Ship World File Starbound Game

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Ship World File Starbound Game

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Okay, was playing hour 4 of starbound exploring the shadow worlds, for the helmet which was the last piece of the shadow gear I been looking for, when suddenly a beeping sound began and I looked down to see the Battery backup/surger protector began beeping, then It flipped off, due to so far as I can tell, overloaded. When I cut the desktop back on, I clicked on the name to continue, and I was not on the shadow world, I appeared on the ship with it Halfway in a Jump to a random planet.

I can only teleport down to the planet, I cannot teleport to the World Station/Space waylay town, or anything else. Main Quest just got 3rd crystal, decided to explore the planets, level 3 ship and stuff. I do not know what happened. I might have one earlier backup before all this happened, but that will take ages. Is this save corrupted now and have to start all over? Main quests & side quests still show up on the log.

Also when I look at the galaxy map, There is now a dashed line going from the new planet that it apparently jumped to and some other planet, neither of which was the shadow planet ( Not even the system ) I was last in before the power went out on the backup battery pack/surge protector/antishock. Whereaminow25: Is this save corrupted now and have to start all over? Yeah, your universe got corrupted. Now, this does sound scary, but 'your universe' actually does not include the changes you made to planets. Anything you've been building or digging, for example, is still saved in its own files, for each planet one file or something like that.

You just can't reach these, because you're in, like, another instance of the same universe now. There's a to deal with the same thing, power failure, universe corrupted, same symptoms as yours.

The guide includes other scenarios as well though, so it might be a bit confusing at first glance. Restoring everything should be really easy, though. If you know how to use CMD.

Effectively, what you wanna do is, use your new universe but get your bookmarks and changed planets in there. ______________________________________________________________________ I'll try to break it down, if you'd rather have these steps without reading through that linked guide. 1) Make backup of universe and player folders, by copying the ' Starbound storage' directory to somewhere safe. 2) Edit your player-file, change old universe ID with your bookmarks to new universe ID. Here's how: - Hold SHIFT. Right-click Starbound win32 directory. 'Open command prompt here'.

- type 'd' and hit TAB, or just type manually: dump_versioned_json.exe - Then continue with the universe and player files respectively [put yours in], somewhat like this: dump_versioned_json.exe 'C: Games Starbound storage universe universe.dat' 'C: Games Starbound storage universe universe.json' and dump_versioned_json.exe 'C: Games Starbound storage player 9ca1.4ccd.player' 'C: Games Starbound storage player.json' 3) Open both of those JSON files with a text editor. In universe, look for ' uuid', copy the ID 4) In player, look for ' bookmarks', make sure they are the right ones, and replace that ID there. Player-file fixed!

______________________________________________________________________ 5) Back to the command prompt, use make_versioned_json.exe like the dump before, just this way around now: make_versioned_json.exe 'C: Games Starbound storage player.json' 'C: Games Starbound storage player 9ca1.4ccd.player' Again, your respective paths / names there. 6) See if your bookmarks are back ingame! - If not, something went wrong and you should just delete the messed up folder and replace it with your backup you made before. - If they are back, use the console ingame to re-set quest flags to where you were, restoring the outpost to its former state. Check the last section of the linked guide above for what you need to enter, and you may need to redo the ursa-miner teddyquest, because I couldn't set that one with a command. Everything else should be in order then, though. ______________________________________________________________________ Hope that's easy enough.

Go by the full guide if you are unsure why / how / where at any point.

This article possibly contains. Please by the claims made and adding.

Statements consisting only of original research should be removed. (September 2015) () () A jump drive is a speculative method of traveling (FTL) in. Related concepts are, and. The key characteristic of a jump drive (as the term is usually used) is that it allows a to be instantaneously between two points.

A jump drive is supposed to make a spaceship (or any matter) go from one point in space to another point, which may be several away, in a single instant. Like, a jump drive is often taken for granted in science fiction, but very few science fiction works talk about the mechanics behind a jump drive.

There are vague indications of the involvement of and the in some works. Contents • • • • • Science fiction literature [ ] Jump drives were used in many universes for space vehicle movement, initially suggested in of novels by from 1942.

In 's (1953), the characters use a 'Horst Transition' to travel instantaneously between spaces that are 'flat'; that is, do not have the warping associated with gravity. (Heinlein's novel, published in 1982, uses the same form of jump drive with the same kind of starship. ) Jump drive next appears in the novel by in the 1964 trilogy by the same name, and Frank Herbert's.

The series by Jerry Pournelle which begun publication in 1973 features the. However, their popularity exploded only over a decade later with the series by from 1976.

The role playing game (by Game Designers' Workshop, first edition in 1977) uses something called 'jump drives', but they're actually a kind of, with ships using it traveling through 'jump space' (the game's term for ) for about a week, regardless of distance travelled, before re-emerging into normal space. In the novel The Forever Man (1984) by, starships use a jump-drive that makes the vehicle omnipresent for an instant before repositioning the ship in a pre-determined location. Several jumps are needed, because farther triangulations require more time to calculate, therefore a journey across the galaxy may take a few centuries to calculate all at once.

In the novel Johnny Mackintosh and the Spirit of London by, various species described as 'Owlein' (such as Plicans) fold space allowing for a form of jump drive. This Folding cannot exceed certain (unspecified) distances without damaging the structure of space-time.

In most fictional universes, the total distance per jump is limited and multiple jumps may be needed to reach the final destination. Jump drives often require significant power and many universes require time to 're-energize' the jump drive after a jump, thereby limiting the frequency at which jumps can be executed. These factors can allow writers to build by showing characters struggling to reach a jump point, or to recharge their drive, before their foes reach them. Novels by published in the 1990s, used it under the name ZTT (Zero Temporal Transit) Drive. It is worth noting that with ZTT, momentum is conserved, so a ship might spend days synchronizing its normal-space relative velocity with its destination before or after jumping - a concept first used in 's series (1937–1948), albeit in connection with 'inertialess' FTL drives rather than jump drives, where it is referred to as 'matching intrinsics'. The novel Hyperdrive by Tim Parise featured a kind of jump drive that operated by altering the coordinates of a ship or object within the framework of space-time, causing it to move instantly between two points. This form of jump drive was unusual in science fiction in that the change was effected by a pilot interfacing directly with the structure of the universe rather than by a machine or computer.

Jump drives are also used in the Battletech series of games and literature. In the literature the drive is called the 'Kearny-Fuchida Drive', or K-F drive. Named for the physicists that developed the equations needed for the drive to work. The jump takes only a few seconds, but is limited to a max distance 30 lys. There is a variable amount of time required between jumps to recharge the energy for jumping.

Recharging is done by solar sails, or in developed systems there may be a recharge station. In rare cases, such as for Warships, a ship may have a 'Lithium-Fusion' battery which stores extra power for an additional jump without the normal recharge time.

When a solar sail is used for recharging the type of star determines how long a recharge takes. Jump drives are used as one of the methods for FTL travel in the universe of the Lost Fleet book series by Jack Campbell. The uses of jump drives are limited to a few key points in a solar system and has a limited range. Once a portal to jump space has been opened by the flagship, it is left open for the rest of the fleet to follow through. The technical details of the jump drive are never discussed, except that it allows to travel in another space-time continuum that cannot be explored and that only allows to transmit simple data between ships of the same fleet. Jump drives can also be dangerous; an overload in the jump core can be catastrophic, destroying any ships within the blast radius. If used for too long the ships may become lost in jump space due to the constant change in physical characteristics.

John Geary (the main character of the series) mentions cheesy zombie motion pictures of his time, in which an entire crew become zombies after remaining in jump space too long. Jump space may also cause side effects to humans, including itchy skin, nausea and headache. Computer games [ ] There are two main variants of jump drives commonly portrayed in computer games. The first requires a ship to travel through to a specific jump point. Once at that point, the jump drive is used to move to another jump point.

In some examples, such as the Capsule Drive in the computer game, the ship can travel to any other jump point. Others, such as the series, only allow transit from one jump point to a corresponding exit point (which may or may not allow travel in the opposite direction). The second variant allows a ship to execute a jump from anywhere in normal space and move directly to any other location. This variant is frequently subject to other limitations such as distance from strong. Uses this style of jump drive in its.

With the appearance of computer games, many have used jump drives, including: • The pioneering series uses 'hyperspace' jump drives for travel between 'planets' (actually, planetary systems; single-planet in the original game, full systems in the sequels). These incorporate features of both listed types; a hyperspace jump can be initiated almost anywhere in-system so long as it is a certain minimum distance from a docking station, planet, etc., but will eject transported ships at roughly the same outer-system location each time, leaving it vulnerable to pirates lurking nearby. Jumps are not absolutely instantaneous, but only take a few seconds each, which must be considered literal as the series makes few other concessions to the vast distances and travel times of deep space (e.g. For sub-light intrasystem travel, Frontier merely provides a low-multiplier 'fast forward' option).

Elite: Dangerous also features a low-power version of the warp drive allowing to travel at speeds up to a few hundreds of times the speed of light. •, released on September 28, 1999. Jump drive is here called Hyperspace drive. Later, it was mentioned in its successors: Homeworld Cataclysm and Homeworld 2. • The Microsoft game 'Allegiance' that features jump drive like ripcord technology. •, a computer game released June 16, 2006 in the UK. •, which specifically references the term FTL • series of computer games, movie and novels • The computer game series, worth noting here that ships can use their own jump drives to perform FTL travel within a star system, but need to use 'Jump Nodes' to travel the vast distances between stars • series of games and novels • ' is an open-world space commerce and combat game.

In Endless Sky, a jump drive is said to hold matter inside a containment field in a state that cannot exist in the universe. The jump drive, like a standard hyperspace jump in the game, takes 1 day, as opposed to the instantaneous jumps present in other works and games. • series of games • The where it allows capital ships, black ops battleships and advanced freighters to travel instantaneously to any beacon deployed by structures or allied ships in a radius of a few light-years, at the cost of fuel and most of the ship's energy. Some of these ships can open jump portals to be used by other ships. By jumping, characters accumulate jump fatigue that increase the recovery period between each jump.

• In the game, the jump drive block allows for a ship to travel to any coordinates within 8 sectors of the drive in 2 seconds flat. No gravity well limitations. • PC and Dreamcast video game, which presents a quick jump to another part of a solar system •, an online-only PC game.

• The Space-fold Drive of the universe. • The jump drive in the series of video games. •, where starships usually use 'jumpgates' to travel in space, but a prototype 'jumpship', that is capable of creating its own temporary, small jumpgates, is created. Blanchot Gaze Of Orpheus Pdf To Jpg here. • supplement relatively slow -style ship drives with massive ancient 'mass relays' providing near-instantaneous travel. • Outer Empires, where a Jump Drive allows players to move in between systems.

•, where the player's ship is equipped with a jump drive that allows it to jump between 'beacons'. • update 01.090 adds a jump drive that allows instantaneous travel over relatively large distances- a single unit allows 2000 km, although it should be noted that interplanetary distance is roughly that value as well. •, where player's ship is equipped with the jump drive that will allow travel through the various stars in the game. • Astrogalaxy, where you get an FTL drive module that enables interplanetary travel, and a wormhole generator drive that enables interstellar travel. •, where there are two endgame technologies called Jump Drive I, and Psi Jump Drive which allow you to travel anywhere in a large radius almost instantaneously. Variations of jump drive technology in film and television [ ] The film and television series utilizes two different types of jump drive.

Many space craft featured in the franchise have a type of 'hyperspace' technology, while the stargates themselves employ a 'wormhole' technology which is used for almost instantaneous travel from one point to another across many light years (including intergalactic travel). Similar wormhole technology was also explored in the season finale of as an alternative to Atlantis's hyperdrive, allowing the entire city to move from the outer edge of the to Earth in a matter of seconds.

In the series, the ancient spaceship Destiny uses a previously unknown type of faster-than-light-travel, simply referred to as FTL by characters in the television series. Dynamic Business Law Second Edition. The television series describes jump drives as a way to jump to hyperspace through a. While interstellar travel is not instantaneous, it is much faster than the speed of light.

The television series utilizes a jump drive known as an FTL Drive. The technology allows a ship to instantaneously jump from one point in space to another, though the mechanics behind the drive are never explained beyond describing preparing the drive as 'spooling up'. The film features the eponymous ship using a jump drive.

Harnessing the power of an artificial, the drive was designed to project a focused beam of gravitons, folding space and allowing the ship to pass through and arrive immediately at the new location. The drive malfunctioned and opened a rift, sending the ship through a dimensional gateway to hell, a place of pure chaos. The television series uses an FTL drive as a method of travel to the moon By opening and going through a wormhole then instantaneously arrive on the other side (No limit was mentioned).

It was first introduced as a method of delivery for large amounts of data from deep space. The television series employs an FTL drive to evade enemy missiles in the first episode as well as a means to travel through the universe. See also [ ] • • • • • • References [ ].