StarMade v0.201.337 LOD Blocks, Rule System, Balance, Fixes

    Lone_Puppy

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    From the Starmade Discord: "schema is fixing that, mentioned it to him earlier." ~Saber
    Sweet!
    [doublepost=1546256028,1546255905][/doublepost]I love the new LoD models. Awesome how the paint cans work with the pipes.
     
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    I love it. But aren't you backing away from what you were intending to encourage interiors?

    Why not make ships into 2 masked instances layered on top of each other?

    Basically imagine you make a block of systems with a doorway to nothing. You then switch "layers" and basically carve a hole in it. This doesn't remove any blocks from the other layer. Instead the game hides those blocks and replaces them with essentially whatever you place on the interior layer. This would have you "carving" out interiors in completed ships.

    A few details:
    Anything touching air on the practical (system/exterior) layer should automatically exist on the interior layer. The rest will become a kind of "grey space" block that acts like a sgstem block when attacked. The blocks that touch air allow you to find where your doors and windows are so that you can line them up properly. The Grey space blocks are there so that the game knows what not to hide on the practical layer of the ship.

    I should only let you place interior blocks where there are exterior blocks already to prevent tardis ships.

    I believe that while this could be obscure to find out on your own, it would very simple to understand once demonstrated.
     
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    I love it. But aren't you backing away from what you were intending to encourage interiors?

    Why not make ships into 2 masked instances layered on top of each other?

    Basically imagine you make a block of systems with a doorway to nothing. You then switch "layers" and basically carve a hole in it. This doesn't remove any blocks from the other layer. Instead the game hides those blocks and replaces them with essentially whatever you place on the interior layer. This would have you "carving" out interiors in completed ships.

    A few details:
    Anything touching air on the practical (system/exterior) layer should automatically exist on the interior layer. The rest will become a kind of "grey space" block that acts like a sgstem block when attacked. The blocks that touch air allow you to find where your doors and windows are so that you can line them up properly. The Grey space blocks are there so that the game knows what not to hide on the practical layer of the ship.

    I should only let you place interior blocks where there are exterior blocks already to prevent tardis ships.

    I believe that while this could be obscure to find out on your own, it would very simple to understand once demonstrated.
    ow mY BRAin

    whaAT?
     
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    Valiant70

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    I love it. But aren't you backing away from what you were intending to encourage interiors?

    Why not make ships into 2 masked instances layered on top of each other?

    Basically imagine you make a block of systems with a doorway to nothing. You then switch "layers" and basically carve a hole in it. This doesn't remove any blocks from the other layer. Instead the game hides those blocks and replaces them with essentially whatever you place on the interior layer. This would have you "carving" out interiors in completed ships.

    A few details:
    Anything touching air on the practical (system/exterior) layer should automatically exist on the interior layer. The rest will become a kind of "grey space" block that acts like a sgstem block when attacked. The blocks that touch air allow you to find where your doors and windows are so that you can line them up properly. The Grey space blocks are there so that the game knows what not to hide on the practical layer of the ship.

    I should only let you place interior blocks where there are exterior blocks already to prevent tardis ships.

    I believe that while this could be obscure to find out on your own, it would very simple to understand once demonstrated.
    Interiors weren't terrible pre-power update. The ship HP system helped them to at least make the ship more survivable in return for the extra weight. Roleplay ships ususally took a lot of pounding to kill. Sadly, Schema has yet to implement an equivalent mechanic under the new system.
     
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    Interiors weren't terrible pre-power update. The ship HP system helped them to at least make the ship more survivable in return for the extra weight. Roleplay ships ususally took a lot of pounding to kill. Sadly, Schema has yet to implement an equivalent mechanic under the new system.
    Yeah, they weren't bad anyway. So many good ways to dovetail interior space and decor into functionality; hopefully one will eventually be implemented.
     

    Gasboy

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    Is there a way to get that "shipyards on a ship" option in our single player universes?
     
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    If the line is not in your server.cfg, just add "ALLOW_FACTORY_ON_SHIPS = true" without the quotes to the bottom.
     

    Gasboy

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    No, I mean our single player universes. They don't seem use server.cfg as far as I can tell. I edited both the line about shipyards and the line about factories on ships. I am able to build factories on ships, but not shipyards.
     
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    2019 is going to be the year of the universe update! We are looking forward to share all the wonderful things we have planned.
    We're certainly looking forward to seeing the new celestial stuff too... Especially after witnessing proof of the fact that what's to come will be truly wonderful, in the form of that marvelous marble of a round planet that was leaked last month.

    But hey, just remembered, won't 2019 be the year of those Community Contracts also?

    Saber indicated so in one of the last twitch streams... DukeofRealms ?
     
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    There are some pretty significant things not emphasized in the news post:
    • Fixed missile tracking: Missiles should track more accurately now, and not attempt to hit the previous position of ships.
    • You can now spawn docked entities (e.g. turrets) directly onto docks. If you point at a rail block then spawn an entity, you have the option to spawn it directly onto the rail. Builders and carrier pilots rejoice!
    • Fixed build mode raycast bug: Mass place/mass delete shouldn't be inaccurate any more. No need to stick your face into whatever you're trying to place/delete to have it not break something halfway across the ship.
    • Fixed cannon tunnelling bug: Cannon shots will no longer tunnel through ships and chew up your reactor and internal systems without breaking through the armor. :P
    • Nerfed roll speed: Rolling speed is no longer an easy 'dump stat' for your ship designs that remains high regardless of the ship's dimensions. Vertical or very wide ships will have a much worse time attempting to realign to turn on a different axis.
    Moot any balance is useless until real content is add to use the ships on.
     
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    There are some pretty significant things not emphasized in the news post:
    • Fixed missile tracking: Missiles should track more accurately now, and not attempt to hit the previous position of ships.
    so.. are missiles back in PvP ??