Search found 90 matches

by Talrey
Tue Jul 10, 2018 7:01 pm
Forum: Feedback and suggestions
Topic: Visual Block filter (show only)
Replies: 1
Views: 961

Re: Visual Block filter (show only)

Joke answer - shoot the area with missiles until you can see the block you need, then repair tool it afterward. Straight answer - it would be useful for a creative building type situation, but you're better off building maintenance tunnels in your ship if it's big enough to be an issue in a survival...
by Talrey
Mon Jul 09, 2018 3:26 am
Forum: Feedback and suggestions
Topic: 3d RTS ship command
Replies: 2
Views: 1123

Re: 3d RTS ship command

I do like this idea in concept. It reminds me of the radar that ships in Elite: Dangerous have, which looks a bit like this image . I found a simplified version explaining what it means, for ease of explanation. This picture does a good job, though I'm unsure if we need that much complexity if we ge...
by Talrey
Sun Jul 08, 2018 10:40 pm
Forum: How-to
Topic: Talrey's Guide To Logic Bricks
Replies: 16
Views: 6520

Re: Talrey's Guide To Logic Bricks

This system is still in the game if you're on the Stable branch. I've been testing the system that's in the Experimental branch, and will be writing a new guide when that becomes Stable.
by Talrey
Sun Jun 24, 2018 6:05 pm
Forum: How-to
Topic: Talrey's Guide To Logic Bricks
Replies: 16
Views: 6520

Re: Talrey's Guide To Logic Bricks

Good point. Well, this thread will probably confuse people if they come here looking for the new system information, so I've decided I'll do a new one when I get around to writing it up. So much for chapter 4 :lol:
by Talrey
Thu Jun 21, 2018 8:11 pm
Forum: How-to
Topic: Talrey's Guide To Logic Bricks
Replies: 16
Views: 6520

Re: Talrey's Guide To Logic Bricks

You are absolutely correct, LeMinaw - on the experimental branch. Lots of people still on stable! The fact that it's still on the experimental branch, and thus volatile, has been the biggest reason I haven't updated yet. As soon as it "locks in" and arrives on stable, I'll have a new version out, I ...
by Talrey
Tue Jun 19, 2018 2:16 am
Forum: Feedback and suggestions
Topic: Sequencer options (no "constant gate" in new logic system)
Replies: 3
Views: 782

Re: Sequencer options (no "constant gate" in new logic system)

I have to apologize for the delay in my response - I was out of town and had almost no internet, nor a PC. Anyway... This might do what you're asking for. It's designed to turn on A,B,C, and turn off C,B,A. The middle can be extended / "tiled" if you need 4+ systems, and all the delays can be adjust...
by Talrey
Wed Jun 13, 2018 2:36 am
Forum: Feedback and suggestions
Topic: Sequencer options (no "constant gate" in new logic system)
Replies: 3
Views: 782

Re: Sequencer options (no "constant gate" in new logic system)

You know that means that the connected rail / rotor / hinge will never change position, right? I'm curious what your use case is for this, because it's not that complicated to build a circuit that stays on forever (or until some "release" condition is met).
by Talrey
Sat Jun 09, 2018 10:57 pm
Forum: Game discussions
Topic: Open the game to more closed testers.
Replies: 20
Views: 6648

Re: Open the game to more closed testers.

There has been an announcement on the Discord group, with an everyone ping, both times it's opened in the past - along with a dev log video. If you haven't already joined the group or subbed to Tsuna's Youtube channel, I highly recommend doing either/both even if just to keep up to date.
by Talrey
Mon Jun 04, 2018 6:30 am
Forum: Dev asks
Topic: Logic system refactor
Replies: 45
Views: 13488

Re: Logic system refactor

Alright, I've had a bit more time to test out the "new" system - it's not really that much different, which was expected but good to confirm. However, there's one long-standing issue that we were able to handle with the old system that, for now, the new one has no answer to: clock loops. What I mean...
by Talrey
Mon Jun 04, 2018 5:09 am
Forum: Feedback and suggestions
Topic: Child Entity Limiters
Replies: 3
Views: 853

Re: Child Entity Limiters

I was discussing this a little bit with Sullos after we each had child entity-related issues that we reported on the Github, and we came up with a possible idea regarding child entity limits: make them have some kind of heat or energy cost proportional to the amount of mass on them. If tuned properl...