I had a setup on my SP world, where all I would have to do is wait until a server save and press one button. Boom shit ton of mats already in my refinery. The old system where you could relocate and mine an asteroid many times was broken with how little "work" it would take.
These changes were...
Very much this, while I would love for the default stations to get some love, I agree it should wait until more of the features they have planned for them and the factions that will use them is implemented.
(Although can we please get a damn shop module on Trade Station Gamma already?)
It was a massively exploitable system, the only really biting part about it being fixed is that they have not re-balanced the current spawns and the levels of ore in them.
There was a post a few weeks ago about how much useless crap fills some of the rock types.
Asteroid spawn has been dead for some time now.
I think the biggest issue with this is people who clearly haven't gone out mining recently keep talking about them respawning.
I am sure, spent 30 mins looking for it before.
The "old" stations are hard coded into the game, if it can't find any default blueprints it will spawn them.
I was talking only about showing jump percentage on the target info. (As how would that number ever be calculated)
As for your question they drain all jump drive computers within the area of influence. (3x3 sectors centered on the inhibitor)
While active it works a lot like a jump drive but in...
Does anyone read data from the structure tab anymore? The information you are looking for is readily available, that is all I have to say about this topic.
I would like the ability to press R while looking at a group of factory enhancers and see a readout of how many are in that group. Much like how you can press R on a group of power reactors.
I already label all of my enhancer groups but I think this is a nice small quality of life suggestion.
Sadly that station was removed from default spawning. :(
If you want it to spawn you have to remove all the blueprints from the default stations folder.
You can also use a sector load to get one in. Check my (only)community content for a no hassle copy of one.
Just make sure we can slave the cargo system (and storage blocks) to rail dockers and rails via master/slave for input and output across entities and the rest we can control with logic already.
Like what was discussed here.
http://starmadedock.net/threads/storage-contents-transfer.8596/
I think...
If the suicide button is removed people who get stuck are royally F****** and anyone who wants to escape without giving you the satisfaction of killing them by your own hands can just have a logic activated weapon to kill them on their own ship.
This suggestion would solve nothing, if a player...
Based on the changes I would assume that they do more damage to the hp of a block while ignoring a portion of the armor the block may have. IE I think they will kill armor blocks better.
Though I am not certain since I know things work differently on missiles.
Being able to see every single station that exists in the universe really upsets me about this game, and then learning that others would be able to see everything I went out of my way to discover makes me even more upset.
Scanners really need to do their job and not just be used for finding...
Playing with friction off is far more entertaining and interesting than playing with it on. Yes there are still some wanted features to make it better. (Like my parking break idea)
It is also not that hard to catch a ship that flew away even by some off chance you forced your self off of it...
Give your self 100k of each capsule, use that and only that to make the starter ship.
Actually use a factory system to craft what you need so you can tell the approximate work needed to remake the craft.
Inb4 Rixxit is Viro *paranoia intensifies*
In a more honest note I physically laughed reading everything Rixxit has posted so far. Thanks for the chuckle.
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