• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Usernameztaken;43526688]I don't see why there couldn't be SIMPLE gates, like add, subtract, multiply, and divide, for simple functions like making a button output 15 instead of 1, per-se. Or making a single button control everything about a motor rather than just on and off. But past that, I see no reason to have anything more complex. By the way, we WILL eventually need a system for wires someday. Unless you plan to activate your motors for all your ship's moving parts manually during battle, I suppose. Good luck with that one.[/QUOTE] So why not just group mechanisms together in the control panel and then bind them to a key/button, as I've suggested many times in this thread already?
The way the trailer makes it appear, you can take a blueprint of your ship after it is completed, and when you repair it automatically places stuff where it should go.
[QUOTE=NoDachi;43527680]you people seem to forget its a very destructive voxel game where everything needs to be mined, refined, assembled and constructed. Having the fucking rewire every damn thing with even 'simple' gates and shit is just going to be tedious.[/QUOTE] Maybe in survival you would be able to slightly modify your ship, but the complex additions would require your ship to be docked at your base or something.
[QUOTE=damnatus;43528073]Maybe you would be able to slightly modify your ship in survival, but the complex additions would require your ship to be docked at your base or something.[/QUOTE] so if you take damage you can't rewire your ship until you're docked? Docked at what exactly?
I wasn't talking about repairing, I meant new additions. Docked at your homebase/hangar/whatever aka at home
[QUOTE=NoDachi;43527680]you people seem to forget its a very destructive voxel game where everything needs to be mined, refined, assembled and constructed. Having the fucking rewire every damn thing with even 'simple' gates and shit is just going to be tedious.[/QUOTE] agreed, i don't want this game to turn into another complicated sperglord program-wire-maths-logic gate mess like wiremod or redstone where unless you're a pro at wiring your stuff totally uncompetitive, especially considering this'll be a multiplayer game as long as a generator is connected to the ship it should work
[QUOTE=Orkel;43528140]agreed, i don't want this game to turn into another complicated sperglord program-wire-maths-logic gate mess like wiremod or redstone where unless you're a pro at wiring your stuff totally uncompetitive, especially considering this'll be a multiplayer game [/QUOTE] imo it would be best to include gates, but not actual scripting so you're able to do basic logic stuff (for example, ore sorting in conveyors) but there won't be any omnipotent autonomous death machines
It still feels rather unnecessary.
[QUOTE=NoDachi;43527680]you people seem to forget its a very destructive voxel game where everything needs to be mined, refined, assembled and constructed. Having the fucking rewire every damn thing with even 'simple' gates and shit is just going to be tedious.[/QUOTE] So the end game of combat should basically be what? Just small ships taking out people mining in big ships because there will be no method to control weapons beyond a lever somewhere away from your control centre? I don't want to play that game [editline]13th January 2014[/editline] [QUOTE=Zero-Point;43527912]So why not just group mechanisms together in the control panel and then bind them to a key/button, as I've suggested many times in this thread already?[/QUOTE] this seems fine and highly workable.
the game really doesn't need logic gates, they could be useful for stuff like automating gravity guns, but it's cool to have to do those manually too imagine a team of guys operating a gravity cannon: one guy micro-managing the motors for aim, another guy loading the ammo and uranium all we need is some kind of state controller; an on/off toggle that can switch other objects between two states (eg, turn on/off all the interior lights, toggle a hangar door motor between open and close velocities) then, allow us to bind these states to a hotkey while in a cockpit, as well as to placeable switches we can put on the wall to allow quick access
[QUOTE=NoDachi;43528241]It still feels rather unnecessary.[/QUOTE] why? how exactly you're gonna implement, same example, ore sorting then?
[QUOTE=damnatus;43528615]why? how exactly you're gonna implement, same example, ore sorting then?[/QUOTE] its sorted already? You already mined right? [editline]14th January 2014[/editline] [QUOTE=HumanAbyss;43528506]So the end game of combat should basically be what? Just small ships taking out people mining in big ships because there will be no method to control weapons beyond a lever somewhere away from your control centre? I don't want to play that game[/QUOTE] Then have a functional user interface not some fucking dumb wire system lmao gawd I don't jump into a fighter in BF4 and think "shit i forgot to wire the missile system!"
[QUOTE=krail9;43528538] imagine a team of guys operating a gravity cannon: one guy micro-managing the motors for aim, another guy loading the ammo and uranium [/QUOTE] I wish. Too bad usually your teammates are retarded. That's why there should be an alternative [editline]14th January 2014[/editline] [QUOTE=NoDachi;43528621]its sorted already? [/QUOTE] conveyors probably won't be able to distinguish between types of ore (or items in general)
[QUOTE=NoDachi;43528621]its sorted already? You already mined right? [editline]14th January 2014[/editline] Then have a functional user interface not some fucking dumb wire system lmao gawd I don't jump into a fighter in BF4 and think "shit i forgot to wire the missile system!"[/QUOTE] I don't know if you've noticed, but things connected to rotors aren't able to be controlled from a cockpit else where. Yep, that's EXACTLY what i'm suggesting. Gawd.
[QUOTE=HumanAbyss;43528678]I don't know if you've noticed, but things connected to rotors aren't able to be controlled from a cockpit else where. Yep, that's EXACTLY what i'm suggesting. Gawd.[/QUOTE] That is because they're treated as separate entities by the engine. It'll be fixed, or not.
[QUOTE=NoDachi;43528621] Then have a functional user interface not some fucking dumb wire system lmao I don't jump into a fighter in BF4 and think "shit i forgot to wire the missile system!"[/QUOTE] you don't assemble your fighter from metal alloys mined from rocks either have you ever played minecraft with redpower? there are so much possibilities that'd fit SE nicely
[QUOTE=damnatus;43528784]you don't assemble your fighter starting from metal alloy mined from rocks either have you ever played minecraft with redpower? there are so much possibilities that'd fit SE nicely[/QUOTE] frankly block by block red stone esque gates would be huge and shitty to work with.
[QUOTE=HumanAbyss;43528793]frankly block by block red stone esque gates would be huge and shitty to work with.[/QUOTE] I was talking functionality of it. Ofcourse, it should look different and way more compact. (apart from conveyors/sorters/etc because that'd make no sense if they weren't visible) Means of transporting a signal? Not visible at all, all you need to do is link the input and the output through GUI means. Gates? A circuit box on the wall, with a GUI. Or even a centralized GUI that is accessible from the ship terminal. Everything else that involves machinery? Varying sizes, from again a box on the wall to huge blocks like assembly or refinery. That is how I see it.
(not related to the wire discussion) a block i'd like to see in this game is a "launch" or "detachable" block. basically what it'd do is, well, let you launch or detach blocks that are connected to it (wow no shit) it'd be really useful if you wanted a modular ship, for example. let's say you get in a combat situation, and if you need to escape, you can detach the cargo bay so your ship becomes lighter. also useful if the enemy decides to board your ship, so you can just release the part of the ship they got inside and let them drift into space. also, it'd be good if you could set it to detach at different speeds so if you wanted, you could make escape pods. basically, a replacement for landing gears that are not being used for, yknow, landing.
An explosive bolt block! Yes please. [editline]13th January 2014[/editline] keyboard/virtual buttons/action groups first though, holy shit, the game NEEDS them.
So basically one time use landing gear? yes please, along with many more new blocks
I'd also like it if doors were improved, like you could just click them to open (instead of having to K the little keypad and switch the door from closed to open) or they open when they detect a player in 1 block's proximity.
[QUOTE=ElectricSquid;43529526]I'd also like it if doors were improved, like you could just click them to open (instead of having to K the little keypad and switch the door from closed to open) or they open when they detect a player in 1 block's proximity.[/QUOTE] Sorta a given haha. WIPs ahoyyyyy. [editline]13th January 2014[/editline] at least i hope it is ...oh man...
I suggested this on the official forums before, but I'd like to see a control panel/console block that once selected you could walk around, tie objects to it like rotors and landing gears with middle mouse and then place it down. It would have the basic control interface but only displays the tied objects on the list to the left. With a button it would be Boolean only, T to toggle on and off/landing gears by maybe having a K interface that lets you select the tied object and choose a value to be toggled so we could control directional movement or breaking on rotors and such. I'm assuming that they will have some type of basic grouping but It'd be cool if we could filter the object list to only show blocks like rotors instead of having to scroll down a cluster fuck list of reactors and interior lights in order to edit their values every time.
Being able to rename some things like lights would be nice, so that you can easily find them and switch them off/around. It's a bitch to find the 2 interior lights I want to change for mood lighting when I've spammed 80 of them around the inside halls.
Tried my hand at making the Kushan Interceptor from Homeworld. It's not the best but I'll refine it when I get around to it. [IMG]http://i.imgur.com/VC2nUjS.jpg[/IMG] Got tips for a novice?
I really want to group select items from the terminal and group them. Instead of editing each light one by one, it'd be good to click the first one, hold shift (or ctrl), then click the last one on the list so I've got them all selected and edit setting that way.
Okay, so to recap before we go too far off the deep end, we want: A system to group different actions to a single toggle. Perhaps some GUI-based scripting, but no physical "wire". No superfluous gates. Buttons. Doors that you can open without going into the terminal. Am I missing anything?
Throttling for thrusters would be nice.
[QUOTE=LoLWaT?;43530518]Not just rename them, but editing their settings directly by interacting with the individual light would be sooo much easier. It could work directly for creative worlds while in a survival one you would need to use some sort of tool to do that. [/QUOTE] Replace empty hands with a PDA (or add a PDA item), and make it have M1 perform an object-specific action (opening/closing doors, toggling things on or off, etc. whatever single action works best for a given object) and M2 open a configuration menu for the object you're pointing at.
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