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    1. Valck

      My spin on what power should be like

      What you suggest is essentially changing a few configurable variables which can currently be done without any dev action required, and could take into account balancing cloakers etc. as well. I'm not sure whether the new power system would allow for a configuration like this. It also has been...
    2. Valck

      MicroMade - Modded StarMade

      Batavium - simply add an 'at' sign in front of the name of the person, that should send them a notification
    3. Valck

      Criss' Thread

      "...for the time being" certainly is what you meant to convey? ;) It wouldn't be just a minor disappointment if it's seriously supposed to stay that way in the long run, after all the plans that have been hinted at for a more strategic game play. I get it that factions don't have to actually...
    4. Valck

      Criss' Thread

      Talking about chunks... would it make sense to optimize for chunk layout, ie. do multiples of 32? A scale of 8m could work in that regard – it's close to the ten metres you're considering, and it's a divisor of 32. I'm not sure it's possible to intentionally build aligned to chunk boundaries, or...
    5. Valck

      Can't find advanced options in the launcher

      I don't know about the launcher (new or old) since I don't use it, but all of these settings are accessible from within the game, OPTIONS menu, GRAPHICS tab; some of them may require you to restart the game before they show any effect after you changed them, even if it doesn't say so...
    6. Valck

      Salvage Turrets

      It used to be possible, but isn't any longer; I think that option has generally been removed with the un-/load rail update, it definitely isn't possible in the dev builds. AFAIK that was the the sole purpose of introducing the un-/load rails in the first place. You can't push/pull cargo through...
    7. Valck

      Salvage Turrets

      Nice. Now if only we could transfer cargo through turret docks... it used to be possible with more logic trickery bordering on the exploity, but AFAIK this has been patched out.
    8. Valck

      Improve the Catalog Manager to handle multiple worlds

      From memory, I think subdirectories within the blueprint manager have been asked for repeatedly, search might turn up a few discussions. I think generally subdirectories would be a more versatile approach that could be expanded upon once it has been implemented, such that it "physically"...
    9. Valck

      Fixing Starmade's Continued Play Value.

      Try putting it in yourstarmadefolder/customBlockConfig/, as is (tried to be) explained in BlockConfigImportHowto.txt
    10. Valck

      New Power DEV Thread

      You mean like this altered reactor config? While it didn't enforce conduits, it eliminated the distance requirement; that should have been enough to at least toy with it. I'm using past tense because in the three weeks since, a lot has changed, and I don't think the file would work as is, but it...
    11. Valck

      Criss' Thread

      Not if it takes more time to go through all the models, decide which parts to reuse, organize them into templates, and finally add a few to the design you're building. If recognizability isn't even a consideration, then why go through the hassle at all? I think I am creative enough to make a...
    12. Valck

      New Power DEV Thread

      For this build, I'm fine with that, yes. Once the shields are gone, I don't think it would matter too much anyway for a ship this size. If I were to go the protection route, I'd have to add way more mass, which in turn pushes up all the other requirements, and would make for a much bigger ship...
    13. Valck

      Robo's Stuff 'n' Things

      I take it there are going to be another fifty turrets on the underside? ;)
    14. Valck

      Criss' Thread

      ...making it even less recognizable. And what are the chances of anyone actually recognizing some obscure part of one ship of one of the 77 fleets that made the contest? Not likely worth the effort IMO.
    15. Valck

      New Power DEV Thread

      I'm not the one beating my head against a star, I was trying to prove the point Jojomo was trying to make to Comradecolonel that you can have more than 2k e/s in a shell below 700 tons that is not a stick. I am perfectly happy with how the ship is turning out. Yes, the stabilizers are in the...
    16. Valck

      Reactor Chamber effects

      Of course they are, for now. Don't forget this is still in development, the current costs are meant to facilitate testing them. In the final release, I'm sure they will have their costs adjusted to something more balanced.
    17. Valck

      Reactor Chamber effects

      No, different chambers have different capacity cost progression. As an example, "mobility/turn rate" costs 5/5/10% for levels 1/2/3, while "mobility/top speed" costs 5/10/15%, again from 1 to 3.
    18. Valck

      New Power DEV Thread

      520 mass, 45x21x19 m, 6500 e/s, TMR 2.3 (not 2.5, but would be possible). Rail landing gear; logic systems; bridge; airlock with 2xUSD; engine room; quarters for crew of three, if spartan; cargo space; 90something each C/C/O main gun and two PDTs. Power only ever gets low if doing anything else...
    19. Valck

      Reactor Chamber effects

      My guess is this will be one of the last things that get added for fine-tuning balance. It just doesn't make sense right now. To answer your question, yes, as of 0.200.153 all chamber blocks cost 100 credits if you buy them, or one mesh to produce.