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    1. K10wN

      Salvage Beams very slow with v0.15

      I'm not sure if the Salvage Beams were made this slow on purpose or if there is some sort of bug. Previous to the v0.15 update, my Salvager ship had 0.03 Salvage beams (about 1200 groups). These were great, and I could zoom around the galaxy and suck up asteroids without even needing to come...
    2. K10wN

      Can we get some in depth info on the new weapon system? Seriously....

      These changes are so over complicated, especially for a newcomer to the game. I spent half my time helping newbs with the old weapons systems, but this new setup is something else. Why has the tutorial not been updated to include how to use this new system? I'm sorry, but I see this over...
    3. K10wN

      Thrust multiplier way, WAY, WAAAAAYYYY off.

      Yes it is changed on purpose, and yes it was bugged before and is now working as intended. If this is the case, and the thrusters are now correct and not bugged, then does than mean that the power generators are bugged? As I understand it, thrusters and power generators give bonuses with the...
    4. K10wN

      Saving bug on exit

      After taking our server offline to the public (and rolled back to the previous release version and universe), I spent 2 days trying to get something that was reproducable everytime which would pin point an exact error. I had no such luck. The blocks reverting to previous database states was...
    5. K10wN

      show us your stations

      Sorry, but that\'s the only screenshot I have. The universe is gone now, along with my millions of parts I had ready for sale at 30% of catalog prices and every recipe levelled right up. Wish I\'d gotten a few more now. Some of the parts of that station were painstaking (dome and torus ring...
    6. K10wN

      show us your stations

      The ship was made in RhinoCAD, then exported to binvox, then to SMedit. Changed to 1cr per block purple top stuff in SMedit (or sand). Used mainly as a pattern to get the dimensions and shape right in game. The symmetry of binvox/smedit ships is usually way off and you need to manually...
    7. K10wN

      Saving bug on exit

      The scope of what is not saving goes beyond just the lock boxes, factories and shop modules. As a test I made a 16x16 checker platform on top of a spawned core (chess board) at 10 10 10. The checker was made in black and white hull. I then flew to 2 2 2, and back again only to find that...
    8. K10wN

      Starmade remote admin tool broken

      Another new bug for 0.1401. When you start up the remote admin tool it brings up the following error: Illegal StateException: Keyboard must be created before you can query key state The remote admin tool then closes. This is a clean install of 0.1401 on both client and server (online and...
    9. K10wN

      Private Personal Shops

      I can confirm this bug. Setting your private shop block to faction only, no enemies etc has no effect at all. Other players (non faction and enemy) can still use your shop. Sometimes, once these settings are set, or you deposit money, then unload the sector by flying away or leave the game...
    10. K10wN

      Extreme terraforming

      This is online, but the previous universe, hence why I\'m building a new one. We reset the universe with this latest update, but I\'m starting to wish we hadn\'t with the amount of random bugs we are having since the update.
    11. K10wN

      Saving bug on exit

      That command is not well documented at all. Have my pistol and helmet back now at least. Thanks
    12. K10wN

      Bug: Ghost entities after random ship deletion - v0.1401

      When you specify the exact full ship name, there is only 1 entity it can possibly remove from the database. I use the /despawn_all MOB to clear pirate ships too, and it will delete player ships, but only because they claimed a destroyed pirate ship and rebuild or redesigned it. The entities...
    13. K10wN

      Bug: Ghost entities after random ship deletion - v0.1401

      Use the \'/despawn_all all true\' command to delete the ghost. You can get the exact ship name by parking a new core in the ghost ship, then going to build mode and trying to add a part to the core, and it will give an error message: \'blocked by \'. I\'ve had this happen quite a bit with...
    14. K10wN

      show us your stations

      This was my last station. Shop building to the right (under the K10-Mart sign). Main station in the middle with biodome, river, lake and waterfalls. Factory floor under the bio-dome, and small ship hanger under the bottom. Defences and large ships docked to half asteroids randomly scattered...
    15. K10wN

      Extreme terraforming

      This was my last bit of extreme terraforming. To start with, this planet is completely hollowed from the lowest surface level down, then has been extended another 70 blocks downwards to make a huge hanger inside the planet. Most of the surface of the planet has been torn up, then laid down...
    16. K10wN

      Saving bug on exit

      I've noticed a small bug since the update to 0.1401. Sometimes on exiting the game, or unloading the sector by flying away from the homebase planet for a length of time, the lock boxes, factories and shops are not saving their contained items, but, the block edits made in the same session on...
    17. K10wN

      three extremely hampering bugs.

      When I attempt to set 2048mb as the memory setting with 32bit Java, the game will not start. The most I can set with 32bit Java is 1442mb (even though the system has 8GB). 64bit Java has no issues for me using 2048mb (or more).
    18. K10wN

      Offline Ship Editor

      Solution was mentioned above. Once I deleted the weapons, salvage, and missile computers from the ship, the file will open up in SMEdit like normal. Reconnecting the weapons again ingame is quick with shift+v, which will connect all the blocks in a group in one click. Much quicker to recolour...
    19. K10wN

      ship deleted from catalog

      I\'ve had this happen a few times myself. There\'s something strange going on when you can spawn the same blueprint, then save it again to the blueprints with a new name, then log off and log back on again, save the same ship again with another different filename. Go back and look at the...
    20. K10wN

      Turrets at homebases not protected.

      There is a bug where ships which have turrets on them, that are docked on your protected homebase, the turrets (chain docked turrets) are not protected by being on the 'homebase'. The homebase turrets (docked directly to the homebase) are making a big mess of the docked ships turrets (totally...