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64-bit_dragon

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Posts posted by 64-bit_dragon

  1. On 3/20/2019 at 6:17 PM, corona_wind said:

    I think I can explain this!  I've noticed this and narrowed down when it happened.

    Nimbatus auto-assigns A/D/W to engines, guessing from where they're placed.  If you copy-paste an auto-assigned engine, Nimbatus may assign it something else.

    If you ever change an engine's assignment, though, even to A/D again, Nimbatus will remember and keep it when pasted.

    So I think you had auto-assigned engines mixed up with your customs.  When you pasted, the autos changed and the customs didn't.

    That's what I thought as well but from Ookami-sama's picture I don't think that was the case here otherwise half would've been a and half d but they said all were A apart from the single thruster.

  2. I had a "destroy bomber cave" mission but it triggered the complete signal after 4 of 5. Possibly two hives exactly underneath each other but then they should've been destroyed at the same time @4:05 / 4:06 in 

     

    • Like 1
  3. Yeah because placing two bombs next to each other only makes the explosion of the first which is a lot less destructive. You need multiple bombs to blow up a single hive right now but you can't have them within five blocks of each other or so.

  4. It would be good if the bombs would stack, as it is now you can only use a single bomb in a region. The bombs now blow each other up without triggering the other explosion, which isn't realistic and isn't something you want if you make a bombing drone.

  5. I meant that the impulse giver automatically starts, which you may not want for a long sequence. From what I understand from your reply you mean a delay gate, which is also a good logic gate to have, but not the thing I meant. I hope you understand what I mean. Maybe an example will make it more clear: Wait 1.1 seconds Active time 2.3 seconds delay 0.2 seconds. So at the beginning of the level, it will wait 1.1 seconds after that it will continuously go active for 2.3 seconds and delay for 0.2 seconds (like it is now). This was what I meant with the second logic gate: 

    The BUFFER Gate is an Automation Building that outputs Active when its input is Active, and momentarily continues to output Active when its input enters Standby. It is connected to other buildings via Automation Wire.

    The amount of time the BUFFER Gate remains Active can be adjusted by the player, and can range from 0.1 - 200 seconds. When the input becomes Active again, the timer resets to the designated amount, and does not add to the current remaining time (if any). This Was copied from: https://oxygennotincluded.gamepedia.com/BUFFER_Gate they have a lot of good logic gates as well.

    • Like 2
  6. On 11/14/2017 at 1:41 PM, OsoMoore said:

    One possible approach to logic programming is to have a separate "logic connection mode".  Instead of showing structural connections, logic mode shows signal input and output connections between parts.  Then you can create and manipulate signals via mouse drags and clicks, instead of assigning dozens of keys.

    Did you get that idea from Oxygen not included? They use it and it works, almost, flawlessly. So yes that's a really good idea.

    • Like 1
  7. 13 hours ago, STM said:

    I like the idea! Let's make a BFG!

    My only concern is that the thing probably has to be a quite slow firing sort of weapon for balancing reasons.

    So this thing would need some good aiming which i usually lack... :D

     

    At this stage in development, I don't think they should focus on balancing, at the moment you can beat the game with just shotguns, even without actually trying.

  8. Sometimes you don't want to activate a signal right away or you want it to keep going even after the key has been released by the user. Which, to my knowledge, isn't possible at the moment.

    For the first, I would suggest an optional input key for the current "impulse giver"

    And for the second I would suggest a new logic gate.

    • Like 3
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