This is a small but simple one, one I think I submitted before. Tweak it so that turrets do not fire on Admin structures.
I was flying around the starter system when I thought... Why are there nothing but Polaris ships flying around but the trading station is not a Polaris base? If the trading station is a Free Colonists base, why are there no Free Colonists ships flying around? So, for immersion, what I would like to see is ships that are the same faction as the base in the system when you are exploring. Maybe one or two ships from other factions as well for a little variety, or multiple faction bases (trading centers for both Polaris and the Free Colonists).
I was going through Sigma Fulcrum when I thought, "Why are the sentry turrets not firing at me?" I also wondered why the turrets on the Illmarian are firing on the player (who should have the access codes) and not the Legacy. On the mining ship, why are the sentry turrets not firing in the bugs? Perhaps add the ability for POI builders to set the turrets in a POI to a different faction? Maybe make it so that the turrets faction can be changed by an event (player hacks the turrets, enters access code).
Being a new player and there's a score of pages on the QOL subject that may or may not have been addressed since the question was asked, I humbly ask... Dear Santa : Let me sleep for any number of hours I choose (including a cat nap) : Let me sleep even though there's a mudcrab the other side of the river that doesn't know it's my enemy : Always let me sleep when I'm in a walled and safe building regardless of what's outside (the friendly POL Sanctuary springs to mind) : Please don't let me accidentally put on a bandage when I'm at full health... (Mummy says I'm not six and it's wasteful) : Please inform the factions that I'm friendly+ with to help me out when they see I'm being given a beating. (at least in their courtyard)
First of all I want to be able to modify my vehicle toolbar. I want to change place of weapon and radar activation buttons AND I want to add on the toolbar additional buttons related to the General, Custom and Signal buttons from the main screen of the vehicle's control panel (like in Space Engineers). My second request is about fractions. Please give them unique features! Like these: Polaris - at Honoured reputation you could teleport in every discovered system; Talons - preserves with healing and curing properties; Kriel and Zirax - weapon/armor that couldn't be obtained other ways; Pirates - stealth module for SV allowing you to fly over a hostile territories for a limited time OR the stolen transponder code with wich your vehicke will be treated as a faction ship until the first hostile action; Free Colonists - is our native faction, so on certain level of reputation player's territory starts treated as faction so new NPC colonists may land down on them and build their homes.
About teleporters: Reading the Steam forums I notice that new players have difficulties in understanding how much energy a teleporter consumes which will result for them that underpowered generators will explode. But even with the right type and numbers of generators, it remains that a teleporter currently will consume huge amounts of energy if you do not add a sensor to cut it off if you leave the platform. This is however too complex a setup for a beginning player unless this is clearly explained with the complete procedure in the main Tutorial Game Mode. I have 2 possible suggestions for this: - Add in the Tutorial the procedure to install a teleporter together with the motion sensor that cuts it off when leaving the tele platform; or: - Change the teleporter mechanics to activate the teleporter only when the player is standing on it and shut-it off otherwise.
Sort and filter in the registry and on the teleport target panel. (I've read 1.7.5 will have at least alphabetically sorted system names, thats a big help anyway)
"Frameless" elevator block just keeps reminding me of UFO alien abduction... Current elevator blocks are meant to be placed inside of the ship. The point of having a vertical lift platform is when the player or SV/HV steps on it, it lifts and closes up. Not sticking out.
Editable toolbar for vehicles, including binding macros (got to turrets, turn group a to CV engines, turn group b to drones...) to a slot and multiple toolbar switching.
I get where you're going, and while I don't disagree, I just have a good bit of a hard time envisioning an elevator that is "shaftless", or one that removes the shaft as it traverses along its route. The very best I can come up with would be a platform suspended by cables. I've built more than a few ships that have integrated our current elevator blocks as a means of egress, by building them into things like the landing gear housing, so you don't wind up looking like some alien mosquito's meal on your way inside. I don't expect to see a "solution" to this though, but I suspect with some time and some clever work, someone will figure out how to make "frameless" elevator blocks out of our existing elevator blocks, leaving us with only having to come up with some clever way to mark where we're supposed to hold the "jump" button to ascend.
As with Blast doors it's possible that the bottom plate could retract that would leave the intermediate frames... if made entirely transparent, might that work?
I was going to mention blast doors in my reply. With the existing mechanism, I think a "hollow (like current elevator block where the player can stand inside it)" blast door is best to describe how a vertical lift elevator works. It drops down (closes up) and lifts up (opens). Basically, I am wishing for an elevator block device with blast door mechanism.
Anyone who has watched or even just read science fiction - aside from Star Trek and its techno-magical teleporters - should grasp what an extensible lift is. It's been represented in sci-fi since the days when spacecraft had stabilizer fins and landed vertically on them (and now SpaceX has brought us full circle). The key word is extensible, though how that extensibility is achieved might vary. Most often it as telescoping hydraulic cylinders. Another common method was parallel beams separated by bearings and raised or lowered against each other by a rack-and-pinion system.
Just some basic stuff, that should be in game for ages imo. Control of CVs: Free mouse cursor and let us lock on a target so Turrets know where to shoot at. (at least those turrest that have been enabled to shoot at "target lock". All other turrets may to what they do already.) Have the Game remember which view mode we had when we last used a specific vehicle (let's say first person for avatar/SV, 3rd person for CV for example.)
The galaxy map should retain info about planets ive been to. I shouldnt need to go back to a system to know if the planet has oxygen if ive already been there.
I would very much like to see a button or keybinding for the logistics menu to switch to the next container without needing to continually click scroll down click.
Adjustable time for debris to be picked up after a structure collapses. Or even extending it just 5-10 seconds would be great.