Game Features

Wheels modification

Not really sure how viable this idea is, but something I've noticed is that wheels can be freaky when dealing with mass ammounts. Basically could you add a actual display for how much strength the wheels have vs. the weight they can hold and / or move. I've had a few builds (on non-local dedicated) that they worked untill I full loaded them with cargo, and they freaked out. So a simple solution would be to have a check ...more »

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Game Features

Better Mod Management for Players

Are you using mods? Then please read and leave the comment. With increasing number of good mods, I begin to feel lack some management possibilities for mods in world options. There are some features I personally miss the most: Create and save lists of mods - There are hundreds of 'must have' mods, but you usually need to pick just a few of them, when starting a new world. Example: You want to design a capital ship in ...more »

Submitted by (@kapral.denis)

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1 vote

Game Features

Make projectors work with subgrids on pistons / rotors (medium)

Currently if you build anything with pistons or rotors, the other side of the moving part counts as a subgrid. And when you try to build a design like this in survival from a projector, the projector doesn't show the subgrids. The way I'd implement this: when you save the blueprint it does have the subgrids, so the data is there, you could paste in creative. When you work with a projector, things start out as normal, ...more »

Submitted by (@laszlobenedek)

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3 votes

Game Features

Sensor option to trigger when it does NOT sense anything (easy)

There would be a single on / off switch with the sensor menu. When it's off, the sensors behave exactly as they do now: when the object gets in range the sensor triggers the desired action. When you enable this feature however, the sensor would trigger the desired action when the object leaves the sensor area.

 

This behavior can be simulated with programming, but it's more effort.

Submitted by (@laszlobenedek)

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1 vote

Game Features

RTS mode (very hard)

The basic idea is to look at a map and give orders to your ships by clicking, like move here, or attack this ship. See From the Depths game for the correct implementation.

 

This feature would have better AI as a prerequisite.

 

Customisable weapons would make this more enjoyable. (also see From the Depths, although they overcomplicated it)

Submitted by (@laszlobenedek)

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Game Features

better PVE AI (hard)

As an indication of what I mean, you could look at the From the Depths AI. It has options like whether to go broadside, or straight on, what distance to keep, should it stay in short range or have attack runs etc. Some of these are more useful only with advanced weapons. I'd also like to see good dogfighting drones, as that would be more fun. (ie the whole ship would need to face you, so heavily armored drones would ...more »

Submitted by (@laszlobenedek)

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Game Features

Sensors working accura tely with planets (easy)

Sensors can accurately detect if there's a bit of asteroid right in front, with planets however they seem to only trigger based on the approximate radius of the planet. They should detect if there's planet material in range (ie things you can collide with), that is not removed with mining.

 

This could primarily be useful for some automated miners (eg move when bit ahead is mined already)

Submitted by (@laszlobenedek)

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1 vote

Game Features

Deal with walker legs breaking when touching the ground (hard)

Currently there's that problem that when you try to build a walker (ie something that moves by moving blocks through pistons and rotors) they seem to break very easily when the legs touch the ground even by looking at it, it seems like the force shouldn't be big.

 

I've seen this on small ships, I'm not sure about large ones.

Submitted by (@laszlobenedek)

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Game Features

Option to shrink blocks to see inside when building (easy)

Currently there's that problem if you have a ships with no large holes in the middle, you have no chance of seeing / editing blocks on the inside without stripping down the outer blocks. (especially a problem with small ships) Another game From the Depths provided the solution for this: there's an option (only in creative) to make the blocks appear really small, so that you see gaps between them, therefore you can see ...more »

Submitted by (@laszlobenedek)

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0 votes

Game Features

Mass Recoloring Feature for creative mode

Is it possible to create a tool to pick the color and change all the blocks with same color value to another one? It would be very helpful, when u have a big scale model and during the design process you change your mind about chosen colors, or you just want to experiment. Useful would also be the ability to select the affected block type (e.g. only armor blocks).

Submitted by (@kapral.denis)

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2 votes