this appears to have been in the game before the most recent patch, i discovered this a few weeks ago.
currently theres no way to tell if a logic input will charge the drive or fire it. thats why its a little impractical atm. you can't see the charge lvl and at any moment you could jump when...
one question i though of is is the cargo system designed to push ship designing towards being primarily done in shipyards?
atm we can build ships in space with ease since our inventory space can hold nearly every block we could ever need. with stack limits building in space might become a...
interesting. so no plans for a cap? if you wanted to you could connect one million cargo area blocks to a single storage container and it will have one million stack slots?
wait, that would mean that in order to do that storage containers will need to be nerfed to have only a a few stack slots. if cargo is going to be the preferred method of storage then does that also mean that the storage block is infinitely expandable? for instance adding more cargo area blocks...
daves gonna have a bad time
similar to what Dire Venom said.
will cargo boxes have weight to them? meaning will adding more cargo boxes increase the entity's mass? if so, by how much?
well i never really had that big of a problem with the block adjacent thing. the only times that i didn't like it was when i wanted to keep the faction permission module out of sight or the docking logic blocked the only spot that would be beyond a players view. so a master/slave connecting...
indeed jump drives can be charged and fired with logic. however they charge much slower than normal and can be little unreliable.
I'm working on a R&D log video that goes more in depth with its mechanics
ok, thats makes sense. was alittle confused because of your first sentence.
thats also something that could be done. using a master/slave linking system then the old adjacent block method
Thats basically what I'm saying. once u set the faction permission rank then the encrypter will only allow access to players who have the correct rank for that module
i've always though of the Faction Permission Module as kind of a one note block and more could be done with it. so got to thinking that instead of adding a new block why don't we just change an existing block in to a new one.
The Encrypter
The encrypter would be a logic based block that would...
I was a bit concerned that this mechanic would make the transporter useless but i found that you can transport between docked entities without any penalty.
more testing is needed but I'm currently thinking of ways of creating teleport gangplanks/landing gears/docking arms
also is there going to be some kind of cap or balancing measure for the amount of NPCs we're allowed to have? since there going to be really powerful whats to stop a single player from amassing hundreds or thousands of NPCs?
my idea would be to add a credit salary for NPCs that automatically...
would it be possible to have different uses for food depending on who it goes to? like for instance food will only give bonuses to players but not necessary for survival but if given to crew members it keeps their morale up
more like area triggered clock+damage pulse/any weapon comp. if anything i don't think they would gain xp if they arnt at they're stations so it would be better to have a area sensor to automatically trigger the clock. it won't be hard start the clock, shutting it off will be the problem
Hype-tacular!
I got a lot of redesigns ahead of me
Given how NPCs and xp will work, i got a feeling that Training Facilities will become a thing. ships/stations/planets whose sole purpose is to automatically and endlessly train up NPCs
Speaking of activation gates, any idea when we are going to get proximity based trigger areas? you know like trigger area variants that send out a true signal only when something is within its space but sends a false signal when something has left. (kinda like pressure plates in minecraft)
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