Jump to content
Stray Fawn Community

Lurkily

Moderator
  • Posts

    1,540
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Lurkily

  1. That is my understanding - Micah said something about it, too, and I saw that workaround. I'm going to experiment tonight, but I had already intended to have additional disposable thrusters built with the factory, which would rebalance lateral thrust. I'll just have to build my resource vacuum with it, as well.
  2. Simple mode. The game generates a pattern of targets they directional sensor can seek. Maybe two targets - there and back. Maybe a more complex route. Maybe some tracks have enemies, mines, or asteroids to avoid or engage. Simple prerequisite though. A directional target that is moved when your core comes into close proximity, and that 'wins' the race when it reaches its last position.
  3. I kind of like the idea that instead of being a big hero, you're just some minor operator in an agency that maintains planetary ecosystems and habitability. You're a cross between janitorial staff and animal control.
  4. Nothing wrong with discussing it, but it's not in feature requests.
  5. Is there a way I can get unread content, limited to Nimbatus subforum results? There doesn't seem to be a menu on that page, or the search page.
  6. Absolutely 100% in favor of this, all of it.
  7. We DO still need an unlock mechanism for unlocking advanced blocks. Shops seem good for that.
  8. Or a way to log into the wiki inside the game, and the game could then use that info, and - or submit it to steam.
  9. So basically this, but with intelligent targeting of enemies? Tougher, not impossible. Let me think. Without long detection ranges on the distance sensor, or arcs of detection, it'll be a little more complex. It might require hinged targeting, which used to be very janky. Hmm. I'll give it some thought.
  10. I have a drone blueprint I can save for you when I get home. The core ejects to safety, and on command, will start manufacturing a bomber (rockets) fleet.
  11. I could roll with a logic league. All logic parts are free, and while they technically exist and function, they are invisible, have no mass or physics, do not collide, do not count toward the part count, and parts cannot be attached to them. Infinite complexity available. Limit thrusters to 8. That way you fight intelligently, or you go home.
  12. I wonder if there's a way to get in - game badges for being a wiki contributor.
  13. So Paris for you is like D.C. for me - too accessible to be special. I get it. Her name is Lisa - she had a name when I got her. Nobody knows where she got it. I'm hoping to lure her out, but in three weeks, I only have her willing to venture out yup the kitchen counter when I'm asleep, or not home. She is getting braver, though. It was three days before she was brave enough to eat.
  14. Will do, of course, but it will have to wait until I get home. I want to retest with fuel as well, first.
  15. I have actually made the error of making subdrones without a battery, and not having my weapons fire. If fuel is connecting like this, it's almost certainly a bug; or your pirate copy is from the closed alpha, where it wasn't a glitch, just default behavior. You should talk to the devs about the possibility of paying them directly to get a key, if you don't want to support steam. If you don't even want to install it, you should post a suggestion for them to host on a different service.
  16. What's the event in Europe like? Bet you got cool swag to give out. Is that all he's doing in Paris, though? It's PARIS! I got a cat myself. A shelter girl. She's trusting me, now, purring and enjoying petting, but she's still afraid to leave her 'spot' atop the kitchen fridge. I leave her evening food out, so that she has to come out for it at night. Progress is slow, but she's making progress.
  17. My Only problem with that is that it requires a change to how energy and connectedness works that may not be obvious to a player. They may put a capacitor on a subdrone, and keep adding more power, unclear on why they capacitor isn't filling. Spawning them empty clearly shows you what's going on, prevents any factory - based infinite fuel/energy shenanigans, and permits your subdrone to fuel up, if it needs to, before separating, without any need to change the fundamental way that energy behaves.
  18. It's a little difficult to parse your meaning, but to clarify a few things, energy does not transmit to disconnected parts currently. Subdrones need a battery of their own. My current favorite suggestion for relying on factories to print new batteries- which is a cheat, in my mind - is to print all batteries and fuel tanks as initially empty.
  19. I guess I would like to see it require more than just replacing half my batteries and then everything's the same. Right now we're just talking about complicating energy infrastructure for a net gain of nothing. I get that it's more realistic, but what's realistic isn't always what's fun.
  20. What I mean, is that there's nothing to show that the engine has criteria by which it judges anything to be different about territory with a background. Not that it makes it impossible, just another thing.
  21. If you like, I still have my design for a functioning resource-courier. I'd be willing to share it. It does exactly what you wanted; returns to the hopper, drops resource containers, and with that imbalance, starts pulling upwards (happy accident) and self-destructs ten seconds later. I managed to do it with 18 blocks total, including sensors and logic, on the courier sub-drone. It thrusts up only, when under altitude, so it doesn't disrupt you too much when you build it. It reaches altitude, and moves laterally until it finds the drone core (split off and thrust up to the nimbatus at the start) directly overhead, then drops into the hopper, and self-destructs. Total requirements - four logic blocks, two directional sensors, one altimeter, then the usual. Energy, fuel, thrusters. Unfortunately, though I SWEAR I had this working, ore canisters spawned by a factory don't seem to be capable of collecting ore.
  22. I wanted to just ask how you guys are doing. What's going on? Are you guys really really busy? Do you have big things coming up? Facing any serious challenges? Anybody getting married? Wanna talk about your pets?
  23. I do have one question. Why isolate the inputs and outputs generated by the internal logic? I like this idea, but . . . what need is there? My idea of a processor was always just a box that you can put logic parts into, to make drones more compact and enable cleaner designs. If you want to isolate the internal logic so it doesn't interfere with larger logic schemes, you can always prefix the tags you use with 'processer 1' or 'P1' or 'snarfleblat' or whatever you want. Right now I use prefixes like 'Core,' 'SD' (subdrone), and etc to separate the logic involved in multipart drones. Beyond that, I am absolutely in favor of a way to handle more complex logic in smaller packages. Intelligent drones can be prohibitive to build because the logic is so ridiculously space-consuming. I find myself considering multiple factories, so that I can jettison one logical behavior set and manufacture another, instead of just making a capable drone.
  24. Not 100% sure on this one. I only rarely rely on circuit observations, experimentation with input/output control can often be used to reveal problems when the sequence goes too fast to follow, and unless the engine supports a variable timescale already, there are a lot of other things I'd like to see dev time spent on first. Besides, a lot of logic responses are an instant cascade of outputs, inputs, and results.
×
×
  • Create New...