So wireless logic blocks give us the ability to control logic across ships but they are really limited to A->B and vice versa.
I would love to see three more wireless logic blocks added to the game.
Short Range Transmitter: This would send a signal back and forth between any other transmitter...
I did a little live streaming today and built an elevator in anticipation for when wireless logic was working. When I got home from work I checked back and much to my enjoyment I found a new dev release with working wireless logic!
The more I see of the docking system the more I think it should be split into three systems in the end. There are really three types of docks that all need to interact differently with logic, ship systems and I don't think rails and axis pivots alone can do all the jobs.
Rails:
(Basic Rail...
So there is no way to do any kind of true random output in Starmade logic. The best we can do as far as I know is simulate a random output based on the timing of clocks but this only works with a manual input as any timed circuit will always have the timing match at some point.
The Randomizer...
It's time again for another speed build challenge. This time your challenge is to create the smallest jump capable shuttle you can that is power stable. This means it can fly and charge it's jump engines indefinitely for long journeys. There is not other restrictions but the smaller the...
Stable Release .18999 has seen changes to pierce and punch effects. The Pierce effect remains mostly unchanged from the previous version but now punch-through deals damage to the first block it hits and then 1/2 the damage to the next block and so on regardless if the blocks are destroyed...
So I was tired of the Isanth Fleet being out of date so I decided to refit them. Isanths are supposed to be fairly weak so they have not been buffed at all, mostly I've just given them the ability to regenerate shields and a few weapon tweaks. This is also my first attempt at a cinematic...
So with the fact that warheads ignore the shields of the ship they are attached to you can, with a simple clock, make a ship that will explode as soon as it spawns. Set this ship to be enemy usable and it will spawn with waves of pirates as if those pirates just took out an innocent transport...
Just about everybody has a big, large, asteroid and planet eating salvagers but not many that you can acquire quickly and give you the ability to harvest the materials needed for a larger ship.
This is a build challenge not a contest so no prizes or votes for a winner. This is just for fun...
Easy Difficulty AI will have 99% Accuracy at 10 meters
Medium Difficulty AI will have 99% Accuracy at 30 meters
Hard Difficulty AI will have 99% Accuracy at 100 meters
Mean Difficulty AI will have 99% Accuracy at 1000 meters
Easy is best for new players who won't be using turrets. Missiles...
So a debate was sparked which peaked my interest. How exactly do missiles behave? I've done quite a few tests and it seems that missiles are able to deal their damage in two distinct radius's. The radius seems to be determined by the average HP in the target zone, if this HP is below a...
Starmade: Practical Logic
I've started a new series called Practical Logic. I hope to produce a lot of tutorials on how to work with logic as well as compacting it to suit your needs.
Episode 1: The Basics
Episode 2: Pulse Limiters
Episode 3: Memory Cells
Svens Practical Logic Tutorials...
So I've been saying on a few threads the way effect modules used defensively should be changed. Currently they are all based on the mass of a ship but this seems to be a little counter intuitive. Defense systems should be based on what they affect and not the total size of your ship.
EMP...
The new jump drive tells you exactly how many blocks you need for a 100% effective system, so my question is, why don't the "effect" modules do the same in the weapons tab?
Okay so I've already built a few contraptions in starmade and want share them via tutorials. I've already created one for a basic door but I figured I should dive into basics first before I cover more in depth circuits.
So far I have built expandable animated doors, t-flipflop, automatic...
Okay in my testing I have found that the punch through effect seems like the only viable option on large cannons (besides shield breakers). Explosive and pierce have a very specific and limited range of damage. Pierce will divide the damage as the projectile passes through, 50% 25% 12.5% 6% 3%...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.