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    1. K10wN

      Place more then 10 blocks?

      Look in the server.cfg file. There should be an entry in there to set how many blocks you can place at once. Our server is set to 20, but it will cause a little client side lag when you're working in 3 symmetries and place 64,000 blocks at once. PLAYER_MAX_BUILD_AREA = 10 //max area a player...
    2. K10wN

      Bug on Server serialization error

      Still occurring on v0.1584 (even though the bug tracker #564 says a fix was implemented in 0.1584). When I search the logs from our server I see over 100 different entities associated with a Serialization Exception error (One being my station) since update to v0.1584. Seems to be no option...
    3. K10wN

      Bug nonexistent Shop

      I have noticed this problem too after adjusting the sector size after the universe is created. It seems to get worse the lower the sector size is set. At sector_size 500 the actual position of the shop entity, and the "Shop In Range" position can be vastly different. Something else I noticed...
    4. K10wN

      Bug on Server serialization error

      It's happening on the MikeLand server too. Game breaking indeed with the server needed to be restarted everytime it occurs. Report sent in from the server.
    5. K10wN

      Starmade V0.158

      Now that mineral ores are being replaced by the new crystals, why do asteroids still have ores and not crystals. Also... it's more expensive to buy the crystals (which are extremely rare in an existing universe unless you go miles out) than it is to buy the part it makes. Is this a crafting...
    6. K10wN

      Bug Screen Capture Bug

      Another way to easily remove the mask is to open the .png image in MS Paint (part of windows), then save it as a .jpg. JPG images do not support the data for the mask, so it's automatically removed.
    7. K10wN

      Bug Screen Capture Bug

      Corel Paintshop X6. I'm really not a fan of Adobe Photoshop. Simple tasks like this are much easier in Corel products (I clicked one button and saved).
    8. K10wN

      Bug Screen Capture Bug

      Here is the picture from your link. Opened in an art program. All masks removed and saved:
    9. K10wN

      Bug Screen Capture Bug

      Open the image in an art program and remove the masked area and it will look normal.
    10. K10wN

      Bug AI ships (pirate ships and drones) Using secondary weapon computer to shoot.

      I noticed this today. The pirate ships (and AI drones) will shoot off 6 shots from the main computer, then a shot from the support computer. On an AI drone I fitted with missiles (D1000+Damage Beam), it will fire off it's missiles, then shoot beams from the rear of the ship where the secondary...
    11. K10wN

      Default thruster mechanic (poll)

      At first I hated the box dimension thrusters, until I changed a few ships over to use them, especially the smaller ships. Once I had a handle on it, I change all of my most used ships over to the box dimension design. With the changes post v0.154 these 'fixed' ships barely move. All of the...
    12. K10wN

      Salvage cannons not working

      Use an AMC as the secondary weapon to the Salvagers. This will allow you to salvage. All the beams will converge onto the one block however.
    13. K10wN

      Bug Power Calculating Wrong (Or Thrusters)

      I quite liked the calculation used between 0.14 and 0.153 too. It meant you needed less blocks to make enough thrust, which left space in small ships to fit these new weapon systems. Mainly to get more power in there to be able to power the new weapons to only about 75% of the old DPS. These...
    14. K10wN

      Salvage Cannons now Focus

      An update on what I've discovered. Distance away makes no difference, unless you're out of range of what you are trying to salvage. The Convergence of the beams only happens when they are connected with a secondary system (Salvage Beam + AMC). Another change (bug) with 0.154, Salvager beams...
    15. K10wN

      Bug Power Calculating Wrong (Or Thrusters)

      v0.14 to v0.153 a big cross and the 3-axis arrangement I pictured here had the same output for the block count. Some of my ships I used the cross pattern as a feature, others I've hidden the 3-axis type inside the ship. The big problem is that I've torn the thrusters out of all my ships(about...
    16. K10wN

      Bug Power Calculating Wrong (Or Thrusters)

      v0.154 has changed this again. Now it does not matter how you arrange those 10 thruster blocks. You always get 21.2. Even in a solid lump, as long as they are in a single grouping. Power generators are unchanged, which is completely backwards to what I would have expected to be fixed. From...
    17. K10wN

      Salvage Cannons now Focus

      Right click does nothing for me in flight mode with the Salvage cannons selected (Salvage primary - AMC Seconday). The convergence is still there for me in v0.154.
    18. K10wN

      Bug Power Calculating Wrong (Or Thrusters)

      It's my understanding that the arrangement of power generator blocks and thruster blocks require the same arrangements. This however is not true as can be seen in these two screen captures. The same 21 blocks are used each time, 1 core, 10 thrusters, 10 power gens. As you can see, the...
    19. K10wN

      Salvage Cannons now Focus

      Since the fix to the Salvage Cannons in v0.153, the groupings of cannons now focus to a single block when the crosshair turns green. Is this meant to happen? 1200 beams aiming at 1 block is a bit pointless. They work normally (straight forward beams) when there is no block behind the crosshair.