this is essentially what the forum prefixes are there for. The reason we went with them is they were already an existing mechanic in the forums system, and had additional features like being able to filter forums by them etc.
the list above only shows a fraction of what is currently planned...
With the introduction of a brand new system there's usually a bug fix/performance cycle straight after. The GUI overhaul was a big one and the rail system requires some optimization and changing of existing core code so this process is taking a bit longer. As we continue to add in brand new...
You said you wanted to hear more from us, and here we are. Typically we've kept to just releasing news and information about updates. But you as the community wanted to hear more from us, and while the team works on a tonne of projects, you know; what goes hand in hand with developing a game...
It's probably been mentioned but the NOT in StarMade is treated like an inverting activation module. As Sven pointed out it's not about off and on, in the case of the activation module and NOT block it's the last input it received that influenced it. Think like high and low packets being sent...
I understand where you're coming from. We've been working on some stuff you will hear about shortly that in part will hopefully address the issues the community has been bringing up.
I'll be looking into this. Be mindful though that us developers have day jobs and families and that we're spread across the four corners of the globe so if you don't hear anything for two weeks don't think it's the end of the world.
True, but for more advanced circuits it's preferable to utilize pulses rather than constant on and off. As such it was necessary this early in the piece to introduce timing.
I have another series that goes into the practical applications of logic, such as doors, gravity lifts, etc etc. This...
Additional NPCs that you encounter are a planned part of the game. Though there may not be one that has all the characteristics you've described, there will be plenty of variety.
This is what I am imagining. What I'd be inclined to consider is as a clearly projected system (the force field is "projected" from the computer) then for every force field block there would be a power draw to it. Knocking out enough power or using power-drain would until there is no power left...
I personally would like to see that option, we'll see what gets developed. At the moment there's a few bugs that need to be resolved to allow this to actually be implemented. I guess watch this space then.
*cough cough* woah how did that get there, have no idea. lol
but yes, one day you won't have to use water for your force fields. and actually use water, for water.
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