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    1. Bench

      Awesome suggestions

      Most of these are already planned, with some in development at the moment
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      Starmade Logic Tutorials

      There are currently issues with excessive amounts of logic being loaded in, I've mentioned it to the team and given a build for them to test with, we have some ideas of how to optimize it, just need to work on it
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      Dev Blog : March 14th 2015

      Hence why we're completely reworking collision detection to be made to handle a rail system where things sit flush
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      Dev Blog : March 14th 2015

      There's plans to allow some form of LUA scripting in a block, that would probably be that solution. going via XML for it might be too performance heavy and takes that scripting gameplay out of the game where it probably should be.
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      Dev Blog : March 14th 2015

      i'll answer what i can
    6. Bench

      Smugglers Cove, will it ever be finished, here's hoping. Though I think I broke the display...

      Smugglers Cove, will it ever be finished, here's hoping. Though I think I broke the display modules...
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      Smugglers Cove - Station

      Quick update on the Cove
    8. Bench

      Dev Blog : March 14th 2015

      So, umm, what's your question?
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      Dev Blog : March 14th 2015

      Lol, umm, scroll wheel. Cool, next.
    10. Bench

      Dev Blog : March 14th 2015

      I don't know about turrets at this point, but I know we're reworking how collisions are handled due to the requirements for the rail system
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      Dev Blog : March 14th 2015

      :schema: : aye, its going to be sematic versioning. http://semver.org/ What do you mean by custom logic blocks? We are planning to have no gap between them, not like there currently is with docking. Movement speed will be dependent on how we go about implementing the system. Same with...
    12. Bench

      Dev Blog : March 14th 2015

      I don't believe there's a specific number. There's a lot of plans for the game as well as constantly pushing for better performance, and we probably won't hit beta until both these are met. Things like the way logic is dealt with on a code level will be overhauled to make it perform better but...
    13. Bench

      Dev Blog : March 14th 2015

      We're back with another edition of Dev Blog. It's been a little while but we've had a number of exciting announcements in the mean time, so what's been happening. DukeofRealms announced the Council of Intergalactic Representatives, a player council elected by the community that would act as a...
    14. Bench

      Make Bobby AI's Send a Logic "On" Signal When Pursuing a Target

      Great Idea, though dependent on what functionality gets added into the Bobby-AI module. We'll see
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      Are forcefields useful?

      they will have their functionality expanded more at some date.
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      Dev -> communty interaction suggestion

      Yeah they do a lot more smaller snippets throughout the week; while we kind of combine it all into one blog post.
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      Dev -> communty interaction suggestion

      Vanhelzing and CyberTao have highlighted two ways we're moving towards more interaction between the dev team and community. With the dev blogs we're not scheduling a specific time or date cycle that that is released, it's more we'll release them between release announcements (and we've had quite...
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      i might release it once it's finished, but it's a long way off being finished at the moment.

      i might release it once it's finished, but it's a long way off being finished at the moment.
    19. Bench

      build mode question

      they should still be in there as options. and as far as i'm aware they're the only two
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      Council of Intergalactic Representatives

      if the other council members agree and the developers agree that it can be shared publicly then I don't see why not.