Search results

    1. Malacodor

      Add Ship Velocity to Projectiles/DPS

      Cannon projectiles from faster ships should be faster and do more damage, while projectiles from kiting ships should be slower and do less damage. This would add some value to high speed fighters and might make combat more dynamic since staying in motion is more important. Higher projectile...
    2. Malacodor

      Mass enhancers needed for turrets?

      I thought rail turret axis blocks also required mass enhancers if the turret has a mass >50, but even a 7.5k mass turret isn't noticably slower. The entry in the blockBehaviorConfig.xml seems correct and an entity docked to rail basic blocks is slowed down by mass as expected. I'm I wrong or is...
    3. Malacodor

      Recognized O.V.E.R.V.I.E.W. and control of docked entities - RELOADED

      New version, completely redone! Currently it's very hard to keep an overview of a ship or a station and all docked entities. It's also a big hassle to enter a specific entity's core or to access a specific Bobby AI module. Additionally, it's impossible to make an entity stop draining power from...
    4. Malacodor

      Disable Symmetry Planes w/o Unsetting

      There should be a button to temporarily disable symmetry planes without unsetting them. I often have to unset and re-set symmetry planes because of a few asymmetrically placed blocks. A hotkey which disables symmetry while pressed would be even better.
    5. Malacodor

      Multiple Weapon Groups

      Can someone please tell me the up-to-date formula to calculate the power consumption of multiple weapon groups linked to the same computer?
    6. Malacodor

      Keep Linked Computers in the Hotbar (marked as unavailable)

      Let's say I have an ion effect system on my ship. I linked it to my ship's main gun to better get my enemy's shields down, but now that they are down I want to use it defensively. It's already bad enough that I can't automate that via logic (yet ;) ), but I also have to add the effect computer...
    7. Malacodor

      Additional hotbars for build mode / bigger hotbars

      Seriously, why weren't additional hotbars for build mode implemented along with those for flight mode? And please add an option to have 5 bars with 20 slots each instead of 10/10. I don't care if half of the slots don't have a hotkey assigned, but you could allow for binding key combinations...
    8. Malacodor

      Malacodor's logic corner

      This is mainly for players who already know how the individual logic and rail blocks work, but need help with combining them in a useful way or just look for some inspiration. 1. Activating stuff in a sequence - and deactivate it in reverse order 2. Wiring for a hidden turret elevator and the...
    9. Malacodor

      DGS Spacefactory

      The first ship presented here is an experimental landing ship. It was inspired by Bench's Black Widow Scout, but is way more flexible. There are no logic blocks or cores exposed, the one visible are behind crystal armor. The following image shows the three standard leg positions, however, each...
    10. Malacodor

      Activate NOT gates on placement

      Sometimes circuits don't work despite being set up properly because both, NOT gates and other blocks linked to them are off at the same time. Such a situation will never happen again once the circuit starts working, so there's no reason to take that into account when designing it. To...
    11. Malacodor

      Lights should light other entities

      I tried to make moving lights, but they don't work since block lighting doesn't work across different entities. This wasn't really an issue in the past, but with the rail system there are way more situations where it looks weird. Also, we could make so many cool things with moving lights, like...
    12. Malacodor

      Block placement edge-to-edge and corner-to-corner

      When making diagonal lines, circles or curved surfaces lots of extra blocks have to be placed and deleted again afterwards, like the red blocks in the following example: It would save much time and effort if it was possible to attach blocks to edges and corners of other blocks. This could be...
    13. Malacodor

      Energy consumption of powersupply beams

      The blockBehaviorConfig.xml says the energy consumption of a powersupply beam block is 300 e per tick and the supply is 240 e per tick. The tick rate is listed as 0.5 and burst length is 2.5 s. The energy consumption per burst should thus be 1500 e and the supply 1200 e. I tested this by...
    14. Malacodor

      Modular reactors still viable?

      It seems modular reactors now need way more powersupply beam modules to work properly. I don't know when exactly this was changed, I developed mine a few months ago and just checked what was changed by the recent beam mechanics changes. Are they still viable?
    15. Malacodor

      Meta-Item: Recipe

      Crafting all blocks for a ship can be a lot of additional work if many different block types are used, even if they don't need a lot of resources. This would make thing way easier: If you put a blueprint into a shipyard you can click a recipe button, which generates a recipe item. Using this...
    16. Malacodor

      Salvage beam combos quantified

      I made a series of tests with the various salvage beam combinations to find out how the new mechanics works and which combo is the best. It would be great if someone could verify these numbers ot present their own. Test set-up I tested the behaviour of single beam systems using long lines of...
    17. Malacodor

      How to outfit fighters?

      I'm currently building a fighter as an early game ship, so it should be able to survive on its own and shouldn't be too specialized. Which weapon combinations are good for such a ship? Which ones for interior weapons, anti-ship turrets, anti-missile turrets?
    18. Malacodor

      Advantage for early buyers?

      Is there any advantage for early buyers, aside from the lower price?
    19. Malacodor

      Easier copy/paste box placement (and more)

      Build mode is getting better and better, but new funtions come with new problems. Some of them can be solved individually (like here), but why not solve all of them at once? Problems: The frame to place or delete several blocks at once goes in the wrong direction most of the times. Placement...
    20. Malacodor

      More than 30 undo steps?

      Is ther a way to increase the number of undo steps? In the settings.cfg there's a line B_UNDO_REDO_MAX = 30, but any changes to it are reverted when starting the game.