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Zixtis (Zixt)

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  1. I propose a list of Tags in use by the drone currently being edited, providing the following functionality: Individual Tags should be hide-able to reduce bloat; e.g.: hide "enemy visible" when you only care about "enemy NOT visible" (for thrusting away, as a justification) List should be clickable when in the Tag Editor window so we can click existing Tags populate automatically in order to avoid typos or using a similar name from an entirely different drone. Clicking on a Tag in the list when not in Tag Editor should select all blocks using that Tag, and highlight in a colour identifying as either an Input or Output Ideally draggable Tags to allow re-order Ideally group creation to move Tags of similar function to a group, or (if another suggestion regarding Global vs. Local Tags is implemented), groups for child drones vs. mothership vs. global Ideally allow creation of a Tag right in the list without having to first add it to a part. Ideally drag a Tag from the list directly to a part and select "Input", "Input2", or "Output" from a pop-up pick list.
  2. +1 Another option that would be a partial help, and possibly more intuitive, would be to connect parts to an edge instead of the center; you could then "pluck" connections from one block and add them to another. You could then use Ctrl/Shift modifiers to select additional or more connections at once, respectively. This would require making linkages selectable and moving/making additional linkage points, which would likely be too complex to implement easily though.
  3. Edit: Not required; Logic Connector and Logic Splitter provide this functionality. D'oh! ------------ Having the ability to define a tag as global vs local to a subset of parts (defined as being any contiguous pieces not linked through a decoupler or factory part) would make automation of multiple child drones more workable. Case Study: Mothership contains a button tagged "Always On" as Global for all child drones to use to thrust right, continuously, in order to circumnavigate the planet. The mothership automatically pumps out the child drones as soon as the factory parts are ready. The child drones would be designed with TNT, set to explode within proximity of an enemy. Each child drone has a Local "Tilted Left", "Tilted Right", and "Ground Too Close" signal used to keep the sub-drone level and prevent it from getting stuck in pits. The current setup (unless I'm missing a group feature or similar) would be triggered by ANY of the child drones and cause ALL sub-drones using the signal to tilt wackily or fly upwards endlessly. Alternative option: Add a logic layer to the view and having signals wired using cables strung between pieces from "Input", "Input2", and "Output" connectors, so we can visually see which sensors and logic are triggering which part actions. This would also inherently limit signals to within a sub-drone, preventing cross-talk between child drones.
  4. When entering a tag ending with a number, hitting the NumPad Enter does nothing; having it equivalent to Enter would allow for more efficient data entry. :)
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