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joemama1512

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  1. Yes, this is an awesome idea! Almost everything that uses a logic splitter tends to need a "GO" button (some kind of constant input) to rotate the turret, or fire the thrusters or whatever, which would be nice to not need to recreate each time. This would be especially true if you used a more complex "go" system, such as some kind of timed/impulse type system.
  2. I absolutely would not do mothership modifiers as they are priceless. But yes, selling weapons and parts does seem like a reasonable idea. It would help if nothing else to sort out the junk weapons without having to go to the casino.
  3. You CAN but its rather painful and unreliable. You generally do not want to strap lots of TNT to your drones just so you can blow them up. Also, TNT wont necessarily destroy all the parts and a leftover camera can really mess you up for example. Or logic gate. I do like this idea of adding a Maximum Number to the factory although that can be tricky too. A drone with 2 parts left is or is not considered an active drone? Where do you draw the line?
  4. interesting idea. They could be considered normal weapons but with a limited tech tree as most upgrades would not be applicable. Like you said, only the +damage, -energy would really make any sense. And they would need overrides, as bio drill for example would not work.
  5. You might try adding a vtol engine set to Drone Core to your factory made parts. That way they will follow the drone core around, so you can generate tons of guns,batteries,whatever and they will stay close to the drone. you may need a "flip" switch that makes them go the opposite direction if they start crowding you.
  6. That won't work. Something created via factory is detached from the creating entity and will not ever attach nicely.
  7. I do kind of like it, but the idea of a programmer is to program right? I dont think this will get much traction.
  8. um, just make more shields and thrusters? It is a building game so you are expected to build using parts available. I mean, I do see your point and having bigger engines and some large sized weapons would be cool, but thats not really something you can expect an incremental build to deliver on. You have to think of how much effort it is for the devs vs how much usefulness it would provide. You can just use multiple stacked smaller engines to duplicate the effect of a bigger engine.
  9. Note that you can already control cameras with their bind key. Say you have 3 cameras, bound to 1,2,3 for example. By using various combos of turning on/off 1,2,3 via keys you can control your view. The game will automatically zoom out to a certain extent to try to keep several cameras in play at the same time. I realize you said ACTIVE cameras but I am just saying that you can manually turn certain ones off to improve your view. This does have limitations though and a split screen option would be nice but I doubt it would be worth the effort for the devs to implement to be honest.
  10. Basic parts can be extremely difficult to come by in survival and be overly limiting. Obviously this is kind of the point of survival to some extent, but it is extremely frustrating not to find a single decoupler for example until galaxy 5... As such, we really need to have some Part Packs, similar to how logic gates are done. When you get a Part Pack, you get multiple items from the basic part list. i.e various types of blocks, decouplers, hinges, etc. Currently by the time you hit galaxy 5 or so, you can have tons of guns, batteries/fuel out the wazoo, and yet only be able to scrape together a handful of basic building blocks! This is really a bummer and could be easily fixed with this method to provide more variety and choices for builders.
  11. It is surprisingly difficult to have a one-shot event. Impulse logic repeats the cycles. Impulse triggers will also repeat if their input repeats as well which is likely. Delay gate will also re-trigger. Perhaps there can be a checkbox in the impulse logics that allow the user to "repeat" or not.
  12. Ive noticed that the tilt sensor has both left and right values set to 0 when the drone is first spawned, either normally or factory created. What this does is immediately trigger certain logic. For example you want to Do Something when the mission target is reached by using an XOR on tilt right/tilt left, so when both values are 0 it indicates that you have arrived. Due to how initialization works, this will trigger right away and you have to add extra logic to "delay" the check to bypass this initial condition. Maybe there is a way to set the tilt sensors to start working and set real values first, then process the rest of the logic blocks during initialization.
  13. Please consider changing the speed sensor. Right now it only triggers when you hit a certain speed, but is unable to detect if you slow down or stop. i.e. you got stuck. Using a Max/Min system like the temperature probe would help fix this. You can still set max 100/min40 to make it trigger at 40 speed, but could also make it trigger between 0 and 10 or whatever to detect when your speed is very slow.
  14. Sounds cool, but also may be hard to implement.
  15. The current range on various sensors on "nearest enemy" mode is about 100, same as a directional sensor. This really limits the usefulness of various styles of automated turret type systems and only a handful of weapons are actually useful in this mode. Whether using a constant rotation turret with a directional sensor, a vtol engine set to inverse/nearest enemy or a tilt sensor, by the time the weapons actually are ready to shoot, the enemy has already gotten on top of you, or blown up on you. It also limits usefulness of TNT missiles. As such, please consider increasing the range of vtol engines, tilt sensors, etc when set to Nearest Enemy mode. Increasing the general range of the proximity sensors and or directional sensors would be greatly appreciated too. Thank you.
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