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[New build - DEFAULT] 24w28a: Void Pearls

This build adds resources management for warping.
In survival the player will need to collects "Void Pearl" and place them in a special containers to be build as addon on warp core.

Features Added:
  • Void Pearl will spawn
  • New Warp Storage addon.
  • New event for the Warp Core: Fuel Percentage, Slots Taken, Slots Taken Percentage.

[previewyoutube][/previewyoutube]

There are two limitations to be aware:
  1. A ship cannot warp with Void Pearls inside any storage container, essentially forcing the player store them in the dedicated Warp Storage.
  2. Warp Storage eats power.

This means that how much warp fuel a ship is able to carry is a ship design decision, a higher storage being achieved at the expense of lower stats elsewhere for a given power amount.

As for the lore justification, Void Pearl are unstable in the fabric of space.
While harnessed properly they make warp jumps possible, if not stored during a warp withing the Warp Storage containment field they would reduce the ship to atoms.

A few more things to know:
  • Pearl will be partially consumed during each jump. It is possible to do several jump with a single pearl if the ship is small enough.
  • Pearl light will fade out the more they empty themselves.
  • Pearl storage do not have a volume limit but a unit limit. Ie a stack of x4 height can store 4 pearl of any size.
  • Bigger pearl store more fuel.
  • You will have to discard empty pearl manually.
  • Amount consumed is fixed per jump, it does not depends on how far the jump go.
  • Right now a 0.5m pearl will allows a 100T ship to do 5 jumps.
  • Pearl will be rare but should spawn in every system so the player don't get stuck.
  • On the starting system they will spawn on a planet different from the starting one, forcing the player to explore the starting system

=> TODO: it might be painful to place each pearl manually for very large ship, so I will add a system so warp cores can connect to inventory and fetch pearls on their own.

Other improvements:
  • Event Gate: now have the option for a superior or equal / inferior or equal.
  • Spaceship core new event: OnWarp, Warp Change
  • #5860 Saddle show orientation


Hotfixes:
  • #5864 Box delete can break game
  • #5861 Pedestal linked to a joystick teleport player to the wrong place.


Thanks for playing the game!
Francois

[New build - DEFAULT] 24w27b: Hotfixes

More fixes for mechs.

Improvements:
- Event Gate / Storage container and tank can ouput their fill rate.
- Event Gate / Storage container and tank can output a pulse when an item is added

Hotfixes:
#5853 Rotator Join cant be painted
#5855 Mech slope adjustement can be bugged
#5842 Pipe UI info missing

[New build - DEFAULT] 24w27a: Sadde and pedestal, mech improvements

This build features several improvements for mech following tester feedback.

A new saddle and pedestal seat have been added.

Mech improvements and fixes:
- Can now freelook
- #5845 3rd person view improved
- Symmetry logic has been changed, so now the animation no longer requires a key at 0.5
- new "Set idle position from current angles" button
- New "Is Symmetry Inverted" param in rotator



The Mech update as fallen!

After a few weeks of preview access it is now time to release mech in the default build.

There will be still some bugs to uncover and with no doubt you guys will come up with crazy idea that will require some updates from my side, but what we have is a strong basis for you to enjoy.

Here are the features:
  • Can pick up two control mode: either character like (east mode), or tank like (west mode).
  • Can edit, import and export the walk animation. It means as a beginner you can go with a premade one, but if you have a specific idea you can tailor a walk animation to your need
  • Default animation for west stance (inverted knee) and east stance (human like knee)
  • Feet will conform to the ground.
  • It is possible to define a best join in order for the bust to rotate following the mouse
  • The physics engine will help your mech to not tip over when walking.
  • The physics engine has been improved to take into account children entity position for the center of mass and moment of inertia.


[previewyoutube][/previewyoutube]

Here is what you will need to do to set up you own mech.
  • Create a mech using any of rotating mechanism like the new rotator join, a rotator or an hinge to make the various limb.
  • Configure each rotator by assigning them their limb type: hip, knee or ankle for example. It is possible to create a custom join type if you need so.
  • Place a Mech Computer and link it to all the rotator placed.
  • Then configure you mech: first assign a value to each rotator to create the idle position in animation browser.
  • Then import a pre-made walk animation, or make you own. It is challenging and recommended only for experienced users. You will likely need a reference and a lot of trial and error. Thankfully you can visually preview the walk animation, and pause the playback.
  • Setup the remaining options, there are hint for each of them so it should be self explanatory.




Have fun!

[New build - DEFAULT] 24w26a: More Mech improvements

This build features several improvements for mech following tester feedback.

Mech improvements:
- The bust join will now also be used for west control.
- The feet terrain alignment feature has been improved, it is now more precise and adapt to any configuration of rotator used.
- Squat feature for terrain slope alignment: the mech will be able to squat a single leg in order to keep both leg on the ground.
- Custom Join: they can now be flagged as foot and replace ankle join.
- Custom Join: new squat weight param to be used to squat a single leg.
- Better jump
- Default animation files
- Squatting preview for debugging purpose in the config screen.
- Default mech thanks to TwoNiner29!

Hotfixes:
#5825 #5695 Children entity can be missing on reload.
#5827 Center of mass issue makes ship teleport away
#5830 Ship collide with its own power cell if built on a children entity
#5829 Mech tend to nose down when walking up slopes.

Thanks for playing!