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    1. Winterhome

      Valuable Derelict Salvaging

      <Recipe costAmount="-1" costType="CREDITS" name="Micro Assembler"> <Product> <Input> <Item count="1">Scrap_Alloy</Item> </Input> <Output> <Item count="2">METAL_MESH</Item> </Output> </Product> <Product> <Input> <Item count="1">Scrap_Composite</Item> </Input> <Output> <Item...
    2. Winterhome

      A Discussion About Power & Cloaking.

      Merry Christmas. I fixed it for everyone by tweaking one extra value.
    3. Winterhome

      Power changes are ridiculous and broken

      Okay, I fixed it. Reactors that produced 1mil e/s produce a tiny bit more than that with this, and the softcap is now 2 million as intended. I'm posting this in every thread where people are concerned about power generation. With the PowerGrowth value halved, my 1mil e/s reactors still produced...
    4. Winterhome

      Game Balance Suggestions

      Missiles. Grant Missiles an HP pool based on damage output. Something like 1/5000th of its damage output or something. That should encourage fewer, larger missiles, and more thoughtful Point Defense design. To balance this out a bit, allow Bobby AIs set for missile targeting to be configured to...
    5. Winterhome

      Power changes are ridiculous and broken

      I don't think it was intentional, but intentional or not, it's what happened. I get the feeling the ones who made the change just tweaked a variable without looking at what that variable is plugged into.
    6. Winterhome

      A Discussion About Power & Cloaking.

      It's not cloaking that's the problem specifically. It's that cloaking is a metric for how incredibly much power your ship has or is wasting. If you can cloak your armor tank, then there is absolutely nothing you can possibly do to make a ship under power softcap run out of power otherwise. As...
    7. Winterhome

      Power changes are ridiculous and broken

      It's not just the cloaking. Cloaking is just a standard metric for how much power you have now. If your ship can cloak, then there is literally no way you can run out of power through normal avenues. And my ass it hasn't had balance issues. It's completely destroyed the entire weapons meta in...
    8. Winterhome

      StarMade v0.19519 Cargo & more

      That never works.
    9. Winterhome

      StarMade v0.19519 Cargo & more

      The bonus energy regen based on group dimensions has doubled, but each block apparently still gives only 25 e/s base. The problem is that you literally cannot make a bigger gun on a smaller ship without getting an entirely new ship, because there's absolutely no space for it left. I've got a...
    10. Winterhome

      StarMade v0.19519 Cargo & more

      Honestly, I can't see any positives in terms of long term gameplay balance for raising the power softcap and effectively doubling the power bonus. It's one thing to raise the softcap, but it's something completely different to double how much power generators put out until that point. Whose idea...
    11. Winterhome

      Blueprint item player ownership, "Unsavable", and "Unmodifiable" flags

      Wrong kind of "blueprint", and wrong kinds of settings. I know what's in the configs already.
    12. Winterhome

      The Thryn [recruiting]

      Introducing: The TMS LCV-01-Steiner Corvette. This adorable little patrol boat comes with a tightly packed yet detailed interior. Don't bump your head on the ceiling, please - it'd be a pain in the ass to carry you to your bunk if you're unconscious.
    13. Winterhome

      Close range lighting has white fog effect

      That's a bug with the Build Mode flashing thingy. I usually "fix" it by getting out, getting in a core, entering build mode and waiting for the flashing to stop, then getting out of that core and getting back into my build project.
    14. Winterhome

      Salvager particles - a giant space vacuum.

      We already have a Particle System that's sorta WIP, but isn't complete. I think that's one of the things that it'll end up being used for.
    15. Winterhome

      Salvager particles - a giant space vacuum.

      The cool looking bit is the important part. ;)
    16. Winterhome

      Minor Jumpdrive Inhibitor Logic tweak.

      Instead of Toggling, Jumpdrive Inhibitors should be ON when receiving a 1 (blue/on), and OFF when receiving a 0 (orange/off). This would make every kind of jumpdrive inhibitor based logic system significantly easier to use - including jump inhibitor stations/checkpoints.
    17. Winterhome

      Salvager particles - a giant space vacuum.

      Simple enough. Have a configurable render cap to prevent it from murderizing computers, of course. Whenever a block is salvaged by a salvage module, it spawns a one meter particle clientside using the texture of the block's inventory icon, which is then dragged into the salvage module that...
    18. Winterhome

      Blueprint item player ownership, "Unsavable", and "Unmodifiable" flags

      Many shipwrights don't upload work to CC, and server owners generally don't steal stuff. At least, not server owners on large, populated, and respected servers. I can see some twelve year old asshole in some backwater server with 4 players at peak hours on a weekend doing it, but generally you...
    19. Winterhome

      Blueprint item player ownership, "Unsavable", and "Unmodifiable" flags

      I'm talking about the blueprint metaitem, not the ship's save file <_<