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The_Dark_Jumper

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  1. I'm not really a fan of the local logic idea, but I fully agree with the problem you're describing. My take on solving that would be "one way splitters", one for receiving and one for sending: Receiving: Global signals travel through, but the Signals of logic on the drone wont come out Sending: the exact opposite, the drone is cut off from receiving global inputs, but all logic on the drone is sent globally
  2. While we're on the topic of programming, I feel like I need to emphasize on the "inputs <[2]>" part. I think logic-gates should have variable amounts of inputs as "if(a && b && c ... z)" is something every programming language I'm somewhat familiar with is capable of. (also it annoys me to have my logic flow like this: "if a&&b activate c | if c&&d activate e" - c is completely unnecessary. You wouldn't write "if(a&&b){ if(c){ output } }" either.)
  3. As of now we have 8 Logic gates being nearly identical and simply using up space in the item-bar / making it harder to find what you're looking for. I think those 8 gates should be condensed into a single gate looking somewhat like this: This would be capable of replacing if , not , or , nor , and , nand , xor and xnor -gates. Further options I'd like to see would be: Inversion of all Inputs and Outputs by using a checkbox (which has been already requested) "monostable output" which would offer the options: "rising edge" , "falling edge" and "dual edge" (I know this can be done with logic gates but it's ridiculous to need 2 additional logic gates just to get a short pulse) Another new Logic Block I'd like to see would be a delay, a block that activates/deactivates x seconds after the input, as of now you have to use 6 logic gates to achieve that (with the changes mentioned above 5, but that is still the same amount you'd need to create a buffer gate) Example:
  4. Funny...my programming teacher used to praise long variable/function/class names, simply because you immediately know what they're supposed to do and you don't have to try to remember the abbreviation you used. No additional typing anyway, as you can use autocomplete. I get your point, but I'd argue that it's very easy to take in an offensive way.
  5. THIS! That would make it much more intuitive (guess that's one for the feature requests)
  6. Totally agree with Lurkily. I don't see the problem with asking for this, to be honest I'd actually consider programmers the ones who should be the most interested in this, as programmers usually have great coding environments eg. with VS2017 and VAX. I don't think it would be that hard to implement either, neither by writing completely custom code, nor using the text-box unity offers (which I'm fairly confident it does, I have only worked with UE4 but I'd expect Unity to be rather similar)
  7. Nice to see someone else having the same idea...I built a prototype so far...and I suppose it'S going well...well apart from the fact that I need 56 VU for the logic alone... I have no idea how to split the logic, so that I can print multiple drones and send them back at the same time (once they delivered their payload they fly out of orbit and self-destruct - at least that's the plan - so I'd end up with a lot of interfering logic) Is there any way to send a global signal to a drone with a logic splitter? I tried this, hoping that "1" would be cut off, but "2" would transfer through.
  8. Why are the outputs named so counter-intuitively? Clearly the craft is tilted right...why does it activate "Tilted Left" then?
  9. Also: I feel like I should add that number logic really isn't that far fetched with the dynamic thrusters ranging from 0-30. And I think you could do a fair bit more with it if you could read the current power state / set it to a specific state instead of slowly increasing/lowering it
  10. Initially I wanted to do another thread, but decided not to because I didn't want to spam...although it would make the voting less obscure I think there should be at least some sort of change to the logic. I don't mind working with booleans and binary if I want numbers, but that does not only go WAY to big very easily, but my main problem is the limit of buttons on a keyboard. It's essentially a hardcoded limit to the logic complexity as you'll eventually run out of mappings. Edit: I just learned what tags are for...that resolves the mapping issue...yet still...number logic being the size of planets certainly does not feel reasonable
  11. To be honest I'd personally go as far as to say that the whole logic part of the game needs a complete rework. The only way to communicate between multiple logic units is by global hotkeys (or you cut it off from all communication with the splitters). The problem is: there is a limited amount of hotkeys. I could probably type up a lengthy explanation of how I'd prefer it, but in my opinion there are perfect examples already available for inspiration: the node editor of ue4 and the node editor of homebrew (not really a great name for looking up, but you'll find it on steam).
  12. To explain the problem: I have a 2x2 Block that I use as a connection hub, but it turns out that I need more energy, so it seems obvious to replace it with a 2x2 large battery. However I can not delete the 2x2 without deleting all connected blocks and reconnecting/rebuilding is a pain. I though about how to realize a replace function (I don't want ask for impossible stuff) and I think the most intuitive way with the current building mechanics would be as follows: Lets say I want to do what I described in the example... I select the Large Battery I connect it to the Large Block I press R (or any other hotkey) As a result all connections to the block I connected my block (Large Block) to will be reassigned to the block I selected (Large Battery), also the Large Block's transformation will be applied to the Large Battery and the Large Block will be deleted. Secondly, I'd like there to be a way to determine the altitude and angle from the spawnpoint of the camera. Additionally the storage of such data and numbers in general. The number logic should be able to determine whether a number is: greater/smaller than another a>b or a<b equal to another with adjustable tolerance a = b ± tolerance (basically "if( a > (b-tolerance) && a < (b+tolerance) )" ) Also it should be capable of basic number operators as + , - , * , / , % (add, sub, multiply, divide, modulo) Forthermore: more options for the sensors such as: "resources" as an option for the distance tracker "full"-state of ressource tanks "coordinate" for turrets / directional sensors adjustable altitude for the altimeter (although I suppose it would become obsolete with the number operations)
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