StarMade v0.199.234 - More Logic, New Effects, and Radial Menu
This update adds a new logic block and system to the game. Randomizer Block As you probably guessed by the name, this block produces random results when activated. Each time it receives any signal (true or false) it has a 50% chance to change its state. This can have several applications: Using multiple randomizers can create a random binary number depending on how many you use. You also can also modify the odds by chaining these blocks together with ANDs to reduce the odds or ORs to increase them.
The logic sensor block is part of an entirely new system that can probe the current state of most systems on a structure, such as power or shield percentage. This means you can now include the state of those systems in your logic circuits. The following systems can be probed:
The reasoning behind requiring a logic signal to pulse the sensor is that it both adds more control over signal rates and significantly reduces overhead. A reverse trigger (meaning the block automatically firing when sensing the desired value) had several problems: Not only would it be performance intensive by having to iterate through all sensor blocks on every update (as inputs don’t know their incoming connection), but it is also less versatile, since this logic-based approach lets you sense a value on events (e.g. a better automatic door that only sends a signal to close a door that is actually open). The whole system also ties nicely into the general design of StarMade, which is to avoid countless menus of configuring systems with dropdown menus and entering numbers.
We have developed and included a new radial menu for this update. This menu will finally make remembering shortcuts for menus a thing of the past. The default hotkey for the menu is TAB; everything that was previously bound to TAB has been moved to F1. Keep in mind that the design and usability of this menu is not final! We understand that there are several approaches and ideas on how radial menus work, and we will adapt it according to what feels the most comfortable for users.
This update also contains some shiny new effects, as well as improving existing ones:
We’ve added new post-processing to both the thruster plume and cannon fire that will make your ships significantly prettier, and the effect isn’t simply linear, so the more thrusters you expose, the more rockin’ that ship’s tail will be. This is a prototype, and it will be expanded upon later. Likewise, cannon fire now glows and scales with that cannon’s damage. You can also customize the muzzle flash by connecting its computer to a light block. The same goes for the thrusters on your ship, just connect the ship core to a light. This glow has also been applied to our beacon blocks.
Due to high demand, we’ve had this planned for quite a while now. The content of display blocks is transferrable, and it works exactly the same as rail replacement. Just place an activation block next to a display block and connect it to a second display elsewhere. On activation, the content of the adjacent display block will be transferred onto the remote display. This allows, among many other things: cycling systems readouts, security feeds, and even a chat/alert system. Since we’re aware that players will make some crazy things with this, we’ve made improvements to the network code so that changes only affect nearby players. In this case, it only sends the text to nearby players (as opposed to everyone) when displays change.
You may now connect rails to activation blocks. This allows you to use logic without needing to place the activation blocks directly adjacent to your rails -- potentially in the middle of nowhere. This will, however, disable touch logic for the specific rail block you’ve linked.
Rail pickup points are now invisible if the point is deactivated. (Council suggestion T1735) Furthermore, it is now possible to toggle the logic pipe graphics on/off in the game’s graphics options.
[ 2016-09-24 00:19:58 CET ] [ Original post ]
Greetings citizens, ~ This is another update in the midst of developing the NPC update. Although we said updates are going to be smaller during this time, this one actually has quite the substance to it for logic users.
New Logic Blocks
This update adds a new logic block and system to the game. Randomizer Block As you probably guessed by the name, this block produces random results when activated. Each time it receives any signal (true or false) it has a 50% chance to change its state. This can have several applications: Using multiple randomizers can create a random binary number depending on how many you use. You also can also modify the odds by chaining these blocks together with ANDs to reduce the odds or ORs to increase them.
Logic Sensor Block (Council suggestion T1756)
The logic sensor block is part of an entirely new system that can probe the current state of most systems on a structure, such as power or shield percentage. This means you can now include the state of those systems in your logic circuits. The following systems can be probed:
- Power and Power Aux: The output is based on the power/capacity percentage.
- Shields: The output is based on the percentage of shields compared to its capacity.
- Jump Drive: The output is based on the charge percentage.
- Jam/Cloak: The output is 100% when it’s on and 0% when it’s off.
- Doors: The output is 100% when closed and 0% when open.
- Cargo: The output is based on that unit’s volume/capacity percentage.
The reasoning behind requiring a logic signal to pulse the sensor is that it both adds more control over signal rates and significantly reduces overhead. A reverse trigger (meaning the block automatically firing when sensing the desired value) had several problems: Not only would it be performance intensive by having to iterate through all sensor blocks on every update (as inputs don’t know their incoming connection), but it is also less versatile, since this logic-based approach lets you sense a value on events (e.g. a better automatic door that only sends a signal to close a door that is actually open). The whole system also ties nicely into the general design of StarMade, which is to avoid countless menus of configuring systems with dropdown menus and entering numbers.
Radial Menu
We have developed and included a new radial menu for this update. This menu will finally make remembering shortcuts for menus a thing of the past. The default hotkey for the menu is TAB; everything that was previously bound to TAB has been moved to F1. Keep in mind that the design and usability of this menu is not final! We understand that there are several approaches and ideas on how radial menus work, and we will adapt it according to what feels the most comfortable for users.
New Graphical Effects
This update also contains some shiny new effects, as well as improving existing ones:
Thrusters and Cannons
We’ve added new post-processing to both the thruster plume and cannon fire that will make your ships significantly prettier, and the effect isn’t simply linear, so the more thrusters you expose, the more rockin’ that ship’s tail will be. This is a prototype, and it will be expanded upon later. Likewise, cannon fire now glows and scales with that cannon’s damage. You can also customize the muzzle flash by connecting its computer to a light block. The same goes for the thrusters on your ship, just connect the ship core to a light. This glow has also been applied to our beacon blocks.
Display Block Logic
Due to high demand, we’ve had this planned for quite a while now. The content of display blocks is transferrable, and it works exactly the same as rail replacement. Just place an activation block next to a display block and connect it to a second display elsewhere. On activation, the content of the adjacent display block will be transferred onto the remote display. This allows, among many other things: cycling systems readouts, security feeds, and even a chat/alert system. Since we’re aware that players will make some crazy things with this, we’ve made improvements to the network code so that changes only affect nearby players. In this case, it only sends the text to nearby players (as opposed to everyone) when displays change.
Rail Connection Logic
You may now connect rails to activation blocks. This allows you to use logic without needing to place the activation blocks directly adjacent to your rails -- potentially in the middle of nowhere. This will, however, disable touch logic for the specific rail block you’ve linked.
Additional Features
Rail pickup points are now invisible if the point is deactivated. (Council suggestion T1735) Furthermore, it is now possible to toggle the logic pipe graphics on/off in the game’s graphics options.
Block Config change
- Power auxiliaries were changed from 100 SHP to 25 SHP. This should make it less punishing to lose them. We’ve planned other changes, but they’ve been delayed for the time being due to insufficient feedback.
- We’ve changed the grouping of logic multi-slots to make room for the new randomizer and sensor block.
Bugfixes
- T1869: Client crash in specific sector (nullpointer)
- T1918: Power aux explosions aren’t random
- Ghost linking by switching rails with logic is fixed.
StarMade
Schine, GmbH
Schine, GmbH
2014-12-04
Action Indie Strategy RPG Adventure Simulation Singleplayer Multiplayer Coop EA
Game News Posts 115
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(2175 reviews)
http://www.star-made.org
https://store.steampowered.com/app/244770 
The Game includes VR Support
StarMade Launcher - Linux [2.38 M]StarMade Launcher v2 - Linux [239.03 M] [0 B]
A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customisable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door.
The universe is a vast, mystical, beautiful, awe-inspiring place.... the universe is yours.
Built for scalability to facilitate massive fully interactable objects, almost anything is possible. Gameplay elements have been skillfully constructed to bring the ultimate space sandbox experience.
Dive into your own unique universe, and choose your path.
The universe is a vast, mystical, beautiful, awe-inspiring place.... the universe is yours.
Built for scalability to facilitate massive fully interactable objects, almost anything is possible. Gameplay elements have been skillfully constructed to bring the ultimate space sandbox experience.
Dive into your own unique universe, and choose your path.
Key Features:
- Procedurally generated infinite universe, with quadrillions of galaxies - The universe is massive. It'd take approximately 10,000 years to cross from one end to the other! Singleplayer and Multiplayer worlds can be heavily customised with our extensive config options.
- Developed for scalability- We have a broad range of graphical and performance options that cater to our low-end users as well as those with heavy rigs and servers.
- Advanced Build Tools - Powerful and easy to use building tools, quickly design awesome ships, stations and bases. Including functions: Copy & paste, undo, redo, replace, symmetry modes, shape assistance systems (spheres, cycles, torus and more) and rotation of templates.
- Modular Weapon Systems - Combine weapon systems for countless configurations of weapons. From sniper beams to swarm missiles.
- Comprehensive Rail & Logic Systems - Use the rail system to build moving parts. You can do anything from simple elevators, sliding or rotating doors, to complex cranes.
Tinker with our logic systems to control any system in the game, be it weapons, lights, rails, or explosives. Logic covers all basic gate types for convenient use (AND, OR, NOT, DELAY, Flip-Flop), allows in flight control and wireless connections between entities. You can use it for simple things like timers, switches, buttons. Or, build complex systems like working clocks and even a real CPU. - Community multiplayer (dedicated servers) - Play with others in our community hosted servers. Our configs allow administrators to customise core game mechanics for a tailored experience. Most settings can be tweaked to squeeze the best performance out of hardware.
- Platform independent (Windows, Linux, Mac) - StarMade is completely platform independent. We support the three most widely used operating systems.
- Free to play in alpha - We offer the full game free to play while in alpha development. Play our game through this period for free while in return we receive invaluable feedback and bug reports.
MINIMAL SETUP
- OS: Ubuntu 14.04 - 64 bit
- Processor: Intel Core i3 (2nd Generation and above) | AMD FX 6xxx or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 260. 275. 280. 460 SE. 550 Ti | AMD Radeon HD 4870. 5770. 4890. 5830. 6770. 6790 or equivalent with OpenGL 2.1Network: Broadband Internet connection
- Storage: 3 GB available spaceAdditional Notes: 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
- OS: Ubuntu 15.04 - 64 bit
- Processor: Intel Core i7-2600 @ 3.4 GHz | AMD FX-8320 Eight-Core @ 3.5 GHz or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 560. 650 Ti. 750 | AMD Radeon HD 5850. 6870. 7790 (or equivalent)Network: Broadband Internet connection
- Storage: 3 GB available space
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