0.19320 release config changes

    Lancake

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    I didn't exactly see a detailed list of what changed so I figured I made one myself. I'll include the new additions and also try to explain how most of them work (most variables have a comment next to them with the formula so check the block behavior config yourself when you doubt about something).

    Block behavior config
    • System HP penalty: adds a modifier that will increase the amount of SHP you lose for each block that provided SHP.
      The amount you lose per block is => block SHP + block SHP * system HP penalty

      Hp Deduction Log Offset: -5.5
      Hp Deduction Log Factor: 0.7

      Formula: 0.7*(log10(maxHP)-5.5))

    • Ship reboot timer: determines the time for each reboot.
      Determined by mass and remaining ship HP %

      Ship Reboot Time In Sec Per Missing HpPercent: 40
      Ship Reboot Time Multiplyer Per Mass: 0.0002

      Formula
      : 40 * (1-remaining HP%) * (original mass * 0.0002) with minimum 30 seconds

    • Armor absorption: every block hit that provides armor HP will first make 50% of that incoming damage be absorbed by the armor HP, if armor HP is empty nothing is absorbed. This is the first thing that happens before any block damage calculation

      There are multipliers to change the amount of damage vs amount of damage against armor HP but all are set to 1.0 so they don't change anything, see config comments to get more info about them.

      ArmorHpAbsorbtion: 50%
      ArmorHpAbsorbedDamageMultiplier: 1.0
      ArmorHpBlockMultiplier: 1.0
      ArmorHpDamageThreshold: 1.0

      Formula: incoming damage * 50% | remaining damage is incoming damage * (1-50%)

    • AI turret rotation speed: This has a minimum and a maximum speed, the number itself is abstract, can't really put a velocity on it.

      AI Turret Min Orientation Speed: 0.5
      AI Turret Max Orientation Speed: 3.5
      AI Turret Orientation Speed Div By Mass: 50.0

      Formula: 50.0 / mass | value is set to 0.5 or 3.5 if it goes out of bounds
    • HP Condition trigger list: These are fixed events that occur at a given SHP %. It will set the effectiveness of systems at something less than 100%.

      90% SHP: 90% power regen, 90% shield regen, 90% thrust
      75% SHP: 75% power regen, 75% shield regen, 75% thrust
      60% SHP: 60% power regen, 60% shield regen, 60% thrust
      55% SHP: Ship loss control
      50% SHP: Overheating, kicks you out of the core

    • Missile turn speed: 2 values which determine the turn speed when its target is at the front and when it is at the back.

      Chasing Turn Speed With Target In Front: 1.0
      Chasing Turn Speed With Target In Back: 0.5

      Don't really know what it translates into but 0.5 means its turn rate is 2 times slower than 1.0

    • Beam and cannon penetration: Cannons use the punch through damage system now, Damage beams use the piercing damage system. The formula used to determine weight is a bit hard to explain, it basically divides the damage in X pieces, and then redistributes it on every block. The blocks at the front get more parts than the ones at the back.

      Cannons:

      Default Weapon Penetration Weight: 1.5
      Default Weapon Penetration Deepness Multiplier: 1.5

      Formula for depth: no idea, something with log10(damage) ^^

      Beams:

      Default Weapon Penetration Weight: 1.5
      Default Weapon Penetration Deepness Multiplier: 0.5

      Formula for depth: Hmmm, nope, still no idea

      Short explanation, beams still penetrate further since they have 5 damage ticks compared to the 1 damage "tick" a cannon has. Piercing also has better damage distribution.
      To compensate for this imbalance, piercing of beams does not work for armor HP giving blocks (like hull)

    • Effects have 2 new values, bonus SHP damage and bonus Armor HP damage.

      Cannon System HP Bonus
      Cannon Armor HP Bonus
    • Cannons and Beams deal 2 times more damage per block, power consumption was also increase by 2 to keep DPS the same.

      Damage: 5 -> 10
      Power consumption: (cannons) 50 -> 100 | (beams) 250/s -> 500/s

    • Beam + cannon combo has a fix.

      Power consumption nerf: 10 -> 5
      Damage per hit nerf: 10 -> 5
      Cooldown nerf: 10 -> 5

    • Beam + pulse has a fix. That should keep power consumption on normal levels but removes the 6 second long burst.

      Tickspeed: buff 5 -> skipped
      Bursttime: buff 5 -> skipped
    • Piercing defensive and offensive (linked with weapon) effect has been changed.

      Block Damage Bonus: 0 -> 0.25
      Armor HP Bonus: 0.5
      Defensive Base Multiplicator: 3 -> 45
      Defensive Effect Cap Percent: 0.8 -> 0.25
      Defensive Effect Type: STATUS_ARMOR_HP_ABSORBTION_BONUS
      Punch-through effect has been disabled

      Explanation: Piercing blocks make you deal extra block damage and also deals 50% bonus damage to armor HP. You need a lot less blocks to use it defensively at its max percentage. 25% is its max and it will increase the amount of damage armor absorbs. Default this is 50% but with this you can get up to 75%.
    • Punch-through defensive and offensive (linked with weapon) effect has been changed.

      Block Damage Bonus: -0.5 -> 0.5
      Armor HP Bonus: 0.25
      Defensive Base Multiplicator: 8 -> 45
      Defensive Effect Cap Percent: 0.8 -> 0.25
      Defensive Effect Type: STATUS_ARMOR_HP_DEDUCTION_BONUS
      Piercing effect has been disabled

      Explanation: Punch-through blocks make you deal extra block damage and also deals 25% bonus damage to armor HP. You need a lot less blocks to use it defensively at its max percentage. 25% is its max and it will reduce the deducted amount of armor HP from absorbed damage (100 absorbed damage => 75 HP deducted from armor HP).

    • Explosion has a small change.

      Block Damage Bonus: 0 -> -0.5

    • Ion has been slightly changed (and a fix too) since cannons/beams do more damage per block.

      Missile Shield Damage Bonus: 1 -> 3
      Pulse Shield Damage Bonus: 19 -> 39
    Stuff has been added, stuff has been nerfed, stuff has been buffed.

    Block config
    • Systems (including weapons) adds 100 SHP
    • Support tools add 75 SHP
    • Effects add 50 SHP
    • Functional computers (the ones you link) add 75 SHP
    • Anything else that serves no real function besides decoration/armor/... adds 5-10 SHP
    • Glass, glass doors, basic hull add 50 armor HP
    • Hazard armor, Standard armor, plex doors add 75 armor HP
    • Advanced armor, Crystal armor add 100 armor HP
    • Systems (anything functional, weapons, support tools,...) are 0.1 mass
    • Glass, glass doors, basic hull are 0.05 mass
    • Hazard armor, Standard armor, plex doors are 0.15 mass
    • Advanced armor, Crystal armor, blast doors and forcefields are 0.25 mass
    • Most decoration blocks are 0.025 mass
    • Really light stuff (rod lights, scaffolds, capsules,...) are 0.01 mass
    1. Starmade connection setup
    2. Top menu bar -> modding -> block editor

    Server config and hard-coded values
    • Server config has several new values:

      WEIGHTED_CENTER_OF_MASS, this enables or disables the new center of mass feature.
      USE_STRUCTURE_HP, this enables or disables the new HP system.
      SHOP_REBOOT_COST_PER_SECOND, the credit price you have to pay at a shop to reboot your ship, the value is for every second of what your normal reboot would be.
      This is set to 100 credits per second.
      SHOP_ARMOR_REPAIR_COST_PER_HITPOINT, the credit price you have to pay at a shop to refill your missing armor HP. For every 1 HP you refill, you pay this value.
      This is set to 1 credit for every refilled HP

    • Meta items (torch beam, grapple beam)

      Torch beam has 2 DPS
      Grapple beam has 150 meter range and will last 45 seconds.

    Block behavior config
    • New explosion damage system, accompanied with more config values to fine tune.

      Explosion shield damage bonus: 0.0
      Explosion hull damage bonus: 0.0

      They increase or decrease the damage of the rays against hull or shields. They are not being used right now but the option is there. Last time I checked this bonus was not linear but you'll have to check it out yourself.

    • effects also have more modifiers now for missile and pulse damage.

      Missile Total Damage Bonus
      Pulse Total Damage Bonus

      These do scale linear, they increase the base damage of the weapon. So a 10 000 damage missile with 1 bonus will act like it is 20 000 damage.
    • Warheads have increased damage now, they use the new explosion system and the way they chain is different too now. A chain will not have increased damage, each warhead block will just detonate others. You can consider them as individual "missiles".

      Damage: 400 -> 2000

    • Missiles have higher damage (and power consumption), keep in mind that the damage is spread in a sphere pattern, so hitting a flat surface will only give you 50% or less real damage (it's less since the explosion is right in front of the hit block, and the parallel damage rays will never hit it).

      Damage: 75 -> 300
      Powerconsumption: 750 -> 1500
      • Missile + cannon shoots faster now (1 second reload at 100% support), they also fly slightly faster.

        Damage decrease: 5 -> 15
        Reload decrease: 5 -> 15
        Power cons. decrease: 5 -> 15
        Speed increase: 0 -> 0.5

      • Missile + missile has less missiles now (10 at 100% support).

        Split: 19 -> 9

      • Missile + pulse is now back to the normal Power/damage ratio since it's no longer overpowered.

        Damage increase: 2 -> 5
        Reload increase: 7 -> 5
        Power cons. increase: 2 -> 5
    • Damage beams has more penetration now, to compensate for their lack of penetration on armor. It's now almost 2 times deeper than a cannon equivalent.

      Default Weapon Penetration Deepness Multiplier: 0.5 -> 1.0

    • Damage pulse also uses the explosion damage system now, so we can finally put it back to normal values. The pulse itself also detonates in front of the output block (what direction depends on the computer orientation) and that is its radius far. So 30 radius means it will detonate 30 blocks in front of your output block.

      Damage: 5 -> 100
      Power cons.: 250 -> 1000
      • Damage pulse + beam now deals more damage.

        Damage increase: 0 -> 2
        Reload increase: 0 -> 2

      • Damage pulse + damage pulse also deals more damage and has a radius increase.

        Damage increase: 3 -> 5
        Reload increase: 3 -> 5
        Radius increase: 0 -> 3
        Power cons. increase: 3 -> 5
    • Punch-through effect has changed for missiles/damage pulse. The damage bonus values are hard to use, they don't scale linear (except for one). Now it has a radius increase and more armor HP damage.

      Missile block damage bonus: 0.5 -> 0.0
      Missile explosive radius: 0 -> 5
      Missile armor HP bonus: 0.25 -> 0.5

      Pulse block damage bonus: 0.5 -> 0.0
      Pulse explosive radius: 0 -> 5
      Pulse armor HP bonus: 0.25 -> 0.5

    • Piercing has similar changes. Its shield debuff has been disabled for explosion systems, now it's purely a explosive radius increase + armor efficiency bonus (50% less armor on blocks).

      Missile block damage bonus: 0.25 -> 0.0
      Missile shield damage bonus: -1.0 -> 0.0
      Missile explosive radius: 0 -> 5
      Missile armor HP bonus: 0.5 -> 0.0

      Pulse block damage bonus: 0.25 -> 0.0
      Pulse shield damage bonus: -1.0 -> 0.0
      Pulse explosive radius: 0 -> 5
      Pulse armor HP bonus: 0.5 -> 0.0

    • Explosion is now just a larger radius increase, very useful for most weapons.

      Missile block damage bonus: -0.5 -> 0.0

      Pulse block damage bonus: -0.5 -> 0.0
      Pulse explosive radius: 5 -> 10

    • Ion is similar as before, but the bonus had to be changed since it scales in a different way. Ion also had a larger than normal bonus for missiles + pulse since their base damage versus power consumption was different compared to cannons and beams. They used to be this high to bring the shield DPS to the same level as other weapons.

      Missile shield damage bonus: 3 -> 0.5 (roughly the same damage as before!)
      Pulse: shield damage bonus: 39 -> 0.5 (roughly the same damage as before!)

    • Overdrive now has a little bit of everything. Both its shield and hull damage bonus has been changed to 1 value change now which scales linear. It also has the same radius increase that explosion has.

      Missile block damage bonus: 2.0 -> 0.0
      Missile shield damage bonus: 2.0 -> 0.0
      Missile total damage bonus: 0.0 -> 2.0
      Missile explosive radius: 0.0 -> 10.0

      Pulse block damage bonus: 2.0 -> 0.0
      Pulse shield damage bonus: 2.0 -> 0.0
      Pulse total damage bonus: 0.0 -> 2.0
      Pulse explosive radius: 0.0 -> 10.0

    Server config and hard-coded values
    • Server config has a new value:

      MAX_SIMULTANEOUS_EXPLOSIONS = 10 is the max explosions a server handles at once. The rest is queued up (but it all gets processed really quickly though). Each explosion costs around 20 MB of Ram so you can increase this to 20/30 if you want. The 10 value is a basic value for mediocre hardware.

    I hope this helps some of you and does not add more confusion, formatting might not be the best but I don't really make these kind of threads often... If you have any questions, feel free to ask.
     
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    If ArmorHpAbsorbtion: 50% is set to 100% on a server then you Ship Armour HP should act as a total armour protection until it runs out. After that you will take a pile of damage quickly though. Don't know what its going to cost you to repair that though....
     

    Keptick

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    I didn't exactly see a detailed list of what changed so I figured I made one myself. I'll include the new additions and also try to explain how most of them work (most variables have a comment next to them with the formula so check the block behavior config yourself when you doubt about something).

    Block behavior config
    • System HP penalty: adds a modifier that will increase the amount of SHP you lose for each block that provided SHP.
      The amount you lose per block is => block SHP + block SHP * system HP penalty

      Hp Deduction Log Offset: -5.5
      Hp Deduction Log Factor: 0.7

      Formula: 0.7*(log10(maxHP)-5.5))

    • Ship reboot timer: determines the time for each reboot.
      Determined by mass and remaining ship HP %

      Ship Reboot Time In Sec Per Missing HpPercent: 40
      Ship Reboot Time Multiplyer Per Mass: 0.0002

      Formula
      : 40 * (1-remaining HP%) * (original mass * 0.0002) with minimum 30 seconds

    • Armor absorption: every block hit that provides armor HP will first make 50% of that incoming damage be absorbed by the armor HP, if armor HP is empty nothing is absorbed. This is the first thing that happens before any block damage calculation

      There are multipliers to change the amount of damage vs amount of damage against armor HP but all are set to 1.0 so they don't change anything, see config comments to get more info about them.

      ArmorHpAbsorbtion: 50%
      ArmorHpAbsorbedDamageMultiplier: 1.0
      ArmorHpBlockMultiplier: 1.0
      ArmorHpDamageThreshold: 1.0

      Formula: incoming damage * 50% | remaining damage is incoming damage * (1-50%)

    • AI turret rotation speed: This has a minimum and a maximum speed, the number itself is abstract, can't really put a velocity on it.

      AI Turret Min Orientation Speed: 0.5
      AI Turret Max Orientation Speed: 3.5
      AI Turret Orientation Speed Div By Mass: 50.0

      Formula: 50.0 / mass | value is set to 0.5 or 3.5 if it goes out of bounds
    • HP Condition trigger list: These are fixed events that occur at a given SHP %. It will set the effectiveness of systems at something less than 100%.

      90% SHP: 90% power regen, 90% shield regen, 90% thrust
      75% SHP: 75% power regen, 75% shield regen, 75% thrust
      60% SHP: 60% power regen, 60% shield regen, 60% thrust
      55% SHP: Ship loss control
      50% SHP: Overheating, kicks you out of the core

    • Missile turn speed: 2 values which determine the turn speed when its target is at the front and when it is at the back.

      Chasing Turn Speed With Target In Front: 1.0
      Chasing Turn Speed With Target In Back: 0.5

      Don't really know what it translates into but 0.5 means its turn rate is 2 times slower than 1.0

    • Beam and cannon penetration: Cannons use the punch through damage system now, Damage beams use the piercing damage system. The formula used to determine weight is a bit hard to explain, it basically divides the damage in X pieces, and then redistributes it on every block. The blocks at the front get more parts than the ones at the back.

      Cannons:

      Default Weapon Penetration Weight: 1.5
      Default Weapon Penetration Deepness Multiplier: 1.5

      Formula for depth: no idea, something with log10(damage) ^^

      Beams:

      Default Weapon Penetration Weight: 1.5
      Default Weapon Penetration Deepness Multiplier: 0.5

      Formula for depth: Hmmm, nope, still no idea

      Short explanation, beams still penetrate further since they have 5 damage ticks compared to the 1 damage "tick" a cannon has. Piercing also has better damage distribution.
      To compensate for this imbalance, piercing of beams does not work for armor HP giving blocks (like hull)

    • Effects have 2 new values, bonus SHP damage and bonus Armor HP damage.

      Cannon System HP Bonus
      Cannon Armor HP Bonus
    • Cannons and Beams deal 2 times more damage per block, power consumption was also increase by 2 to keep DPS the same.

      Damage: 5 -> 10
      Power consumption: (cannons) 50 -> 100 | (beams) 250/s -> 500/s

    • Beam + cannon combo has a fix.

      Power consumption nerf: 10 -> 5
      Damage per hit nerf: 10 -> 5
      Cooldown nerf: 10 -> 5

    • Beam + pulse has a fix. That should keep power consumption on normal levels but removes the 6 second long burst.

      Tickspeed: buff 5 -> skipped
      Bursttime: buff 5 -> skipped
    • Piercing defensive and offensive (linked with weapon) effect has been changed.

      Block Damage Bonus: 0 -> 0.25
      Armor HP Bonus: 0.5
      Defensive Base Multiplicator: 3 -> 45
      Defensive Effect Cap Percent: 0.8 -> 0.25
      Defensive Effect Type: STATUS_ARMOR_HP_ABSORBTION_BONUS
      Punch-through effect has been disabled

      Explanation: Piercing blocks make you deal extra block damage and also deals 50% bonus damage to armor HP. You need a lot less blocks to use it defensively at its max percentage. 25% is its max and it will increase the amount of damage armor absorbs. Default this is 50% but with this you can get up to 75%.
    • Punch-through defensive and offensive (linked with weapon) effect has been changed.

      Block Damage Bonus: -0.5 -> 0.5
      Armor HP Bonus: 0.25
      Defensive Base Multiplicator: 8 -> 45
      Defensive Effect Cap Percent: 0.8 -> 0.25
      Defensive Effect Type: STATUS_ARMOR_HP_DEDUCTION_BONUS
      Piercing effect has been disabled

      Explanation: Punch-through blocks make you deal extra block damage and also deals 25% bonus damage to armor HP. You need a lot less blocks to use it defensively at its max percentage. 25% is its max and it will reduce the deducted amount of armor HP from absorbed damage (100 absorbed damage => 75 HP deducted from armor HP).

    • Explosion has a small change.

      Block Damage Bonus: 0 -> -0.5

    • Ion has been slightly changed (and a fix too) since cannons/beams do more damage per block.

      Missile Shield Damage Bonus: 1 -> 3
      Pulse Shield Damage Bonus: 19 -> 39
    Stuff has been added, stuff has been nerfed, stuff has been buffed.

    Block config
    • Systems (including weapons) adds 100 SHP
    • Support tools add 75 SHP
    • Effects add 50 SHP
    • Functional computers (the ones you link) add 75 SHP
    • Anything else that serves no real function besides decoration/armor/... adds 5-10 SHP
    • Glass, glass doors, basic hull add 50 armor HP
    • Hazard armor, Standard armor, plex doors add 75 armor HP
    • Advanced armor, Crystal armor add 100 armor HP
    • Systems (anything functional, weapons, support tools,...) are 0.1 mass
    • Glass, glass doors, basic hull are 0.05 mass
    • Hazard armor, Standard armor, plex doors are 0.15 mass
    • Advanced armor, Crystal armor, blast doors and forcefields are 0.25 mass
    • Most decoration blocks are 0.025 mass
    • Really light stuff (rod lights, scaffolds, capsules,...) are 0.01 mass
    1. Starmade connection setup
    2. Top menu bar -> modding -> block editor

    I hope this helps some of you and does not add more confusion, formatting might not be the best but I don't really make these kind of threads often... If you have any questions, feel free to ask.
    Holy shit thanks. It baffles me that this isn't in the news post by now.
     

    Lancake

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    If ArmorHpAbsorbtion: 50% is set to 100% on a server then you Ship Armour HP should act as a total armour protection until it runs out. After that you will take a pile of damage quickly though. Don't know what its going to cost you to repair that though....
    That is indeed the case, put it on 100% and it will absorb everything till it runs out. I believe this is auto capped if you go beyond it, even with a defensive effect to prevent exploiting (you would heal your armor HP otherwise by taking hits).

    About the costs of rebooting your ship at a shop (which is instant) and the cost of refilling your armor HP. Those are located in the server config.
    Currently it's 100 credits for every second you would normally need to reboot.
    Every armor HP refilled costs 1 credit, so missing 10 000 HP will cost 10 000 credits.
    These numbers are temporary I believe, seems like this is something the upcoming shipyards will take care off.
     
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    That is indeed the case, put it on 100% and it will absorb everything till it runs out. I believe this is auto capped if you go beyond it, even with a defensive effect to prevent exploiting (you would heal your armor HP otherwise by taking hits).

    About the costs of rebooting your ship at a shop (which is instant) and the cost of refilling your armor HP. Those are located in the server config.
    Currently it's 100 credits for every second you would normally need to reboot.
    Every armor HP refilled costs 1 credit, so missing 10 000 HP will cost 10 000 credits.
    These numbers are temporary I believe, seems like this is something the upcoming shipyards will take care off.
    I really hope we don't have to pay credits at shipyards. I prefer playing shop less myself so unless there is another way to make money it will be impossible to repair my ships armor.
     

    Winterhome

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    I really hope we don't have to pay credits at shipyards. I prefer playing shop less myself so unless there is another way to make money it will be impossible to repair my ships armor.

    I imagine that the difference would be credits at NPC shipyards and other-faction shipyards vs. materials at own-faction shipyards or something.
     
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    I imagine that the difference would be credits at NPC shipyards and other-faction shipyards vs. materials at own-faction shipyards or something.
    Restoring the armor value shouldn't take materials... at shipyards it should just take astro beams and time.
     

    Winterhome

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    Restoring the armor value shouldn't take materials... at shipyards it should just take astro beams and time.
    I can get behind that, too. But I also want to see a much faster restoration option cost the blocks you're trying to replace.
     

    Winterhome

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    Replacing blocks at a shipyard will take blocks. Repairing the Armor HP should not.
    That's partially what I mean.

    Replacing blocks should ideally cost either Scrap (or some other viable resource) + Time + Astrotech Beams, or complete blocks for much faster replacement.
     
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    Honestly, I think replacing blocks should cost the blocks themselves. It would still be better then we have now, I don't think I've ever manually repaired a ship since very early on, it's always just scrap it and get a new one.
     

    Keptick

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    Replacing blocks at a shipyard will take blocks. Repairing the Armor HP should not.
    It could as an ALTERNATIVE/ADDITION is what Azeriah was saying. Alternative as in having both options in-game.
     
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    Between the new possible complexity of a ship with railed entities and wireless logic any significant damage is to hard to manually repair. Its easier to just recover the blocks and feed them into a replacement blueprint.
     

    Keptick

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    Sooo, if I got this change to ion right; Missile/beam/ion now does the equivalent of 134 seconds of shield damage per shot?
     

    Winterhome

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    Sooo, if I got this change to ion right; Missile/beam/ion now does the equivalent of 134 seconds of shield damage per shot?
    It does the same shield DPS as every other ion weapon if you use 100% Ion, but partial ion is pretty badly nerfed.
     

    Lancake

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    I updated the original post, it now also contains the config changes of the last release (0.19320)