Dont know if this was already written. My wish is to get some motorized rotatable connactions between parts, that can also be rotatet for example 90 degrees with signals or switches. This way u could mount engines that u use for lift, rotate then and use to accelerate. Or make some wings that u can collapse when not used. Even rotate whole parts of ship or base. Imagine to rotate the upper side of base to reach other sections with ur lift. Or secure your base this way on alert by rotating some defence walls What do u think about it ??
I believe it has been discussed in the past. I think it was determined to not workable (afik). Too bad as I like the idea. Maybe something will change like a new Unity engine or something else to make it possible.
Versions of the Autominer and Water extractor that integrate in a Base, so logistics works for those and power is taken from the Base. (I would also be fine if just logistics works on the existing ones) A cammera module for displaying view on displays. A remote control / automation block for sv, so drones are possible. Abetter gravity generator that has a qube field, maybe configurable, and can also reduce gravity. A short range teleporter with low energy demand as a elevator/quick short range transport. A official cargo teleporter. Salvage turret (also the handheld gun) should also takes the content of container.
The idea is that this Water Generator is not a storage but more like original Water Generator or Autominer "Beam weapon" was previously discussed on Discord.
We need more dimensions for boarding ramps: 1x3x4(or maybee 5?) As well as higher landing supports: 1x3x2 and 1x2x3 / 1x3x3
Scanner T2: - Be able to send alerts about incoming torpedoes and drones - Has many choice of shapes (block, antenna, disk, etc)
Lever options, motion sensors and LCD projectors are offset from the center of the block to the side so that they can be placed on the sloped blocks.
All what gets wished for here won't happen any time soon for as long as NO FURTHER ID's are available for Blocks and Devices to be added to the game.
Correction : EGS supports 2048 regular IDs and 2048 non-ID items and blocks that players can add. The IDs for these additional blocks/ items are then assigned dynamically by the game at runtime, and these IDs can differ from one start to another. Because of this and the possibility of conflicts between player-made additional content and EGS "vanilla" content if in the 2048+ range, it's unlikely that Eleon will add much non fixed ID blocks and items, just to get drowned in bug reports after...
To add to my previous post : in the actual 2048 initial IDs range, lots of blocks and items are marked as "obsolete - do not remove/ delete" or are simply not used anymore, but they remain in place for now. These are the most likely candidates "ID slots" for new blocks or items, once they're definitively removed from the game. I suppose they're still in there for legacy reasons, maybe because players can still use older versions of the game or until they get a proper replacement. So there's still room in the first 2048 ID range for new stuff, but of course it has to be made/ updated first.
Been safely adding new blocks using the dynamic ID range and so far the only time I've seen an issue was due to a specific bug on servers that was fixed. Because the game maps the block IDs on a per-save basis, adding a new block anywhere in the list shouldn't cause any problems. You can run into issues if you remove a block in the dynamic range then add a new block in the same place. Then whatever had the old block in-game might now have the new block. But that would be a problem with fixed IDs anyway. I don't know why they don't remove the old, unused blocks and free up those IDs. Anyone using an older version of the game will have an older version of the configs anyway, and old save games won't work in the new versions. It would free up a lot of block IDs for default stuff. Even though there are 2048 new block IDs, they do get used up faster than you'd think. Items do not use dynamic assignment, they are still fixed between 1-4095.
It doesn't seem like the "item" or "block" nor even "template" prefixes really meant something apart from having a relation to the file in which we can find an object. We can see turrets in both the BlocksConfig and in ItemsConfig, we see templates in ItemsConfig and in Templates.ecf too, and only difference is the word besides the ID number. Now that we can simply skip this word (+template, +item or +block) and simply use a proper "name" it looks like the important identifiers were instead the category and class, and that the .ecf files were important mostly for defining a path to find each object. Maybe these errors we all see in the logs/ console are related to some objects that were removed some time ago (object reference not set to an instance) and that is why they are still in the game's default bundles, until they get properly cleaned up/ replaced ?
You can't skip the identifier. You need to specify blocks as block name:, even though you don't need an ID. Turrets are only found in blocksconfig.ecf. They are not in itemsconfig. That's where their weapon is, which is something different than the block itself. Weapons and block have no attachment beyond setting which weapon a turret block uses.
You can even give yourself the weapon item directly, hold it in your hands (invisible), and shoot it directly.