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Entity

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Everything posted by Entity

  1. As I suggested on discord before... Don't ban them. Just make them only work on your own drone. They are still useful for being able to see what decoupled stuff is doing.
  2. Entity

    Upgrade bugs

    Infinity Generator II.drn Here's a basic version demonstrating the concept. I have one that only uses supercapacitors too but there's slight issues with it that are awaiting game bugfixes. (also this is getting way off-topic)
  3. Entity

    Upgrade bugs

    It's just decoupling and printing capacitors and/or batteries with a factory when they're empty.
  4. Entity

    Upgrade bugs

    This would totally justify the excessive infinite energy generators I've been working on. It'd also make me completely immune to damage and turn shields into the single most OP thing right after said infinite energy generator.
  5. Heh don't worry man. I was just a bit surprised about the number of votes on this when I didn't even get a response on my thread
  6. If it was implemented like that, yes, it would pretty much implement this sensor in a more flexible manner. as long as it gets 4+ configurable conditions and also lets you specify negative angles (like tilt between -40 to +40 for an upward arc)
  7. Features: 4 outputs (one for each quadrant) Target selector (Gravity, Enemy Core, etc, exactly the same ones as Directional Sensor) Angle slider (0-359 degrees) to control the orientation of the quadrants relative to the sensor, so you can offset it e.g. 45 degrees like this: Tolerance slider (0-90 degrees) to control deadzone between each quadrant: Functionality: Nearly identical to current Directional Sensor, except it has 4 sensor zones instead of two Why? It really simplifies making drones that follow the cursor while staying upright. It also makes it so you do not have to use -two- sensors to cover cases where your drone is facing away from the interested direction when you need to invert behavior based on that, or do something else (this would be rather useful in sumo) Example: Right now you have to use 3 regular Directional Sensors to do make a drone that follows the cursor while staying upright (gravity + one for left/right + one for up/down). if you want to also have diagonal movement you need 2 ADDITIONAL sensors to create the cursor detection required for that (not to mention needing to place sensors diagonally which makes building awkward. why are these things a square anyway) With the proposed sensor you would only need 2 sensors (one gravity, one 4way cursor), or 3 (one gravity, two 4way cursor) for 8 directions.
  8. I didn't get the game until it got released on steam, so no that is not it
  9. really? I posted a more detailed feature request ages ago and this post somehow gets 7 votes?
  10. I edited it out. It's not relevant to the problem.
  11. Separated debris from your drone still maintains state signals, such as EMPTY or FULL on capacitors. Only destroying the block removes the active states. Note: this is not about normally decoupled stuff using decouplers or factory. See following setup: The TNT severs the capacitor, turning it into debris. The LED, which is ON when it sees FULL from the capacitor, only turns off after destroying the capacitor. Edit: YES THE LASERS IN THE GIF ARE -100% ENERGY. sheesh.
  12. It's not that the buttons are initialized after the logic gates, it's that the NOT gate has not had a chance to evaluate its input yet, so on the first state evaluation tick it is active, to disable on the next tick. Initial state is hard. On a related sidenote: The inconsistent behaviour between test flight and launch is still there, @Micha, I thought you were adding the initial logic gate delay to test flight too?
  13. both detonated on same input. I know blocks repair themselves, but when detonated at the same time it should be destroying the block. Maybe the delay-on-detonation-if-hit-by-other-explosion is overriding the detonation input? Even if it happens on the same tick? if so, that's not the right way to handle simultaneous events
  14. (Credit to Wumpie on discord) Multiple TNT blocks no longer seem to destroy parts that have that exact multiple of 500 hp. 1 TNT destroys 500 hp blocks as expected 2 TNT does NOT destroy 1000 hp blocks 4 TNT does NOT destroy 2000 hp blocks etc Repro: make a drone like this, detonate the TNT, the button survives even though it has 1000 hp and the TNT should be doing 2x500 damage.
  15. Honestly they should be explosive decouplers (ie. they destroy themselves. not leave a stump). As they currently are, even their graphic is misleading. They look like they would detach leaving half of the decoupler on each of the separated parts.
  16. A not gate adds a 1 tick delay and that makes the event arrive too late (it must happen before another fires, so I'd have to add an IF gate to delay that by 1 tick too) Besides it should take almost no effort at all to implement this. and there's no reason not to implement it. Low effort feature, saves having to use extra gates, etc.
  17. I have a need for the option to have switches and on/off switches start ON. I'm dealing with synchronization issues that can't easily be solved by adding more logic gates.
  18. I kinda want local logic stuff too. Would make certain things much easier to implement
  19. what's that supposed to mean?
  20. he wants to be able to bind wheel up/down to stuff so you can have some kind of mutex logic cycle through options (for things like activating a specific factory in an array of them using the same spawn space) I like the idea if it weren't for the fact that they just made camera zoom be controlled by mousewheel so that'd be weird.
  21. The new camera zoom with mousewheel is great, but ... Could you please make it remember the zoom level so I don't have to zoom out every time I launch? Doesn't even have to persist, just remember it during the play session.
  22. uh. sure you can. just have 2 fuel tanks with all outputs set to the same key and use that key for your thrusters 😛
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