unless i have misunderstood something with my poor english/signal skills this is already possible with the ---- instead of "follow" or "toggle" so if you have lets say a door and 2 switches (sigA and sigB) both set to ---- you create a XOR signal logic, use sigA and sigB = sig1 and connect the Door to sig1 your door will open/close every time you push one of the switches you get a yellow "RX signal unknown" in the console but since it works fine i use that for my doors/ramps
I believe the problem is, regardless of what logic is used, that a switch has 2 states. ON and OFF. The switch must be activated from the ON position to the OFF position before signals can be sent again... unless I'm missing something
Still many block shapes missing, particularly for windows and shutters and railings/walkways. Some ought to be fast to add, just copy existing and do some tweaks. Like windows and versions with opposite view direction.
Too many posts to read through, so if this has been suggested already, consider this a second (or third), but I'm finding a real need for a quarter-round Spotlight block. Currently we have the cube spotlight and the diagonal (wedge) spotlight, but a nice quarter-round spotlight would (pun intended) round out the spotlight collection, quite perfectly.
Liquid blocks. They don't have to have any physics or flow. They just need a water texture + animation and come in a couple basic block shapes.
Gosh that reminds me of the days of Marathon, where you'd just paint the texture of water, sewage, lava, toxic waste... and if the player 'stepped' onto that texture, they would feel the effects.
Two new cockpits, both cupolas. The first would be a forward facing cupola, for placing on the front face of a SV/HV. The second would be an upward facing cupola, for placing on the top of an HV/SV. I envision the first tier being composed of large glass panes with thin frames (similar to many of the other first tier cockpits), thereby providing plenty of visibility for things like mining HVs. The armored version could have circular windows that look sort of like portholes giving a more reinforced look.
New Devices... I can think of a number of great things... 1. Iris Doors, in sizes 1x1, 2x2 and 3x3. Some of these would look great! 2. "Mechanical Blocks" : Piston, Rotor and Hinge that can be turned on or toggled to push horizontally or vertically (piston), rotate clockwise or counter-clockwise (Rotor) and swing left/right or up/down (Hinge). 3. Life Form Sensor - something to show animals and aliens on the radar, in a manner similar to how drones are shown. 4. Soft luminescent paint colors. We have a nice selection of emissive textures, but some "glow-in-the-dark" paints that do not illuminate with the same intensity would be amazing. 5. Construct-able player Trade Terminals and Teleporters. On the subject of the Teleporter, it should actually be a fairly easy implementation to make these work - by linking them in a manner similar to how input and output sources are assigned to Constructors - you simply have a "Destination" drop-down to pick a target teleporter and that teleporter is linked. The Trade Terminal already exists, but we've no means to obtain one, short of admin tricks. Being able to construct these however, is as logical as the construction of the ATM - and potentially just as valuable, as this would give players means of trading between each other and help establish a viable in-game economy. That's all I've got for now.
Great thread! I have some ideas too. A water tank and wastewater treatment (devices) for toilets, kitchen/bathroom sinks, bathrooms, shower rooms, constructors, plant pots, etc. The player would have to exchange dirty carbon filters (made of wood). A another device device would be an air compressor which would collect (?... sry for my english) and compress oxygen from plants/glasshouses. A another device would be a small 1x1 bathroom sink. http://2.bp.blogspot.com/-3Z5FrY4cpFY/T9fbmjsy3LI/AAAAAAAACP0/WgPrG7CuZbU/s1600/012.JPG .. or just a simple shader like the one used for water or airtight doors, etc.
A few more things I’ve come up with: 1. Emitter Blocks (Smoke, Fire, Sparks) These would look and function like regular blocks, but with a default texture on one face that indicates where the emitter is located. When placed, these would give off Smoke, Fire, or electrical Sparks. Just imagine smoke pouring from the chimneys of those Polaris Power Plants, or Sparks cascading from that broken conduit in that Abandoned Mine, or Fire blocking your path through that wrecked ship... 2. Sound Emitter/Speaker This device makes a noise when activated by a signal, in a loop, until deactivated. Imagine that motion sensor outside your base triggering not just a flashing light and activating a retracted turret, but triggering an audible alarm sound as well. 3. A Daylight/Time of Day sensor. Far too many applications for a sensor that sends a signal based on the presence of daylight or Time of Day. 4. Base Flood Lights.
This is a huge one that would likely become one of the most beloved devices: Deconstruction Bay The exact opposite of the Repair Bay, the Deconstrution Bay would break down old, unwanted, or even stolen HV’s, SV’s and even CV’s, returning some portion of their blocks and raw materials, just like a Deconstructor can with that 50th Multitool you still didn’t want or need. I’d say use a red field around the vessel being deconstructed, for visual effect.
I would use it, unless it only returned a fraction of the assets. Otherwise I'm more likely to deconstruct it into usable blocks so that there is no loss, even if it means I need a cargo CV parked nearby to receive the blocks because of volume and weight.
I'd say this functionality should be rolled into that of a physical shipyard that replaces the current virtual blueprint factory. A shipyard should be capable of repairing to template, converting a ship to a new blueprint, and completely disassembling a ship.
Might be a good upgrade then - T2 Repair Bay to T3. Added functionality doesn’t seem to be a real issue, since the T2 gains the Repair to Template function.
I would love to have a bigger or config-adjustable radar range. On the old small planets it made sense balancing wise to limit it down, but with the big 64km planets it would be nice if the radar would at least indicate what is in sight. Since radar dishes are already available it seems to be a tiny step, bringing a nice gameplay feature. Reason is i want to increase planet side combat range for a pvp scenario. Optionally or additionally i would love to have player bases indicated by sensors and maybe marked on map like pois. The sensors would also be even more awesome if they get a dinamyc range, maybe depending on energy output of the detected structure.
I would like also to see sensors of vessels, motorbike, luminosity, radiation, temperature and maybe other types.
Indeed; here I've proposed one such dynamic model for a sensor system: https://empyriononline.com/threads/sensor-system-proposal.36353/