StarMade v0.199.214 Auxiliary Power, Better Graphics, Better Textures, and Bugfixes

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    The only downside is that we have to refit the ships but since the system is pretty easy to set up it shouldn´t be such a big deal.
     

    Master_Artificer

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    Generate some energy for reactors
    Reactors generated energy for you.
     
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    The death of docked reactors completely fraggles my mobile nomadic base concept. Couldn't we have capitol ship systems first?
     

    Lecic

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    The death of docked reactors completely fraggles my mobile nomadic base concept. Couldn't we have capitol ship systems first?
    Um... how, exactly?
     

    Maxajax

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    Hello players,

    an update has just been uploaded. Get the full info here:

    StarMade News - StarMade v0.199.214 - Auxiliary Power, Better Graphics, Better Textures, and Bugfixes

    Thanks for playing StarMade,
    - schema and the Schine Team
    I've played this game since before shields existed. I've been involved with docked power reactor design ever since Logic first made them possible. I understand the problems related to docked power reactors better than most people. This is why mine never had moving parts and always had one block of space between themselves and the closest entity (barring the docking point). I've refrained from building many ships that used them since 2014 because I expected that a suitable alternative would be implemented. It took two FULL years for this council of yours to realize that ships simply can't run on 1 million E/sec, so you changed it to 2 million. 2 million is still woefully insufficient. If you wanted more, there were two options. You could either stack giant chunks of power like a caveman, or you could use a docked reactor.

    So ask yourself, why does someone use a docked reactor, instead of stacking chunks of power?

    The answer is "Because it circumvents the 2m e/sec from power axis trees".

    So then, why did you not simply make each individual group of power have it's own 1m e/sec limit? Instead we get to fill our ships with glorified warhead blocks?

    The first Docked Reactors appeared in 2013. After three years of waiting for something better, you give us THIS? I can't blame you, Schema, because you're essentially designing this game alone from scratch, and I respect hard work and dedication. However, whoever came up with this miscarriage of an idea ought to be sidelined. This change should have been better than docked reactors. If better wasn't feasible, then it should at least have been equally good.

    Who is to blame for this? The admins that did not restrict the number of generators on their server? The players that never learned not to have them clip through other blocks? The idiots that designed generators with moving parts? Give me someone other than you to blame for this mess, please.
     
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    Can someone explain the shipyard factory thing I don't get what they changed...?
     

    Top 4ce

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    I've played this game since before shields existed. I've been involved with docked power reactor design ever since Logic first made them possible. I understand the problems related to docked power reactors better than most people. This is why mine never had moving parts and always had one block of space between themselves and the closest entity (barring the docking point). I've refrained from building many ships that used them since 2014 because I expected that a suitable alternative would be implemented. It took two FULL years for this council of yours to realize that ships simply can't run on 1 million E/sec, so you changed it to 2 million. 2 million is still woefully insufficient. If you wanted more, there were two options. You could either stack giant chunks of power like a caveman, or you could use a docked reactor.

    So ask yourself, why does someone use a docked reactor, instead of stacking chunks of power?

    The answer is "Because it circumvents the 2m e/sec from power axis trees".

    So then, why did you not simply make each individual group of power have it's own 1m e/sec limit? Instead we get to fill our ships with glorified warhead blocks?

    The first Docked Reactors appeared in 2013. After three years of waiting for something better, you give us THIS? I can't blame you, Schema, because you're essentially designing this game alone from scratch, and I respect hard work and dedication. However, whoever came up with this miscarriage of an idea ought to be sidelined. This change should have been better than docked reactors. If better wasn't feasible, then it should at least have been equally good.

    Who is to blame for this? The admins that did not restrict the number of generators on their server? The players that never learned not to have them clip through other blocks? The idiots that designed generators with moving parts? Give me someone other than you to blame for this mess, please.
     
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    Lecic

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    I've played this game since before shields existed. I've been involved with docked power reactor design ever since Logic first made them possible. I understand the problems related to docked power reactors better than most people. This is why mine never had moving parts and always had one block of space between themselves and the closest entity (barring the docking point). I've refrained from building many ships that used them since 2014 because I expected that a suitable alternative would be implemented. It took two FULL years for this council of yours to realize that ships simply can't run on 1 million E/sec, so you changed it to 2 million. 2 million is still woefully insufficient. If you wanted more, there were two options. You could either stack giant chunks of power like a caveman, or you could use a docked reactor.

    So ask yourself, why does someone use a docked reactor, instead of stacking chunks of power?

    The answer is "Because it circumvents the 2m e/sec from power axis trees".

    So then, why did you not simply make each individual group of power have it's own 1m e/sec limit? Instead we get to fill our ships with glorified warhead blocks?

    The first Docked Reactors appeared in 2013. After three years of waiting for something better, you give us THIS? I can't blame you, Schema, because you're essentially designing this game alone from scratch, and I respect hard work and dedication. However, whoever came up with this miscarriage of an idea ought to be sidelined. This change should have been better than docked reactors. If better wasn't feasible, then it should at least have been equally good.

    Who is to blame for this? The admins that did not restrict the number of generators on their server? The players that never learned not to have them clip through other blocks? The idiots that designed generators with moving parts? Give me someone other than you to blame for this mess, please.
     
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    I've played this game since before shields existed. I've been involved with docked power reactor design ever since Logic first made them possible. I understand the problems related to docked power reactors better than most people. This is why mine never had moving parts and always had one block of space between themselves and the closest entity (barring the docking point). I've refrained from building many ships that used them since 2014 because I expected that a suitable alternative would be implemented. It took two FULL years for this council of yours to realize that ships simply can't run on 1 million E/sec, so you changed it to 2 million. 2 million is still woefully insufficient. If you wanted more, there were two options. You could either stack giant chunks of power like a caveman, or you could use a docked reactor.

    So ask yourself, why does someone use a docked reactor, instead of stacking chunks of power?

    The answer is "Because it circumvents the 2m e/sec from power axis trees".

    So then, why did you not simply make each individual group of power have it's own 1m e/sec limit? Instead we get to fill our ships with glorified warhead blocks?

    The first Docked Reactors appeared in 2013. After three years of waiting for something better, you give us THIS? I can't blame you, Schema, because you're essentially designing this game alone from scratch, and I respect hard work and dedication. However, whoever came up with this miscarriage of an idea ought to be sidelined. This change should have been better than docked reactors. If better wasn't feasible, then it should at least have been equally good.

    Who is to blame for this? The admins that did not restrict the number of generators on their server? The players that never learned not to have them clip through other blocks? The idiots that designed generators with moving parts? Give me someone other than you to blame for this mess, please.
    I respect this opinion greatly, and I think this was a bad move.
     

    Criss

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    However, whoever came up with this miscarriage of an idea ought to be sidelined.
    The elected councilors pushed for a solution, it was a result of discussion between team members and the council.

    Can someone explain the shipyard factory thing I don't get what they changed...?
    Shipyards can pull blocks from a factory while it creates a ship. They can have permission modules next to them so that anyone can use the shipyard (not possible before). This will allow public shipyards. Lastly you can create a design directly from the catalog list. Before you had to get the blueprint, then place it in the shipyard.
     

    Top 4ce

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    I respect this opinion greatly, and I think this was a bad move.
    I understand where he's coming from, but with new features like fleets, the need for giant ships with docked reactors has lessened. They were a cool way to get past a limitation, but they had there own issues.

    This new system, which just came out and needs actual in game testing, might be a good answer to that problem and create new design decisions. Or it might not.

    But crying about something you've lost, knowing that they've been looking for other solutions, doesn't help.
     

    Criss

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    They were a cool way to get past a limitation
    They were also never intentional. And until players en-mass started bringing the lag to our attention, we didn't mind. We need to able to actually fly the ships in our game without lag for this entire thing to be considered successful.
     
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    Ithirahad

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    ~ Shipyards can be linked to factories (pull on construction will pull from factories)
    ~ Shipyards can be linked to factories
    ~ Shipyards can be linked to factories
    ~ Shipyards can be linked to factories
    ~ Shipyards can be linked to factories
    ~ Shipyards can be linked to factories
    ~ Shipyards can be linked to factories
    Not as in automatic shipyard item creation. As in, you don't need a transfer chest just to get stuff out of your factories and into your shipyard.
     
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    They were also never intentional. And until players en-mass started bringing the lag to our attention, we didn't mind. We need to able to actually fly the ships in our game without lag for this entire thing to be considered successful.
    Sorry mate, and you think that having someones ship actually fucking explode is going to be less laggy
     

    Maxajax

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    I am saying it as it is. Are you saying that your post is how you respond to criticism from a competent builder?
    [doublepost=1473460153,1473460100][/doublepost]
    No. I am not mad, I am disappointed. Disappointed in how long it took for an alternative to docked reactors to be introduced, and disappointed in the content.