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Hirnsausen

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About Hirnsausen

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    Advanced Member

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    Male
  • Interests
    - Reconstruction of ancient Roman ships (maritime archaeology)
    - SciFi Designs
    - Paleontology

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  1. Is there a way to make it working with 3 doors and 3 detection zones? Bug thanks! Also, while showing the ORG name and Second Title (whatever that is) on the OUT screen, I do not see anything on the IN screen. And I need some more explaining words about the RENAMING instruction. Changing something inside your LUA script? And should there still be a direct link from the detection zone to the door? Slots Hook up in this order and rename slots. slot1 --> databank slot2 --> screenIN slot3 --> detection slot4 --> screenOUT slot5 --> fdoor Thanks.
  2. Big thanks. 🙂 Suggestion: below each of the planets, add in small text their moons (like M1, M2, M3, SM), so they can be calculated, too.
  3. Greetings to the developers. Yes, these corrections to the previously introduced changes are needed, and good ones as far as I can judge so much in advance. Making mining easier, wow - since such a long time i was hoping for it! happy to read that mining soon becomes easier and hopefully less boring. Too much time is spent for searching an mining, keeping me away from all the things that I actually want to do. I am an explorer and a little bit a producer (or WAS, until the latest changes), but the mining prevents me from that most of the time. Please don't forget to add luminescent glass of different colors, also add the colors pink, lilac, purple, lavender to honeycomb types. Add paints and color sprays to our possibilities as many players want t spray their ships (and bases) in fluid color flows, like yellow to white, just to call an example. Also, wishing you to stay safe and healthy, and that you will continue to work on this wonderful and promising game. Oh, yes, please make the environments looking more real, I could name as examples "Green Hell" or "Ark Survival Evolved". :-)
  4. A very basic sign, meant to be used in underground tunnels, that can be placed directly on rock or soil walls, without requiring any static core. Those signs feature only an arrow and come in eight variations. pointing to the left, right, up, down, and the four diagonal options in between. basic element, no own illumination, needs astronaut's light to be fully visible, but reflects light well (like street signs). Colors would be blue for the background and white for the arrow. An option sign would be a "No Go" or "Don't pass" sign, round, similar to a today's "No Parking" sign. Those directional signs will greatly improve the usage of complicated tunnel systems without turning into wrong tunnels.
  5. The micro storage will have only 3 slots, and a very limited amount of volume. It can be attached to vehicles and is meant to hold exchangeable elements, such as a seat, an XS container. This would allow to change the configuration of vehicles without having to bring or store those exchangeable elements inside the astronauts inventory. Size in voxels could be 1x1x2 voxels.
  6. Plainly white matte or glossy sodium, etc. Same with other ore types and other colors. No textures.
  7. HINT: IMAGE FORMAT for SIGNS, SCREENS If you want to use uploaded images for your signs or screens, here is the information about the correct image size. Despite that screens and signs are 2x1 width x height, the image you need to upload needs to be SQUARE. For my SIGN XS I used an image 400 x 400 pixel, to give an example. However, the content of the image must NOT be height-stretched! That means, you need to place the content into the center of the image. The content area width that later will be visible, measures in my example 400 x 200 pixel. Means, that there will be unused space above and below that visible area. I hope that my information helps.
  8. HINT: IMAGE FORMAT for SIGNS, SCREENS If you want to use uploaded images for your signs or screens, here is the information about the correct image size. Despite that screens and signs are 2x1 width x height, the image you need to upload needs to be SQUARE. For my SIGN XS I used an image 400 x 400 pixel, to give an example. However, the content of the image must NOT be height-stretched! That means, you need to place the content into the center of the image. The content area width that later will be visible, measures in my example 400 x 200 pixel. Means, that there will be unused space above and below that visible area. I hope that my information helps.
  9. Why, actually, is it not possible in the age of space exploration, to link containers on a hover (which I use for mining) to my machines on my base? This is not really logical, and i suggest to make this possible. Cumbersome, to having to take smaller fractions of a container's contents into my own pickets (inventory), and from there to drag into containers on my base, and from there to link them with my machines. The Future Is Simplicity. 😄
  10. Hi, it would be nice if we could rotate voxels more freely, not only in steps of 90°. And along each of the three axes. This wish I have for placing new voxels, but also for dealing with copied voxels of any shape. Also for being able to rotate a selection before we copy or cut out the selected voxel areas.
  11. Hirnsausen

    CORE SWAPS

    Please make it possible that smaller cores can be swapped with larger cores. This should apply for ships, bases, and stations in space. Help us to avoid having to destroy a construct just for using a larger core. Thanks. It could be done by clicking Tool 5 ("Place Construct") when aiming with the new core to an existing core that is smaller - in this case, it swaps, and the older smaller core is inside the inventory. Many players complain that they have to destroy their ships but don't have enough space inside their inventory to hold all the honeycomb material they have used.
  12. Dear developers, as much as we appreciate all the different colors with honeycombs, the problem is that those colors often come with absolutely ugly, and even asymmetric textures! Please offer more choices - offer colored honeycombs with no texture, or where the textures are aligned to the center of the ship so they become symmetric. Also, despite of called "painted", some - like "Sodium Painted Dark Gray" - are not fully painted but in patterns leaving some of the unpainted sodium visible - yet another reason to give us honeycombs that are fully painted or with better textures. And if you have textures, please make them looking technical, not like round circles and such. Thanks. Please don't forget to add many new ultra-light but very decorative honeycombs (I refer to one of my previous suggestions). We ship developers need them badly.
  13. It is the initial full sphere that costs so incredibly much material. Before hollowing it out. That is why there is a true need for shapes that are already hollow.
  14. At the moment, the Deploy Voxel tool (tool 2) has two functions: building voxels of the selected shape (cube, sphere, etc.), or taking them off from an existing voxel sculpt (when pressing ALT). What I and a number of other players want, is a third function: to COPY the selected shape from an existing voxel sculpt . Example: have a look to the image below - I have an existing voxel sculpt that has a slightly rounded surface. Of that, I need to copy a round selection.
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