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DethLazrs4Lyfe

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Everything posted by DethLazrs4Lyfe

  1. She's a good girl. Kinda dumb tho 🤣 I still don't think it would fit the style without significant changes to the game, maybe as an optional challenge mode or something. At the very least, collecting individual weapons will always be a hard no from my end. That just sounds grindy and obnoxious, when this is a game about creative and innovative design.
  2. Not as grand or silly as other posts in this thread, but I've been experimenting with using spring-cushioned jaws for collection missions.
  3. One of the things I immediately enjoyed about the game was how open everything is and the complete lack of any hand-holding, time consuming tutorial period where I can basically do nothing except follow markers. I feel like the player learns pretty fast how the basics work and there's a large and friendly community to offer suggestions and help them sort out the more complicated stuff. I would parallel this with minecraft more than any mainstream, large studio game; if you like to build, learn, try new things, and sometimes hilariously explode, you'll have fun here.
  4. Thanks! There were a couple iterations before this craft where I was fine tuning the part layout and the vacuum design. It came together pretty well for the restrictions in place. Only takes a few minutes to bring in well over 2k yellow.
  5. Factory blocks are the most fun thing to happen to this game yet. I can finally build proper carriers!

  6. 25 part limit or severely reduced thrust, huge yellow deposits. I didn't want to make a bunch of trips with a small maneuverable craft, and didn't want to have to crawl back in a more conventional tanker, so I made a (minimalist) miner/vacuum cleaner.
  7. Slot1.nimbatusSaveGame.MetaSlot1.nimbatusSaveGameSlot1.nSave.MetaSlot1.nSave Hope this helps!
  8. Did you need the save files, too? gameSettings.dat output_log.txt
  9. This subfolder doesn't exist. My appdata file doesn't include a locallow directory. I'll run a few searches, but I'll happily take any other suggestion on where to look
  10. Hello, Recently, I'll find myself unable to back out from the galaxy menu to the save menu; the "back" button doesn't work. If I force close the game when this happens, that game session time is recorded, but any progress I've made is gone.
  11. Waaaait.... Has the patch fixing this already been released? I can't seem to reproduce it any more.
  12. So I had this bug, too. It seems like any new weapon is overwritten by the previously created weapon. If you go to your new weapon, copy it, and then delete the first copy, it will work properly. That's the workaround I will be using until the patch goes live.
  13. I've been playing around with a "carrier" style drone for a while, and I've found that hammerhead shoal don't seem to notice to my sub-drones. I can literally run into them, shoot them point-blank, spin around them, and they just float there.
  14. I have build a "carrier" style drone with sub drones, but It's a real hassle to make one that can move, and of course I can't have the drone redock. I'd especially like if the dock deactivates the drones completely so they don't interfere with regular maneuvering.
  15. I like Ed's suggestion. It would A.) give wider use to a couple of parts that probably aren't included in most crafts, and A.) allow some measure of damage mitigation separate from the shields, which I feel has been lacking.
  16. A detachable part that creates a beacon (a blip or ping would be perfect) on the planet map. My idea is that you can identify places of interest (large resource deposits, bio barrels, collectible materials or chests, etc) and navigate back to them easily.
  17. Thanks! I'll go try this little guy again.
  18. Concept drone: Art drone. "Landscaper" Bio flamethrower +particle lifetime +Particle speed +Sticky particle "Little Garden +" Bio short laser +Range -energy consumption "Eraser" Plasma short laser +Beams +Dig (Max) -Energy consumption "Scupltor" Cryo long laser +dig (small) -Energy consumption Self leveling with directional sensor, light build for fast movement and ease of maneuvering. AND gates to numerically select tools.
  19. I made an an excessively fast laser ram (without the appropriate armoring to really function effectively as a ram), and for the lulz I made 10 equivalent auto deployed cursor chasing buddies for it. It wasn't effective. It wasn't reasonable. But it was fun.
  20. UPDATE: Taking it straight up seems to reliably fix the issue I'm pretty sure bumping the Nimbatus does it. I'm on repetition 5 and this has worked every time. Hovering just below the ship doesn't seem to help. Edit: Alternate hypothesis is that the impact knocks the sensors out of alignment, and that quick toggle resets it. I'm unable to repeat this "fix" with a single central sensor (like in the drone file I sent.)
  21. Of course! Here you are Mining drone test.nimbatusdrone
  22. Running version 0.3.2 Possibly related to Aevus's post about NOT gates below I was trying to make a little mining drone that activates once the distance sensor stops activating (see very crudely drawn explanation on screenshot) It works exactly as anticipated in the testing area, but once I got to the planet to test, the drone immediately activates, as if the NOT gate is activating B even though the distance sensor (A) is still detecting the drone above it.
  23. Yeah, I was trying to figure the logic for it, and the most efficient I could think of looked like having AND gates for every function and basically a master override key for each drone. I was hoping someone knew a better way. I thought a carrier type would be fun, but I guess it's unfeasible. Maybe they'll introduce some new components that will make it possible.
  24. Hey, does anyone have a build for a carrier they can share? I want to make a mini-drone army that I can direct one at a time, but the drones always try to follow their automated routines (Like chasing the cursor or diving for the core) immediately and before I decouple, making them impossible to direct singly. Instead, I want some that stay nice and still until activated. I can't seem to figure out how to make them do that. I would appreciate some recommendations for logic and and builds that could accommodate that.
  25. No, I think your English was spot on. I actually wouldn't have guessed you weren't a native speaker; you articulate very well. But what I meant was making complicated weapons seems far from the point of the game. There's a good variety of weapons modifications as is, and I expect there will be even more before the official release, since modification suggestions are common in the forum. As it is, it's simple, easy to manage, and I can get on with customizing my gear for whatever particular drone I need, rather than managing a complex array of stats, slot costs and grinding out the resources necessary to make a couple of decent mining lasers and a handful of defense blasters. It seems to me that your proposed system would require an enormous amount of gameplay balancing, in terms of cost and stat values, and basically require a whole new play type besides the sandbox creation mode we have now. Honestly, it sounds like it might be fun with a campaign or competitive game, but until those are added, I don't think I would enjoy it. This is, of course, my personal taste in games, and not a reflection on the value of your suggestion.I think I'd like to revisit this thread once we see which direction the devs are planning for later releases.
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