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Garheardt the Black

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52 minutes ago, Ookami-sama said:

It seems to be a problem of stability rather than force, or number of blocks. Blocks pushed forward collide with the frame that keeps them from going sideways, as seen in the following examples.

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You're right; if it were a compounding of forces, the blocks on the right would be the first to be crushed, and instead, it's the opposite.  Are they connected in a stack or all to one part?  Could the order of the stack be influencing the stability?  (For instance, if each part is connected to its rightward neighbor, perhaps the successive connections give the leftward blocks more flex to be unstable with.)

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The order has minimal influence, but even that seems necessary to work with. Lastly I have been using three sets of blocks, with two spaces between each member of a same set.

Thrasers.thumb.png.cf17627e462aa2fcdb6526c0fadab1ce.png

I will try to rotate them, see if that improves anything seeing as how every component seems to be a little skewed. Lasers less so than thrusters, though.

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Ladies and gentlemen! I give you regenerative armor! 

Nimbatus_GIF_201901041659553876.gif.f3a6d49119c8484242968a0fc44e26ea.gif

This bad boy was designed to laugh in the face of anything short of a mamma snake, and boy does it.Nimbatus_Screenshot_201901041726177964.thumb.png.5dd737d851211f5e66c3711f5bf57306.png 

After taking enough damage, the outer hull will automatically repair itself. It can do this quickly enough to render it effectively impervious to weapon fire and it can withstand a hit from a hammerhead with no lasting damage to the ship. It can do this by taking advantage of light parts with high HP values, and converting the loss of signal from a button in the armor into a build order on a corresponding factory. While effective, it takes a ton of programming. 

Nimbatus_Screenshot_201901041722254441.thumb.png.ee4eac187cc921f36465eb1ccaa2d80f.png

The featured blasters are modified with sticky bullets, increased force, and multiple projectiles. This effect repels enemies and causes them to spin uncontrollably, negating things like a hammerhead's hard front end and preventing them from attacking. Nimbatus_GIF_201901041659340627.gif.64a4ff375a816379eff33f9e2baa4802.gif

That's what I've been up to lately! 

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I've done a few like this, but not on the same scale; one rammer used a factory-built ramming surface.  Nice work there.  How do they deal with fire?  Is there any issue with the armor re-building and re-igniting?

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So far, the armor has been fairly good at preventing fire from crossing into the internals, but that hasn't been heavily tested. My best guess on how fire works is that a heat value transferred to any given part will then begin to dilute that value among other parts nearby. If that's the case, the fact that the armor continuously respawns helps to soak heat before it can jump to the main body. The distance between layers also seems to help. I'll mess around a bit and see if I can get a decent example gif out of it.

Thanks for the question; I have more testing! 

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I did some testing. The armor is spaced far enough from the inner hull that it won't catch it on fire, but once it's lit, the armor will continue to burn indefinitely. It's rather amusing to watch.

  Nimbatus_GIF_201901051035064897.gif.8a58218477630da6554b522823665a14.gif

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I think heat does dilute into nearby parts, but fire is definitely self-sustaining and generates more heat of its' own.  I did suspect it would do exactly what it's doing here.  Unlike heaters, though, fire only spreads heat via direct contact, so I wasn't worried about your internals much.

One solution to this might be to inhibit regen for a time; the only way I can think to do that is, for every logic block, have a switch that can mimic it's signal, to stop regen while it's on.  Let the externals burn out, then turn it back on.  The logic required for that could be burdensome, but it looks like you are keeping your logic elsewhere.

One idea I've toyed with is a ship that can completely rebuild itself as long as the core and a factory aren't destroyed in a stage-by-stage rebuild, with each stage adding more thrusters, fuel, power, and weapons, so that it's never completely helpless unless it's nearly completely destroyed.  I believe factories still don't exempt the children of factories say to start unbuilt from adding to their construction time, though, so it's not very useful right now.

 

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Good points. A redundant switch could work to override signals. Or a AND or NOR gate with a switch. The drawback being having to program 70 more logic blocks. 

Alternatively, I could rig the armor logic blocks to dynamite, blow them up, then reprint them after the fire is out.  😆

Update: I found a quicker work-around. I'm using a large series of NOT gates already, so I added a uniform input command to each one. Now they're basically NEITHER gates. This way, I could input a single variable to toggle on and off with a switch rather than having to simulate every unique button signal. Being able to toggle is fairly useful in collisions as well, since whatever you hit has a tendency to destroy the first reprint if it's still in the way. With the automated repair off, it prevents wasted prints and their associated cooldowns. 

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I had actually assumed you had a timer on the logic for each block, to make sure bits had a chance to fall away.  In any case, your logic isn't on-board anyway, (If logic gets localized, this'll need some updating,) so more gates isn't really a barrier, just a pain in the butt.

Those reprints ALSO do damage to the enemy that's in the way though, yeah?  My big worry would be reprints getting lodged in terrain and tangled with any broken drone bits.

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