StarMade v0.199.234 - More Logic, New Effects, and Radial Menu

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    NOR is just NOT(OR); NAND is just NOT(AND)... right? in which case, that wouldn't save much space...

    XOR would be useful, though.
    Yes, it's only an extra not gate, but I build a lot of circuits using NAND gates. Making RAM uses a ton of NAND gates. Only needing 1 block instead of 2 makes a big difference. If they add a NAND gate it only makes sense to ad NOR and XNOR gates as well.
     
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    [doublepost=1474677620,1474677368][/doublepost]I should also mention, Thruster Plumes can be used in conjunction with Ice or other solid block engines.

    To garuntee them to work, place down the thrusters in the engine bell/nacelle, leave 1 block of GAP, then place your ice, Ice crystal, or other desired block. Accellerate to max speed, enable free cam (Double press Right Shift) or zoom out and voila, enjoy the plumes so long as you are holing the thrust key.

    Plumes ALSO appear when engaging a Jump Drive jump
    Good looking out, I'll add a bit more to that for those still having trouble.

    I have a ship with 4 separate "lava thrusters" in the back. When I simply placed the thrusters ahead of the lava, the effect didn't work.

    To get around this, I used mass target block remove for all the lava blocks in the back, then mass target block remove for all the thrusters in front. Then with 2 Undos, I got my blocks back, the effect "reset" and came to life.

    Possibly a bug.
     

    Ithirahad

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    Good looking out, I'll add a bit more to that for those still having trouble.

    I have a ship with 4 separate "lava thrusters" in the back. When I simply placed the thrusters ahead of the lava, the effect didn't work.

    To get around this, I used mass target block remove for all the lava blocks in the back, then mass target block remove for all the thrusters in front. Then with 2 Undos, I got my blocks back, the effect "reset" and came to life.

    Possibly a bug.
    Changing sectors also refreshes the effect checking, IIRC... Not certain, though.
     

    kiddan

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    Every single thing that has function in this update is going to be used by me quite frequently. Thanks Schine, rock on!
     

    Crimson-Artist

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    not sure if anyone noticed this but logic drives do not disappear from the hot bar if they are connected to logic now. you can see the surrent charge of your logic drive instead of just guessing/timing it!

    im still testing out smart logic drive circuits that turn the clock off before the jump but its hard as the game seems to treat 100% as the same as a launch
    [doublepost=1474681688,1474680819][/doublepost]update! I've managed to do it!

    The closest I've been able to get the logic drive sensor system is for it to stop at 99.9% charge. a single button push will then activate the drive(s). The only problem is that in order to set it to 99.9% you need to connect 1000 activation modules and only have 1 of them off. Not exactly a small system but it indeed works.
     

    Ithirahad

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    not sure if anyone noticed this but logic drives do not disappear from the hot bar if they are connected to logic now. you can see the surrent charge of your logic drive instead of just guessing/timing it!

    im still testing out smart logic drive circuits that turn the clock off before the jump but its hard as the game seems to treat 100% as the same as a launch
    [doublepost=1474681688,1474680819][/doublepost]update! I've managed to do it!

    The closest I've been able to get the logic drive sensor system is for it to stop at 99.9% charge. a single button push will then activate the drive(s). The only problem is that in order to set it to 99.9% you need to connect 1000 activation modules and only have 1 of them off. Not exactly a small system but it indeed works.
    Just use 90% or so, and have the system run a few pulses to jump. 100-1000 activation modules for that system is a bit insane. Remember, all the system has to do is keep charging until it hits around 90%, 95%, or 99%, then stop until someone hits a button, then keep charging until it reaches that threshold again.
     
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    Lecic

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    not sure if anyone noticed this but logic drives do not disappear from the hot bar if they are connected to logic now. you can see the surrent charge of your logic drive instead of just guessing/timing it!

    im still testing out smart logic drive circuits that turn the clock off before the jump but its hard as the game seems to treat 100% as the same as a launch
    [doublepost=1474681688,1474680819][/doublepost]update! I've managed to do it!

    The closest I've been able to get the logic drive sensor system is for it to stop at 99.9% charge. a single button push will then activate the drive(s). The only problem is that in order to set it to 99.9% you need to connect 1000 activation modules and only have 1 of them off. Not exactly a small system but it indeed works.
    I'm sure 99% would be enough....
     

    Crimson-Artist

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    I'm sure 99% would be enough....
    tried 99% and it still took a few pulses to finally jump. was trying to see how precise I could get it so I would only need a single button press to jump instantly.
     

    Ithirahad

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    tried 99% and it still took a few pulses to finally jump. was trying to see how precise I could get it so I would only need a single button press to jump instantly.
    What's so wrong with letting it run through a few pulses? You could even use that bit of spool-up time to create a cool jump sequence with rails and lights and stuff.
     

    Crimson-Artist

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    What's so wrong with letting it run through a few pulses? You could even use that bit of spool-up time to create a cool jump sequence with rails and lights and stuff.
    again was just testing to see how far i could take it in order to jump with just one button press. From my recent tests it would appear that the percentage is not as absolute as I thought and has a higher chance of misfiring a jump the more jump modules you have installed. since more jump charge is added per logic tick.

    So a margin of error is necessary if you wanted to be absolutely sure.
     

    Lecic

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    tried 99% and it still took a few pulses to finally jump. was trying to see how precise I could get it so I would only need a single button press to jump instantly.
    Wait, what kind of chain drive are you using?
     

    Crimson-Artist

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    Wait, what kind of chain drive are you using?
    a standard 0.5 logic clock (yeah havent really experimented heavily with logic drive other than a few times), not really sure how to increase the logic ticks without using rail entities.

    if anything it could be seen as a control.
     

    Lecic

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    a standard 0.5 logic clock (yeah havent really experimented heavily with logic drive other than a few times), not really sure how to increase the logic ticks without using rail entities.

    if anything it could be seen as a control.
    Reading this hurt my soul. Please get a faster clock. Needing a single rail entity is well worth it.
     
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    Crimson-Artist

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    Reading this hurt my soul. Please get a faster clock. Needing a single rail entity is well worth it.
    been meaning to use rail drives but with the recent nerf to shootout rail drives as well as schine's on the fence stance on chain drives in general the only reliable method I can think of is pure logic drives. im more concerned about trying to future proof my designs. the less refits I gotta do the better.
     
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    When you cut and paste a chain drive, you will get both jump computers and the inner remote. But very glad not having to muck around now
     

    StormWing0

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    Noticed something when making an AI spawnable Logic Warhead Torpedo, AI is set to Active even if there isn't an AI mod for the entity in question, same thing with faction and the faction mod. o_O This annoys me to no end worse than the crash that keeps happening when trying to upload a BP or save to local the first run of the game each time when on a multiplayer server. >.>