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Nekoatl

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  1. Um, well, it's hard to imagine a use case for these that can't be more easily accomplished without them, to be honest. Like, why would you want to go to the trouble of maneuvering a black box inside your ghost block box before destroying it, when you could just shoot it instead? And, we're not just talking about adding one new block type... there would have to be a duplicate for each block that would be ghostable, and if you want phantom mini drones to be possible, that means they can't just be limited to basic blocks. Also, there's the issue of how to handle when a player tries to re-materialize ghost blocks inside of terrain, or the edge of the container, or whatever else (and players would absolutely try). It's a neat idea thematically, but honestly, just seems like way more trouble than it's worth.
  2. This ability already exists, and you can customize the behavior any way you want using logic parts. Granted, use of logic parts can quickly become unwieldy, expensive to deploy, and time consuming to construct, but it's still possible. Though, I'm not sure how much of a surprise having some of your weapons turned off would be, at least once they see your drone, since you can't make parts invisible....
  3. You can copy a component (and all its subcomponents) and flip it horizontally or vertically, which basically accomplishes what you're asking for in a more flexible way, since you can make minor edits to the copy without affecting the original... very useful if you need one side of your drone to be subtly different than the other.
  4. I'd like a button on the altitude sensor to set the target altitude to the currently measured altitude. The most obvious use for this would be to simply lock-in the starting altitude, but there would be other creative uses as well, for example, you could program a drone to orbit the planet once at a given altitude, then drop until it hits the tolerance limit, lock-in the new altitude, and repeat the process to gradually work towards the center breadth-first style.
  5. "Nearest Enemy" is a good option for building automated combat drones, but I'd like a similar option for mining. Right now, I have to program my mining drones to just float around randomly until they get within proximity range, which is somewhat less satisfying.
  6. Yeah, there are a few tricks you can use to partially work around the limitation, but it really does seem silly that you can't make general components placed right next to each other stick together. I get that the drone editor is built around the assumption that each block has a parent in the tree, but even if that assumption is necessary, it seems there could still be an option to create connections that don't imply ancestry, and worst case scenario there could just be a toggle or something to make components "sticky" where they automatically bond to adjacent components, either on a per-component basis or as a global toggle like "tags".
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