Blocks and Devices wish list

Discussion in 'Suggestions' started by Siege Inc., May 27, 2017.

  1. Track Driver

    Track Driver Rear Admiral

    Joined:
    Jun 28, 2016
    Messages:
    798
    Likes Received:
    1,591
    What do you mean by this?
     
    #721
  2. Overgetter

    Overgetter Ensign

    Joined:
    Feb 4, 2020
    Messages:
    3
    Likes Received:
    1
    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 ??
     
    #722
    Last edited: Mar 3, 2021
    Track Driver likes this.
  3. Track Driver

    Track Driver Rear Admiral

    Joined:
    Jun 28, 2016
    Messages:
    798
    Likes Received:
    1,591
    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.
     
    #723
  4. me777

    me777 Commander

    Joined:
    Aug 18, 2020
    Messages:
    406
    Likes Received:
    139
    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.
     
    #724
    Last edited: Mar 5, 2021
    Sup, Amicus and playlessNamer like this.
  5. Amicus

    Amicus Ensign

    Joined:
    Oct 9, 2020
    Messages:
    6
    Likes Received:
    9
    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.
     
    #725
  6. Track Driver

    Track Driver Rear Admiral

    Joined:
    Jun 28, 2016
    Messages:
    798
    Likes Received:
    1,591
    Gotcha!
     
    #726
  7. CyberMech

    CyberMech Commander

    Joined:
    Jun 23, 2018
    Messages:
    113
    Likes Received:
    95
    We need more dimensions for boarding ramps: 1x3x4(or maybee 5?)

    Empyrion - Galactic Survival Screenshot 2021.03.09 - 12.27.28.51.png

    As well as higher landing supports: 1x3x2 and 1x2x3 / 1x3x3

    Empyrion - Galactic Survival Screenshot 2021.03.09 - 12.28.02.52.png
     
    #727
    Track Driver and Germanicus like this.
  8. Amicus

    Amicus Ensign

    Joined:
    Oct 9, 2020
    Messages:
    6
    Likes Received:
    9
    Scanner T2:
    - Be able to send alerts about incoming torpedoes and drones
    - Has many choice of shapes (block, antenna, disk, etc)
     
    #728
  9. CyberMech

    CyberMech Commander

    Joined:
    Jun 23, 2018
    Messages:
    113
    Likes Received:
    95
    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.

    Empyrion - Galactic Survival Screenshot 2021.04.10 - 16.22.01.40.png
     
    #729
    Tsnonak likes this.
  10. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    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.
     
    #730
  11. CyberMech

    CyberMech Commander

    Joined:
    Jun 23, 2018
    Messages:
    113
    Likes Received:
    95
    Sounds intimidating. The current state is so bad? Do you know when to expect new block IDs?
     
    #731
  12. Alhira_K

    Alhira_K Captain

    Joined:
    Jan 16, 2017
    Messages:
    287
    Likes Received:
    379
    As of 1.4 EGS supports 4096 instead of only 2048 IDs for blocks.
     
    #732
  13. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    As I said ...it can take quite some time;)
     
    #733
  14. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,819
    Likes Received:
    4,114
    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...
     
    #734
    Track Driver and Germanicus like this.
  15. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    #735
    Kassonnade likes this.
  16. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,819
    Likes Received:
    4,114
    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.
     
    #736
  17. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,288
    Likes Received:
    11,939
    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.
     
    #737
  18. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,819
    Likes Received:
    4,114
    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 ?
     
    #738
  19. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,288
    Likes Received:
    11,939
    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.
     
    #739
    Kassonnade likes this.
  20. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,288
    Likes Received:
    11,939
    You can even give yourself the weapon item directly, hold it in your hands (invisible), and shoot it directly.
     
    #740
    Kassonnade likes this.

Share This Page