Open the launcher, then click the gear icon next to Build Type to see the Installation Directory. From there, exported blueprints are in the "../StarMade/blueprints/exported" directory.
I've noticed the same thing. I think it still works despite the missing HUD info. If you hold right-shift while pointing at the block, you can see it toggle between active and inactive.
I reported it: T2532
I actually had this problem before, and had forgotten what I had done to work around it. :oops:
This is a work-around and is probably quite system dependent, but ours may be similar enough that it will work for you as well.
What I did is use a program called driconf to add a setting to any java...
Assuming your graphics info is reported correctly, the shader is trying to use an extension that isn't supported (because it is already incorporated into OpenGL 3.0 and therefore not needed). They recently updated the shaders to fix this, but is it possible your install is out of date or...
The '130' is GLSL v1.30, which I don't think is available on OS X 10.7+.
It supports either legacy OpenGL 2.1/GLSL 1.20 OR supports OpenGL 3.2+/GLSL 1.50+.
So I would guess that StarMade has decided you do have support for OpenGL 3.0/GLSL 1.30 when maybe it should have picked v2.1/1.20.
At...
The proposal is great, in that it shows serious thought about improving game mechanics. I do not think it is actually a great solution to improving game mechanics. Why not keep the old system, and add this system on top? Rather than make new block types, just add mechanics to the existing...
I really like the idea of not having to dock ships to the anchor block. I would like to see the Shipyard Anchor be deprecated, in favor of a simpler to use, but much more versatile system.
When a ship crosses the shipyard boundary, it's size is checked. If it's too big, a pop-up message is...
Because having an "ERROR: Max Size" pop up when you're trying to add an antenna or other fiddly bit on your titan is a big turn off.
Servers can already implement size limits if they choose.
Good suggestion. I think Schine will eventually get to it, once crews are manning ships/stations. Assuming that passive resource acquisition is still planned, I would stop at "Factories should keep working in unloaded sectors", and leave the implementation to Schine.
I didn't know there was a setting to turn off mass enhancers. Where is it? Or were you thinking of something else?
I suppose you could set the free and per enhancer mass to zero in the blockbehaviorconfig.xml, which may "turn them off", but I doubt that is what happened.
Another option that might be nice is to require factions to claim the system before docking to a shop. "NO FACTION" could still dock to any shop, regardless of who owns the system.
For a timer, would the timer start as soon as you dock, or when you logout?
I thought you were talking about moving faster on the galaxy map. Hold shift+[WASD] to move one system at a time.
As for your issue with certain keys being more reliable, I would guess that is likely an issue with certain keyboards.
Boo! Hiss! :D
Even if you did want to limit a Warp Gate to a single manual linkup, it surely must have a terminal, or keypad on it for inputting coordinates. I think the Trading Guild disabled this feature on purpose so they could sell Marker Beams.
I was imagining that your sophisticated Ship...
I've never had an update delete my worlds or blueprints. Is it possible that when you updated, you actually installed to a new location?
Try searching your computer for folders named "blueprints" and "server-database", as that is where your stuff is saved.
Very nice, simple suggestion. The only thing I would add is to also ditch the Marker Beam and have Gate linking automatic if the destination has an accessible gate.
With this suggestion, every Ship Core would be equipped with a built-in Warp Arrester Coil.
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