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Official Trainer Thread  StarForge Trainer
Slvrbuu  posted on Jun 24, 2013 12:42:15 PM - Report post

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I haven't figured it out, no.
tribes1tk  posted on Aug 13, 2013 1:19:44 AM - Report post

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Thanks a ton for this, PWizard!
B4Marc  posted on Sep 09, 2013 11:07:47 PM - Report post

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"StarForge v0.4.7, Now Live!
StarForge v0.4.7; Let there be light!

------ New Features ------
* Forging Terminal now required for most crafting - Crafting item will appear as hologram on the terminal
until it is complete, at which point it will fly over to you and appear in your inventory
* Multiplayer saving - Servers can now configure 2 additional properties: Whether to allow players to load
characters from their own hard drive, and how many characters they are allowed to have on that world.
Characters are listed as 1 of 3 things: "Remote" means the character only exists on the server (these
characters will always be available to load), "Local" means the character only exists on the players hard
drive (these characters are only available to load if the server allows it), and "Synced" means the
character exists on both the player's hard drive AND the server.
* Power System - Many items in the game now require power, such as turrets. Power is generated by various
sizes of generators, that provide power wirelessly to all power consumption devices within their range.
Power can also be "beamed" out of a generator's range by way of a variety of laser, mirror, and splitter

------ Changes ------
* The "Create Server" screen has been reworked to allow additional configuration, as well as loading of
previous saved worlds
* Saved games now include a screenshot, date, and game mode in the listing to make it easier to tell them apart
* Saved games no longer save whether the player is in a vehicle or not - this is for multiplayer balancing
* Character's health is now saved
* The server's IP address is now visible on the "Create Server" screen
* Improved networking for procedural weapons
* Tweaked some values for character movement
* Truck now takes damage from impacts
* Added FOV setting
* Land aliens now use physics for much of their animations & movements
* Adjusted appearance of blood
* Adjusted hover vehicles' upward force to reduce bottoming out
* Tweaked some rendering settings for trees on the procedural terrain
* Reworked many of the weapon sounds
* Items in inventory are now listed with a specific order so they won't move between visits to the inventory
* Minor graphical changes to icons in inventory
* Drastically improved performance of heavy rain
* Improved Ambient Occlusion
* Removed a lot of the annoying stuff on the vat & associated particles
* Tweaked the visuals of the clouds
* Made more game assets load while needed, instead of during startup; to improve load times and RAM usage
* Increased player's health recovery
* Characters no longer load at their last locations. They will always spawn above the vat.

------- Bug Fixes -------
* Procedural weapons are now saved properly
* Copy/Paste functionality added to IP Address input field!
* Fixed some network bugs for procedural weapons
* Fixed some bugs to do with screaming
* Prevented too many enemies from spawning in Fort Defence mode under certain circumstances
* Fixed some issues causing bright pink textures to show on some placeable objects
* Made settings apply themselves on startup
* Fixed an issue that could cause a kick or ban to not work
* Fixed an issue with the red highlight on an item when the player is aiming at it

--- Known Issues ---
* Sometimes "synced" saved characters can come out of sync, especially when the player is not the server. This can
cause many "local" saved characters to accumulate. Recommended workaround is to always load the server version, as
it will always work, however the "local" characters will still accumulate.
* The pallets that spawn initially when starting a game do not sync across multiplayer, though all other pallets sync properly.
* Under certain circumstances, power lasers won't sync to all clients.
* Weapons and items held by other players may not be visible in their hands when initially joining a server.
* Some computers may experience a framerate limit of 30 fps.

Last edited by LoudCore; 59 minutes ago"

Have a nice trainer update day

B4Marc  posted on Dec 14, 2013 3:42:00 AM - Report post

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New update: v. 0.5


0x90  posted on Dec 14, 2013 4:00:47 AM - Report post

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The developers have sold this game too early, it seems like they don't actually know what they want to do as they're constantly removing whole parts of the game, replacing it or adding new parts which forces me to start from the scratch (and this game has so few content only that it's ridiculous, comparing to the price).
Siloxis  posted on Dec 14, 2013 7:44:50 AM - Report post

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The new Patch makes a couple of things really great to this game, but over all i must agree 0x90, the game devs seem to have no roadmap.

The games gets more wierd with every patch

jessestam1  posted on Dec 14, 2013 2:42:11 PM - Report post

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It is still in alpha in alpha a lot of features can change suddenly when they don't seem to work. And they changed the resource system because it would cause a problem. You can get stuck in yourown tunnels because of the palets. They added a skill tree and made it so that you need to look for blue prints
Evertos  posted on Dec 20, 2013 4:22:04 PM - Report post

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Just hold off on making trainers untill release... or maybe late stage beta
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