QuadratureSurfer

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DigThat32 talks about how crafting and blueprint mission rewards have changed how people are playing the game.

He definitely adds some fun flavor to how he describes everything.

The image that was featured in the official SC newsletter:

 

The Jump Point Network hosted an in-game VIP extraction event. DTOX shows off some highlights from the event. Some devs even joined in.

From the video description, the discord for the Jump Point Network is open for all who want to join in on future events like this: discord.gg/jumppoint

[–] QuadratureSurfer@lemmy.world 1 points 3 weeks ago

Update - these ended up being the modules for the Aurora MK2. A cargo module and a combat oriented one.

 

There's a lot here, so it's better to just read through the whole guide. I've highlighted a few things in this post:

Resources and Quality

  • Resources now have a quality value between 0 and 1000.

Blueprints to Collect and Craft

  • Currently obtainable as mission rewards

Item Fabricator

  • Portable
  • When placed in a hangar it will have access to all of your local inventory.
  • Outside of your hangar, you need to open it up and place items on a grid inside.

Crafting

  • Crafting times vary depending on the item.
  • You can queue up crafting jobs.
  • You can queue up dismantling jobs.
  • Crafting and dismantling have their own distinct queues, allowing you to have multiple crafting and dismantle jobs running simultaneously.

Dismantling

  • Breaks down items into same materials used to process them (with some loss).
  • Store bought items will be dismantled into their default quality materials.
  • Player-crafted items will be dismantled into materials of the same quality used to create them.

The Future of Crafting

There's a lot here, and it's already compact, so I'm just going to copy/paste directly from Spectrum:

General Expansion

  • Additional items including, but not limited to: 
    • Vehicle components and weapons. 
  • Integration with base building for crafting entire vehicles.  
  • Additional stats for all craftable items to provide increased variety and customization. 
  • Catalysts, optional items which unlock additional benefits when included in crafting jobs. 
  • NPC shops pay more for higher quality materials. 
  • Crafted gear may be looted from select NPCs or found in crates. 
    • Dismantling this loot will result in appropriate quality values on the materials.  
  • Player trading will support transactions of quality materials and crafted items. 
  • Base building will add additional support for player operated stores and advertisements. 

Blueprint Acquisition

  • Blueprints can be granted from physical datapads discovered in the ‘verse. 

    • Datapads are one time use. 
    • Datapads can be sold or gifted to other players before use. 
  • Blueprints can be granted via reputation rewards.  

  • Blueprints can be purchased from NPC stores. 

Blueprint Tiers

  • Most crafted items will have Tiers 1 to 3, while vehicles expand to 5. 

    • Higher tier items have access to increased stat ranges.  
    • Higher tier blueprints have more complex requirements. 
  • Increasing a blueprints tier requires the player to complete research tasks. 

  • Items can be upgraded from one tier to the next using a specialist upgrading blueprint. 

    • These upgraded items will have access to increased stat ranges. 
    • It should be more efficient to craft a higher tier item from scratch than it is to upgrade an item from tier 1 up to its maximum. 

Interface

  • Dedicated blueprint library app. 
  • New folder style management for materials of the same type which are different quality.  
  • Ability to split and merge resource containers within the inventory where the quality averages out. 

Item Functionality, Degradation and RepairWithout items degrading and needing to be replaced the crafting economy is much less appealing to crafters, due to crafting your item once and never need a new one.  

  • Items will degrade with usage. 

    • Degradation impacts the functionality of the item. 
    • Items can be repaired to restore some functionality. 
    • Every repair reduces maximum functionality of the item. 
    • Low functionality will mean more malfunctions. 
  • Items will get damaged. 

    • Items can be repaired to restore its integrity. 
  • Item recovery and claiming will NOT reset functionality on items. 

  • Pledge items are still subject to degradation, repair and maintenance but will never become permanently unusable. 

    • Paths to restore complete functionality will be available. 

Pledge Gear and Crafting

  • Any item obtained via pledge will be a tier 1 quality item. 

  • Pledge items will never degrade to 0  

  • If the pledge item has a unique livery the owner receives a cosmetic paint item.  

    • The cosmetic paint item allows you to apply that livery to the same item.   
    • You do not receive the blueprint to craft the original item itself, this must still be earned in-game.  
    • Pledge items cannot be traded or dismantled. 

Crafting Vehicles

  • Functional dedicated In-Vehicle Crafting Machines. 
  • The ability to input/output both materials and items using the vehicle cargo grids. 

Additional Fabricator Types

  • Food 
    • To craft items like rations, water, etc  
  • Medical 
    • Med pens, medicine, drugs  
  • Construction 
    • Large hangar-sized space used in base building for crafting spaceships 

Salvage

  • Construction material split into the refined materials that vehicles are made out of.  
    • Select materials are exclusive to this method, e.g. salvaging alien ships to get alien metals.  

New Refining System

  • New system creates alloys / composite materials.  
    • No longer converting Iron Ore into Iron, but into Iron Ore (primary) + Carbon (Secondary)  
  • Primary input determines the quality of the refined product.  
  • Quality of the secondary determines how much of it is needed.  
  • Allow use of things like creature harvestables to creating new materials in a grounded and believable manner.  
  • Add unlockable blueprints required for select exotic materials.
 

Raychaser posted about his decision a little over a week ago:

https://docs.regolith.rocks/blog/2026/03/10/GoodBye-Regolith/

TL;DR

I've made the difficult decision to shut down Regolith permanently. The site will not receive updates going forward but will stay online until June 1, 2026.

He does have a link to his github, I haven't done a deep dive on it yet, so I'm not sure if it has everything needed for someone else to easily pick it up, but some of the code in there could definitely be useful.

https://github.com/RegolithCo/RegolithCo-Common

 

A sneak peek from the weekly email. There are 2 weird hose looking things sticking out in each end. I'm not sure what would come out of, or get sucked into those. Maybe some sort of futuristic power connector. It doesn't look like a jetpack, but maybe?

 

From the spectrum post:

Star Citizen is headed to LVL UP EXPO from April 24–26 at the Las Vegas Convention Center, and we'll be on the show floor all weekend long. Come say hello, meet the team, and spend time with the community that makes our shared universe possible. Whether you've been flying with us for years or you're just getting started, get ready for an epic weekend.

We've teamed up with our friends at AMD and CLX Gaming to plant a flag on the show floor with a Star Citizen-themed booth. Key members of the development team will be there throughout the weekend, so stop by, ask questions, and jump in and experience Star Citizen. Did we mention we'll have giveaways? We'll have a lot of giveaways.

Join us on April 25 at 9 PM at KAOS Nightclub inside the Palms Casino Resort as part of the official LVL UP EXPO Afterparty. This one is shaping up to be legendary, bringing the community and developers together for a proper night in Vegas.

Looks like tickets are $50 for a day pass ($65 at the door). Or $90 for a 3-day badge.

https://lvlupexpo.com/

 

~20 min video guide by Morphologis showing how to take on the new Rock Breaker stations.

[–] QuadratureSurfer@lemmy.world 1 points 1 month ago (1 children)

Night vision in ships. Hotkey is Right Alt + L

Only works in a few ships right now.

 

One of my org mates shared a link to a very useful website: https://scmdb.net/

Find which missions reward what blueprints. It also has some mining tools (updated for 4.7).

Considering 4.7 is already open access to everyone, I would expect it to roll out by Wednesday this week, or next week at the latest.

 

In response to a question by Frangible about LAMP.

JCrewe_CIG responded with some details about how canopies are handled with this feature.

Tap for full response

Hi all,

I wanted to provide a bit of context around why LAMP hasn’t yet appeared across more ships. Due to the way vehicles are built in Star Citizen, canopies typically consist of two panes of glass: an interior-facing pane and an exterior-facing pane. As you may have noticed, LAMP operates on the interior pane only, which means the effect is visible to players inside the cockpit looking outward. When ships are authored, there are two slightly different workflows for how the canopy and interior glass are set up depending on the ship:

Animated canopies – If the canopy needs to animate, the interior glass pane must be attached to the canopy itself, which is part of the vehicle’s exterior asset.
Static canopies – If the canopy does not animate, the interior glass pane can instead be placed within the interior “object container,” meaning it is functionally separate from the exterior asset.

When LAMP was initially planned, the intention was to roll it out to the ten most-used single-seat ships. With support from the game code and graphics teams, we were able to automate much of the setup for ships that fall into the first category. As a result, those ships were relatively straightforward to support. Ships in the second category are more complex. Because the interior glass is not linked to the exterior canopy, LAMP cannot currently be applied using the same approach. We have raised work with the relevant teams to support this case, but the timing will depend on their broader priorities and scheduling. The positive news is that a potential path forward has been identified. We already have other systems that link similar assets, such as the canopy rain and snow effects, which will hopefully provide a framework to extend LAMP more broadly.

We did also explore an interim approach that would involve separating the interior glass pane and reattaching it to the exterior asset. However, applying this change across the remaining ships would require a significant amount of art and design time as well as the potential for introducing further issues such as undesired wear on interior glass panes. For that reason, a code-based solution is likely to be the cleaner and more sustainable approach in the long term.

We're looking forward to getting the rest of our ship lineup up to date with LAMP functionality and will keep you in the loop as we progress

Source: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/why-did-lamp-stop-getting-added-to-ships/8712158

 

Fat Bird shows off what kind of work went into the stunts for one of their machinima videos.

[–] QuadratureSurfer@lemmy.world 2 points 1 month ago

My money's on pizza.

 

Thanks to some hard work by the SC Linux Users Group, Arch users can now test out some experimental native support for the Tobii eye tracker.

There's still some work to go, but this sounds far better than needing to run a Windows VM to passthrough the USB device.

Some notes from the guide:

  • What works
    • Eye tracking
    • Head Movement (X, Y, Z)
    • Head Roll
  • What doesn’t quite work yet
    • Head Pitch and Yaw
    • Packages for Distros other than Arch
 

Nicou-CIG posted some of the latest updates we can expect with 4.7.

The updates cover:

  • Engineering Gameplay Updates (shields/armor)
  • Life Support Adjustments
  • Radar and Detection Changes
  • Cave Scanning Reliability
  • Salvage Contract Improvements
  • Missile Balance and Ship Access Points

Tap for OG post content

Nicou-CIG@Nicou-CIG

Alpha 4.7 - Patch Watch | System... Check!pinned

Hello everyone,

Welcome to another Patch Watch! These posts shine a light on upcoming features, improvements, and fixes that may not appear on the Public Roadmap but are updates we believe you will find valuable. You can also read the recent PTU Patch Notes for Alpha 4.7.

This time, we are focusing on several gameplay and balance updates coming to Alpha 4.7. From engineering tweaks to radar behavior, armor & shield balance, salvage variety, and missile balance, these changes aim to improve combat readability, ship survivability, and overall gameplay consistency.

Let's dive in!

Engineering Gameplay Updates

Alpha 4.7 brings a new round of balancing to shields and armor, aimed at improving combat pacing and ship durability.

Shield Balance Update
These changes should make shield combat feel more consistent while reinforcing the intended strengths of energy-based loadouts when targeting shielded opponents.

  • Increased overall shield health across ships
  • Reduced the gap between shield variants to make their performance differences less extreme
  • Energy weapons will now deal increased damage to shields

Armor Balance Update
This creates a clearer combat progression where heavier weapons or sustained damage are required to break through strong armor before lighter weapons can become effective.

  • We are introducing minimum damage requirements for armor
  • When armor is at full health, certain smaller projectiles will no longer damage the armor, ship hull, or internal components
  • Once armor has been weakened and reaches a lower health state, smaller caliber weapons will begin to penetrate and deal damage
  • On top of these, armor will get a general balance pass to take these new changes into account.

For example, a Perseus has heavy armor, so a small ship weapon won’t be able to penetrate it or deal damage. However, once the armor has been weakened, a small ship weapon could then be able to affect the ship. You’ll need bigger guns to crack that tough shell first.

Life Support Adjustments

Life Support systems are receiving tuning to better reflect the effort required to maintain ship atmospheres.

  • Increased Life Support cost to maintain the atmosphere
  • Reduced the exchange rate between Life Support systems and rooms
  • Reduced exchange rates between connected rooms
  • Life Support generators will now also take longer to refill rooms and perform heat exchange

In practice, this means atmosphere management becomes slightly more deliberate, especially on larger ships where room-to-room air exchange plays a bigger role.

Radar and Detection Changes

The type of installed radar and the amount of assigned power now have a direct effect on the range at which aim assists and ESP come into effect. This is reflected by the lack of PIPs outside the effective range and by appropriate UI elements during precision targeting.

Power and Aim Assist
Assigned power now directly affects aim assist range; this applies to both weapon aim assist and ESP. For example, assigning 2 points to your S1 Radar would set aim assist at 910 meters, while assigning 5 points would increase it to 1,105 meters.

This range is reflected on your HUD by the distance at which target pips appear, and it changes based on both the radar installed on your ship and the amount of power assigned to it.

  • Radars now require more sustained power to operate
  • Activation power requirements remain similar or slightly lower

Weapon aim assist and ESP are available when a target is within your effective assist range. Increasing power to your radar extends that range, while reducing power shortens it. This adds another layer to power management decisions during combat.


Precision Targeting
Precision targeting is also affected by radar power and assist range.

  • Subtargets are now visible during precision targeting when you are within a meaningful assist range
  • Stronger radar power helps maintain that range, making precision targeting more reliable during combat

Cross-Section Detection

  • Cross-section signatures are no longer passively detected
  • They are now only detected through active pinging with your scanner

This change opens the door for fully stealth-focused builds.

New Radar Items

  • New radar components have been created and are planned to become available through in-game shops, missions, and potentially crafting
  • The manufacturers Basilisk, CHCO, Garuda/Gorenberg, Navegante, and Wilon offer new ship radars

Cave Scanning Reliability

The cave scanning setup has been reworked to make cave locations more reliable when scanning planets from your ship.

This should make it easier to locate caves for exploration, missions, or resource hunting without relying on inconsistent scan results.

Salvage Contract Improvements

The salvage contract pool has been expanded to include additional ships.

Many of these ships are now Gold Standard and feature physicalized components, which means salvagers will encounter a wider range of recoverable materials and parts.

What this means for you:

  • Greater variety in salvage targets
  • More meaningful component recovery opportunities
  • More dynamic salvage runs instead of repeatedly encountering the same ships

Missile Balance and Ship Access Points

A balance pass has been made for missiles and ship access points such as doors, ramps, and lifts.

Missile Changes
Missile explosions will no longer damage internal components inside a ship.

Previously, anything within the explosion radius could take damage, including modules and internal systems located inside the hull. Because of this, explosion radii had to remain very small to prevent ships from being destroyed by a single hit.

With internal damage removed, missiles can now be balanced more naturally around their explosion radius.

The new balance gives players a clearer choice in how they want their missiles to behave:

  • Direct: higher damage with a smaller explosion radius
  • Area: lower damage with a larger explosion radius

Damage values are also being adjusted, but overall balance should remain familiar. Specific values will shift slightly along the existing curve.

These adjustments also apply to ground vehicles.


Doors, Ramps, and Lifts
Because missile explosion radii are changing, we also reviewed the durability of ship access points.

Many doors, ramps, and lifts currently have very low health values and were never properly tuned. Without adjustments, the new missile explosions could blow open a ship with a single hit, which would look odd and break immersion.

To address this, we are increasing their health to better match overall ship durability.

This should result in more believable damage behavior while still allowing access points to be destroyed under sustained fire.

[–] QuadratureSurfer@lemmy.world 2 points 1 month ago

Yeah, I was thinking the same thing especially when I saw the wording, "we do not anticipate that this incident will have any impact on our users."

If that data is sold, there's a potential for griefers to take things to the next level.

Any famous streamers would also be prime targets.

And then there's the social engineering side to trying to access someone else's account.

At the very least I use a unique email address/alias for my account. So, I've added that to HaveIBeenPwned's notification system to alert me if anything turns up. That and I'll probably rotate that alias out for a different one now.

[–] QuadratureSurfer@lemmy.world 3 points 2 months ago (1 children)

For me, I think we'll be okay in the short term given what last year's funding looked like.

Long term, there could be issues. They have large teams and burn through a lot of funding quickly. They did downsize a bit when they closed the Los Angeles office, so that should help a bit.

That 2028 date will be key since CIG will need to have saved up enough to be able to buy back any shares that the investors want to sell by that time.

To really future proof this project, I'm hoping that they start working on private servers soon after the 1.0 release. This would help guarantee that the game can continue running (even if that's in a limited form) long after the official servers have shut down.

[–] QuadratureSurfer@lemmy.world 5 points 2 months ago

Some useful timestamps that "starcitizenbot" put together in the YouTube comment section:

Tap for full list8:04 - Game servers can perform better with more players in a single isolated location. (400 player in NB party)
10:36 - Every patch this year will expand Nyx. (Rockcracker in March 2026)
11:39 - "Server FPS is magnitudes higher now"
13:00 - Dynamic server meshing future (quasi-dynamic meshing) (it tried to ask for 200 servers)
17:14 - How did our year of playability go? (breakdown at 20:38)
22:35 - Bounty Beacon fixed.
26:40 - Talking about hauling/freight elevator bug.
29:53 - Transit system (elevators/trains, etc) updates / fixes
35:12 - Freight elevators (what needs to happen)
40:51 - Item recovery (T0 is out, T1 coming soon?)
44:20 - Insurance (related to item recovery)
46:01 - How will people get rid of things? (Like ships? entitlement system changes / item imprint)
58:39 - Social (QoL / Party / Blocking / Orgs)
1:06:29 - FOIP
1:16:46 - Crafting Tech Preview (How did it go?)
1:18:12 - Inventory system rework
1:19:57 - 4.7 in March (with inventory rework)?
1:21:37 - Instancing (Siege of Orison will receive this first
1:26:20)
1:28:29 - Squadron 42 (No updates)
1:29:05 - Regional servers?
1:33:08 - VR
1:40:16 - Economy exploits
1:48:54 - "Is the battlecruiser actually happening?" (1:51:03 lol)
1:51:11 - Wipes? (targeted wipe likely but not a full wipe.)
1:53:44 - Genesis / Nyx 1 / Starchitect
1:57:00 - VR / Simrig / Peripheral / Motion support
1:58:30 - Spawning? (respawning exactly where you logged out)
2:03:08 - "We're gonna add a new ship in the middle of a patch drop"

[–] QuadratureSurfer@lemmy.world 2 points 2 months ago (1 children)

They fixed an issue where doors would get stuck open/closed in Contested Zones/ASD sites. See https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-190305

The game felt stable for me last night, but I was mostly hanging out around Nyx. Overall stability has improved a ton over the last year. I'm sure the freight elevators are getting stressed again with the event, I haven't attempted any of those missions just yet.

One thing to note, a lot of players have lost their entire item inventory (including hangar items). Nicou-CIG has mentioned that this is their current #1 priority, so I expect to see this fixed soon.

The crafting machine is confirmed as one of the rewards for completing the 4.6 event missions, as well as some tools, clothing, armor, ship paints, and ship weapons. See the post from a few days ago with the quick finish guide for the specifics: https://lemmy.world/post/42259486

[–] QuadratureSurfer@lemmy.world 1 points 2 months ago

My saved characters stuck around, but I also have the files for them backed up in case anything is lost in an update.

The files are located under '.../LIVE/user/client/0/customcharacters/' So if you did anything like deleting your user folder, or using the launcher's "Manage Local Settings" feature to clear out data, then they could have been deleted that way.

[–] QuadratureSurfer@lemmy.world 1 points 3 months ago

Woah, Woah, Woah, did I just hear Jared mention that they're bringing the Electro Hull Paint????

Question is, will that paint still allow us to change colors midflight?

[–] QuadratureSurfer@lemmy.world 4 points 3 months ago (3 children)

I definitely agree with the decision here to implement LAMP on ship glass. It looks awesome to open the canopy on a ship and still see the effect.

I also want it for helmet visors, but I do want there to be a path for people to be able to enjoy flying around wearing regular clothes as well.

[–] QuadratureSurfer@lemmy.world 3 points 4 months ago

She's a "loot goblin" wearing the Snow Camo Geist Stealth outfit.

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