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Offline Monstarules

Re: Star Made
« Reply #60 on: July 14, 2013, 05:29:07 AM HST »
No. Here are 3 very valuable and easy to get items...

1. Wood
2. Cactus
3. Ice Planet Rock

By the way...schematics for my vehicles will be added soon :D


Rest in peace Monster: 05/06/2002 -- 07/25/2017
Sharpening the edg3

Offline Freezing Maple

Re: Star Made
« Reply #61 on: July 15, 2013, 04:55:44 AM HST »
don't forget plexi glass, but if I was running the game, I would decrease the selling but leave the buying alone. This is b/c glass is so popular and found so much and so easily that we rack in the millions much to easy. On one shop I got 5m from 3.5k glass
another I got 4m for 4k glass
its a game of chance but for something so common you shouldn't be able to get a that much money for it
btw 40k hulls gets you 4m
but that's a lot of hulls...

EDIT: izzy could you make the max speed limit at 75? its not to high or to low and is still a good battle speed.
« Last Edit: July 15, 2013, 09:17:32 AM HST by Freezing Maple »

Offline Anonymous

Re: Star Made
« Reply #62 on: July 15, 2013, 05:26:04 PM HST »
I just mine out those random stations. I get 20m+

Offline Danke

Re: Star Made
« Reply #63 on: July 16, 2013, 11:52:24 AM HST »
Maybe a simpler method would be to limit the max amount that shops will buy.

Offline Freezing Maple

Re: Star Made
« Reply #64 on: July 16, 2013, 01:55:24 PM HST »
they hold 10k.... that makes the hull selling not... the easiest.. but still easy enough, but I think on certain items the sell price need to be decresed or what I would prefer, every 100 the sell for 1 of that item is the max limit is decreased by 1k, so say the shop will buy glass for 1500 each, the shops max would be decreased by 5k. b/c of the 500 (notice the 5) so say something sell 2.1k though? the minimal decrease would be 5k so you can sell decent but the better the sell the less you can sell. Why do I post it here? might as well use the starmade forums

Offline izzy

Re: Star Made
« Reply #65 on: July 17, 2013, 01:03:43 PM HST »
http://star-made.org/content/starmade-dev-update-meta-items
Quote
Submitted by schema on Wed, 07/17/2013 - 02:21

Hello,

Here is a little update on what I'm working at the moment.

The last days were dedicated to fix some bugs and improve performance. I managed to make significant steps in the save/load system, that is responsible for loading in all blocks in sectors. More on that when the update is released.

I made an special thing (similar to pyramids) for earth planets, but I'm not spoiling the fun of exploration by telling what.

I'm also working on a completely integrated (and abstracted) system for having items other than blocks in the game. The neat thing about the system is, that every item is unique and fully synchronized (on demand to save bandwidth), by client and server. This means there is any kind of data structure possible, and as easy to implement as writing a class with 2 inherited methods for de/serialization.

My first example item class was just simple text books, but I will do more in the coming days. They will also come in most handy when doing character-items (like hand weapons, drills, armor, etc)



(I also misspelled the name of my first logbook... oh well)

I can't give an ETA on this yet, since this is a core feature (along with the optimizations, that also are very delicate) that requires testing to check for game breaking bugs.

Thanks for playing StarMade,

- schema

Offline izzy

Re: Star Made
« Reply #66 on: July 21, 2013, 02:55:00 AM HST »
http://star-made.org/content/starmade-00938-meta-items-new-factories
Quote
Submitted by schema on Sat, 07/20/2013 - 23:32

Hello and welcome to StarMade,

Additional to a lot of bug fixes and optimizations, this version is introducing an all new meta-item system, and a new factory system.

Meta Items

A structure for items that have a completely free set of data has been implemented. It was actually one of the most time consuming parts of the update to create an abstract system, where I can just define new types of items with just one class. The hard part was to abstract the system over the network, so the items will not only be consistent with the world (saved, and loaded/unloaded with the universe), and for it to be synched over the network, but also to implement a way that items are only sent on demand, so network overhead for items that a player is not even near of won't happen.

Log books

Log books are the first class of items that have a very simple purpose: You write things in it and anybody else who opens it can read it. No more, and no less. This might be a good tool for RPG servers to get a customized lore across.

Log books will spawn in pirate bases and ruin chests only. They cannot be bought or sold (yet).
There is anew file in the /data/config/ directory that lets admins define the default messages that will randomly be assigned to a spawned logbook.

There is also an admin command "/give_logbook playername" for admins to create it.

Recipes

The second meta item that is introduced in this version is the first one that will have impact on the game play. More about it below.

New Factory System

I was planning for a long time to change the factory/block-crafting system. The root of my thoughts were always: in science-fiction games, recipes will never be completely natural. No matter what you do, the items in a game like that will be as natural as putting wood and iron together to make a pickaxe. And that's also not what this game should be about.

So with the current system it's unbelievably hard to learn and remember recipes. If you still did, I'm very sorry :(.

Basically the basic system will stay the same.

Here is the short version of how it works now:
  • Only one factory remains (factory input)
  • No fixed recipes are bound to that block
  • put a recipe in the top left slot
  • it does exactly that
In the old system I originally wanted to make way longer production chains instead of having 4 factories doing everything. But that system requires to add a new block type for every single product there is. This is way to much cumbersome. So I "outsourced" what the factory does into the meta-item "recipe"

A recipe is basically just that: It takes some ingredients and outputs a block. Out the recipe and the ingredients into a factory and the factory will make that block if you also put in the ingredients. Since there is only one type of block produced by recipe, you will need to chain-connect factories together to create the desired outcome.

Recipes are pretty much unique and can't be sold. That's why they are a valuable trading asset with other players. The can be found in pirate bases and ruins. And they can also be bought in shops.

Unlike normal blocks recipes don't require credits to be bought. They require 10,000 (value can be changed by admins) block of the block you are creating a recipe for.
The ingredients however are random in amount and type, so there are "good" recipes and "bad" recipes. But this highly depents on the player. If you get a recipe that makes sand into hulls, and you don't have any sand, a player based on a sand planed might be very interested in that.

Higher level parts will prefer manufacturing items as their ingredients, and those are the only type of item-recipes that require minerals/etc to buy instead of the items itself (would be rather hard to gather 10k protein)

Notable optimizations

On one side I managed to make lighting calculations faster.
On the other, saving and loading will now use a new threaded random access algorithm, that will write and read data much faster. So this will hopefully get rid of a lot of sources of lag on servers.

Please be sure to keep backups, since a change in this part of the engine is very delicate.
 
More bug fixes

- got rid of shutdown hooks: only used in absolute emergency (should never happen, even on crash)
- server errors are now displayed instead of just shutting down
- fixed false modified blueprint triggering when adding blocks afterwards
- fixed "unknown faction" although faction exists
- added check for ghost players
- fixed bug where too many files could be deleted when a structure gets destroyed
- fixed bug that left a invisible version of the mothership if it was removed with docked ships attached
- fixed bug that turned docked ships into ghosts if mothership was removed
- missiles now display and update shield hits correctly on the client
- added notification to re-orientate if rotational system is entered
- mouse check for GUI elements that are not drawn anymore but were flagged as "mouse inside" will now always deactivate the flag on the end of the frame. This should fix the permanent tooltip bug.
- improved performance of wedges and spikes by not drawing faces that aren't visible (next to a solid block), in the same way the normal block algorithm already does
- implemented server option to customize speed of rotating stellar systems (or to switch it off)
- improved segment(chunk) reading performance by buffering the header for segmentRegions
- improved segment(chunk) writing performance by also using buffered headers and switching to java NIO FileChannel MappedByteBuffer for random access
- console&rcon(starNet) commands are now only interpreted as chat broadcast if they start with /chat
- price of blueprint will now include price of all docked structures
- shops now safe against missiles
- blocks of other factions can no longer be activated with docking beam
- shop spawning can now be customized by admins

Also you might find a new surprise waiting at earth planets :)

A video with tutorial for the new factory system will be out soon.

Thanks for playing StarMade,
- schema

Offline .clueless.

Re: Star Made
« Reply #67 on: July 21, 2013, 04:12:26 PM HST »
Anyone else having trouble logging in?  Since the server outage on Saturday I haven't been able to log in.  I thought it might be because a new version was available (0.938) but after downloading that it's the same thing... EOFException.  The log says:

[Jul 21, 2013 8:02:30 PM] STDOUT: [OUT] [CLIENT] trying to connect to starmade.aloha.pk:4242
[Jul 21, 2013 8:02:30 PM] STDOUT: [OUT] [CLIENT] establishing new socket connection to starmade.aloha.pk:4242
[Jul 21, 2013 8:02:30 PM] STDERR: [ERR] [CLIENT] Trying TCP...
[Jul 21, 2013 8:02:30 PM] STDOUT: [OUT] CLIENT SOCKET CONNECTED TO SERVER
[Jul 21, 2013 8:02:30 PM] STDOUT: [OUT] [CLIENT] logging in now... clueless
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR] java.io.EOFException
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR]    at java.io.DataInputStream.readInt(Unknown Source)
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR]    at org.schema.schine.network.client.ClientProcessor.run(SourceFile:559)
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR]    at java.lang.Thread.run(Unknown Source)
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR] org.schema.schine.network.exception.DisconnectException: You have been disconnected from the Server
(either connection problem or server crash)
ActualException: EOFException
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR]    at org.schema.schine.network.client.ClientProcessor.run(SourceFile:623)
[Jul 21, 2013 8:02:33 PM] STDERR: [ERR]    at java.lang.Thread.run(Unknown Source)
[Jul 21, 2013 8:02:35 PM] STDOUT: [OUT] [ClientProcessor] EXIT: Input Stream closed. Terminating Client Processor
[Jul 21, 2013 8:03:30 PM] STDERR: [ERR] Connection Dialog Terminated -> EXIT 0
[Jul 21, 2013 8:03:30 PM] STDOUT: [OUT] [CLIENT] CLIENT SHUTDOWN. Dumping client data!

Offline izzy

Re: Star Made
« Reply #68 on: July 21, 2013, 07:20:21 PM HST »
try again, should work now. let me know if it doesn't.

server updated:

http://star-made.org/content/starmade-00938-add
Quote
Submitted by schema on Sun, 07/21/2013 - 06:11

Hello,

just a little fix/addOn for the latest update: Recipes won't use items, that do not have the InRecipe Tag set to true in the blockConfig.xml. By default this value is set to what items are available in shops.

Also, servers/clients will no longer crash if an inventory with invalid block types is added (they are discarded)

The recipy buy amount for new installations has been set to 5000 (if you're updating you can remove the server.cfg to get the default one on next start)

Both versions are compatible, so you can play on old servers with the new version.

Thanks for playing StarMade,

- schema

Offline .clueless.

Re: Star Made
« Reply #69 on: July 23, 2013, 04:16:08 PM HST »
Yep, works great!  I'm enjoying flying around and destroying planets.  Not many pirates tonite.  :-)

try again, should work now. let me know if it doesn't.

server updated:

http://star-made.org/content/starmade-00938-add
Quote
Submitted by schema on Sun, 07/21/2013 - 06:11

Hello,

just a little fix/addOn for the latest update: Recipes won't use items, that do not have the InRecipe Tag set to true in the blockConfig.xml. By default this value is set to what items are available in shops.

Also, servers/clients will no longer crash if an inventory with invalid block types is added (they are discarded)

The recipy buy amount for new installations has been set to 5000 (if you're updating you can remove the server.cfg to get the default one on next start)

Both versions are compatible, so you can play on old servers with the new version.

Thanks for playing StarMade,

- schema