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    1. ltmauve

      My Small capital ship ( first attempts )

      It looks good, especially considering this is your first attempt. Still needs to be polished inside and out, but you have a solid start. You could probably use some more color variation on the hull.
    2. ltmauve

      [64x64] DirtySpace

      Another thing about the computers is that they aren't distinguishable from the sides, so depending on where you put them it hard to tell which computer is which. You think you could add something like the icons kupu put on the sides of the default texture computers?
    3. ltmauve

      Blueprint Loader Factory Block

      Hook a storage to a docking port, and possibly some "constrution enhancers" If you put a blueprint in it, it'll pull blocks in and put them in the blueprint. Then it'll start "building" it, whether that's loading in chunks or just poofing it in.
    4. ltmauve

      Dock Point and Turret Point Menu

      Structure tab is not convient, since it isn't sortable, and you can't enter stuff through it
    5. ltmauve

      "Blank" decoration blocks for the blueprint system

      Maybe a "transformer" type-factory which switches blocks around between equviliant types?
    6. ltmauve

      Crafting Reclaimer

      I think the way to do it is to have the reclaimer keep track of how many base resources (capsules, meshes, circuits) are used and then when you have 10 of them drop 1 in the inventory
    7. ltmauve

      Hyperdrive+

      1 second per sector is a bit fast, and if you wanted to drop out quickly you might miss by a sector or so. And since there's going to be a realspace penatly for having a hyperdrive, it'd take longer to get there. Instead of a normal drain from the hyperdrive, it should instead have a constant...
    8. ltmauve

      Of Armor and Shields

      Second idea doesn't scale well. Third idea is great, making floating armor panels even more effective.
    9. ltmauve

      Make mining interesting

      Hmm, I like the idea of "buried ships" giving you a few random components.
    10. ltmauve

      Crafting Reclaimer

      I don't think complete reclaimation is a good idea. Instead, it should be at about 70-90% of the original.
    11. ltmauve

      Fluffy's overly Gaudy Rainbow Shipyard

      It is a beautiful butterfly!
    12. ltmauve

      StarMade 0.1845 Another round of fixes

      You only get one chance to release on Steam. Don't mess it up.
    13. ltmauve

      NuclearFun's Ships

      I notice that while all your ships are very well constructed, they all tend to look very similar, in overall shape and the style detailing. Perhaps you can try diversifying your style. Your interceptor (with the big purple vents) was a refreshing break, and I think you could grow as a builder...
    14. ltmauve

      RefiDesign Shipworks

      I love it when a ship comes together.
    15. ltmauve

      How I feel (and want) salvage to work

      To be fair, all of my salvaging is done on servers (where I'm not admin.) Also, even the continous beams have a moment where they blink off for a frame and its anoying and feels cheap
    16. ltmauve

      How I feel (and want) salvage to work

      I think its intended. Otherwise, in a .5 second pulse (500ms, the server ticks are 30ms, so 16 ticks) you could salvage 17 blocks once you got over 20 damage/pulse. The extra ticks are there to balance out the off-part of the cycle. I would rather they all be visually contious.
    17. ltmauve

      How I feel (and want) salvage to work

      Having salvage damage related to the HP of the block is easy, the beam itself can store the data about the damage getting built up. However, it gets tricky when there are multiple salvage beams on the same block. The system would have to effeciently identify the overlap and then decide who gets...
    18. ltmauve

      Turret/Docked ship changes

      The problem with that is: Different ships have different needs for shield-sharing. For example, a ship with a few turrets its own size (and comparable shields) requires little to no shield sharing, as both parts are equally capable of resisting damage. A large with many small turrets would want...
    19. ltmauve

      Turret/Docked ship changes

      That wasn't the main argument the last time this came up. The argument was that small turrets on a large ship would not be vulnerable to being taken out until the shields fail, favoring giganstism. Some form of shield-sharing would help towards a balanced game, by preventing large ships from...
    20. ltmauve

      RefiDesign Shipworks

      Wait, can this thing land on a planet? ( )_( )