You could balance your modules toward Recharge Speed, or Jump Distance. Big ships could focus on distance for long hauls, and small ones could focus on recharge for raiding or hit and run.
On Enter - When an entity enters the area, X happens. When Said entity leaves the area, nothing happens.
On Exit - When an entity enters the area, nothing happens. When Said entity leaves the area, X happens.
Quick sell; Possibly a new tab, shift click your items like you were placing them into a storage block. A display that tells you how many credits you have/will gain and doesn't require you to search every single block, and the exact number for every block. You can shift click everything you want...
Something I notice is that ships will stay together even if they aren't connected, which is good for building, not so great for combat.
Mass Effect Spoiler Warning
This is the best example I could get for what I'm talking about. The ship gets sliced in half, and the different pieces fall...
I made a space elevator by attaching a "ship" to the planet and building on it. (If I built from the planet, everything would get sucked up by phantom gravity) However, I'm currently running into an issue where activating a gravity block on top does nothing. It says I've entered the gravity...
I don't have a screenshot, but the elevator reaches 500m above the planet, easily twice the distance from the planet to the cloud layer.
I did find a workaround for the issue. But it's still something that should be looked into.
that's different than what I'm planning. What I find weird is how a few blocks can have the same gravitational pull as a planet, only because they're connected.
Recently started building a space elevator on a planet, putting down the rails up outside the atmosphere. My friends and I started noticing that we were being sucked into the planet from the blocks. Easiest fix it would seem would be to base the gravity off of the center of the planet, out to a...
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