ManTheMister Posted October 19, 2018 Share Posted October 19, 2018 Adds the Hopper, collectible objects (bio-barrels, broken ship parts, etc.), and resources to the distance sensor. Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 20, 2018 Share Posted October 20, 2018 And nearest ore/enemy/terrain, if you please. I would seriously consider murdering someone for that feature. Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 20, 2018 Author Share Posted October 20, 2018 Ore/terrain I feel would be quite difficult to code. Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 20, 2018 Share Posted October 20, 2018 I think it would require ore and terrain to be flagged differently, so the sensor return can be differentiated. Exactly how difficult that really depends on exactly how they're represented by the code; it may be as simple as creating new settings for the sensor to return a detection event from, or it may require a rewrite of ore generation so that it's in a fully separate class from terrain. Whether or not it's feasible, I'll leave to the dev's discretion; but I would still really like it. Even if differentiation is prohibitively difficult, nearest terrain (including ore) would still be great. Link to comment Share on other sites More sharing options...
0 Alpino_WILL_STEAL_ oats! Posted October 20, 2018 Share Posted October 20, 2018 Please call it resource, also yeah, being able to harvest recks would be a godsend Link to comment Share on other sites More sharing options...
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ManTheMister
Adds the Hopper, collectible objects (bio-barrels, broken ship parts, etc.), and resources to the distance sensor.
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