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I'm on the Analpoundtown server often. Come Sperg with me! Planet Sperg is coming along nicely. I'll get those planetary rings to spin someday very soon. Planet atmospheres were tweaked to look better in the last patch I got a simple up and down elevator to work, a space elevator that is ! Planet Sperg very closely orbits a blue giant star. You get burned unless you're on the planet's surface.
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# ? Jun 27, 2015 07:32 |
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# ? Apr 29, 2024 07:38 |
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Come play on Shattered Skies with us Warpigeon!
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# ? Jun 27, 2015 08:15 |
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So I tried playing on one of the Goon Servers but it says I need to link my account to Uplink, but every time I try to log-in after registering on the site it says either my Username or Password is wrong. I just wanna built poo poo in Space with Goons.
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# ? Jul 12, 2015 03:00 |
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https://trello.com/b/9Kg5Jn6g/starmade-roadmap This is a thing now
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# ? Aug 8, 2015 20:48 |
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Does anyone play much on the goon server? I'd like to move my mega project there and let it orbit the goon city as I (probably) never finish it. But I really don't want to try and mine up the resources to spawn it in. I think last time I was on the goon server, I was in a half destroyed starter ship on a planet somewhere with almost no credits.
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# ? Aug 9, 2015 03:01 |
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counterfeitsaint posted:Does anyone play much on the goon server? I'd like to move my mega project there and let it orbit the goon city as I (probably) never finish it. But I really don't want to try and mine up the resources to spawn it in. I think last time I was on the goon server, I was in a half destroyed starter ship on a planet somewhere with almost no credits. Party and a few of us were talking about getting interest going in this again.
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# ? Aug 9, 2015 06:22 |
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Is the server still around? And updated? I get EncyptionOperationNotPossibleException: null when trying to connect.
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# ? Aug 10, 2015 02:17 |
This game is part of the Weekly Humble Bundle this week. I just picked it up and it seems really cool so far but holy hell is there a way to make the controls not terrible?
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# ? Aug 15, 2015 02:38 |
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New update is out, shipyards are in. https://star-made.org/news/starmade-v0-194-shipyards Apparently shipyards let you build a ship in creative mode, save the blueprint, build a ship from a blueprint, repair a damaged ship, and test-fly ships in a 'virtual sector' before they're built.
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# ? Aug 21, 2015 03:03 |
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Quote is not edit.
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# ? Aug 21, 2015 03:04 |
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OH MY GOD this owns. Hope its not buggy right now
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# ? Aug 21, 2015 04:17 |
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counterfeitsaint posted:Is the server still around? And updated? I get EncyptionOperationNotPossibleException: null when trying to connect. I was never really clear on this, does the server still exist? I still get the same error, even after updating. Edit: Apparently that's the most misleading error ever, and the game decided to unlink my account for no reason. counterfeitsaint fucked around with this message at 12:12 on Aug 22, 2015 |
# ? Aug 22, 2015 11:58 |
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is this where I beg for a faction invite?
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# ? Dec 11, 2015 20:38 |
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I dont think the faction exists anymore
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# ? Dec 12, 2015 10:43 |
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Man, the dev team does a pretty good job. Every time I come back to check out the game there's new cool stuff. There's a cargo system, thrust system, and a bunch of other odds and ends. All the things that annoyed me about resource gathering have been fixed too! You can transfer cargo between entities now, and make teleporters so you dont have to walk from ship to station.
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# ? Feb 13, 2016 20:51 |
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Too bad entities cant move on rails between two other entities.
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# ? Feb 13, 2016 22:51 |
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Well, they actually kind of can. Magnetic docking makes it possible - https://www.youtube.com/watch?v=SYdi_waOMSQ
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# ? Feb 13, 2016 23:58 |
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Thats very cool but not very useful for my purposes. Im trying to build a hangar elevator, but on rail entities won't move from the flight deck rails to the elevator or vice versa. Adding pistons and poo poo to shove fighters off and on rails clutters the hangar and is a shitton of design work.
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# ? Feb 14, 2016 06:58 |
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You could always put the flight deck rails and elevator rails on rails so you can swap them around and whatnot without needing to move the ship. There's probably some way to make it work. Also HOLY CRAP they made inventory management (setting up storage pulls) so much easier. Factories don't keep pulling ingredients past what the job requires, and the cargo system is slick.
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# ? Feb 14, 2016 07:56 |
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Ill have to do something like make a tug/cart or just abandon the elevator entirely for that hull. I have another carrier design that uses trays on rails to shuffle fighters around, but that doesnt really work for this ones concept. It is impressive how much this game continues to improve. Even little things like more armor colors can make a huge difference in designing a ship.
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# ? Feb 14, 2016 20:08 |
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Slabs seem pretty interesting as well. I'm playing on Shattered Skies again. I'll take some time to do a quickstart writeup and whatnot
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# ? Feb 14, 2016 22:30 |
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Slabs are very useful at providing surface contrast without sacrificing interior volume. Also doors in small corridors and rooms.
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# ? Feb 15, 2016 00:22 |
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I've been turning to LEGO for design ideas. I think I'm gonna ape some M-Tron stuff aesthetic wise I highly reccommend roughing your ships out without wedges and whatnot first I get too burned out if I have to do a shitload of hull detailing before flying the thing. I'm gonna be smoothing this thing out and adding detail / greeble as time goes on. It's a decent upgrade over the newbie ship you get on SS
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# ? Feb 20, 2016 20:23 |
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Are you going to use the green crystal armor for windows?
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# ? Feb 21, 2016 03:36 |
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It's already there in the front! Station progress: Should be easy to tell where I got the landing pad / platform inspiration from!
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# ? Feb 21, 2016 05:36 |
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Progress! The lower area will contain the respawn area and teleporters. I still have to add a shipyard and factory area.
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# ? Feb 21, 2016 22:50 |
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This game has changed a lot since I dropped a few bucks on it. I'm looking forward to the fleet system soon.
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# ? Feb 27, 2016 05:41 |
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Glad to see this thread and game get some love. How's the server these days, much activity? I logged in and saw it was wiped. I'd love to switch over from the pubbie server I've been playing on, but I can't be bothered to start again with the like 50k credits or whatever. Does anyone have a somewhat established faction and base they wouldn't mind me spawning and docking my giant ship at that I'll realistically never finish?
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# ? Feb 29, 2016 13:32 |
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Last I was on the server the pirates were all sorts of hosed up and attacking with a mix of doors and some long range sniping drones. Maybe the server will get some love when the fleet system comes out and we turn the game into a first person MOO.
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# ? Mar 1, 2016 21:16 |
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Fleets are in. Don't know if they're functional or hopelessly broken yet. https://www.youtube.com/watch?v=d3maUaFxSm4
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# ? Mar 2, 2016 04:34 |
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Oh my god, this looks amazing. Just noodling around on a pubbie server in the free demo right now. I keep getting the "memory low" warning, and it says to increase the min and max memory settings from the StarMade Launcher - but the Launcher doesn't seem to have anything directly related to memory allocation. I've gone into Configure Java and increased the min and max by quite a bit though - is that what it means?
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# ? Mar 19, 2016 19:39 |
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Ghost of Starman posted:Oh my god, this looks amazing. Just noodling around on a pubbie server in the free demo right now. The launcher leaves a lot to be desired. On the first window that pops up, there are a few dropdown menus, one of which has to do with memory allocation.
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# ? Mar 19, 2016 19:48 |
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This fleet/carrier system sounds cool and might actually let me finish refitting the Bastion.
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# ? Mar 20, 2016 02:58 |
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counterfeitsaint posted:The launcher leaves a lot to be desired. On the first window that pops up, there are a few dropdown menus, one of which has to do with memory allocation. Oh, derp - yeah, that was the problem, it was on the first launcher and not the second. Under Options -> Memory Settings, if anyone else is having problems finding it. Another problem I'm having is that whichever server I'm playing on (I guess it just randomly chooses one if you don't specify? or there's a default one?) is CONSTANTLY popping up with "Server under heavy load" notifications. Are they all like this, or did I just get assigned to a real lemon? Edit: Oh, I know what I really wanted to ask - mixing weapon types. How does that work? Like, if I want my Salvage beam to fire continuously, apparently I do something involving linking Cannons to it. Is that Cannon Modules, that I link to the Salvage Computer? Or do I link the Cannon modules to a Cannon Computer, which I then slave to the Salvager? Ghost of Starman fucked around with this message at 10:21 on Mar 20, 2016 |
# ? Mar 20, 2016 08:47 |
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Dropping another large, very unfinished space ship on the large, unfinished space ship pile. It's a big carrier mothership with fighter launch tubes as a prominent design feature, so this update is giving me the energy to pick back up after I lost a big chunk of progress to untimely laptop death. I'm going for a kind of Cloud City space manufacturing colony vibe, with a mini skyline of little towers. Rear angle and main hangars: The interior is shooting for a kind of layered density feel, with O'Niell cylinder-style space pastoralism in the bottom, then an 'urban' ring road around the base of the towers (within the white cylinder at top of frame in this shot), then a few decks of spaceship corridor maze. The glowing blue blocks are supposed to be an artificial sky effect; there's a layer of doors over top of them to enable a logic-block driven day/night cycle. I had it working, but lost it in the aforementioned computer failure. The two big rectangular bays will be for lifeboats. I had the clock face in the central plaza wired to display the progress through each day/night cycle, it was neat And here's the little escort destroyer that docks in the main hangar bay:
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# ? Mar 20, 2016 20:30 |
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One more question, on top of the ones I asked above: I started building an upgrade for my shuttle/salvager/only ship, and since my base is on a planet surface but I didn't want to deal with the gravity while I was trying to build, I went up to space. But there are pirates flitting around the edges of my sector that I'm not equipped to hunt down yet, so I went to another, empty sector. Bad news is, apparently pirates can either follow you across sectors, or spawn in empty sectors. Either way, my under-construction ship is getting chunks taken out of it every time I have to leave to get more parts. Is there any way to salvage this situation? I tried slapping some missiles on my one working ship, but it's woefully unprepared for the task of actual face-to-face combat. Right now I'm thinking I could just dart in, grab a blueprint of the ship-so-far, and give up on trying to save the blocks. Corollary question: what would a safe space to build ships be? Do I need a space station for that?
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# ? Mar 20, 2016 21:56 |
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Home base + dock on said home base is a good way to do that. That ship looks like it'll be cool AF HoC. I like the aesthetic style you've got there.
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# ? Mar 21, 2016 00:48 |
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The shop you first started at should be in a protected sector. Pirates shouldnt attack you there. You could try building a few quick and dirty defense turrets, just a pile of guns and shields with no engines and an ai, and float them near your shipyard. If you build an actual shipyard you can set it as your homebase with a faction block, making it and everything docked to it invincible.
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# ? Mar 21, 2016 00:54 |
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AirborneNinja posted:The shop you first started at should be in a protected sector. Pirates shouldnt attack you there. Party Alarm posted:Home base + dock on said home base is a good way to do that. Welp! Long story short, I solved my pirate problem, and along the way I learned plenty about weapon linking, AI turrets, and... love? Thanks for the tips, goons! On the down side, my first few tastes of combat make it seem very... unsatisfying. Even the rinky-dink little Izanths the pirates are flying seem to take forever to die, and that's with the AIs aiming - when I try it I can barely land a hit in the first place. Any tips for Babby's First Pirate Hunting Ship?
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# ? Mar 21, 2016 22:29 |
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# ? Apr 29, 2024 07:38 |
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The introduction of ship hp massively slowed down combat. You have to deal a certain amount of structure damage, represented by ship systems, to disable a ship. Previously you only had to do enough damage to blast a hole through to the core. Artillery turrets seem to be doing most of the work on my ships, possibly because arty had innate punchthrough (or piercing?) and will wreck more systems per shot then mgs which dont seem to be very useful except as pd now. Also homing missiles.
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# ? Mar 22, 2016 21:32 |