Hadn't seena dedicated thread on this yet, so seemed worth spreading what we know so far.
Build is public, however unfinshed. All we know so far is from testing and kind inquiries by Criss .
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And what our saviour Criss kindly shared with us:
Any testing done by players is also greatly appreacited.
Build is public, however unfinshed. All we know so far is from testing and kind inquiries by Criss .
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not sure if anyone has talked bout this yet but the latest dev build seems to have a new mechanic with reactors and stabilizers.
Power regen doesnt change regardless of the stabilizer distance but theres a new stat called "stab. Integrity". Wonder what this could be?
I assume the stabilizer integrity is just the Structural Integrity value of the stabilizers... i.e. the much-needed anti-spaghetti mechanic applied to stabilizers (as it has been for maybe two builds now). With that strange new visual, though, and stabilization apparently not changing atm, something else may be going on... or, they're just testing shader application for what will later be the final visual effect for build mode.
I'll check this out.
\\\\\\\\\\\the thing that interests me is the fact that the power regen doesnt increase when stabilization goes up. the max stabilization distance is still pretty large but now theres a logic tube thing that appears when a stabilizer is place down. wonder if this is the beginnings of schema's fix for power.
There would appear to be a block called the 'Stabilizer Stream Node' now... let's see what it does! :D
[doublepost=1513656528,1513654261][/doublepost]Ok, it seems that by linking the nodes I can change the path of the stabilization 'energy', but it doesn't seem to be changing stabilization percentage at all. I assume something's not yet implemented, but I may just be doing something wrong. In any case, spooky witchcraft seems to be involved...
And what our saviour Criss kindly shared with us:
Discuss away! What issues/positives do you see with this system:?I will explain it as best I can without knowing the exact specifics of the system. In short, players were concerned about islands of systems/power becoming too powerful. This beam connects reactors to stabilizers and can be redirected more manually with the nodes. This way a new player does not need to worry about it, but an experienced player can redirect it for aesthetic or tactical reasons.
If the beam gets hit, your power is disabled. Not sure the exact punishment, but power takes a hit of some sort. Regen stops momentarily or something. I could be wrong, I just can't remember what the exact effect was. Hopefully now though, players won't be able to get away with building un-connected islands of systems without the need to fill that space with actual structure.
Of course, if you see any issues with this, please discuss it here or on any upcoming news posts. I can't say for certain personally that this is a solution, but I'd like to know whether this alleviates any fears you guys have.
Any testing done by players is also greatly appreacited.