![]() ![]() For now on nightly, only newly minted characters will see this change. Doing so will restore your ship’s basic amenities. The teleporter, locker and door to your own bridge will be entirely uncooperative until you use your tech station and get your AI to reboot itself and the ships systems. Today, as part of our progression changes, I’ve made the starting ships even more broken than they already were. These will be craftable at the wire station once our progression changes are done. They detect any players and NPCs in a small two block radius around them, making them ideal for automated doors. These ships are different for each starting Race - there are a total of seven. These are the first proximity sensors you can place up on a wall. In Starbound, traveling from planet to planet is done via interstellar ships. ![]() Some of you may have already noticed the addition of the new “scanner” type that shows up in the outpost. Now, all node positions are overlapping the object they are tied to.Īll proximity sensor objects have also received a bit of attention and should now function more accurately. Its carrying capacity is 1388 t DWT and her. Having multiple nodes overlapping in one space caused a number of problems, and so I spent a bit of time addressing it. STARBOUND (IMO: 8807284) is a Trawler that was built in 1989 (33 years ago) and is sailing under the flag of USA. This was fine in theory, up until you started putting a lot of wired objects together in a shared space. One such problem is that to this date, wire node positions would often end up sitting just off the object. Howdy folks! I’ve been up to a number of things the past few days, addressing a number of small problems that have been present for some time now.Īs Metadept has continued to flesh out the wire system, bringing it ever closer to our original vision, it’s highlighted the need for some TLC with many of the objects. ![]()
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