Search results

    1. jayman38

      Brainstorm This Events

      "Game master" routines: 1. Your damaged ship is flying along when suddenly a chunk of blocks are replaced/repaired. (Emergency repairs completed ahead of schedule.) 2. Your shields are down and pirates are hitting your blocks. Suddenly, a bunch of the pirates shut down and overheat. (Problems in...
    2. jayman38

      Turret Remote Reactivation

      I think turret AI activation/deactivation needs a bound key toggle and an on-screen indicator.
    3. jayman38

      Ship Explosions: How we should handle dead ships

      Or give it a really, really high innate shield storage maximum (like how the ship core has an innate shield storage of 220), so that it will build up a huge shield supply from the host ship while docked, without any recharge of its own. (The escape pods should only receive shield charges when...
    4. jayman38

      Read by Council A simple suggestion about Targeting

      Maybe there can be a ship-based "lock-on", where if you target something in your reticle for about 3 seconds, it becomes a "locked" target. And then missile locks add onto that time. (I.E. Lock 1: Target Lock, Lock 2: Missile Lock) I really like the idea of custom hotkeys. I would like a...
    5. jayman38

      Cloaking Help (Yes I've searched)

      Yes, you got it. The game simply detects if there is more than 2 blocks connecting, so you could snake the line around a corner. The game also detects when the line turns back, parallel to itself in the opposite direction, so avoid U-shaped lines. In short, you want the line to spread as far out...
    6. jayman38

      Cloaking Help (Yes I've searched)

      In lines shorter than 9 or 10 reactor blocks long, isolated reactor blocks are more efficient, but for maximum efficiency, reactor lines longer than 9 blocks long are the best.
    7. jayman38

      Looking for some tips on a near-finished build

      Personally, I preferred the unspoiled look of the first version, but that might be my bias against ice crystal. Maybe throw some turret docks on the open spaces for optional upgrades. (Nose, Roof of bridge area, above and below the engine pods, underneath, narrow PD turrets along the outer sides...
    8. jayman38

      The Blind Group Build

      Cool. It sounds like some building standards might arise from this project. (E.g. 3x3 corridor through the central axis on all three dimensions, no exceptions versus no corridors on the central axis in all three dimensions; center axis is reserved for structure supports or power lines.)
    9. jayman38

      I need help with Docking

      The old docking blocks (the ones that create rectangular docking areas above the active face of the block and use docking enhancer blocks to increase the size of the rectangular area) are no longer in use. My understanding is that they will work by themselves until any kind of rail system is...
    10. jayman38

      Logical Color Control (Disco lighting)

      I would like to see an option to use a switch block (the kind that switches between on and off when it gets a true signal) linked to a line of rails, to switch direction. That would save 3 blocks on smaller designs with a linear rail. More complex rails (E.g. more than 1-dimensional direction)...
    11. jayman38

      Looking for feedback

    12. jayman38

      Captain Chair

      Would everything be clickable? I can see this working. Just have the central direction cursor be clickable as well, and then steer while click-and-dragging the cursor. Weapons will need to be handled differently. We already want the ability to key-bind systems. Joystick interfaces will be...
    13. jayman38

      levels of technology and scaled up building

      I think tech tiers would be a fun and very popular mod, but should not be in the core game.
    14. jayman38

      Simple Ideas to Make Stuff Better

      1a. Weapons pushing the target would be fun. However, it should be something that can be set when the weapon system is built. Perhaps a weapon computer setting? (E.g. Press "R" to change the weapon effect.) 1b. I'd also like a setting that changes whether a weapon system will "shake" the firing...
    15. jayman38

      Read by Council New planet type suggestion to supplement dodecahedrons

      Sorry, but you missed how this suggestion works. There was no suggestion about blocks getting bigger, farther out from the planet core. (Or getting smaller as they approach the core.) The blocks would remain 1 m square. All blocks remain the same, just like with the dodecahedrons. Building up or...
    16. jayman38

      A.I Docking

      I had an idea on how this could be done easily, and I think this has been suggested before. It would require that area activation blocks (the invisible ones) have a secondary function as a docking "hint" block. 1. Build the dock as normal. 2. place an area activation block some distance away...
    17. jayman38

      Sharing storage between different faces of a planet?

      I voted workaround: You can work around this limitation by expanding under the surface of the planet. Build the base in the primary plate. Then start digging underground on adjacent plates, large enough, so that you can go back to the primary base and expand the building into the space created...
    18. jayman38

      Black Widow WIP

      That is great. I recommend a big-brother version with very large "eyes" and fangs.... "Hello There."
    19. jayman38

      Anti-Light Blocks??

      Well, naturally, you want the light-slaved-to-logic to remain as-is, so that the light can be logic-driven. On the other hand, I kinda wanted to see the light blocks become an alternate activation block (I.e. when the light is activated, it sends a True signal; when it is turned off, it sends a...
    20. jayman38

      Logic Stations

      Keybind Controller? Keybinder? Logic Keybinder? Control Mapper?