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    1. MgnfcntBstrd

      Need a little help with Rail/Logic for a flight deck

      Something like this, where the drones all use a single dock point, but are sorted into multiple launch bays, and the rails are parked so they will not move/collide/overlap and such? This one was from before you could link rails to activation modules without them being in contact.
    2. MgnfcntBstrd

      StarMade Ship Systems 2.0

      If I could put a reactor on my ship that puts out 40 million power without having to use 1.5 million reactor blocks, I'd be fine with removing the power from my turrets. :D
    3. MgnfcntBstrd

      StarMade Ship Systems 2.0

      Actually, wouldn't this make things like the nacelles serve a real purpose, separating the parts from the reactor in the bottom of the hull on Star Trek ships? And most Star Wars ships have plenty of space to accommodate reactors and such.
    4. MgnfcntBstrd

      StarMade Ship Systems 2.0

      I like it. Much better than solid masses of reactor blocks after the soft cap. Don't mind any complaints about time spent in alpha, or respecting the players' time. You're providing a great time-wasting service (as all games are), and it takes a special kind of self-entitlement to complain...
    5. MgnfcntBstrd

      The ability to turn off shields and other systems

      From both an RP and a ship design perspective, I'd love to be able to shut off parts of systems like shields. While I doubt I'd ever turn them all off (because I hate finding holes in my ship), if I could deactivate big chunks of shield cap and shield chargers with a linked module, I could...
    6. MgnfcntBstrd

      Automatically Closing Doors With Sensor?

      I used a rail clock to detect when the door has been opened manually. The rail clock can reliably detect when the door is open, and when it is closed. This was before sensor blocks when there was no way to do it with just logic.
    7. MgnfcntBstrd

      Automatically Closing Doors With Sensor?

      You can also use a rail clock to sense the door is open and close it after a delay.
    8. MgnfcntBstrd

      AI controlled turrets don't target Pirates

      Do you have faction blocks on each of your turrets, in the barrel part?
    9. MgnfcntBstrd

      station rails locked up

      Yes, on Phabricator.
    10. MgnfcntBstrd

      station rails locked up

      I wiped out the logic meta file and spawned my ship on an empty blueprint, and the rails started working. Until the next time I loaded up the server; they've stopped again. This time, however, there were no entities docked to the ship and not a single block of logic was connected to anything...
    11. MgnfcntBstrd

      Power System Overhaul Proposal

      As an RP player, I like this system; we'll be able to mount a reactor room and the attendant components around it, rather than filling up all the empty spaces between corridor and armor with blocks as though a shield projector were foam insulation. Being able to keep the ship systems distinct...
    12. MgnfcntBstrd

      station rails locked up

      This problem happened to me last week; all rails on my carrier have frozen up, nothing will move. They are still frozen. The server log is full of this: [2017-02-09 17:21:43] Server(0) Ship[Explorer](1895) CANNOT ACTIVATE: 0 / 2::: {187743525998493714, 187743525998493710} [2017-02-09...
    13. MgnfcntBstrd

      How do you build a jump ship to permit fast galactic travel, without chain drives?

      Sorry, I had to do a search on "chain drive." It looks like they picked up that name this last year; we were just calling them logic-driven or auto jump drives the last time I played on a public server in 2015. Honestly, it never occurred to me to put one on my reactors in the event of...
    14. MgnfcntBstrd

      How do you build a jump ship to permit fast galactic travel, without chain drives?

      I'd recommend using a logic-driven auto-jump-drive. Instead of a couple of jump computers with masses of jump modules, I use something like 120 jump computers with just one or two modules each. I have three rail clocks with buttons on every rail surface, feeding all of those inputs into a...
    15. MgnfcntBstrd

      Kupu's thread

      The arrows are reversed on the pickup rails after the last texture update. Would have been funnier on the April update.
    16. MgnfcntBstrd

      Recognized Rail Basic Wedges

      DarkWraith, as others have mentioned, you can get a nice smooth orbiting effect with just using a rail rotation. The key is to slow it waaaay down, and have the object on the end of it far enough away that it doesn't look like it's on a rail. Here's an example of a patrolling destroyer doing...
    17. MgnfcntBstrd

      Implemented "Unstable" Ship Building Blocks

      This could certainly be a cool addition to the game. However, with the current mechanics of how power reactors and capacitors must be designed, making them chain-reactive would require massive redesigns. How about instead of the blocks being inherently unstable, certain arrangements of blocks...
    18. MgnfcntBstrd

      Recognized by Council Invisible, Intangible Rail Dockers

      An intangible rail docker would run into the same problems without the same detection logic, so it doesn't really change that.
    19. MgnfcntBstrd

      Recognized by Council Invisible, Intangible Rail Dockers

      However, if there were intangible logic blocks, you could stop the rail automatically when the ship collides. :D
    20. MgnfcntBstrd

      Planned Give planets more of a meaning

      Personally, I think the main reason planets aren't important now is because there's no good way to have them exist in the proper scale as an object in block-space. Think about it: Our planet's atmosphere alone, at the default sector sizes, would be 14 sectors thick. I think the only way you...