I find that wireless logic blocks are often an awkward solution when working with docked entities. They don't connect automatically when docking, making them clumsy for modular things and for sending signals to arbitrary ships.
I propose two independent solutions that each have their own merits...
Basically, add a new "Accessor" logic block that replaces the role of the activator and signal blocks in how they interact with non logic blocks like rails and computers. This block would have a ui that lists the functions of the block it is connected to. You would select either an input...
This is a re-posted idea from a discussion thread.
Love the new changes. But aren't they backing away from the mechanics that were intended to encourage interiors? I've come up with a way to make interiors have zero impact on ship performance apart from external doors and windows.
Make ships...
StarMade REALLY schines when it comes to building great looking ships. (Combat comes in second)
I feel StarMade has been lacking is exploration rewards. Things that reward players for going out into the universe that StarMade generates. Because for anyone not satisfied by building...
Display blocks have some severe limitations:
Creating images is a chore born of character width
The newer ship variables you can now display can't be modified in many ways one would want and in fact expect.
List of solutions:
Formatting:
Add a monospaced option. This should take the form of a...
Let's say that you want a smooth shell of advanced armor covering your ship. Problem is, advanced armor has a beveled look to it making your ship look like a tiled floor. Alright, you install a texture pack that fixes this.
Wait, there's a problem. You have a ship that incorporated the...
In the novel DUNE, people make use of off-surface shields that stop things above a certain velocity from passing through and touching the shielded object or person.
Shield
Don't mind anything it mentions about the movie. NO! IGNORE THAT!
The main idea:
A bubble shield just for astronauts.
This...
These are intended be ways of making boarding parties more feasible.
Positional locking:
This would be a system where a ship can rotate and move in the same way an aligned player does relative to another ship.
An easy way to limit and balance this would be to require the "aligning" ship to be...
Area triggers in their current state toggle adjacent logic whenever an object intersects their detection area. This is not ideal.
It would greatly increase their functionality if they output an off signal when objects exit the are or when there are no objects left in the area. Perhaps it...
You cannot depend on rail rotators to be where a logic system expects them to be. This is due to the fact that when they collide, they return to their initial state; meaning they become desynchronized by a measure of one rotation. You can't detect what position the rail is in to correct this...
A maneuvering AI:
It would also have settings that would make your ship mimic a larger ship and maneuvering to stay in place relative to a larger ship. This would allow players to drop over using the gravity of the first ship and board an enemy ship.
Having weak spots or gaps in shields over...
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