It's really hard to get an accurate idea of how Starmade is doing over another two. One way you can do this is by using stat tacking sites like Comparison - Steam Charts to compare the users on steam. The problem with doing this is the demo and full version are identical and you can't simply...
MMMhmmm I really want decorative blocks to be single face all possible rotations. I hate when I want to stick them in the floor or ceiling and they won't face the direction I want. I also do like the similarity in shade between dark grey hull and grey standard.
Yeah I loved being able to adjust it on the fly. A build mode slider or drop down box would be great or at the very least fix the bug that prevents from pushing config changes with // commands
There is a setting in settings.cgf called BUILD_MODE_SHIFT_SPEED this allows you to change the speed at which you fly holding shift. You also used to be able to adjust it in game using chat by typing //BUILD_MODE_SHIFT_SPEED # but unfortunately this method has not worked since the gui overhauls.
Instead of binding the inner-ship remote to "W" you bind it to "Thurst Foward" this way anybody using W will trigger the inner ship remote when thrusting but in the case somebody else changes their bind, (I had somebody in my livestream tell me they used keys other than wasd) the remote would...
I would hope you could give orders to specific ships as well as fleet. Issue a command on the mothership, that command goes to all ships. Issue the command on a ship, only that ship gets that order. So storage gets full, activator goes high, ship issues it's own recall order and returns to...
Something like this would be great to do via logic, at least have the ability to get signals out from fleet commands as well as using logic to issue commands. Hook up some storage logic to a control block that issues the dock command when it gets a signal. Of course expansion of fleet orders...
It's not a problem that I've seen, AI stops firing if the power is below 30% not if the shot will take the power below 30%. So they will fire the high alpha shot putting the ship to 10% power, they will then not fire any other weapons while the ship recharges. I had some trouble testing with a...
Another thing is even escort ships with no salvage array will also attempt to mine and get in the way of actual miners. So either only issue the mine command to valid ships would be a nice addition as well.
AI will not fire weapons if they are below 30% power, it was part of one of the fleet updates. I love this as a lot of my smaller ships stagger fire missiles and were never able to be used by AI before as they would run their tanks dry and keep attempting to fire. I'm not sure if it actually...
The fleet system is the first steps towards better PVE, eventually factions will have their own territory and fleets to protect them and be more coherent instead of random encounters and random stations. Also work on the fleets will iron out a lot of issues with AI itself and how they interact...
I don't know why you are asking this if in the same post you also said "I know how the vote transferring system works"
The three people to be eliminated before Flying Debris had a large number of votes go to me and either none or not enough to register on the chart go to Debris. In the end I...
Not sure how much it would be able to do in terms speed detection. Schema prefers block based solutions and you would need some kind of analog interface in order to judge how fast a ship is going, much like how Restone comparators work. I'm just not sure how we would get the same effect using...
We need all the logic output. The way I see it we need one signal out when the weapon fires, and a second signal when the weapon is reloaded. It would have to act like chests where you connect an activator to get one state and an OR to get the other. So Weapon computer -> activator/button...
Yeah I couldn't even get full detection working and partial detection with OR only works when using chest to chest and not between entities, factories or by hand
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