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    1. Auriga_Nexus

      [Dev build 124] Error Msg spam + chamber config erased

      Ok so this is a bug that occurred last night oh about 0030 Mountain Daylight Time (Denver, USA) on the official dev testing server. I will send in a bug report shortly - gotta recover my phab account first since it's been years since I've logged in - but I figured admins need to be aware as this...
    2. Auriga_Nexus

      List in-progress features in dev build

      Just a small request to the devs for those of us playtesting the dev build; would it be possible to list current in-progress features somewhere for those of us on the dev servers? Like basically a changelog explaining the differences between the dev build and the last full release.
    3. Auriga_Nexus

      New Core Element for Modular Components

      Ok so the main issue with building modular ships and stations is that the game treats everything like it is a separate ship. Which is great and all when you want it to act like a separate ship but for a lot of rail applications that isn't necessary. This can lead to some issues. For example...
    4. Auriga_Nexus

      Control Customization and Joystick Support

      Ok so as always, I understand Starmade is an alpha game. Things have yet to be refined to the point where they need to be to make the game truly enjoyable and intuitive. Not to say it hasn't come a long way, but there's always room for improvements, that's why we have these forums, yeah? So if I...
    5. Auriga_Nexus

      Recognized by Council Relativity and ship speed limits

      Now that we have rails and whatnot, I've seen a lot of people using catapults and docking collars, it kinda makes me think of the move Interstellar. But while we're on the subject, there should be some major changes as to how ships fly. Now I can understand the need for a speed limit, but to be...
    6. Auriga_Nexus

      Rail System Improvements + What next?

      So, this is basically a list of things that have been mentioned a few times around on the forums in some cases, in other cases just some personal improvements I would suggest for both the rail system and for upcoming additions. So here goes, start with rails first: 1: Multi-sided rail blocks...
    7. Auriga_Nexus

      Additional Rail Ideas

      First, 45-degree rail wedges. these will allow easy change in direction and make things such as monorail cars for traversing large bases more of a thing. Second, a "junction rail" block of some sort, basically placed at the end of a section of rail, and when two rail sections ending in...
    8. Auriga_Nexus

      [DEV Build] How the bloody hell do you dock rails?

      So I copied over a station from one of my multiplayer servers into single-player dev build, with the intent of updating the station to utilize rails (this will save on work when they finally hit release). This station had several of the old style docks with entities such as ships docked to...
    9. Auriga_Nexus

      Archeology for fun and profit (aka fixing decayed/derelict stations)

      So I don't necessarily have problems with the idea of station decay, but I think the mechanics can use a little work. Currently, you have two types of decayed stations: derelicts, which spawn into the game decayed, and pirate/guild/player owned stations which fall into decay when the station's...
    10. Auriga_Nexus

      Variable Delay Blocks, Counters, and Factory Cycle Logic Pulses

      Quite a few people on here (including yours truly) have already voiced their desire for a variable delay block - essentially, changing the DELAY-signal block to delay longer as needed. Theoretically this would be easy to implement, all we would need to do is add a multiplier variable to whatever...
    11. Auriga_Nexus

      Suggestion for Shipyards: Stage-based building

      Ok so after spending all night working on the hangar bay and launch/landing tubes for Mid-Childa Station and reading up on some ideas about separating designing from construction, I've come to the conclusion that this could be VERY useful. The idea is simple: when designing a ship or station...
    12. Auriga_Nexus

      Time-Space Administration Bureau - Now Recruiting!

      If you are: A new player wanting to learn more about ship-building and crafting An experienced player looking for new experiences A player looking to make your mark upon the world A player who values cooperation and teamwork A fan of the Magical Girl Lyrical Nanoha franchise Just looking for...
    13. Auriga_Nexus

      Question about gravity

      So my question is, if you have multiple artificial gravity blocks on a ship or station, and you trigger one to enable/disable/change direction of gravity, does this affect other astronauts on your station or just you? I guess I'm trying to figure out whether the gravity blocks merely affect...
    14. Auriga_Nexus

      Arithmetics and Logic

      So this is an idea that I had to add additional functionality to the logic system, making it more practical in use. Because even if you could design arithmetic circuits using purely boolean logic, it would take a LOT of blocks and a LOT of work, and may not exactly be practical for logic-based...