you enter a block while sitting, when you exit you are still sitting.
    9. ltmauve

      Recognized Rename jump drives to be consistent

      Like damage pulse and pulsator?
    10. ltmauve

      Recognized Rename jump drives to be consistent

      I'm going to disagree with that. Warp is associated with most people with star trek, where not only is travel non-instantaneous, it occurs in realspace. Jump implies the travel is instantaneous, and is not associated with one franchise.
    11. ltmauve

      Recognized Rename jump drives to be consistent

      or rename warp gates to jump gates (in fact that's what I thought they were called) besides "jump" implies instant transistion, while "warp" doesn't.
    12. ltmauve

      Recognized Server config option to keep some sectors loaded all the time

      I'm pretty sure you could keep the calculations going for what needs to be done to keep the storages and inventories working. No need to have the ships themselves loaded in RAM. Though if you don't just want people leaving the server with a bunch of factories running maybe have it a faction...
    13. ltmauve

      recycler machine

      There is a recycler block. There isn't any code for it. BTW, I tried making a mod for it and went with 20% recovery of crystals, ores, mesh, and circuits, and 500:1 conversion of terrain into dirt.
    14. ltmauve

      Recognized My Idea's for a good looking starmade

      1,7,8 are the only ones that don't get brought up here once a week. I agree with those. Especially 8. Dave just seems to be really stiff.
    15. ltmauve

      Logic through jump gates

      Yeah I suppose. Oh! I came up with a pretty good general way to do this: Let the marker beam connect logic blocks between different entities. If one entity is unloaded no logic updates will come to or from it. Once loaded again it will update the connected blocks, even if the other entity is...
    16. ltmauve

      Expanding Missile Gameplay

      One of the things I was thinking of for balancing missiles is having the evasiveness of missiles be inversely propotional to the damage. So a large missile will travel in a very straight line, while small missiles get a larger chance to randomly move. Combined with an increase in AMS AI...
    17. ltmauve

      Logic through jump gates

      Pretty much all said in the title. Whatever method allows logic across docked entities (when that becomes a thing) also gets adapted to allow logic between stations linked with warpgates. For doing things like controlling an iris on both sides, warning lights for announcing an incoming traveler...
    18. ltmauve

      Planned Starmade as an Astronaut

      I was thinking more of: Build the functional parts of your gun. This determines all the stats, including the turn rate, recoil, output locations, etc. Build a shell for the gun. This is just cosmetic, but must have at least the same number of blocks as the functional model.
    19. ltmauve

      Planned Starmade as an Astronaut

      What about having the number of blocks in the gun "model" determine the number of blocks that can be put on the frame? And then the statistics determining recoil, run speed, etc.
    20. ltmauve

      half blocks

      http://starmadedock.net/threads/crystal-wedges-no-extra-ids-needed.1956/ How to do it without any extra IDs.