No, it's because the StarLoader project was created by volunteer developers. It was built entirely on the old codebase (for now) and has nothing to do with the universe update.
I'll look into this. Moar Void should work on all galaxies, but I probably used the wrong coordinate system.
RRS is not yet tested with other galaxies, and probably will continue to be nonfunctional or buggy in other galaxies until most of the issues in the starting galaxy are worked out.
That is intentional. There are no 'metallic capsules' and 'crystalline capsules' - generic Metal and Crystal are supposed to refine to Metal Mesh and Crystal Composite for basic Components.
Given how generally broken/nonfunctional the NPC factions are, I don't think I will be putting much effort into supporting them. However you can control their behaviour somewhat via config, so as far as I know it should be possible to give them more territory...?
I'm definitely still around, Power 2 or no. It won't make or break the game long-term, and people who think so had a pretty skewed idea of what a viable product from StarMade would have to look like IMO. They were convinced that their highly niche game loop of optimizing ships and throwing them...
Just to set the record straight, the "exploit" (really just a strategy) wasn't even spaghetti. it was just to build a long vertical stick with stabilizer groups on one end, spaced just far enough from one another to not trip the proximity detection, and then turn the stabilizer axes so that the...
Functionally it did the opposite. Previously, the only difference between "tryhards" and normal players' ships was systems design and maybe some trickery like docked hulls to avoid stop effect beams and suchlike; with the original power 2.0 you would have to build like they do or be stuck with...
It got "hate" because it didn't work. Stabilizer distance was supposed to control reactor and system size for all ships, but somewhere along the line, Schine forgot that we build our own hulls. People who wanted more systems just built tall hulls that are optimized for the stabilizer mechanic...
Hello! We all appear and disappear at times; this is the internet after all. 'Tis no problem for me. Either way, welcome back. I'm a bit busy myself at the moment but I'll talk to you soon.
Resources ReSourced is now designed to be functional in multiplayer. There have also been numerous fixes and improvements, including:
Vapor Siphons can now siphon from adjacent sectors. No more wrestling with Gas Giant gravity and sector border bugs in order to harvest Anbaric Vapor!
Gas Giant...
Gas giants will now display in their proper place on the map. (Thanks, IR0NSIGHT!)
Special gas giant types are now more distinctive.
Some potential performance pitfalls were resolved.
Fixed issue where foreign mod block translator got confused and thought RRS Components were other-mod blocks.
🛈 Please note that this is a beta release, and some issues are to be expected.
🛈 It is highly recommended that you install the Moar Void mod alongside Resources ReSourced. Zone sizes and mechanics are balanced around that mod's default config.
Resources ReSourced overhauls aspects of the...
That chart is unfortunately missing the imperial Vaiye-Saerias, at 530-odd meters long... alas from a side view it's little more than a lopsided pancake. :P
Fixed a bug that was causing asteroids to be placed outside of their sectors, forcing a ton of sector transitions. I really hope this was the cause of the lag issues, but I don't know yet.
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