StarMade 0.171 Salvage to Storage and more
Hi players,
I'm working on the universe redesign, but I'm trying to do some features along the way (which is no problem anymore because of all the work done on the core). A lot of things have been done and are running in the background for the universe system, but you won't see any of it until it's (mostly) done.
Calbiri is also working hard on a better system for the recipes in crafting.
Here are some of the features I did along the way:
Replace Mode
This mode is now a checkbox in advanced build mode when selecting the "remove/replace filter" button in the bottom. Instead of just removing, this feature will replace the blocks taken with the one selected in the hotbar. This will make refitting ships a lot easier.
Missiles can be hit (Point Defense)
Missiles can not be shot by anything but laser. This will probably remain an advantage of using lasers. Missiles were the OP weapon in the game, and we hope, that making them attackable will allow especially smaller fighters a skill based chance to evade. Missile Point Defense is also on the way as a turret AI option, but not in this release.
Salvage to Storage blocks
You can now finally link you salvage systems to your storage blocks. Just hit C on the salvage computer and V on the storage block you want all the goods to flow into. You can also select multiple storage blocks from one salvage computer, and overflow will be put in the next free storage (if they are all full you will still loose the item), and connect from multiple salvage computers to the same storage block.
New Storage Block features
A bug has been fixed that would overwrite connections from multiple storage blocks to the same (n->1). Also you now have a "filter all" and "clear" button in your filter options to create filtered storage system much quicker. Finally you can now have the logic systems react to the fill rate of your storage blocks:
- Place an activation block next to a storage block, and it will send a "false" signal if the storage goes from not-full to full
- Place an activation block next to a storage block, and it will send a "true" signal if the storage goes from full to non-full
- Place an OR-block next to a storage block, and it will send a "false" signal if the storage goes from not-empty to empty
- Place an OR-block next to a storage block, and it will send a "true" signal if the storage goes from empty to not-empty
So basically to remember, the sigal will be "true" if the storage becomes neither empty nor full, and false otherwise
The OR-block in this case is being used to save on metadata. I'll try to make ingame information to make it more clear when these blocks can be used and what they do in those situations.
HUD changes
as you will quickly see, the hud has been changed a little bit to be much more slick. This is of course the work of Kupu, who did the new icons of the new weapons as well.
You will not also have a hit indication popping up. This indication is synched to the server so whenever it flashes you hit with 100% certainty. Pilots get this indication on anything (blue when shields are hit, white when blocks are taking damage, and red if an astronaut is hit), while astronauts get them on anything but hitting planets and stations.
Also, the feature that astronauts blick red when hit is now back. This feature is also server synched.
New personal weapon: Sniper Rifle
This new weapon is at the moment only available for admins with /give_sniper_weapon playername
It fires a high damage hit-scanning beam in a pretty long range but has a medium reload rate
New personal weapon: Rocket Launcher
This new weapon is at the moment only available for admins with /give_rocket_launcher_weapon playername
it fires a slot bu powerful missile and has a very long reload rate
(also some stats have been changed in the laser weapon, so ask for a replacement from your admin (or alternatively start a new character))
Admin Command
There are 3 new admin commands to help with the creation of PvP minigames:
- You can now use for example /sector_chmod 2 2 2 + noindications, so no player in this sector will get any indication where others are (as if everyone was jamming) (using the same command with '-' reverts it back to normal)
- You can now use for example /sector_chmod 2 2 2 + noexit (or noenter) to close down sectors from people entering or leaving
- A new command /tint r g b a, lets you tint the texture of a selected astronaut. The values for r, g, b, a have to be between 0.0 and 1.0, so /tint 1.0 0.4 0.4 1.0 would tint the astronaut in red
- The same command can be used as /tint_name r g b a playername, to tint an astronaut without having to select him
Missile Blast Behavior Change
Missiles will no longer kill astronauts that are behind walls. The kill will only occur if the blast center has a clear line to the astronaut. It's far from a perfect solution, but it's a lot better, and I already have another more realistic solution in mind. Keep in mind that the check is most likely done before the blocks are killed, so you will survive one missile even if the blocks you got behind to shield yourself are being taken out by that missile.
Misc
Amongst some other bugs (which I'm going to list next update), the power consumption of jamming/cloaking when flying with docked ships have been fixed. Special thanks goes out to all the testers :D
I will continue to work on the bigger project that is universe redesign and also continue to release features along the way.
Thanks for playing StarMade,
- schema