Universe Update Roadmap #1

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    Question, does this mean that the universe update will be provided in chunks (we'll get phase 1 and phase 2 as release updates), or will we get these in release at the end as one big update?
     
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    Can we please get rail docking fixed? That is placing one rail down and docking to it... The logic for this is broken the new buttons/ activators don't work with them at all and a rail won't send an active signal even to the old activation modules unless they are touching the rail. This is counter intuitive when I can make an elevator that activates a remote activation block as the entity passes over but not when its newly docked. this combined with needing to put faction permission right next to the rail dock on every dock makes design choices extremely limited and frankly just plain wonky total its two major issues but frequently overlooked. I will say however that moving rails works beautifully thanks for that!
    Also... Its probably already known but I've noticed that the metal bar blocks take up a full block of space collision wise and can't be used much in moving parts as such. Thank you.
    P.S. I do realize this may be better suited to a bug report but since it was changed I can't seem to get that to work so here it is. If someone else wants to forward this there it would be appreciated. That aside this msg is meant for any devs / admins able to do something about this.
     
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    Any chance of new docks like invisible docking/rail blocks for ships to use when landing on a structure, or personal weapons that go beyond simple pistols like rifles and heavy weapons? It would be nice to be able to put a docking block on my ship that doesn't stand out or show (got an odd shaped ship with landing gear).
     

    Crimson-Artist

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    Any chance of new docks like invisible docking/rail blocks for ships to use when landing on a structure, or personal weapons that go beyond simple pistols like rifles and heavy weapons? It would be nice to be able to put a docking block on my ship that doesn't stand out or show (got an odd shaped ship with landing gear).
    we already have invisible docking rails. they're the pickup rails and shootout rails
     
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    Keep up the good work!
    I am a big fan of this game like since the Default Abandoned Stations, also I see the problems as well, but nothing unsolvable!

    I myself like to hear what is going on behind the curtain, I like reading DEV-Blogs, and I am happy to swamp-around in experimental builds! So keep those coming!

    on a side note: vicces mennyien vagyunk itt akik így is értünk :)
     
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    we already have invisible docking rails. they're the pickup rails and shootout rails
    Do they work like landing gear, and can be used to dock a ship to something? It's been a while since I've played, and I'm still learning a lot of the mechanics of the game.
     

    Crimson-Artist

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    Do they work like landing gear, and can be used to dock a ship to something? It's been a while since I've played, and I'm still learning a lot of the mechanics of the game.
    unfortunately no. They are invisible/intangible rail blocks.

    An invisible/intangible rail docker would actually solve alot of problems with certain docking situations
     
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    This should help:

    Thank you very much for this, I'll have to check it out when I can.

    unfortunately no. They are invisible/intangible rail blocks.

    An invisible/intangible rail docker would actually solve alot of problems with certain docking situations
    I was thinking of a dock that worked similar to how the doors work. It's actually there, and you can pass through it, but unlike a door, it still functions as a dock whether or not you see it. I'd have a feature on my ship Starbug that would drop down a rail to dock with a station, but I'd have to learn how rails would work first in order to do that, and maybe make a larger ship to try it with as the one I'm wanting to mess with is a bit small and oddly shaped.
     
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    Crimson-Artist

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    Thank you very much for this, I'll have to check it out when I can.


    I was thinking of a dock that worked similar to how the doors work. It's actually there, and you can pass through it, but unlike a door, it still functions as a dock whether or not you see it. I'd have a feature on my ship Starbug that would drop down a rail to dock with a station, but I'd have to learn how rails would work first in order to do that, and maybe make a larger ship to try it with as the one I'm wanting to mess with is a bit small and oddly shaped.
    that sounds like you want a extendable rail docker. As far as I know thats not possible. Only the rail docker on the parent ship will allow a ship to dock to something. A second rail docker on a rail does nothing.

    Like I said, a invisible/intangible rail docker would solve this by it theoretically being able to coexist in the same spot as a rail entity. giving the illusion of something docking with say landing gear.
     
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    Dr. Whammy

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    Thank you very much for this, I'll have to check it out when I can.


    I was thinking of a dock that worked similar to how the doors work. It's actually there, and you can pass through it, but unlike a door, it still functions as a dock whether or not you see it. I'd have a feature on my ship Starbug that would drop down a rail to dock with a station, but I'd have to learn how rails would work first in order to do that, and maybe make a larger ship to try it with as the one I'm wanting to mess with is a bit small and oddly shaped.
    When StarMade gives you a limitation, it is often possible to build around that limitation. That's part of the fun of this game.

    If you don't want the dock to come from the ship, you could make it come from the base instead.
    1) Place a pickup rail on your base a few meters above the surface so that it would physically touch the bottom of your ship if you landed on it. Make sure it's pointed in the direction you'd want your ship to face when you land.

    2) Place another pickup rail and one rail basic on the base in an "out of the way" spot. Point them in the same direction as the pickup rail from step 1.

    3) Place an activation module right next to each of the two "out of the way" rails make sure each activator is touching only one of the rails.

    4) Select one of your activators with the "C" key and slave the pickup rail from step 1 to it using the "V" key. Do the same with the other activator.

    5) Place third activation module and a NOT logic signal and slave them to each other. Meaning activator to NOT and NOT back to activator. This will create a basic toggle switch. For aesthetic purposes, these two blocks don't need to be next to each other but you should have the activator visible on the surface of the base.

    6) Select the activator on your "toggle switch" with the "C" key and slave the activator next to the basic rail from step 4 to it using the "V" key.

    7) Select the NOT signal on your "toggle switch" with the "C" key and slave the activator next to the pickup rail from step 4 to it using the "V" key.

    Result: Shooting your activation beam at the surface activator will toggle between an intangible "holographic landing marker" and a docking point for your ship's rail docker. It's not a aesthetically perfect solution but it will work as advertised.

    Here is an example of what I call "formation docking". This method uses a few more rails to prevent the drone fighters from colliding with each other and the main ship but can be done with a single rail that toggles between pickup, basic and/or shootout.
    Formation Alt.jpg

    Hope this helps.
     
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    When StarMade gives you a limitation, it is often possible to build around that limitation. That's part of the fun of this game.

    If you don't want the dock to come from the ship, you could make it come from the base instead.
    1) Place a pickup rail on your base a few meters above the surface so that it would physically touch the bottom of your ship if you landed on it. Make sure it's pointed in the direction you'd want your ship to face when you land.

    2) Place another pickup rail and one rail basic on the base in an "out of the way" spot. Point them in the same direction as the pickup rail from step 1.

    3) Place an activation module right next to each of the two "out of the way" rails make sure each activator is touching only one of the rails.

    4) Select one of your activators with the "C" key and slave the pickup rail from step 1 to it using the "V" key. Do the same with the other activator.

    5) Place third activation module and a NOT logic signal and slave them to each other. Meaning activator to NOT and NOT back to activator. This will create a basic toggle switch. For aesthetic purposes, these two blocks don't need to be next to each other but you should have the activator visible on the surface of the base.

    6) Select the activator on your "toggle switch" with the "C" key and slave the activator next to the basic rail from step 4 to it using the "V" key.

    7) Select the NOT signal on your "toggle switch" with the "C" key and slave the activator next to the pickup rail from step 4 to it using the "V" key.

    Result: Shooting your activation beam at the surface activator will toggle between an intangible "holographic landing marker" and a docking point for your ship's rail docker. It's not a aesthetically perfect solution but it will work as advertised.

    Here is an example of what I call "formation docking". This method uses a few more rails to prevent the drone fighters from colliding with each other and the main ship but can be done with a single rail that toggles between pickup, basic and/or shootout.
    View attachment 54780

    Hope this helps.
    Thank you, I actually hadn't considered that to be honest.
     
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    Hi! Little question here : The universe update still on phase 1 or the roadmap is not updated?
     
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