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WimeSTone

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  1. Sumo mode has rules. Just ban this module there and we are OK, right?
  2. Precisely. We need more mechanical parts. My dream of building orbital robotic factory with shuttles may come true.
  3. As a complementary part to current system, microprocessor should be used when you are short on space or can't balance centre of mass. Size: 2x2; Mass: 1. Has 16 slots for logic parts inside. Simply connect to drone and have circuitry fun. All hail integrated circuits, for they may save humanity once again!
  4. Or linear motion track. Consists of rails and magnetic carriage. Rails don't obstruct movement, but can be damaged. Anything attached to carriage moves with it. It is possible to detach current parts and attach new ones if they are detached from main drone and there is a part in 1.5 range. Has speed slider. Has following signals: move left/right (tricky as it is, could use "move to green/red dot" instead, 'cause we have no absolute directions); detach; attach; free parts detected. Just like motorized hinge, but linear movement. Why? "Pneumatic doors", more complex factories - all require linear movement. As an example, collecting bio barrels in one go would be much easier, if I could move my magnet with a barrel inside my ship's cargo section. Leaving barrel outside or using chain magnets is so risky. And, obviously, can't build a decent carrier without this.
  5. Greetings. I got some suggestions for circuitry section. First and the most needed change - signals table. Would help debugging drones a lot. A signal must have a name, type, initial value and may have a button. Value types are numbers and bools. I doubt it is necessary to split numbers into float and int as it is both overwhelming for people who don't care about maths much and the limit of precision in part's settings is 0.1, which means "number" type can fit in int and be divided by 10 when used to avoid floating point errors. Strings are questionable as a type. Something like this: Then, a signal may be selected from a dropdown menu or by entering it's name. This gives much freedom for people who like doing everything with their own hands and for those who love the process of designing and watching their drone obliterating everything on it's own. Also, each part should have its own ID/name to use in circuits. Second - circuits, sensors and wherever needed numeric input must have Edits in addition to Sliders. We love precise input. The simplest example - TNT has 20 range, but we can only set an approximation of that on sensor slider, it would be nice to set TNT detonation distance to 20 + some buffer. Third - sensors must be able to detect ship itself. I want to create a real Mothership with tons of specialized drones, this requires self-awareness Fourth - logic parts should be connected separately from ship connections. This part of ship design is the most misleading to my mind. I would recommend restructuring logics by adding another layer over existing, so that logic parts would not affect ship center of mass that much, advanced circuits are hardly symmetrical... On the drone editing level we will have a "Controller" box and wires/busses/wireless systems whatever connects entities to logic controller. Inside the controller, we edit the very logics with the same elements we've had outside: Orange rects are input signals, green rects are output signals or connected entities. Controllers would have limits on input/output signals count - to make them justified. Let it be, for now at least. What are your opinions on this subject?
  6. As the title says, NOT gate same I/O must be illegal, as it results in stuttering loops and shenanigans. The interaction fully blocks other controls, which use this signal.
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