I started a thread a while ago, in which I missed a key point due to having no substantial experience in the survival gameplay area of StarMade (thread: Question: the ultimate fate of outdated blocks and blueprints?).
I learned that when players try to spawn or shipyard-produce structures from blueprints that they borrowed from other builders, they simply can't if they fail to provide those block types required by the blueprints that are no longer obtainable in 0.200+ game versions (either in shops or through crafting).
I originally wanted to ask which block types should be looked for by those who would like to refit a few of their CC resources to ascertain perfect compatibility. But then I started up the last 0.199 game version and went through the Creative Mode inventory myself.
The list of block types made unobtainable in the Systems 2.1 / Weapons 3.0 updates (and prior):
1. Power Reactor (Old type)
2. Power Capacitor
3. Power Auxiliary
4. Scanner Computer
5. Scanner Antenna
6. Jump Inhibitor Computer
7. Jump Inhibitor Module
8. Cloaker
9. Radar Jammer
10. Jump Drive Computer
11. Jump Drive Module
12. Damage Pulse Computer
13. Damage Pulse Module
14-22. Every classic Effect type's computer (9 in total)
23-31. Every classic Effect type's module (9 in total)
32-33. Shield Drain computer / module
34-35. Shield Supply computer / module
36-37. Power Drain computer / module
38-39. Power Supply computer / module
40. The early turret docking system's blocks
The process of refitting stuff:
I learned that when players try to spawn or shipyard-produce structures from blueprints that they borrowed from other builders, they simply can't if they fail to provide those block types required by the blueprints that are no longer obtainable in 0.200+ game versions (either in shops or through crafting).
I originally wanted to ask which block types should be looked for by those who would like to refit a few of their CC resources to ascertain perfect compatibility. But then I started up the last 0.199 game version and went through the Creative Mode inventory myself.
The list of block types made unobtainable in the Systems 2.1 / Weapons 3.0 updates (and prior):
1. Power Reactor (Old type)
2. Power Capacitor
3. Power Auxiliary
4. Scanner Computer
5. Scanner Antenna
6. Jump Inhibitor Computer
7. Jump Inhibitor Module
8. Cloaker
9. Radar Jammer
10. Jump Drive Computer
11. Jump Drive Module
12. Damage Pulse Computer
13. Damage Pulse Module
14-22. Every classic Effect type's computer (9 in total)
23-31. Every classic Effect type's module (9 in total)
32-33. Shield Drain computer / module
34-35. Shield Supply computer / module
36-37. Power Drain computer / module
38-39. Power Supply computer / module
40. The early turret docking system's blocks
The process of refitting stuff:
- The "Blocks" window in the Blueprint Catalog has a text-search option, which can be used to check if there's stuff to be removed from a structure, even without spawning it (you only need to check ten search terms: Power, Scan, Jump, Cloak, Jam, Pulse, Effect, Drain, Supply, Dock)
- The "Highlight blocks in dropdown" button in Advanced Build Mode will show you exactly where are the blocks you want removed/replaced (unless they're in some docked entity).
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