I really hate being forced to put my feedback at the end of page 11. That makes it feel like it will never be read and that I'm wasting my time. In any case I want to say that I can't understand why the thin blocks are forced to take up the same amount of space as the fatter blocks. This is driving me crazy. I seriously can't put two thin blocks on each other? Instead the game forces the new thin piece to sit magically hovering over the other thin piece at a distance corresponding to the missing space that would be there if a full sized block was being used and not a thin block. This is maddening. I don't mean like angry maddening I mean driving to insanity maddening. Last night I guess I was tired and failed to remember this bizarre mechanic and so the wings I made for my sv were useless for holding any equipment. No guns, no landing gear.. Nothing. Because I wanted thin wings instead of thick ones. Please fix this. My forehead is becoming very dented and bruised from smashing it on my desk in frustration. I might have a concussion. Signing off now.
I too, notice that problem with the wall blocks taking up the space of the entire 3d cube space. Well, it looks like it's all modular building using a 3d grid who's orientation is set by the initial starter block. Okay, that's fine. But If you do build a wall piece, does that mean it should have lesser stats than a block? I do. But then I used the same amount of resources to make the thin piece, as oppose to a block. There's a little problem. If I were Eleon, do I allow the stacking of thinner pieces to occupy the voids within the modular grid? After all, there's no collision of the cube-space; if you place a wall piece, you can shoot through the space it occupies without damaging the wall-piece. But if you wanted to place a light or something on it, then you are stuck with the invisible cube-space that the piece is taking up and hence, the light is suspended in mid-air. Also, if anyone is reading this, if you are building turrets: Make sure it hasn't loaded any ammunition if you want to remove the turret for any reason, while building. Why? Because there's a bug I have noticed whereby if you remove a loaded turret, it takes the ammunition with it into Oblivion!!!
Not sure if this is done on purpose or if it is even wise... My SV would not recognize any weapons mounted backwards. I was allowed to place the weapons in any direction, but they were ignored the same as if too many weapons had been placed.
Sorry to post again but another thought occurred to me. We need really big doors. We need armored doors and we need armored windows. This stuff gets blown up really easily. My CV sort of needs something I can see through in the front so I can pilot it effectively but I have to kind of screen the glass in and protect it in weird ways. Would be a lot nicer to have some glass I could put a little faith in. Or better yet no glass at all and just have the outside protected onto a screen like in star trek. Another thing is basically at the moment my CV has a giant gaping hole in it because I want to have a hanger bay. It is defended and everything but it's a giant hole in my ship. This is where some really big doors would be nice. Also on this subject what about moving parts? Things like ramps that can lower and raise? Retractable landing gear?
Not sure if this belongs here or in crafting... But, yeah, the blueprint factory. Now I like pulling a capital vessel out of my butt as much as the next guy, but it just bothers me a little bit. What about a new block maybe "Scaffolding", a base only block. Once you'd built a large enough 3D space of these things, think Sci-Fi ship yard skeleton looking things, and provided it with an attached Large or Advanced Constructor and put all the blueprints required materials/blocks/components and power it on, it actually builds the vessel from the ground up (or core out in space maybe). Maybe giving it more constructors to use speeds it up, or it has a central "Factory" machine that travels along the "Scaffolding", and you can just build a bunch of "Factory"s. Point being, it would become a physical thing you had to defend and spend generated energy on, it'd suck to be stranded if my SV got shot up on the moon, but I'd adjust, especially now that I can pick my survival constructor up and carry it with me. Also, it'd take a LOT of fiber to pass a Star Destroyer, just sayin'.
Hangar doors; YES! I was thinking exactly the same thing! Oh I wish, for Christmas.. that Eleon make more stuffs for us to play with!!! Also, 'Eleon-fix-it', 'please please please can you fix it for me:' So that we can have the ammo drop in a nice little box if we deconstruct a loaded turret? Thankies! =^_^=
This is a great idea. So far the only negative to blue print crafting is the time it takes to craft. I love the blue print idea as a concept but the way it implements doesn't really feel right. I especially don't like the way I just "spawn" the vehicle poof fully formed like magic. Having to support and defend a scaffolding or something would really help. This way if somebody trashes your constructor/scaffolding you lose all the resources you put into building the ship. Or at least you lose some percentage of it. Maybe blue prints shouldn't be craftable at all until you complete certain objectives or reach a certain level? It feels a lot more like a creative mode thing than a survival mode thing. While on that subject there either needs to be more levels are less xp awarded because just mining you can max level in a few hours.
Mir fehlen auch noch viele Blöcke -Übergänge von Quadrat, Viertelrund, 45° und dem 22,5° Blöcken innerhalb des selben Systems und auch zu den anderen Systemen. -Neue Übergänge von Bogen in 45° und 22,5° System -Schalterblöcke die mit Gruppen Interagieren können um Sie zum Beispiel als Lichtschalter zu Verwenden. -Blinklichter oder Timerblöcke mit Gruppen oder Schalter Interagieren können. -Hangertore fehlen auch -Größere Radien der Bögen hoch bis zu einem Blockradius von 6 würde ich sagen -Kegel umd Pyramiden auf einer Grundfläche von einem Block in 1 und 2 Block Höhe. -Räder für Hover Vessel, Ground Vessel und Basis ( Letzten Beiden um Blöcke hin und her Verschieben zu können.) -Miner für den Small Vessel Edit: Beispielbilder: http://steamcommunity.com/id/DJPTiger/screenshots#scrollTop=0 Attention Google translation: I also still missing many blocks Transitions of the square, quarter-round, 45 ° and 22.5 ° blocks within the same system and also to the other systems. -New Transitions sheets in 45 ° and 22.5 ° System -Schalterblöcke That can interact with groups around you, for example, as a light switch to use. -Blinklichter Or timer blocks with groups or switch can interact. -Hangertore Also missing -Greater Radii of arches high up to a block radius of 6 I would say Cones umd pyramids on an area of a block in 1 and 2 block height. Wheels for Hover Vessel, Ground Vessel and base (both last around blocks back and forth to move.) -Miner For the Small Vessel Edit: For images: http://steamcommunity.com/id/DJPTiger/screenshots#scrollTop=0
I strongly suspect the possibility that the current BP Factory is a band aid fix till the real thing gets Coded & Implemented down the road.
Not sure if this is mentioned yet but on the feature to lower/upper your spawnbox of the blueprint i would like to see some blockcount type of measuring to be visual. This especially for bases in mind. That way you can actually see how deep it will spawn. Ofcours this is meant for potential underground attachments. As it is atm it is too hard to 'guess' how deep it needs to go.
Has an auto leveling device been discussed yet? I would like to see a component block for ships you can craft to put in your vessel for auto leveling, some or all ships use more resources depending on tilt while idling and some vessels will walk away from your dig site while mining. I Think it would be a good advanced item to craft for your ship. I guess it would really be most useful while in atmo.
Oh wow I totally over looked that, didn't even see the auto rotate in controls until now..lol 200+ hrs later...
To be fair it is a fairly recent Addition, plus not a great Default Hotkey for it. I personally moved it to if I remember its name right, "Mouse 4" Button. My Mouse has 2 of those Buttons on the left of the Mouse intended to be pressed by the Thumb, & I have mine on the one closer to my hand. (Never have yet decided what to stick on the farther one to date... think that one would be called "Mouse 5".)
Vessel cores need to have an easier way to identify what direction is what. Building a ship backwards or sideways is far to easy if one removes the initial painted blocks or cockpit for a CV. Once those are removed every side of the core looks the same and there is no way to determine what direction is what unless you place thrusters on it and check the info. One should be able to look at a bare vehicle core and determine what way is forward, back, etc.. without having to rely on placed markers or thrusters. Either add arrows or even label each face somewhere on it. This will instantly solve the issue of people building ships backwards. Additional, allowing the directions of the ship to change based on the rotation of the core would allow those who accidentally mess up to later correct their mistake with the change tool rather than forcing a full rebuild. Rebuilding a CV because of a tiny mistake is unacceptable.
Actually, you can also remove the core, and place it back in a totally different direction yet the ships still 'faces' the original direction (core doesnt determine direction), and thus having the core 'visually' show a direction will be of no help in that regard too... What really needs to happen is they need to remove the silly "hard-coded direction" upon starter block placement. And instead key all direction based on a 'master cockpit' that is placed and set as such on the vessel. Or even if not that, but rather a 'Set direction' builder helper option that behaves much in the same way setting a mirror plane works. For NOW though until they do fix it... to find out the direction of a ship, whip out a simple cockpit and hover it on the ship's remaining blocks. That cockpit will self-orient in the facing direction of the ship. If the cockpit is fliped backwards, or sideways, then you need to change your build to follow that direction.
Can we please have odd-width hangar doors? I habitually build my stuff an odd number of blocks wide, and the current choices of six, ten or fourteen block wide doors all have to be a block off-centre and just don't look right. In fact, can we please have custom-size hangar doors at some point in the future?
In order to not die on "HARD" difficulty setting we really need a way to cure the parasite that does not involve the food processor. When thinking about all I'd have to do to not die with that setting (and starting a game etc) I realized that I would just have to accept probably getting it and having to run off and either let it run its course or committing suicide. It would be nice if there was some way to not die on "Hard" difficulty settings that was not pure luck.