IMHO
Friendly or hostile territory should not have any effect on scanners.
Scan range should be based on array size with min/max, minimum being the current range
Scan *usefulness* should also be based on array size with more info given the bigger the array.
Jammed/cloaked ships should be...
I'll try that and see what happens
EDIT: Yup that worked for background sounds .. and when I left the game settings.cfg had been reset to false again.
EDIT: As mentioned above .. the sound fix craps out after a random time.
Oh .. thanx .. I didn't see anything on the board as to it being a bug.
EDIT: Actually after checking with others, no sounds is NOT universal, some have no sound at all since 221 .. some have sounds on some logins and not others.
Ok, I had to re-install Starmade due something that corrupted my original install.
Deleted the entire SM directory after copying my blueprint directory to backup.
Ran the starter and did a completely new install.
Now I have no sound in game.
Suggestions?
I've just noticed it happening with shipyards and transporters because the block appears, it wasn't until that started happening that I started to notice the warning about "unable to place block because" when I was to close.
It may or may not have or be happening elsewhere, I simply threw that...
I've had a recent problem with my mouse click on shipyards and transporters (noticed so far) bleeding through and placing whatever block I have currently selected wherever I am facing when clicking the menu.
Anybody else seeing this?
OK, as all Larry Niven fans know this is totally stolen from the Puppeteer's world transport system, this is the acknowledgement of that.
That being said, how about using transport pads (or a re-colored block with higher resource needs) that are linked together using c-v rather than a...
Thank you for this, I too was blowing thru the loading screen or hitting online play to open the big servers screen to get away from the headache screen.
That would still allow a ship that is out of ammo to break off, swap and return to combat rather than having to return to base or hook up with a supply ship and transfer ammo before returning to combat.
I still believe the only way to prevent abuse is to make the systems (ammo/no ammo) totally...
Sorry ... my real bad ... the file is settings.cfg
You can try going in there and checking to see if
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
and
G_PREVIEW_TO_BUILD_BLOCK = false
before deleting and re-installing.
I had this bug before and it can be a bitch to get rid of ... once...
Try checking your options, sometimes (especially after an update) things get checked and unchecked. If that doesn't work try deleting the cfg file and re-installing the game, I had to do that once to fix the preview.
While I agree that perhaps NOT forms of single block gates may not be warranted a pulse block would (IMHO) be very nice to have to reduce the size of clock systems.
I disagree 100% with the concept of ammo for weapons being an effect.
If these weapons are going to be more powerful than standard weapons in exchange for requiring ammo then they need to be completely new systems, both computer and modules, NOT an added effect.
If ammo were added as an added...
Hey, I was just trying to offer some help.
That said, yes, you can enter the core of a design and save or save to local the entity blueprint just as if it were "real"
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.