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    1. jayman38

      Recognized by Council Blueprint Originization

      I agree. Personally, I think it would be neat to use the game's native building system to create organization systems. Think: every concept is given a non-block meta-item in-game that you can reach in Creative mode, but that doesn't really mean anything or is a blank logbook in the non-creative...
    2. jayman38

      Read by Council AFK kick

      Because when it's important enough (an emergency), I don't even have time to disconnect. I'm up, out of the room in the time it would take to go through the motions just to quit suddenly. (What can I say? Some of us lead exciting lives.) :cool: However, this is one of the reasons why I play...
    3. jayman38

      Read by Council Admin Load Turrets on Turret Docker units in creative

      If I am understanding correctly, you are asking for an automatic pop-up or something similar when placing a turret dock, to load a turret from the blueprint list directly onto the turret dock for immediate placement. I love that idea! The game needs a mechanic to cycle through all available...
    4. jayman38

      Read by Council AFK kick

      Personally, I'd prefer a default of 60 minutes instead of, say, 15 minutes. Sometimes, I have to be pulled away from my keyboard, and 15 minutes just isn't enough time to get back from something important.
    5. jayman38

      Read by Council Land of the Giants (build scale)

      But the point of this suggestion is not to increase the size of the blocks. The size of the player relative to the blocks is what would change. So to re-use your example of Sonic, let's look at a new small version, 8x16, scaled down from an original piece of art that is about 300 px wide: Now...
    6. jayman38

      Read by Council Land of the Giants (build scale)

      Wrong. More blocks per "meter" = more detail. Prime example: Detailed chairs.
    7. jayman38

      Read by Council Land of the Giants (build scale)

      That would be interesting. I have seen amazing detail in a bridge screenshot somewhere on StarmadeDock based on 10- or 15-m tall humanoids.
    8. jayman38

      Read by Council Universal Incentive for Gameplay.

      I am concerned that Starmade's open-sandbox, pseudo-infinite space would cause scarcity to breed sprawl instead of trade. E.g. Can't find a planet with the rare materials you need? You haven't gone far enough yet. Maybe in the next galaxy over. Spool up the chain drive and go to bed for the...
    9. jayman38

      Read by Council Build Inhibitors vs Doors

      As for hacking doors, I think you are thinking too small. Imagine hacking all doors at once, opening them all up. A clear path to anywhere on the ship. Furthermore, opening all doors might tend to open up some tender areas to hostile ships on the outside. On some designs, opening all doors would...
    10. jayman38

      First time Shipyard woes

      It would help to have a blueprint of the structure as it is right now. If you built in symmetry mode, you need to have only one set of linear c-shaped arms linked to the shipyard computer. One computer is not allowed to have two sets of C-shaped shipyard areas linked at the same time. Building...
    11. jayman38

      Macross SDF-1 Battle Fortress transformation test

      Again, it's better to have something that looks somewhat decent and still works, versus a beautiful, non-functional museum piece. We already have plenty of museum pieces in Community Content. If you can get something that looks right and works at the same time, that's cherry.
    12. jayman38

      Read by Council Build Inhibitors vs Doors

      In SciFi movies, generally stuff gets hacked from a terminal. Unfortunately, builders in Starmade generally don't leave computer terminals lying around. One could hack items directly, but that is less immersive, especially when you are actively hacking a turret that is shooting you in the...
    13. jayman38

      Macross SDF-1 Battle Fortress transformation test

      I imagine an elongated version might break the game or prevent pieces from loading in, which would be tragic.
    14. jayman38

      Slavage beam vein mining.

      No need to cite me. My statement is right there. I see what you mean about wanting to quickly vaporize small entities. Maybe it could be an additional rule. If an entity is smaller than x mass or has less than x blocks, just salvage the whole thing. (I just want to make sure someone doesn't try...
    15. jayman38

      Recognized by Council Astronaut moving along the rail when aligned to it

      As I mentioned in this thread, it would be good if, when an astronaut aligns with a rail, that they move along the rail, just as if they were a docked entity, complete with logic interaction. The feet/mag boots would be the docker. Result: Instantly available automatic horizontal walkways and...
    16. jayman38

      A Simple Weapons Effect Question

      You could put in 90% (or 80% or 99% or...) ion effect, leaving the remainder as regular damage that can still damage blocks. You'll probably want a weapon that has at least 200 points of regular damage, to be able to do some small bit of damage through armor effects, after the shields are down...
    17. jayman38

      Slavage beam vein mining.

      Yes, I think this is what we need to make truly large single-salvage-groups viable. However, I don't think it needs to be limited to cannon-linked (or otherwise continuous) salvage arrays. Instead of limiting it to continuous beams, maybe limit the effect to salvage groups with more than 20...
    18. jayman38

      Basic NPC quest types

      I normally recommend replacing any escort missions with search-and-destroy missions. (Intelligence suggests that a certain strike force is mustering for an attack. Intercept the strike force before it can attack the convoy...) Escort missions are hard to make good. Also, I am most familiar with...
    19. jayman38

      Build Mode Region Intangibility & Logic Stuff

      How multiple inputs to a block are handled depends on the desired behavior. The "gatekeepers" for inputs to a single block are the "AND" and "OR" blocks. These two blocks can handle multiple inputs by design. 1. The AND block requires that all inputs be High/On for it to send a high signal...
    20. jayman38

      Read by Council Keypads For Locking

      I think the keypad system needs to be a computer/module system. The "computer" would be what you interact with to set the code. The "module" is slaved to this "computer" block. (Space saving option: the ability to slave, name, and select different "modules" in the same computer.) The "module"...