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- Apr 6, 2016
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There are quite a few rail types missing from the game that should be added so that the best of the rail builders (and the worst) can experiment and create creations that are not possible currently.
image provided by Exozen,
Along with these new blocks it would also be good to add the following types of logic blocks:
These intangible logic blocks could also have the added bonus of not showing wires if something is connected to them! this will stop it from looking weird seeing floating corners in wires and will also allow people to make logic blocks go across hallways. Some people will still use normal logic blocks too because they will again, not leave a space. They will also be easier to edit if they are visible so a lot of people will use the older stuff and not let it get abandoned.
The intangible clockwise rotator
To match the intangible basic rail. would allow complete cases for these rails that would cause issues because it would collide with the corners.
The intangible anticlockwise rotator
yea I'm really not seeing the point of adding only one direction so here's the other direction
The visible shoot out rail
Some people may want it visible so it doesn't look like there's a empty gap for no reason
The intangible rail docker
Would work well with fleets and certain normal ships. They could use it to dock while making it look like its another ship floating rather than looking like it was using a rail docker. people will still use normal rail dockers as some people hate the idea of there being a empty space in between (things like USD's should keep normal dockers because you don't want to fall through). One major bonus to adding this is the ability to make docked entities use the same rail block as long as every other physical block is not colliding because the thing that normally stops two docked entities going in the same location is the fact that the rail dockers are tangible. This could work well with the cross rail below. Did you ever think of the limitless creations if you could dock multiple objects to one rail?
The cross rail and the intangible cross rail
image provided by Exozen,
If you enter from one direction you exit from the opposite side. It would only be on one face. This is a compression of a more complex circuit using logic. You may be wondering why do you need that when only one thing can go across at a time but as it was stated in the intangible rail docker section, multiple docked entities could go over the same rail making this incredibly useful.
The Turret slider
Most importantly The turret axis would need its equivalent in the basic rail form (slider rails)Everyone knows that turrets can rotate to any angle but that's pretty much it. they cant move any other way. This idea will make a new turret type block that uses a slider rail that turrets can move across
Features:
- Each turret slider could be used in a line of them (possibly with corner options later but still on 2D planes) which could allow the docked turret to slide around in any direction but not rotate on that axis
- It could be used across walls, floors or ceilings for turrets that try to kill invading astronauts (intangible turret sliders could be used to make "floating turrets" that move
- It would work well for Damage Pulse AI as it could potentially allow the turret to get a little closer
- The turret could move at any any amount across a block and stop at any time (it could potentially move 0.1 of a block along the rails in the line shape) to allow shots more often because they need direct lines of fire with AI which would have more chance incase the enemy player is halfway across a block
- Logic should detect if there is 1+ rail docker mostly on the adjacent rail slider block which could be used to locate where enemies are for logic use
AI changes:
- If a player wants the turret base as sliding but the cannon part as rotating the two block types should be able to be used with each other
- The AI would need to cope with translation movements by looking at where the target is and by choosing the direction that it is in then moving the docked part as close as possible to the target which would simply slide the docked part across this line of blocks which would get very little closer (unless the target was touching the turret sliders)
Logic Triggers
This could be used to make triggers for logic. Lets say you had AI selected to astronaut and the turret was on 2 different turret slider entities in opposite axis (one x one z) along the ceiling of a cube room. When the astronaut goes in the turrets will align to the closest possible position and by using logic activator modules it could send signals when it knows the target is in a certain area relative to where the turret sliders are. A simple decorative use for this is lighting up the floor of a room underneath the astronaut.
This could be used to make triggers for logic. Lets say you had AI selected to astronaut and the turret was on 2 different turret slider entities in opposite axis (one x one z) along the ceiling of a cube room. When the astronaut goes in the turrets will align to the closest possible position and by using logic activator modules it could send signals when it knows the target is in a certain area relative to where the turret sliders are. A simple decorative use for this is lighting up the floor of a room underneath the astronaut.
Along with these new blocks it would also be good to add the following types of logic blocks:
The intangible button
so rotating stuff from intangible rotators can be detected without looking odd.
The intangible activator module
for detecting docked stuff on intangible rails
These intangible logic blocks could also have the added bonus of not showing wires if something is connected to them! this will stop it from looking weird seeing floating corners in wires and will also allow people to make logic blocks go across hallways. Some people will still use normal logic blocks too because they will again, not leave a space. They will also be easier to edit if they are visible so a lot of people will use the older stuff and not let it get abandoned.
A very important note about this is that all of this intangible stuff needs to be damageable by weapons. If this is not the case issues arise with indestructible stuff. This should be for all types of intangible blocks including cargo storage and trigger areas. The blocks can still be intangible and have no collisions with other blocks / players /player mining gun, but when a enemy tries to shoot it, it must be destroyable.
My responses list:
Has a few example uses for intangible rail dockers - Recognized by Council - New Rails & Changes
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