I watched the stream. So to answer your first question is. No logic interaction yet, But they are indeed been thinking about. Maybe the ability to switch between reactors without having to use the menu (still switch time though) and maybe even changing direction of conduits for different...
No shape requirement for power period ever done.
and turrets can indeed be self powered like how they are now, they just cant use chambers. (Docked Ships however will have power turned off AFAIK)
Yawn... How bout ya'll actually play the dam dev build when its out to actually see what they have with physical proof of testing and construct proper feedback that way? Just going on about (That's not how it works in REAL LIFE and I dont this WAAAA) is just utter bullshit.
Its a pre beta...
Or you put a basic rail down. Then make a Unload and a Load block down and placea button NEXT TO EACH. Then logic the buttons up to the basic rail
Press button
Profit.
P.S this changes the basic rail into either ones via button presss
PSS (this makes it soo you only have to dock...
Ive installed git and python, now i just get loads of syntax errors everytime i try and use any of the commands listed to try and get the darn thing to run *shrug faces* I always get confused as ^$@^ with git hub instructions :/ Am on Windows 10
I had to figure this out as well.
Do the following
1. Connect ship cargo storage to docking rail on ship (Ctrl C, Ctrl V)
2. Place an unload rail on the statation or w/e to dock to it.
3. Take this unload rail and ctrl c and ctrl V it too the stations Cargo storage block (not the yellow ones)...
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in the testing phase the total said the new system if implemented would be in a testing stage and exist along side in a config file where servers could turn it on or off as they please.
aka TESTING DEV build to see the new system. Nothing so drastic is going to be just PUT right in the game...
Don't fly what you cant afford to lose.
Rewards for conquest shall most likely come as the game gets more updates.
Also There really isnt a reward for fighting, more so protecting your space and resources. and not ding to much to make ur home base vulnerable to attack.
Game isn't done yet so...
no am pretty sure missiles did 100% damage to shields even after the explosion change, must have been fixed in a patch or something, i haven't done much combat since explosive change was in but oh well question answered
(I like the whole missiles behaving better now)
yes i know this but missles use to do 100% of there damage vs shields no matter what. did they fix/change that? so shields now actually wrap around the hull? if so THATS AN AMAZING CHANGE! (well not shields wraping but the missles actually taking account of the shape of the ship with...
yes i agree, i always thought it was 100% bonus vs shields though :/
somtimes when i shot my test ship with 20 mill shields it will only do 7.9 mil damage vs the it.
then on other hits it will do enough to reduce the ship to around 2.7 mill out of 20 mill.......
which sounds more like 100%...
Am not sure whats going on here but i have a 1 to 1 ratio weapon system with ion effect but am only getting shield bonus of 0.5? 50%? instead of 1.00 100%? more damage vs shields?
Picture below
you basically made a missiles catcher that catches the missiles and tosses it the other way XD
I like heptaing and teteraing though :/ before that it was just called *wedging* lol
Slabs still act as full blocks they just only appear as slabs. but that is neat that anything but missile bypass them.
Missles use a form of ray trace explosions depending on the surface they hit E.I *Flat surface* they do 50% of the damage and lose the rest of the 50% into space. Anything...
to unlink in g menu you drag the slave or effect onto the master system icon in g menu
To remove from hotbar i still haven't figured that part out, i normal just drag my core onto what i want removed on my bar, and then move the core back to bar 10 spot 10
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