There's 4 rod shops in this pack so far and I intend to add more or updates for the existing ones later down the road.
These two shops are a tad away from the main design mostly because I was going for a more faction controlled version, they have public docking and public turret docking. Also...
Yep we've all been upgrading the old ones for later to make them interesting again.
Updated Isanth-VIs
Updated Isanth Type-Zero - The Isanth Type-ZeroStorm
Planning on doing another update pass on mine in hopes of making them even better. :)
Nope just the sector it is in.
Yes a build block to unbuild a station or ship in cases like this is needed. In the case of a ship you always have the core but for a station you need a build block.
Oh I'm sure you'll find a way to make it lethal again and get its speed back up. I think there might be a way to use overdrive and some push weapons to get around the speed issue but not sure. About how much mass does that thing have? With and Without the Gatling gun?
hmm still noticing the game doesn't like saving the new install path you pick the first time and you have to search the path twice to make it update the named path.
hmm strange I can work with a limit like that. O_o Since I'm into building fleets of ships rather than single super ships limits like that don't phase me.
That's the thing I don't see the new ones in my folders where they should be if the updated ones were sent out so the devs might be holding onto them until they get a few things into the game first.
Basically just taking advantage of in game mechanics. The blocks with Inventories are suppose to leak items when over capacity. That said these stations need to be updated with cargo spaces connected to the shops.
Basically that message happens when your faction points go negative and you don't have enough online and semi-active players to sustain the amount of FP you need to go over the drain. Yes that message needs to be changed. >_<
I'm sitting here watching this topic scratching my head. Either someone is too dumb to realize how destroyed their own point was by both themself and others is, or they just like to argue and there was no point at all other than click-bait. O_o
In any event how'd you even begin to categorize...
Logic Clock using the logic blocks.
Link an Inner Ship Remote to an OR Signal.
Link That OR to a Delay
Link that Delay to a NOT
Link that NOT back into the OR.
Than pick one of those 3 blocks in the clock part to Link to the Salvager Computer.
For a low number of turrets yes, for a high number of them you need way to much time playing fetch and it just takes too long. Why not just let us spawn the dang thing right on the dock and pick the rail docker it is using to dock with? Saves hours of back and forth.
I noticed people like the old system of buy with credits but it totally blocks being able to use station blueprints. Meanwhile some people have blueprints that take a large number of blocks to fill and hate it with a passion.
So I figured why not combine the two? Or at least have a combine...
lol so many hidden bugs no one noticed on the dev server the devs will be running around with their hair on fire trying to fix them all the next couple of weeks. XD
I feel your pain, I've been working on a fleet miner ship for some time and have a 60 drone finished version you can rip apart to study if you want. :)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.