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    1. Raisinbat

      Is individual block HP pointless?

      We keep discussing things to pile on the game, let's discus an old feature that might be obsolete. When you're in a fight you always measure ship damage in number of blocks destroyed. A block having excess HP leftover is usually pointless, since the next bullet will typically overshoot anyway...
    2. Raisinbat

      My Stupid Power Mechanics Thesis

      Starmade's power system is shit, and the auxilliary system hasn't done anything to fix it. Splitting ships into multiple entities provides an enormous power bonus, and the new auxilliary system has zero depth to it's design; it's just another blob. Part of the problem writing suggestions for...
    3. Raisinbat

      Read by Council Factory progression block

      I think a lot of the game's trading problems can be solved by simply adding 1 block to the game: Factory Optimizer Increases items created per cycle by +0.01% per optimizer (rounded down to integer) linked to factory, without increases resource consumption. Having 10.000 optimizers will...
    4. Raisinbat

      RIP everything

      This is a stick of power and guns It makes 400.000 power with 850.000 capacity, matching the weapon's drain. It fires 13 rounds every two seconds from the business end, triggered by the logic in the fun end Stick them in a circle and you get a minigun This thing used to make me...
    5. Raisinbat

      Logic Block for changing slaves/effects

      I think this would be a neat thing to have. Would work like this: Link main weapon computer to this block the same way you link a slave. Link this block to slave as if it was weapon computer AND link a logic block TO this block. When logic signal is on, this will be treated as the slave, when...
    6. Raisinbat

      Block ID shortage solution maybe

      Ok so there's about a 1% chance Schine hasn't thought of this and about a 99% chance i'm just too clueless to understand why this won't work, but in the spirit of unlikely scenarios i thought i'd post a suggestion on how to resolve the limited block ID's. I'm not a real programmer though, so a...
    7. Raisinbat

      Recognized Spawn entity/blueprint as mirrored

      Making a ship and putting a blast door on one side, that same blastdoor wont fit on the other side of the ship, so you need to mirror it. This gets really irritating if the blastdoor has multiple pieces etc, so i'd like to see a simple way to spawn a blueprint as mirrored either vertically or...
    8. Raisinbat

      Proper Measurement for ship strength

      Mass doesn't work and is overused in the mechanics. This gives decorative/armor blocks nightmarish penalties if you're trying to make an efficient setup and forces uniformity in viable ship shapes, as limiting surface area is necessary. You add 100 decorative blocks to a ship with, you will...
    9. Raisinbat

      Recognized Logic Wishlist

      So i was talking to a friend earlier and we came up with a bunch of features we'd like to see from logic. I checked the first few pages, but pardons if some of these have allready been posted: Activate/Deactivate AI blocks via logic input (If you have turrets with different purposes, like...
    10. Raisinbat

      Preserver Alliance [Pirate Faction]

      Overview What is this? My entry into the pirate contest http://starmadedock.net/threads/a-new-wave-pirate-ship-community-contest.6365/ Currently unfinished, would like some feedback on the page layout, information given and sugestions for how to provide downloads (I don't want to flood the...
    11. Raisinbat

      Beam/Beam weapons not displaying/dealing damage unless they hit something at close range

      I'm having a problem with a ship using 2 setups with beam/beam weapons. When i shoot at something that's close (<4km away), and i hit it, the weapons work fine, even if the beams go through the target, they continue to display with no issues. I also have a turret with a beam/beam weapon and it...