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    1. skunkiferous

      Stuck at 'Connecting to Universe' on local play

      Got this too today. Created a new world. Works perfectly. But cannot get into my "old" world. WORK-AROUND: Then, I wanted to check my logfiles message, so to be sure I got the right ones, I deleted the log.txt.0 and serverlog.txt.0. Then I tried again and it worked! But the game forgot my...
    2. skunkiferous

      "Cannons also have a native Punch-Through Effect"?

      Hi, on the wiki, I read that: "Cannons also have a native Punch-Through Effect that gives each shot a block piercing ability. This effect can also stack with a slaved Punch-Through effect." Can someone clarify this with actual numbers? Is it like 10%? 50%? 100%? If it was, say, 10%...
    3. skunkiferous

      2M e/s Power Generator Cube 1.0

      This is my current best design for a cube-shaped Power Generator, generating 2M e/s, using a *rails* clock. Actual power transfer will be less, due to power consumption of the power transfer modules themselves, and because it's better to generate a bit more then you transfer, so you don't run...
    4. skunkiferous

      Power Supply Computer slave activates, although "master" does not

      Great! This fixed my problem with the "Power Supply Computer". :) As a side-effect, the activation modules and the light are now blinking (which I don't really care about in this case). I think I'm starting to see the hidden complexity involved in designing logic circuits for StarMade.
    5. skunkiferous

      Power Supply Computer slave activates, although "master" does not

      I'm experimenting with using multiple "Power Supply Computer" in a "Power Generator Module", to reduce the need for large amount of power capacitors, and I'm having a strange effect. I have logic that controls 4 "Activation Modules", one for each "Power Supply Computer". The activation modules...
    6. skunkiferous

      My Shop left when I wasn't looking ...

      Hi, I was experimenting in single-player, had a bunch of test "logic-ships" just floating about, near the "spawn shop", and exited and restarted a few times, and now the shop is gone, but all the test-ships are still floating in space, near each other. How can that happen, and where did that...
    7. skunkiferous

      Problem with Bobbie after newest hotfix

      Yeah! It seems a "Ship" turret does shoot (if it's an enemy). I guess I'll go with that. Thanks a lot! And sorry for the whining; I just thought I had once again wasted a huge amount of time for nothing.
    8. skunkiferous

      Problem with Bobbie after newest hotfix

      My problem now is that I would try what you two propose, if I could just work out how the spawn command works, which I have never done before. I spent the last 5 minutes googling and haven't found an actual example. For example how am I mean to know the faction "ID" of pirates? To be more...
    9. skunkiferous

      Problem with Bobbie after newest hotfix

      This is what I tried: 1) Spawn a core. Call it "target". 2) Spawn another core, a bit away. Call it "ship". Add a rail basic on top, pointing forward. 3) Spawn a third core. Call it turret. Add a docker at the bottom, pointing forward. Add a Bobbie on top. Add an AMC on top. Add a cannon barrel...
    10. skunkiferous

      Problem with Bobbie after newest hotfix

      IMO, a turret just implies automatic targeting and firing at enemies. Something that has "movement" but no brain would be pretty useless; it's all about the independent brain IMO.
    11. skunkiferous

      Problem with Bobbie after newest hotfix

      I've located the "issue" to have occurred when moving v0.19556 to 0.19590. So basically, I would have to configure the bobbies as "ships" instead, since "turrets" have been disabled on purpose. But let me guess, "docked ships" probably will never use their main weapons either, which means even...
    12. skunkiferous

      Problem with Bobbie after newest hotfix

      Nor do I. Exactly. It wouldn't be a turret then; "logic" cannot tell if an enemy is in front of it or not. Not can it "aim". That is where you are wrong (unless, of course, that got broken too in some update...). A turret can still aim even if it cannot move. I once built (badly) turrets...
    13. skunkiferous

      Problem with Bobbie after newest hotfix

      I see. Are you telling me that docking a turret to a "rail basics" disable the "turret function" on purpose, and that is considered a feature? I don't want my turret to move: why should I be prevented from docking it on a "rail basics"? Is there some potential "game balance" issue here that is...
    14. skunkiferous

      Problem with Bobbie after newest hotfix

      I just downloaded the newest hotfix (v0.198.131/v0.198.133), and logged into my favorite server. I wanted to add a new turret to my ship today. Unfortunately, every time I set the Bobbie to "Turret", it gets reset to "Ship", unless I do NOT activate it, in which case I have a Turret, but it...
    15. skunkiferous

      Recognized by Council New "meter block" to replace lag-sensitive "timed logic"

      Well, I was hoping the devs would get that info to be correct. If lag does falsify the measurement, I guess the usefulness of the idea is limited. OTOH, a messed-up clock seems to carry on being messed-up after the lag is gone. But a measurement should become correct again after the lag is gone...
    16. skunkiferous

      Recognized by Council New "meter block" to replace lag-sensitive "timed logic"

      I tried to build a dual power-supply "turret" yesterday, and quickly realized that it simply doesn't work (as expected/desired) when the lag kicks in, which is like all-the-time if you are on a popular server. My suggestion, as an alternative, is to stop using "timing" to "assume" system...
    17. skunkiferous

      How to prevent dual power-supply beams of becoming synchronous?

      That's how I started. It seem conceptually easiest, but got the effect mentioned above. So I switched to one single clock loop. No change; still same issue. So I gave up and asked here. Looks like single supply+canon-slave is the only way to go, or at least the one that gives the "smoothest"...
    18. skunkiferous

      How to prevent dual power-supply beams of becoming synchronous?

      Hi. I am building "power supply turrets". After reading some post on here, I decided to try the dual "straight" power supply beam design, instead of just one with canon slave. I use one "clock loop", where the loop is like 3 seconds, and the beams are activated at opposite ends of the loop, to...
    19. skunkiferous

      How much Cargo to farm a planet?

      Thank you! That's good enough an answer for me. :) It means you can still farm a planet with a relatively small ship. I had to connect a huge amount of cargo before the storages on my base stopped being overfull (like 5 times 25^3 cargo just for the capsules), and was worried the planet farmer...
    20. skunkiferous

      How much Cargo to farm a planet?

      Hi! Has anyone worked out roughly how much Cargo Space you need in your "Planet Farmer" to farm a entire (large) planet in one sitting? Since AFAIK the "mass" of a planet part is not displayed, I see no way of knowing except for actually farming a whole planet. What happens if you are flying...