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    1. Asypha

      Recognized XOR Gate

      While this is true, and I like the suggestions in this thread for multiple XOR blocks with different properties, I would like to point out that they already dealt with this issue in the past with their solution with the Flip-Flop. There are numerous types of Flip-Flops, most of which would be...
    2. Asypha

      "[SERVER][UPDATE] WARNING" After getting out of a docked entity.

      This post turned into a much more detailed entry than I expected. The tldr version is; "Why is my server freaking out when I leave a ship docked to something that many other things are docked to?" As I was posting this I noticed more and more details and distilled it to the following. Our...
    3. Asypha

      Bug [SERVER][RAIL] collision time limit reached.

      While I look forward to that cleanup, it would be nice if a more detailed version of this message made it though the purge. It has proven helpful to at least know that there is a rail issue. We are currently only working in 5 sectors, but if a future message could call out the entity the rails...
    4. Asypha

      Can I safely increase the sector size of an existing universe?

      We currently have a few builds in adjacent sectors and some are quite large. I would like to increase the sector size from the default up to something closer to 10k. Will the edges be pressed out with the existing items remaining centered? Will the adjacent sectors be combined into one...
    5. Asypha

      Bug [SERVER][RAIL] collision time limit reached.

      I have come across only two possible causes for the "[SERVER][RAIL] collision time limit reached. Returning to last possible" message. Two entities on the same rail are colliding with each other and thus being bounced back and forth. The fix is to set the rail 90 degrees from the normal...
    6. Asypha

      Fixed On the Wiki; adjust the CSS for mobile to allow users to scroll down further.

      IE 11 and mobile platforms seem to occasionally have issues scrolling to the bottom of the wiki pages. After digging around a bit with the built in dev tools in chrome, the culprit appears to be in the CSS setting for @media scrren html, overflow:hidden. Turning that off fixed the problem...
    7. Asypha

      Read by Council In Creative Mode; middle click places target block in current inventory slot.

      I've seen this in a few other games, namely Minecraft and Robocraft. While in creative mode, clicking on a block with the middle mouse button will modify your current inventory slot as though you went into the inventory screen and selected that target block. In the case of Starmade, an example...
    8. Asypha

      Recognized More detailed server errors to help admins track down problems with rails.

      In the server console screen, provide more information that allows the admin to actually find what is causing repeating messages such as "Failed to activate blocks: 25" On very large builds, this can become overwhelming to track down. Coordinates they can teleport to, or some other way to...
    9. Asypha

      Recognized Paint mode for hulls in creative mode.

      I am aware of the current method of using the replace tool to adjust the color of a build. But it has shortcomings related to block angle as well as needing to select each type of block individually to replace. But it would be awesome to be able to simply select a new color and have anything...
    10. Asypha

      Recognized Reverse connection mode

      Yes, PLEASE give us a visual indication of what something is slaved to.
    11. Asypha

      Recognized User assigned exit point from the core.

      Using an interface similar to the "Create Dock" function, where you have a bounding box which can be placed anywhere, it would help to be able to assign an exit point from a core. That way you can ensure that those in your core, exit to exactly the point you want. (Note, I am not advocating...
    12. Asypha

      Prioritize T542 & T837 (Gravity bugs) to help immersion, role-play, and machinima makers

      Those two bugs, T542 Gravity Unit not working far away from core of the Ship (http://phab.starma.de/T542) and T837 Gravity sometimes neutralizes when stepping on non-cube. (http://phab.starma.de/T837) both have a strong, negative impact on immersion within large ships. Also, since their...
    13. Asypha

      Rail Docker cooldown per Docker instead of per Ship

      Changing the docking cool down to be per docker instead of per core would allow for more flexibility when designing rail creations. Enabling rail to rail passes with minimal undocked time. (For example, creating a rail transfer machine that allows one docker to undock from one ship and almost...
    14. Asypha

      A flag to ignore specific docked entities when using arrow keys.

      On ships with a large number of rail features, it can be frustrating to arrow through doors, elevators and other contraptions in order to get to the docked entity you are looking for. It would be useful to have a way, to flag a docked entity to remove it from the list that the arrow keys loop...
    15. Asypha

      Combined Core and Rail Docker for rail based elements.

      It would be nice to be able to create doors and other permanently docked rail creations without the need for a ship core. It would only save a single block, but that can be vital in small ships. Also, it would be nice for the new combined core\docker, to be able to rotate without clearance at...
    16. Asypha

      Old Question, any answer? Are wedge lights planned?

      I dug through the forum history and saw a number of suggestions, but no Shine response. Are wedge lights planned for the future?
    17. Asypha

      Allow ctrl+v to link identical, adjacent lights to switches, activators, etc.

      Sorry if this is a repeat, didn't see it in the forum yet. It would be very helpful is ctrl+v would link groups of similar, adjacent lights to switches and activators. (Identical to how modules can be connected to their computers.) The current implementation can become tedious and error prone...