Ugh it's been too long since I've done an update. Have a picture
What can I say, I love logic and making it all work together. If anybody watches my lets-play this is my current station and all docked ships. The cluster of pipes are the airlocks and they are all capable of being locked...
I actually strait up refuse to buy console ports these days... with a few exceptions. Consoles are yesterdays technology for tomorrows games and even putting graphics aside will always be less capable than computers. When making a game for a PC you can program it for PC specs when you expect...
They have to add an activator but they don't have to add a button. Both would be fine but if we only get one the activator is the obvious choice. An activator can be made to act like a button but a button cannot be made to act like an activator.
I would love invisible activators. They would have to have no logic pipe obviously. Invisible button would not be needed per sey as you can just link the activator to a button elsewhere to make it function like a button.
It's not perfect but it does make most of my ships functional as AI as most of them have at least two missiles designed to be fired, recharge, fire. Before these ships would be crippled. My one ship that has variable ranged weapons does get fairly crippled because she does try and fire...
Recently there was a low power barrier added to the game. At 35% power or below the AI will stop firing their weapons, this keeps them from crippling ships into a perpetual power outage state. I would love if it was a setting we could change on a ship by ship basis as some ships do need more...
If I remember correctly some time we are supposed to get the ability to activate/deactivate turrets by linking logic to the rail turret axis docks. This way you could disable and enable turrets at will.
I don't know about you but I would rather stick to physical mechanical doors to keep my prisoners in. All you need is one power failure and they all escape.
So because I make YouTube Videos I shouldn't be on the council? I am not allowed to represent people who make LPs or other videos of Starmade? In the indie world LPers can make or break a game, it's free advertising.
I also still don't follow your line of reasoning. "everyone should have...
An activation module will automatically change signal as soon as any of it's input changes so it's not good for memory alone. Any RS_Nor, RS_Nand and that little "RS_AndOr" (Sometimes refereed to as a Svengate) will remember and hold their state until reset so they function much better for memory.
I had a texture issue but it seems like a bug with the Beta launcher downloading .19592, when I downloaded this version with the old launcher it was fine.
While it's really nice that ships that have more guns then they can fire at once then support with their power are actually functional now it seems that turrets will not draw from the ship they are docked to anymore as they will not fire once their power gets low. This makes any turret that is...
When I downloaded .19592 with the beta launcher I got this same issue, downloading with the old launcher works fine and the beta launcher still thinks I am on .19590
I'll have to try this, I was crashing during launch with the hotfix so I went back to .1959, I'll check to see if the old launcher works
-Edit-
Yeah no problem downloading with the old launcher. The Beta launcher still thinks I am on .19590 though and not .19592 but it launches and does load...
Yeah there is often confusion when talking about blueprints. Blueprints as saving, uploading and downloading ships will likely always be a part of the game. The fact that I get to keep everything I build is the main appeal of this game over say, Minecraft. I would like to see the spawning...
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