Jetzt live auf Twitch: twitch.tv/cosmiccards
Unsere zweite TCG Weltmeisterschaft "BFTS Bremen" auf der Convention Namenlose Tage – live vor Ort & im Livestream.

#starsquadrons #nt #meinestadt #livestream #starcitizen #mtg #pokemon

If you're the kind of #StarCitizen player who tracks every change to the roadmap and who reads the patchnotes, think about contributing to the community wiki 🗺️
https://starcitizen.tools/Update:Star_Citizen_Alpha_4.7.0
https://starcitizen.tools/Roadmap

Star Citizen to tak ciekawe kuriozum - na przykład publicznie i praktycznie na żywo twórcy publikują stan finansowania gry, a właściwie gier.

Jest to źródłem kontrowersji, bo z jednej strony mamy jeszcze niewydany projekt single player Squadron 42, a z drugiej całkiem fajnie z mojego punktu widzenia rozwijajace się MMO. Czyli dwa tytuły (z których jeden na siebie zarabia) - jeden budżet.

Tak czy siak - nowa bardzo udana aktualizacja przy okazji przedstawiający wersję MK2 popularnego statku startowego Aurora ma wyraźne odbicie w zarobkach :P

Pozdrawiam #giereczkowo #starcitizen

Crafting Gameplay Guide

https://lemmy.world/post/44791357

Crafting Gameplay Guide - Lemmy.World

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: ::: spoiler 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.  ::: ::: spoiler 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.  ::: ::: spoiler 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.  ::: ::: spoiler 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.  ::: ::: spoiler Item Functionality, Degradation and Repair Without 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.  ::: ::: spoiler 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.  ::: ::: spoiler Crafting Vehicles * Functional dedicated In-Vehicle Crafting Machines.  * The ability to input/output both materials and items using the vehicle cargo grids.  ::: ::: spoiler 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  ::: ::: spoiler 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.   ::: ::: spoiler 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. :::

Am Samstag beim nächsten großen Event dabei? TCG Weltmeisterschaft "BFTS Bremen" (Namenlose Tage) – live vor Ort & im Livestream: twitch.tv/cosmiccards

#starsquadrons #nt #meinestadt #livestream #starcitizen #mtg

Star Citizen adds breaker station missions and a new ship in alpha 4.7… that’s replacing an older model
🔗 https://massivelyop.com/2026/03/26/star-citizen-adds-breaker-station-missions-and-a-new-ship-in-alpha-4-7-thats-replacing-an-older-model
#StarCitizen #MMORPG
#Kotobukiya is a Japanese manufacturer of figurines, plastic models and hobby goods from #manga, #anime, #videogames and #movies, that sells #StarCitizen ship models. 🇯🇵
#スターシチズン #コトブキヤ
https://starcitizen.tools/Kotobukiya
Alpha 4.7 is Live - Lemmy.World

Release comm-link [https://robertsspaceindustries.com/en/comm-link/transmission/21038-Alpha-47-Welcome-To-The-Rock] Patch notes [https://robertsspaceindustries.com/en/comm-link/Patch-Notes/21070-Star-Citizen-Alpha-47] ::: spoiler Features and Gameplay - Gameplay - Operation Breaker Stations - Inventory Rework - Crafting, Fabricator, and Blueprints - AI Overspawn Guard - Added Yormandi and Apex Irradiated Hunting Missions - Ships & Vehicles - RSI Aurora Mk II - Engineering Updates - Radar-Based Aim Assist - New Wikelo Ship Offerings - Additional Ship Updates - Characters & AI - New Player Hairstyles - Locations - People’s Service Stations - Weapons & Items - FPS Weapons Art Refactor - Implementing multiple outfit variants for the Claw Salamanders gang in Nyx - Added 2 handed tractor and salvage tool to more shops - Armor short names were added, giving armor pieces abbreviated display names for UI contexts in the inventory grid - Core Tech & Audio - Virtual Reality Updates (Experimental) - Screen Render Pass - New music added throughout the PU - Further entity count updates in Nyx to reduce unintended high amounts ::: ::: spoiler Bug Fixes & Technical Updates - Stability & Performance - Client Crash Fixes: 8 fixes - Server Crash Fixes: 9 fixes - Fixed a Main-Thread Deadlock - Gameplay & Missions - The Starmap should no longer be zoomed into the ship when in a cockpit instead of showing the system or region of space the player is in - Fixed an issue causing fire damage to players to be much lower than intended - Fixed an issue where some Industrial missions directed players to drop-off locations that did not have freight elevators available. - Fixed an issue where the Recover Cargo VIP Milestone mission displayed “Deliver 0/0 cargo” in the HUD objective tracker. - Fixed an issue where Industrial missions were incorrectly accessible to players on 4.6.0 LIVE prior to their scheduled release. - Fixed an issue where the material requirements listed in some Industrial mission objectives were incorrect. - Fixed an issue where some Industrial missions displayed a reward of 0 aUEC upon completion. - Fixed an issue where some Industrial missions paid out an incorrect reward amount upon completion. - Fixed an issue where FPS Mining cave markers near delivery locations only became visible when the player was within approximately 1 km. - Fixed an issue where mission objectives would register as completed but the mission itself would remain stuck in the accepted state rather than progressing to completion. This affected Hauling, Collect, and Recover Cargo missions as well as Industrial Salvage and Mining missions. - Fixed an issue where one of the Clean Air interstellar medium cargo haul missions had no listed rewards. - Fixed an issue where a Killship mission could fail to progress after the player engaged with enemies before completing the first objective. - Fixed an issue where enemy AI ships in Killship missions could spawn outside the designated action area. - Fixed an issue at the Nyx QV Station where the NPC carrying the Data Packet at the Polaris would fail to spawn. - Fixed an issue where Hauling contracts listed “Potential Wildlife Location” as the collection or delivery destination. - Fixed an issue at Wikelo’s Emporium Stations where the show floor doors remained stuck closed with “Opening Soon” even after completing The Collector intro mission. - Fixed an issue where players who repaired the Avenger Titan Renegade obtained through the Recover Cargo Milestone mission could become unable to use Jump Points to leave Nyx. - Locations & Environment - Fixed an issue where entering a Jump Gate tunnel as it was closing could place the player in an invalid black screen state, preventing them from loading back into the Persistent Universe. - Fixed multiple art culling issues at Levski where sections of walls in the XL Hangars, dressing assets near the Cargo Center, and structural art within the Cargo Center would disappear or pop into view at very short distances. - Fixed an art culling issue at the Nyx Social Stations where the Auxiliary Station entrance door would disappear at normal viewing distances. - Fixed a visual area issue causing side doors on the lower level of the Polaris at the Nyx Social Stations to render incorrectly. - Fixed an issue at Levski where decorative false door panels had visible open gaps around their control panel slots. - Fixed an issue at the ASD Delving facility where players would be automatically rescued and respawned back at the facility after being incapacitated in the field. - Fixed an issue causing ASD Delving Facility Phase 2 Mission to not progress after reaching the mission location - There should no longer be a chance the Terminal will say “Not Authorized” on download despite completing the required puzzle objective in ASD Delving Phase 3 - Fixed an issue at the Nyx QV Station where streaming the location out and back in would cause inventory to stop functioning. - Fixed an issue where the Density Manager could remove instanced hangars while they were still in use, causing players to lose access to their personal hangars. - Fixed an issue at the Nyx QV Station where Cargo Deck B’s freight elevator was obstructed by entities spawning within its obstruction zone. - Fixed an issue where external freight elevators were missing their obstruction bounds. - Fixed an issue where a ship’s cargo inventory was not visible at Commodity Kiosks unless the ship was physically stored at that location. - Fixed an issue where players were unable to select destination locations on Ore Sales and Refinement Processing kiosks. - Fixed an issue at Pyro Contested Zone locations where access doors could not be overridden. - Fixed an issue at Grim HEX where an incorrect bed exit animation caused the player character to clip through Hab walls on spawn. - Fixed an issue at the Nyx QV Station where bullets could pass through the glass window of the Registration room. - Vehicles - Fixed an issue where destroying a vehicle would incorrectly generate a duplicate collision field and a second set of weapon hardpoints at the wreck. - Switching from SCM to NAV mode should no longer cause the engines to turn off - Fixed an issue where ships were being physically displaced by the impact force of incoming ballistic weapon fire. - Fixed an issue where SureGrip Tractor Beam components could not be repositioned using another tractor beam. - Fixed an issue where some or all MFD displays across multiple ships would appear blank. - Fixed an issue where selectable elements within mobiGlas tabs had small dead zones that made interacting with them unreliable. - Fixed an issue where pressing the missile launch count key in SCM-MSL mode was incorrectly toggling SCM-GUN gimbal mode on and off. - Fixed an issue on the RSI Aurora where the female player character’s animation appeared offset when entering or exiting the vehicle bed. - RSI Aurora LX atmosphere reentry effects should no longer be backwards - Fixed an issue on the RSI Apollo where the nose section was not registering damage independently and was routing all impact damage to the main body instead. - Fixed an issue on the RSI Constellation Phoenix Emerald where the cockpit windshield was not visible as transparent when viewed from outside the ship. - Fixed an issue on the Aegis Hammerhead where the ship’s cross-section values for the X and Y axes were swapped. - Fixed an issue on the AEGS Idris M where the S10 Destroyer Mass Driver turret was missing its visual geometry. - Fixed an issue on the ANVIL Paladin where visible gaps were present inside the interior beside the lower bridge door walls. - Fixed an issue on the Anvil Asgard where the Clean Air Green paint scheme displayed incorrect colors in the Vehicle Modification App. - Fixed an issue on the MISC Starlancer MAX where players could fall through the ground at the gap between the cargo bay ramp and the surface. - Fixed an issue on the MISC Starlancer TAC where the rear ramp appeared as a disconnected element in the Engineering Screen 3D map preview when toggling it open or closed. - Fixed an issue on the Drake Clipper where the cargo ramp clipped slightly into the vehicle chassis when retracted. - Fixed an issue on the Argo Moth where the pilot would lose control of the ship when the exterior cargo bay was completely full. - Fixed an issue on the Argo Moth where the co-pilot’s seat could take priority of flight controls over the pilot. - Fixed an issue on the Argo Moth where the ship would stop automatically ejecting cargo after entering Quantum Travel. - Fixed an issue on the Argo Moth where hull salvage was occurring at an incorrect rate. - Fixed an issue on the Argo Moth where salvage disintegration visual effects were rotated and misaligned. - Fixed an issue on the Argo Moth where floating sparks appeared incorrectly in the cargo bay while the ship was in an emergency state. - Fixed an issue on the Argo Moth where the crew elevator interior lost lighting when viewed from certain angles. - Fixed an issue on the Argo Moth where the player character’s shadow rendered incorrectly in the habitation room. - Characters & Items - Fixed an issue causing AI characters to remain stuck in a cowering state instead of resetting to normal behavior - Fixed an issue where a helmet-mounted torch was displaying on the incorrect side of the helmet on certain helmet models. - Fixed an issue where a ballistic rifle variant could fail to function due to missing ammunition parameters. - Fixed an issue where the FPS Mining Multitool’s contextual power increase hint did not indicate that [Alt] also needed to be held. - Zenith “Landslide” Laser Sniper Rifle should no longer be incorrectly labeled as a base variant - UI & Technical - Medical Beeping should no longer continuously play after being healed when in third person camera - Fixed an issue where the “Get Up Coffee (Decaf)” item displayed an oversized image card in the quick buy interface. - Fixed an issue where the seat interaction prompts for Gunner and Pilot positions appeared mirrored when approaching from the front. - Fixed an issue at Wikelo’s Emporium where The Collector’s contract recipe text overlapped with HUD objective text. - Fixed an issue at Wikelo’s Emporium where “Armor and Weapon” was incorrectly listed as a requirement under the “Very Good Customer” reputation rank despite not being needed to unlock those contract types. - Fixed an issue at Wikelo’s Emporium where The Collector’s Shiny Builder Suit Contract required more Recombinant Regolith items than intended. - Fixed an issue in the Engineering Screen where placeholder text was appearing in the component error list. ::: ::: spoiler Known Issues & Information Note: The Stack All button will be temporarily disabled for LIVE (Manual stacking will still work and we have a fix in the works for this issue and intend on re-enabling it as soon as possible) Current mineral sale prices for Savrilium have been increased greatly for 4.7 with the intent on lowering this price in a future build while increasing the amount mined to bring the amount earned back to even. - The front hangar elevator of the 890j has been temporarily disabled pending further fixes - Multi-System - PU - ASOP Terminal / Locations - Moving the mouse cursor over a different vehicle in the ASOP when attempting to deliver a specific vehicle will deliver the different vehicle instead - Multi-System - PU - ASOP Terminal / UI - There is a chance that a blank information of the Vehicle may appear on Hangar Delivery Request using the ASOP Terminal - PU - Nyx/Levski - Transit - Going prone whilst in a moving Limbo Elevator Carriage, will cause the player to fall out of the carriage - PU - Starmap / MobiGlas / UI - Starmap is zoomed into the ship when in a cockpit instead of showing the system or region of space in - PU - Inventory Rework - UI - Inventory does not update Capacity and Space changes in Personal Inventory - PU - Stanton - UI - Party marker does not show party members’ names and distance - PU - Nyx - Levski - Grand Barter - Locations / Collision - Some Shop Floors Missing Collision - Multilocation - PU - Locations - Art / GFX - Vulkan - While Settings are Set to Low, Surfaces of Moons and Planets Won’t Render and Art Assets May Be Distorted/Pixelated - Multi-Location - PU - Stanton - Shopping / Cargo / Locations - Buying any commodity locks buying others until they are removed via the Freight Elevator - PU - Pyro - Contested Zones - Locations / Loot Generation - No Loot Crates spawning in Contested Zones :::

So what are everyone's thoughts on the new #StarCitizen Aurora Mk II ?
https://starcitizen.tools/Aurora_Mk_II