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Posts posted by OmegaRogue
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I've Reworked Nimbatus-Mods, it should now work for the latest Nimbatus Version
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14 hours ago, Lurkily said:
To what extent can you customize behavior? Can you work with sensor ranges, sensor targets, new logic modules, UI modifications, alter weapon upgrades, etc?
anything probably
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Ninbatus-Mods is the collection of mods including a modding api i am making.
I made a forumpost about it some time ago, but now its for thelastest version and will soon have custom blocks!
If you have suggestions, dont just reply to this post, but post them Here as enhancements
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will be in my mod when i manage to add blocks
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we need to be able to connect blocks to two other blocks
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A T Flip Flop part would be nice, a T Flip Flop toggles between two outputs when the input gets pulsed
https://en.wikipedia.org/wiki/Flip-flop_(electronics)#T_flip-flop
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This is on my list of stuff to add once the modloader is fully working
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Me too
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So kinda like a chaingun in most games
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On 7/5/2018 at 10:29 PM, DethLazrs4Lyfe said:
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.There are mods for removing resource costs
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You probably made a mountain of code lol
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I could try and mod that in if you want
On 6/30/2018 at 2:21 AM, Lobot said:I Miss the satellite designs that were possible in the demo, it allowed for compact and complex designs to be made. I understand it brings some of the challenges out of the game, but I feel like it would work if you could toggle it and then features like world progression and resource collection would be disabled. The challenge is still there but it allows the satellite build to come back. I might just be an idiot and there might be a way to do the satellite build that I don't know about. If there is please tell me.
On 7/5/2018 at 5:53 AM, jbox1 said:I can maybe mod them to allow weaker springs
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and depending on maybe setting only on rising or only on falling edge
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also your quickattack drone on workshop cant dig, bio weapons create terrain, not destroy it
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yes, i used the blender in a tournament to see how far it would get, it didnt get to the end
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A monostable circuit outputs a short pulse when detecting a rising/ falling edge
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Now that there are tutorials ingame, the code part or the logic gate oart could ve locked away behind an expert logic tutorial without much help fr the game, an a logic part i would like to see would be rising edge, falling edge and dual egde monostable circuits
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An LED on the Drone Brain would be cool, like the inner hexagon as an LED that can be set in the settings of the drone brain
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An Upgrade for lasers that causes the laser to be cone shaped with an angle at the starting point depending on the upgrade tier
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also pls do xnor gates and multiplexers and demultiplexers
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Maybe make a Docking block, like the disconnector but it disconnects/connects two seperate parts when both have these blocks, at least one of the blocks is activated and the docking blocks of both are touching/near eachother
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Bus Gate
in 1.2 Update Feature Requests
Posted
A logic gate that works like a input/output of a bus:
Two inputs, one output
When input 2 is on, the output gets set to the state of input 1.
When input 2 is off, the output remains unchanged