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    1. Edymnion

      Turn down salvage beam intensity a smidge...

      Don't know about anyone else, but when I make a mining ship, I put the camera in the nose right in the middle of the salvage beams because thats the easiest place to aim from. Until the weapons update... Here's my smaller miner. You can sort of see that there's an asteroid back there... My...
    2. Edymnion

      Universe Patch Brainstorming: Incentives Against Turtling?

      With the Universe update up next, I think its time to officially have a serious conversation. The game currently has a problem with turtling. Since homebases are invincible, and can essentially do everything, there is no real reason to ever leave one. Everyone docks everything they have to...
    3. Edymnion

      Let us pick a faction color

      Okay, I understand the concept behind each faction being a random color on the map, but I really don't think its working. There is an inordinate amount of pink factions in my experience, making for just large blobs of solid system color that aren't actually related for those who just go with...
    4. Edymnion

      Faction Point Generators/Replacements - Aka food and fuel

      Enough people want to see things like food, atmosphere, fuel, etc be things in the game, while Schine has been more on the "thats really hard for tus/he server to do, and/or it doesn't really give much real benefit for the cost". But what if we abstracted it a bit? With the Universe 2.0 update...
    5. Edymnion

      Station gravity chamber being unpredictable?

      Before I make a bug report, lemme see if anyone else has encountered this or knows what might be going on. So I just installed a mass chamber on my station reactor to give it entity wide gravity. I walk into my rail based elevator to go down a level, everything is fine. The instant I step OFF...
    6. Edymnion

      Comms Jamming: Disrupt Fleets

      Over in the "Limit NPC Empire Sight" thread the idea of having some kind of communication jammer that would stop NPCs from reporting that they'd been attacked (and hence prevent the faction from going to war with you) came up, but it would be of really limited use if thats all it did. After...
    7. Edymnion

      Some way to limit number of turrets

      Just getting back into things, but it seems like we're still at a point where tons of turrets with full range of fire is still the main way to fight, especially on large ships. With missile spam no longer being as big of a problem, there isn't as much need for point defense turrets, so honestly...
    8. Edymnion

      Scale Thruster Plume to Total Thrust (and rotate them please)

      Its come up before, but figured I'd bring it back up again since we're in the middle of all kinds of system updates at the moment, which would hopefully make it easier to just tag this while they're in there. Thruster plumes are currently 3 blocks long, always. A 3 block pod and a titan have...
    9. Edymnion

      Build Drones?

      Random thought, but... Was thinking about some kind of shipyard design feature for stations, which lead to "Well, we couldn't really do an actual shipyard to build stations with, because they're stuck wherever they spawn, so how would you automate building a station from a blueprint?" and it...
    10. Edymnion

      Fleet Style Auto-Docking / Named Docking Points

      One issue I end up having with larger ships is trying to dock them to a station. It either ends up being rather awkward with either having to have oddly positioned cameras to keep the beam in sight, or worse yet if the ship and the station are large enough I get rubber banding where it will...
    11. Edymnion

      Modular Shipbuilding

      Since the update includes the gem of "docked entities do not undock when their rail/docker is destroyed", that opens up a LOT of very nice possibilities for modular ship design that I'd like to explore suggestions for. 1) Command Node New docking rail type. Anything docked to this node can...
    12. Edymnion

      Need to be able to split stabilization beam node paths

      The beam paths for stabilizers don't fork correctly when trying to make separate paths to reactor groups. Interior of a ship I'm routing beams through: As you can see by the circled blocks, I have two stabilizer node paths going down the length of my ship, but only one is being used. If I...
    13. Edymnion

      Saying Something Nice

      I have multiple shells I built while waiting for the update, and not only have I not had any problems getting them up to snuff, I've actually found myself greatly enjoying the process. I'm spending FAR less time on just filling entire ships with thrusters, and instead I'm finding that I'm...
    14. Edymnion

      Stabilizer Alternative: Containment

      Came up with this in another thread, thought it might be more beneficial to pull it out and make it it's own thing. Problem I think most of us have with the current Stabilizers is that, well, they feel tacked on. They're doing nothing but adding arbitrary dimensions to ships and being random...
    15. Edymnion

      Docked Entity Stabilizers?

      Just a minor one here. I'd like to see stabilizers in docked entities count for the reactor of the ship they are docked to. Mainly because I'm digging the idea of rotating rings on ships that happen to be the stabilizers.
    16. Edymnion

      Update Armor Skins

      Mentioned this in another thread, thought it might be worth it's own suggestion. I use almost strictly Standard Armor for my ship hulls because it has a seamless tile. Hull and Advanced Armor have those squares around the edges baked into the texture that makes them stand out as being...
    17. Edymnion

      Thrust "Reactors"?

      Right now, thrusters are the single largest group of blocks that make up a ship, save for the hull itself. I checked a rather medium/small mining ship I built recently, out of 28k blocks, 5k of them were Thrusters. On larger ships, half or more of all blocks in your ship are thrusters. In...
    18. Edymnion

      Industrial Fleet

      I keep changing my mind on what to call this fleet, but its on a creative mode I named Industrial, so I'll stick to that. The initial large build that I've based all the others on, style wise:
    19. Edymnion

      Keep the Old Blocks as Decorations

      So the reactor chamber stuff mentioned that things like Jump Drive will be built into the reactors themselves and no longer require their own blocks. On one hand, I like this. On the other hand, I use jump modules and jump inhibitor modules a lot for decoration because of how they're animated...
    20. Edymnion

      Consolidate Straight Pipe Facings

      Pretty simple, the straight piece pipes (and I think to some extent the light rods) have full facing options when they honestly don't need it. Gets kind of annoying to scroll and scroll and scroll while the piece in front of you visually is doing nothing because its basically rotating around...