I could just see the reaction in chat when someone sees the notification right before doomsday. XD
Notification: Player X has started Star_8374973902847017438 in System (1,2,3) to go supernova. All players within this system have 30sec to RUN!!!!!!!
*Clock showing time left appears*
*Chat...
Not sure docked objects with active push effects don't have any affect on the main object either. Now I know you can use push beams to change direction though.
There has got to be a list of what costs what by default floating around somewhere. I know system control costs an amount of points but how many points per system a turn are we talking if at default settings? Also what are the other costs for different things because I'm use to seeing negative...
I figured since we can't touch the sun without getting turned into a crispy fired critter lets give a reason to go into the sun. This idea spawned from the whole is the sun killable thread a while back so who knows where this thread could go. :P
Here's a few new blocks for this.
These...
Well there is a way to make push effect constant but it takes several correctly timed clocks to pull it off. Or a single rotational clock but those take up a lot of space. Also with logic you can't make the linked thing activate 100% full auto even if you tried so this would end up with the...
What I meant was a single activation block the is linked into all the wifi blocks not one activation per wifi block. XD This helps get around the issue of sending out several signals at one time so one wifi block per ship is needed but you can tell them all to turn on with a single block.
Hint for those trying to link wifi blocks, single activation block linked into one wifi block for each ship or drone you are launching. Yes it's annoying we can't use just one but it is the only work around I can think of off hand.
Yep but that's a lot of diagonal lines though. The really tricky part is where to make the line start from, currently the horizontal and vertical ones star from the face of a block so is that going to be the case here or are we going from the edge of one?
No idea what is going on here. Sometimes when stations are loaded or spawned from their BP they won't stay displayed on the galaxy map. Now hanging around long enough will make them stay loaded on the map but not hanging around long enough results in them hardly ever showing up.
That's exactly what I did. I just loaded two more copies of the same gate and those work fine both ways. It's just the first gate I built will only work as a destination not a departure point. >_>
Been building a warp gate and trying to get it to fully work and so far both directions seems to be an issue. I built one gate and just loaded another copy of it for this test. Going to go do some more testing with two loaded versions of it while I'm waiting.
In the meantime anyone have a fix...
It is like it is there and not there at the same time no clue what is up. Sometimes it'll let me logon and other times it won't. When I do get online there I'm only online long enough to watch the error message pop up due to losing connection again. It wasn't having this issue a few days ago...
In the case of AI fleets spawning to guard faction owned area it could be made so that the game looks for blueprints made by players in that faction to spawn, if none it defaults to either nothing or an admin made list of BPs the game can use. :) Would make it so that the game won't spawn...
There is an enemy detector in the content section you could use that detects enemies as they get into range. For Anti-Missile Turrets you could simply set the AI for the Enemy detector to look for missiles and the thing would send out a signal telling the turret platform that it is time to come...
Well if used on a turret it wouldn't have this issue as bad. Just make it so the turret does the aiming and now it is no longer locked. Would mean the turret in question would be a huge target though.
lol I'm still trying to build a power reactor setup that doesn't insta-drain when trying to cloak and I'm still getting a laugh out of this guy that things a cloaker can and should win a drawn out fight against a full combat ship. The idea is to build the cloaker in such a way that you have a...
I've got this issue even worse with my faction normally set to public. I restrict the lower rank so that it can't do anything but use the factory. Maybe adding a menu to the faction permission blocks and letting us C on the block and V to everything we want to apply those permissions to might...
Was talking with someone about logic traps on a server and the idea of making a rapid fire Missile + Pulse came up as a topic and how deadly it could be. Is it possible to fire enough nukes fast enough to make it work? If so how'd you guys set this up? :)
Depends on the ship really and what' I'm up to. Bigger ships usually have airlocks to dock at while smaller ones just dock to those or other things with dockers in the right spots normally on the front or on the bottom.
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