Ah I think I see the misunderstanding. I'm not suggesting that all logic should be forced into off state on power loss that was the thread authors suggestion. I'm suggesting it pauses till power comes back. I suggested logic freeze instead of all blocks be forced into off state after bench's...
If they do implement this code change it would make "artillery" possible.
scenario:
-ship 1 is hiding behind a planet
-ship 2 is approaching from other side
-ship 1 acquires lock and fires missile from vertical pointing computer/missile tube setup
-due to a trigger area block placed far above...
I'm not grasping your argument. I'm seeing it as suggesting logic should be immune from outside influence unless the ship is overheating, is this correct?
Instead think of it as a temporary frozen state that disengages when the power comes back similar to an overheat event but without the...
I would agree to it being a server config option but if a server seeks to be as hardcore as you suggest, they would just disable it anyway.
Edit: I think it might be actually possible right now if the server wants to make a custom block. I'm not familiar with the custom blocks limits though so...
A compromise would be, logic on a power starved ship could no longer update, that should achieve the same function, and might reduce processor load.
Attempting to activate logic/computers on a power starved ship would bring up a warning window stating "no signal due to power failure".
In the latest dev version 0.19433 all entities you could place a factory on have a base power regen of 1e/sec, I have been informed that this is not intended, but hopefully they see the value in keeping it, in order to avoid problems as you describe. Go try the current dev version and look into...
The way i see it working, is that missiles need to leave the ship bounding box before they start tracking, and at that point they can no longer pass through the ship that fired them. In the absence of actual guidance preventing them from hitting the mothership, I'm ok with the missile exploding...
I agree. Turrets and other rail entities should suffer as well if they don't have their own power. Direct door activation should still be possible, but activating doors through logic should not. Should it also affect activation and block placement through buildmode? How about having the logic...
I suggest using the code for the shield failure with some modifications.
How I imagine this playing out:
1. ship gets hit by shot that would drop it past 0 power (not lower than whatever percentage/flat value it takes to regain systems in step 4)
2. goes into power failure mode
3. power is...
Thinking about it further you could do something similar for guided missiles, where the turret is actually just the targeting device and you link whatever launch tubes in the mothership to it. Of course, this wouldn't do much for the dumb fire missiles.
I'm fully in support of this as far as the beam weapons are concerned, but as far as cannons and missiles no. The turret would be acting like a mirror to direct the beam, while the beam itself is generated within the mother ship and fired at the turret
Last i heard asteroid respawns are not permanently removed and that faction points might be used to restock them in the future, but that is all hearsay from a friend's cousin's barber's dog's nephew's owner's friend named bob.
Also if you want you could pm me what servers this is occurring on...
Mobile shipyards are already possible currently (0.19431) they just aren't mobile like a ship is. The same goes for factories, undeathinators, and warp gates (send from mobile, can't receive to mobile, and warp range limits still apply). this is all possible by using an asteroid as the entity...
If you want an invisible field that does that use the trigger area block and if you want it visible use any color light rods or plants (not trees) just make sure your shielded to stop penetrating weapons.
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