Igoooor

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Everything posted by Igoooor

  1. Igoooor

    Auto starting research chamber

    Like a "push and hold start" for infinite production feature
  2. Igoooor

    Auto starting research chamber

    Haven't played in a while, but if basic resouces can still be researched the auto option should be limited to the item type you started with to avoid "unforseen consequences"
  3. Igoooor

    Backpack quick drop

    Or lift the whole platform Could be a possibility, don't know if it's practical...
  4. Igoooor

    Auto-place tethers

    Well, can't find it neither Was more like "hold button to auto tether" if i recall correctly - but the same principle as you suggested (or as implemented in factorio)
  5. Igoooor

    Resource Compactor

    Maybe it creates a medium sized chunk that gets smaller on each use... Makes for easier handeling as you only have one piece to move but won't fit on small slots! To make it somewhat useful it must have at least the same capacity as the biggest medium storage...
  6. Igoooor

    Backpack quick drop

    The problem is that you cannot "link" to a storage so the assignment where to put the items isn't distinct. Maybe it could work the other way - let the storage pull from your backpack
  7. Igoooor

    Auto-place tethers

    Been suggested before, still a great idea!
  8. Igoooor

    Autonomous cargo missiles

    It's more refined because the concept was discussed in a different thread before Keep your ideas coming, maybe just try to add a little more structure and wait some time before actually posting it to give it some internal development/refinement time
  9. Igoooor

    Binding Actions to Mouse Buttons

    Main point will be the multi-platform aspect of the game... But rebinding or double binding should be possible, I agree!
  10. The Mining, Utility and Lifting Exoskeleton (M.U.L.E.) is a large size transport robot that is intended for late game. It has 2 arms, 2 legs, a pilot position on top (which still allows access to the backpack) and a medium connector/storage slot in the back. One each shoulder is one small slot. There is no default power or oxygen storage included, so the mule will drain power from the player when doing stuff. 1. Mining The right arm works like the player's tool, with the increased size mod always active (which leads to energy consumption while in use). It has two small slots on the right outer side to use with canisters and mods. 2. Utility 2.1 Legs connector The legs have 2 connectors each on the bottom with have the sole purpose to store the mule on a large storage space. 2.2 Back connector The back connector is medium sized and has a power plug. When plugged, the storage space is not available. When plugged to movable objects, the mule can actually pull up to medium sized rovers (so they finally have a purpose), the more, the slower. 2.3 Leg utility (basic) Each leg has a role. The right one is the speed leg which increases the general movement and allows sprinting. (2.3.1) The left one is the jump leg, which allows jumping much higher/further. (2.3.2) Each leg has an integrated slot (like a small square missing) which allows to alter or enhance the role. If you put hydrazine canisters into the slot, the corresponding role will use this as fuel to boost its role. It will allow for even higher speeds (right) or hovering/horizontal flight (left). (2.3.3) 2.4 Leg utility (alternatives) The alternetives always overrides the "empty" role. I tried to match the effects to medium sized slots, numbers are not fixed Small generator (2.4.1) does actually add 3 organic slots. Medium generator, boxed (2.4.2) adds one corbon slot. Small battery (2.4.3) adds a 5 small battery equivalent of power storage. Medium battery, boxed (2.4.4) adds a medium battery equivalent of power storage. All power options enable power tether. Oxygen tank (2.4.5) adds 5 slots of oxygen storage. Oxygenator (2.4.6) does what it does. All oxygen options enable oxygen tether. Canister (2.4.7) does add an equivalent of 5 canisters. Any material stored here is moved into empty canisters on the arm slots. 3. Lifting The left arm is used like carrying as a player. It can "store" one up to medium size item. It can actually lift bigger items than the player, which has a constant energy cost and slows down depending on size. There could be an option to "throw" up to medium sized items. (3.1) 4. Exoskeleton Costs should be like 2 steel 1 nano and 10k+ bytes. If you work as a team, each player can fulfill a different task. Leg slots can be switched if the mule is empty, which allows for quick adaption. Basic movement should consume tractor-ish amounts of energy. I'm open for more utility suggestions and general feedback, all numbers included are open for discussion
  11. Igoooor

    Quality of life suggestions

    The Navigation part has been around here all the time, don't expect anything to happen But I like the highlighting part!
  12. Igoooor

    Automation / Conveyor Belts

    I also like the idea to have some automation, my approach would be to have small pipes connecting platforms directly in a managed way:
  13. In the pinned post the devs said "no wespons"... So it's a definite no!
  14. Igoooor

    Automation/ loop button

    As the button turns into stop this won't work. Maybe a "push and hold to lock" - push for 2 seconds to set for infinite production
  15. Igoooor

    Autonomous cargo missiles

    I kind of had the same idea using the existing landing pads and hydrazine thrusters
  16. Igoooor

    Automation/ loop button

    Maybe you could push "start" multiple times to increase the number of items produced...
  17. Igoooor

    Vehicle idea: exoskeleton "M.U.L.E."

    Star means that you posted on that topic...
  18. IIRC they said somewhere that adding mod support would be very difficult...
  19. Igoooor

    Automation / Conveyor Belts

    That's kind of the big problem in 3D. Most games tend to have point to point connections...
  20. Igoooor

    Vehicle idea: exoskeleton "M.U.L.E."

    Thanks for the Input! 1. Yeah, it would be the only "storable" vehicle. You could also put it on your large rover and use it for digging tunnels/building bridges as it offers a lot of improvements in comparison to the normal player. 2. well, actually it was kind of planned as in the mockup pictures - no real environmental protection (but access to the backpack!). Maybe it could have the option to close the top but loosing the backback access P.S. part: without the hydazine boosted part it's just like a big player model with some enhancements so I agree
  21. Igoooor

    New way of transporting items

    There have been a lot of "make some kind of conveyor belt" threads, but nothing really refined... Plus - belts in 3d are complicated! My intention was to create something that uses existing game mechanics (to be easily implemented) and forces players to do things in a structured way...
  22. The main idea is to create a "pipe" connection (like a pneumatic tube transfer) that will automatically pull items (like a printer picking up resouces) from one storage space and push (like a soil centrifuge after finishing production) them onto another. For example transferring all collected small items from you mining rover onto your local storage. Building setup: The basic setup consists of 3 components: - a small slot "pull" sending station - a pipe connection - a small slot "basic" receiving station The easiest way to set this up would be having sending and receiving station as separate small items which have their own "power plug like" connection pipe on top (just the receiving station has the actual pipe). Basic working process: - the transfering can be activated/deactivated - at the sending station you can use a panel to set up a filter which items to transfer (e.g.: all, resin, smeltable/smelted resources, full/empty soil canisters) - if an item becomes available at the position of the sending station (e.g. local storage of a rover) AND there is sufficient space at the receiving station side AND the item fits the filter properties AND transferring is active AND there is sufficient energy available, the transfer process is started - fluff wise I would suggest for visual effects: insert item into airtight canister, sending station door is closed, pressure is applied (even on planets without any atmosphere ), item moves to receiving station (maybe with a comic style pipe bobble effect), item is removed at receiving station, canister is being sent back - energy is consumed during the process - the process takes a certain amount of time (0.5 to 5 seconds range) Cost: Both stations should include some chemistry lab low level resources like for example plastic for sending and rubber for receiving station. Additional things: - there should be an additional building, the "pipe extender station" which is a small base with power connectors and two pipe slots (rubber, resin) which allows extending the transfer range into your favorite cave system - there is an advanced idea, the "pull item transfer" which will be posted in a seperate thread - if there are multiple sending stations in one storage space, the most specialised filter should get the item (only laterite > smeltable resources > all) - there could be some light indicating the current status (no power, idle, active)
  23. Please read my push item transfer post first The pull item transfer has a different receiving station than the push item transfer. This forwards item requests issued in local storage (e.g. a printer needs material) onto all connected sending stations. The pull receiving station - is medium size (2 connected small slots) - needs late gameish materials (e.g. rubber, plastic, steel) - has one pipe connector like the basic station - works only, when the "push" mode of the sending station is not active ? maybe has one small item slot for manually requested items - would require a panel for requesting, but this feature is really optional The pipe hub: Due to some limitations the I would enforce to reduce programming fuckups, there is the need for an additional building which allows pulling off multiple storage units. - the pipe hub is a medium base (1 resin, 2 rubber) with the usual power plugs - it contains one sending and 2 receiving pipe connectors - it allows to build tree like sending station topologies which are all connected to one receiving station Uses: - production buildings could be connected to multiple storage spaces and transfer the items necessary for production just in time - reduces the amount of manual small item transfers necessary in late game Implementation thoughts / open questions: - i think it is necessary to limit the range of the pull request to one network - otherwise there could be some self-requesting circular patterns. that's why: - the receiving station does not accept any item request by other push or pull networks! - the main question is: which buildings are allowed to pull items and when is the request being issued? * smelters should not be able to request * swapping recipies should not request the items as this might jam the storage capacity of the production building -> my implementation idea would be to treat items within request range like player inventory items - which are transfered as the production is starting (so their availability needs to be checked up front)
  24. Igoooor

    New way of transporting items

    I've suggested a pneumatic tube small item transfer some time ago, that can move items between platforms in two different ways:
  25. Igoooor

    Special Filter Slot for Silos

    +42 Kind of had a quite similar idea before there were silos... With some additional features