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cyberus111 (Brian Koster)
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User Details

User Since
Aug 25 2015, 7:40 PM (486 w, 4 d)
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Available

Recent Activity

Mar 1 2016

cyberus111 added a comment to T871: Replace filter for not the same type of blocks ignore set orientation.

Its also been happening with heptas,recently, simply changing from one hepta to another (hull to standard or one color to another) will place the new block in default orientation.

Mar 1 2016, 1:21 PM · Engine, Starmade

Dec 21 2015

cyberus111 added a comment to T856: Turrets from Pirates stations are not decay anymore.

IMHO this is another example of a "bug" that should be left as a feature, risk vs reward.

Dec 21 2015, 1:35 PM · Game Development (Beta), Prefabs, Starmade

Dec 20 2015

cyberus111 added a comment to T790: transporter works on a shipyard design.

How about going from LOW to CLOSED ... this is one case where a "bug" *is* actually a desired feature 8-]

Dec 20 2015, 2:59 AM · Game Development (Beta), CBS: Functional, Starmade

Dec 11 2015

cyberus111 added a comment to T820: stuck in ship core /stuck in undeathinator.

I don't know if this will help but I've noticed that if after I enter an entity for the first time and enter the core, immediately exit (into stuck mode of course) re-enter the core from stuck then exit again (not stuck) I can enter and exit the core as often as I like without getting stuck again as long as I don't leave the entity itself.

Dec 11 2015, 4:46 PM · Game Development (Alpha), Astronaut, Starmade

Nov 24 2015

cyberus111 added a comment to T871: Replace filter for not the same type of blocks ignore set orientation.

This also (and has for a while) occurs with corners, using remove/replace with corners usually requires going back and fixing them.

Nov 24 2015, 8:59 PM · Engine, Starmade
cyberus111 added a comment to T790: transporter works on a shipyard design.

Leave it as is.

Nov 24 2015, 2:39 AM · Game Development (Beta), CBS: Functional, Starmade
cyberus111 added a comment to T820: stuck in ship core /stuck in undeathinator.

Since 498 patch getting stuck in core has for me become a almost sure thing, if I'm lucky I can get back in and then out to get free but OMG its tiresome.

Nov 24 2015, 2:35 AM · Game Development (Alpha), Astronaut, Starmade

Nov 15 2015

cyberus111 added a comment to T820: stuck in ship core /stuck in undeathinator.

Re-color/change transporter pad and make it into a spawn point. C + V link Ship Core or Undeathinator to spawn pad, spawn or leaving core puts you on top of the pad. Now all we would have to do is make sure t here is a 2 block high open spot above the spawn pad.

Nov 15 2015, 6:02 PM · Game Development (Alpha), Astronaut, Starmade

Nov 12 2015

cyberus111 added a comment to T820: stuck in ship core /stuck in undeathinator.

Between this and getting thrown in strange directions into your ships superstructure when leaving the core some days you want to throw something thru the screen, especially when the constantly repeated "just sit down first" not only doesn't always work but isn't always possible re:turrets.

Nov 12 2015, 7:07 PM · Game Development (Alpha), Astronaut, Starmade

Oct 13 2015

cyberus111 added a comment to T111: Wireless connection isnt wireless when on same Entity except Asteroids.

If people are using wireless (expensive in game overhead) to get rid of logic pipes wouldn't the concept of eliminating the pipes except in build mode do the job best?

Oct 13 2015, 6:13 PM · Game Development (Beta), Logic, Starmade

Oct 4 2015

cyberus111 added a comment to T658: Shipyards cut off parts of a ship.

For me its happened with a ship designed and built in the shipyard.

Oct 4 2015, 7:16 PM · CBS: Shipyards, Starmade
cyberus111 added a comment to T658: Shipyards cut off parts of a ship.

Why was this downgraded? Missing entire chunks of ships isn't important?

Oct 4 2015, 2:14 AM · CBS: Shipyards, Starmade

Sep 25 2015

cyberus111 added a comment to T658: Shipyards cut off parts of a ship.

I've had this happen AFTER the ship was build and moved to its permanent dock. Came back the next day and the rear 50m of this ship was gone.

Sep 25 2015, 1:37 AM · CBS: Shipyards, Starmade

Sep 3 2015

cyberus111 added a comment to T551: Turrets are not saved and linked correctly in shipyards.
In T551#21047, @schema wrote:

Well ... last night I took a chance and built a ship in the shipyard ... Bad choice on my part.
Ship designed, constructed, used, docked to homebase space station.
Returned to find is had vanished like the turrets I had lost previously. This ship had no turrets, elevators or rails other than the rail docker used to dock to my station.

what version was that on?

Sep 3 2015, 11:46 AM · CBS: Shipyards, Starmade

Sep 2 2015

cyberus111 added a comment to T551: Turrets are not saved and linked correctly in shipyards.

Well ... last night I took a chance and built a ship in the shipyard ... Bad choice on my part.

Sep 2 2015, 7:48 PM · CBS: Shipyards, Starmade

Aug 25 2015

cyberus111 added a comment to T551: Turrets are not saved and linked correctly in shipyards.

I can also add that the turret blueprints I used were not created in the yard and work normally to spawn the turrets and do not disappear.

Aug 25 2015, 10:03 PM · CBS: Shipyards, Starmade
cyberus111 added a comment to T551: Turrets are not saved and linked correctly in shipyards.

This "lost turret" issue also occurs with turrets constructed by themselves in shipyard from BP converted to design.

Aug 25 2015, 7:44 PM · CBS: Shipyards, Starmade