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natsukashiinoneko

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  1. I would be happy with a 2x1 block that would work just like the current speed sensor, except it would measure speed in a specific direction (visually indicated on the block by an arrow or something similar).
  2. Something I would really like to see is a way to implement complex logic functions without taking up a ridiculous amount of physical space, which I always found silly in games that allow logic operations, from Minecraft to Oxygen Not Included. What I imagine is a 1x2 or maybe 2x2 "logic board" tile that could contain a large amount of logic gates. You could edit these blocks, which would present you with a relatively spacious grid (about 10x10 maybe?) that you could populate only with logic components. The signals/keystrokes defined inside the box would be only local, except for a limited number of inputs and outputs (maybe 2 of each for a 1x2 block and 4 of each for a 2x2?) that would be handled just like the I/Os of a basic logic gate.
  3. This would have to be restricted in multiplayer though. With such a monstrously powerful engine, missiles would become the kings of the battlefield. Brawl (and possibly Sumo too!) would degenerate in brief and furious exchanges of armour-piercing warheads
  4. It seems to me this feature is already present, or did I miss something? In the current (0.98) version, you can already rotate the core, just like any other piece. Since the core is the root of all links between parts, that will effectively rotate the whole drone. You can flip it horizontally or vertically too. Any such transform is likely to mess up designs that rely on a specific orientation though (trying to align with gravity, for instance)
  5. Oops silly me... I finally understood that the "tags" actually work as custom event names. I remember running into trouble when I tested them. I got the false impression they were unreliable and decided they were not to be used once and for all. Well anyway, I agree some kind of central events management would be useful, both for following signals in a complex design and mass renaming events. Right now it is often faster to delete and rebuild a block than painstakingly change every single event.
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