Builders Wishlist

Discussion in 'Suggestions' started by Hummel-o-War, Jun 14, 2018.

  1. cpontin

    cpontin Commander

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    I've been experimenting with a detection grid to deploy perimeter turrets. See image. The idea being that the turret isn't deployed until it detects a threat.

    Each bl0ck has a motion sensor on top. All blocks are 'attached' to the Turret 'Base'.

    CreativeCoop3_2019-09-15_12-31-58.png
    When deployed this would be lower so the turret is at ground level and the sensors are below ground.

    The issues I have encountered are:
    1. The sensors max out at 16 blocks and so detecting drones at height is problematic
    2. The turret range is 300+ so it requires quite an extensive grid
    3. The logic for that many OR rules to activate the turret is cumbersome
    My 'builders wish' here to solve this problem is a bigger/more expensive sensor with this type of deployment range and coverage in mind.
    Maybe this could be directly tied into the turret or must be attached/within a block to limit its usage.
     
    #281
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  2. SacredGlade

    SacredGlade Captain

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    Do sensors detect drones? I was under the impression that they only detect players, but perhaps I am in error?
     
    #282
  3. cpontin

    cpontin Commander

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    There is a check box “NPC triggers sensor” or words to that effect.
    Whether that includes drones or just foot soldiers I cannot confirm.
     
    #283
  4. cpontin

    cpontin Commander

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    These types of split blocks and hollow blocks are airtight and don't allow oxygen to penetrate.
    Solo Arid Starter_2019-09-15_15-01-13.png
    Solo Arid Starter_2019-09-15_15-05-08.png
    In these scenarios there is a vacuum in the doorway. The reason these blocks are here is to end-cap the heavy windows as these cannot be end-capped in a single block and so its tricky to put in a doorway between diagonal heavy windows.

    Can these blocks be changed to 'Airtight = false'?

    Edit:
    There are other block groups where some are airtight and others aren't so they won't even require splitting out into their own group.
     
    #284
  5. StyleBBQ

    StyleBBQ Captain

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    Please, pretty please, revert Cockpit Exit so that you can be returned to where you entered!

    If needed have it be an option for the Cockpit blocks; "Always Exit to Cockpit Roof" or "On Exit return to Entry Point"

    Or actually maybe it would be possible to leverage the key combo Shift+F, so just F exits to roof while Shift+F returns you to where you came.

    Main reason for my request is that the Cockpit models are far better than anything I can do in the same space, but I also prefer to have interior spaces in larger HV/SVs. And in those we _used_ to be able to enter from the back of a cockpit and on exit be returned to the inside, not the roof.
     
    #285
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  6. Sephrajin

    Sephrajin Rear Admiral

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    "Exit where entered" has been removed because it was abused in PvP.

    However, I as well would welcome an option, as a dropdown maybe, to select among different exit behvaiours.
    1. Default (as it is now)
    2. Left
    3. Right
    4. Rear
    5. Top
    6. Below
    7. Front

    It would then 'scan' for the nearest option to drop the player in the selected direction, and/but fall back to 'default' if no nerby free bocks for player exit could be found.
    Saying in advance, it would be awesome if one could change that direction via the ModApi using signal logic.

    Extra wish (A10.5+):
    I'm having an SV like the 'Valkyrie' by ????? (i have too many subs, cant spawn in at the moment to check) in mind, where one can enter from behind - the SV interior - or above/outside.
    So when one would take this SV for AM farming, one would set the switch ON, and would exit on the outside (top).
    But when one would go for a POI, or other stuff, that switch would stay OFF and one would exit on the inside (rear).
     
    #286
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  7. cpontin

    cpontin Commander

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    100% agree with everything here.

    I currently enter the cockpit from inside many of my sv’s (not all) and when exiting To use some of the equipment in back I have to run round to the rear. It’s a bit daft and not ideal.
     
    #287
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  8. Combat Wombat

    Combat Wombat Captain

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    airtight=false would be bad, what they need to do is change airtight from a simple flag to a 6 axis direction. So the cylindrically hollow block would be airtight 4 directions and non-airtight 2 directions
     
    #288
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  9. cpontin

    cpontin Commander

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    You are of course correct but I suspect that is a much more difficult change to implement. What I am suggesting is probably the right first step in that direction.
     
    #289
  10. StyleBBQ

    StyleBBQ Captain

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    @Sephrajin , thanks for the info on why it was changed. Though; drats. <:rolleyes:>

    Just in case this very useful feature makes a return... <where's the frickin emoticon for the praying kitten?!?> <:p>

    Thinking on a way to leverage Key combos for multiple choices when exiting; which might be more work than config options as you laid out?

    F+W/A/S/D --- single non-held-down tap of F would still be Default exit, whatever that may turn out to be.

    F+W = exit to Top/Roof
    F+A = exit Left
    F+S = exit Rear
    F+D = exit Right

    Non standard for sure and exiting Right would take some getting used to, but I think that setup, if possible, would cover a lot of use cases.

    Lots of possibilities of course, and I don't want to sound too greedy; the poor Devs still need their weekly showers and occasional feedings. :D
     
    #290
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  11. CrimsonJackel

    CrimsonJackel Ensign

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    THANKS! Wasnt aware this was a thing. I took a break from the game for about 2 years to play some other stuff, and since returning, I am still finding new things they added to the game.
     
    #291
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  12. piddlefoot

    piddlefoot Rear Admiral

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    Gravity generator on an SV.

    New SV starter block, Drop Shop, gravity generator capable.

    New HV starter block, warHV.

    An audible data pad system.

    Slave droids that can care for gardens.

    6 man cloned squad of marines command-able to half a dozen sets of commands.

    Boomer and Peaches from FC5 !

    The Gravity Gun from Half Life.

    More freedom in building, ok thats not an actual block, but new blocks are kinda pointless if CPU stops us from using them anyway !

    Dynamic water.
    MC style but not blocky and not volumetric.

    Water trap devices, like gates and or pipes.

    Cloak generator for CV.

    EM weapon for CV.

    EM flashbang for SV - defensive.
    Like a flare to confuse homing missiles.

    Beer with a proper dunk effect that can get you killed.
    Liqiud bread maybe.


    This thread should be called the shooting star thread !

    Where dreams are shattered !
    Oops I mean where wishes are created !

    LOL !
     
    #292
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  13. Redgum

    Redgum Lieutenant

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    A couple things come to mind for improvements to make things more 'build-able' and interesting:

    1. Block preview / Bulk Block & Dirt Removal

    a. Preview blocks. Instead of actually placing blocks down, it puts a transparent 'preview block' down as a placeholder. This way, we could layout a framework of blocks, and if they met our need, right-click and they become solid with a block of your choosing. This is differentiated from normal placement in that you don't need a tool to remove erroneous placements, rather, a key or other mouse click on the block simply turns it off. It would speed things up a bit in creative

    b. Bulk block removal - in similar fashion being able to select multiple blocks that are laid down, and click / button to have them all removed.

    c. Bulk dirt / ground removal. In a word, its a real pain removing ground in creative - the debug drill still needs to reload (why?) and it's still glacial. How about a debug drill that removes dirt in block-sized chunks as quickly as the multi-tool removes blocks? Otherwise, as in (b) above, how about a way to highlight a section of ground and then click to remove it?​

    2. Expanded logic

    Thank you for the logic we have! I might humbly suggest the following two additions:

    a. Environmental conditions sensors. A small collection of sensors: 1)Sunlight sensor, 2)Radiated fog sensor, 3)Thermometer, 4) Storm/Sunny

    b. Dynamic LCD content - being able to display state changes in logic with stored strings (and display the changes) to sensors / logic states.
    (For example: instead of setting up two LCD projectors, you'd only need one to change from displaying the state of a locked door to open when a lever is activated.)​
     
    #293
  14. idx64

    idx64 Lieutenant

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    Simple Mr. Hummel. Blocks that can be rotated 30º and 45º. Blocks that deform, that stretch or shrink in all three axes. Blocks of sizes 1/9, positioned in the center, on the sides or the corners of larger blocks. Blocks with self-adjusting bounding box. That would be enough to create everything at another level (higher than SE), of course removing construction constraints. Regards.-
     
    #294
  15. geostar1024

    geostar1024 Rear Admiral

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    Rotation of blocks is unlikely to ever be implemented.

    That would be very nice when docking.
     
    #295
  16. Jollificator 2

    Jollificator 2 Lieutenant

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    Being able to choose/set a color for Symbols with the Texture and Color Tool.
     
    #296
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  17. IndigoWyrd

    IndigoWyrd Rear Admiral

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    An overlay grid that can be turned on/off for terrain.

    Why, you ask? It would be tremendously helpful when base-building with "disconnected" structures to be able to see how things will line up, rather than either having to guess, or trying to build long strips of blocks to know something will be lined up, rather than finding out everything you wanted to build is "two blocks to the left", or, when you find that "perfect" spot you want to build, only to find out you're 45 degrees off-center, and now have to rethink a build design because of 90 degree block rotation.

    So many things I'd have built in so many different places, had I only known.....
     
    #297
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  18. zztong

    zztong Rear Admiral

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    How about a 2x1x1 detector for an SV that looks the same, but is centered on a 2-block wide base?

    I've got a Scout SV that's an even number of blocks, using that 2-block wide cockpit. The only detector choice for an SV is 1-block wide. It seems weird to put two of them on the SV and it looks odd to have it offset to one side.
     
    #298
  19. piddlefoot

    piddlefoot Rear Admiral

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    Symmetry on All planes at once.
     
    #299
  20. imlarry425

    imlarry425 Captain

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    Allow parallel input from passenger seat crew to control all aspects of all flavors of vehicle- while a lone pilot can move through new and modified modal control screens to perform navigation, drone directed repairs, power reroute (shield/weapon buffing), direct and target assist turret control and so on make it so that exploiting these systems to their fullest requires a crew that's coordinating them. Consider making shields multi-unit affairs that could fail partially with related hull blocks protected by a specific generator(s).

    In practical terms the pilot workload for a single player would be too high to do very much dynamic use of systems like this during combat since switching modes gets in the way but in an MP environment one or more crew could manage these sorts of modal dialogs as stations providing a similar game play experience to Quintet and Artemis.
     
    #300
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