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    1. Thalanor

      Signal Transmission: Compendium of frequent suggestions

      These are a mixture of new and old suggestions as was recently discussed in chat by several SMD users. 1. Why wireless blocks are limited as-is - Unreliable: As they are the sole means of transmitting signals, but as they at the same time are prone somewhat prone to erroneous behavior, they...
    2. Thalanor

      Monospace font option for display blocks

      The advantages are obvious (as long as the monospace font supports all the characters the standard font already does). I think some display engineers might cry of joy at the mere thought of this!
    3. Thalanor

      Display block: option to transfer value of variable instead of reference

      Let A,B be display blocks. A has "[shieldPercent]" written on it. An activation block next to A is linked to B and switched on. B will now have "[shieldPercent]" stored as data, too (still displaying the number, but the data is not the same as the number as string). I suggest there to be a...
    4. Thalanor

      Advanced buildmode: "Hide non-linkable blocks" mode

      Essentially, this would only render blocks with a linkable function (weapons, effects, logic including display blocks), and other blocks would neither show nor get in the way. In this mode, only C-V-able blocks can be placed and only if their intended location is not yet occupied. This would...
    5. Thalanor

      New "passive" AI type setting for rail ship parts - solves many problems

      Current problems: 1. Turrets (and docked exposed drones) obviously should only be protected by mothership shields until shields drop below X%. Moving rail parts on ships that have pruely aesthetic / door purposes should get full shield protection, and be considered "part of the hull". 2. Docked...
    6. Thalanor

      Rail Rotation Controller block

      - Works like the rail speed controller, but controls how far a rotator rotates a docked entity per step. - Allows for non-45° intervals just like rail speed controllers work (example: link 7 activation blocks and 3 of them are on). - Is more consistent with existing systems than the current...
    7. Thalanor

      Thrust status readout and Thruster plume preview slider

      Two independent suggestions: 1. Make the current visible thrust percentage a readable property using the status block, so you can for example test if the thruster plume is above 50% intensity and if yes, trigger a rails mechanic to move some plates for an "afterburner" or similar - or just...
    8. Thalanor

      Light sources, RGB channels, and additive lighting: improving thruster plumes at max effect strength

      1. What is this about? With the (awesome) new thruster FX update, we have two options: link a color, or leave it to default. However, default appears to be superior to the color choices because of the FX behavior at full thrust: the center of the thruster plume will be enriched with a small...
    9. Thalanor

      Logic transmission of light colors to light blocks

      In light of the recent changes, I think the following would fit in well: 1. Place an activation block next to a light block A. Edit: Just adjacent placement, no C-V connection 2. Connect the activation block to any number of light blocks B 3. Whenever the activation block updates to TRUE, the...
    10. Thalanor

      Implemented [auxPower], [auxPowerCap], [powerTotal], [powerTotalCap] for display blocks

      Title says it all - with the new additions, this would be a logical step :)
    11. Thalanor

      Adv. build mode camera: Do not render entities if hostile and camera position inside them

      For any entity on the map that is red to you, if you move the advanced build mode camera into it (should be detectable via "collision"), you render a black screen with the message that the enemy ship disrupts your sensors, and it prompts you to center your view on your own core again or stay...
    12. Thalanor

      Simple but useful addition: additional display block readable variables (armor/hp)

      We currently have: [shield] [shieldCap] [power] [powerCap] This does not mirror that for a while now, ship main data includes two more - armor and hp. Thus, I recommend to add: [armor] [armorCap] [struct] [structCap] And if possible, and we are not given a more expressive display block...
    13. Thalanor

      Additional display block formatting style (Text offset) and logic input

      Goal: Make it more convenient to create floating HUDs, labeled buttons, logic based "dynamic" terminals etc Suggestion 1: In addition to the font size (for example f=2) and color (for example c=FF0000) options, give us a text offset option in the form of "o=<x>,<y>,<z>" (for example o=0,2,0)...
    14. Thalanor

      Suggestion Clientside disabling of non-mod text colors

      Title says it all. Some people like it, but if you could locally disable it, I would greatly appreciate that. On some days, chat is downright painful to process visually ;)
    15. Thalanor

      Transporters: no transport on same entity

      This is probably controversial, and yes I know balancing them will come later - however, if this isn't removed early on, people will have already built for it, and "the damage is done". I would argue that entity-internal transporting should not exist at all (not even with chargeup times, power...
    16. Thalanor

      /load and pirate spawns: Disable collision checks until entity is fully loaded

      So, here is the thing. Yes, we have shipyards. However, there are times when you would want to admin-load large entities - or have them spawn as pirates and the like. Currently, the problem is that spawning a very rail intensive blueprint will usually send a notable fraction of docked stuff...
    17. Thalanor

      Build helper chat commands

      Hi all, this is a simple and down to the point suggestion stub. Add chat commands: /ellipsoid x y z boolean /circle radius a1 a2 a3 boolean /torus radius tradius a1 a2 a3 boolean Example: /circle 500 90 0 0 true = restricted 500-radius circle with 90° x- rotation.
    18. Thalanor

      Difficulty progress curve: a bunch of ideas

      Hi all, first and foremost I have already talked to the council about this, but back then the idea wasn't fully fleshed out yet, so I figured I'd compile it into a coherent list. Also note that all points belong together, so please judge them as a whole, not individually. I suggest the...
    19. Thalanor

      [Missle damage rework] Procedural explosion damage algorithm: an attempt

      Hi there, without alot of extra talk, I'd like to suggest a new algorithm for missile damage calculation. It assumes that the game engine supports a halfway efficient retrieval of a block's neighbours (both adjacent and diagonal neighbours). Simply put: the goal is to achieve explosion "holes"...
    20. Thalanor

      New turret AI setting: "Fire at astronauts"

      Title says it all. This would be great for specialized miniturrets.