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Hirnsausen

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Everything posted by Hirnsausen

  1. With a paint that is based on nano technology, the player should be able to spray-paint his ship. He sees the ship in 3D and can change the viewing angle freely, to see it from all angles and then to spray-paint it from all angles. Coverage Size is adjustable from very small to very large. Size of Blurred Edge of sprayed area is adjustable. The RGB value can be changed freely because this paint is based on nano technology. 01-100 values for metallic effect, glossy-flat effect, etc. . When sprayed on the upcoming transparent glass voxels, the voxel's transparency value (01..100) applies to the paint. Paint can be removed easily from selected voxels.
  2. Please add the following colors to all or most honeycomb types: - Turquoise in various shades - Lilac ivs - Purple ivs - Pink ivs Thanks!
  3. Please allow Animated GIFs for the Image File Upload.
  4. The upcoming Transparent Glass honeycomb could have the following settings to replace the then obsolete Luminescent White Glass Honeycomb: - RGB value for color - 01..100 value for transparency - 01..100 value for luminescence All values addressable with LUA, too. This fusion will be good to see many amazing new usages, more than with transparent glass honeycombs alone.
  5. Luminescent glass voxels are nice but need some spice: - tinting based on RGB values of all luminescent glass voxels that are inside a selected (marked) area, Tool 7 then right-click on any luminescent glass voxel to change all within selection area
  6. Nice that finally transparent voxels are in the coming. Here are my feature requests: - tinting based on RGB values of all glass voxels that are inside a selected (marked) area, Tool 7 then right-click on any glass voxel to change all within selection area - changing opacity value (1..100) of all glass voxels that are inside a selected (marked) area, Tool 7 then right-click on any glass voxel to change all within selection area I would expect the glass voxels to have the same nice reflection like regular glass panels. Optionally, if you developers are really good in programming and algorithms, a feature that would make straight or even curved glass voxel surfaces thin like a glass panel even if the surface is curved. Oh yes.
  7. Multi-core ships have the nasty habit to break apart when a hard crash happens. Would be nice to somehow "fusion" those additional cores to the hull of the main core, so no accident can break aopart that ship like some bad joke.
  8. Since the nights are really dark on these planets, I suggest the development of long-range search lights, cylindrical in shape. They are fixed with their back or side in the desired angle to a spaceship, and come in different sizes (width x height x length, light range): - XS 1x1x2, 250m - S 2x2x3, 500m - M 3x3x5, 750m - L 4x4x6, 1000m - XL 6x6x10, 2000m Optionally, if you developers like that idea, the player can change the light's ratio: from low illumination but wide angle to light illumination but narrow angle (focus).
  9. It is still a big pain to create large cavities in the underground when attempting to build an underground base. I suggest a small Digging Bot that does the hard work. The player purchases or assembles such a bot. To use it, the player has to enter into the first input field an array of coordinates, separated by comma and space. These mark the area seen from above that define the shape of the hole. The second input field is filled with two coordinates: separated with comma and space height lowest height and highest height. These two parameters define the height of the hole in the underground (to get these two coordinates, the player had to dig a small tunnel downwards). The digging bot will now move down that player-created tunnel until it reaches the height where the digging bot then begins to dig horizontally to the nearest of the coordinates from the first input field. From there, it digs to the next coordinate, and so on. then it digs through what remains in between these coordinates. Then it starts to go deeper and deeper following the same procedure until it has reached the bottom height. Finally the digging bot moves back to the surface (starting point, the player gets notified that the job has been done. All walls of the hole will be absolutely smooth, as laser was used for digging. The question is what the digging bot will do if it encounters ore. I leave this up to you developers. Optionally, the digging bot can store the soil in a linked container until that container is full. Then it continues to dig without storing any more soil.
  10. When filling a curved area with glass panels, it would be so extremely helpful if we could rotate during placement the glass panels not just on one axis, but on a second axis as well. Example: I connect one glass panel to the thin side of another glass panel. The new rotation axis would allow me to do what you can see in the illustration below. The second image, a screenshot of my spaceship, show the problem that I am discussing here. the glass panels cannot properly close gaps when angled. Ugly gaps and height differences Therefore, a connection from glass panel to glass panel that also allows to angle that way, would be desirable, angling in more than just 8 different angles, too. A way to perfectionalize this amazing game.
  11. Especially when working with complicated shapes that need to be filled out with glass panels, often enough some small areas remain without glass as otherwise some corners of the glass panel would stand out where it is not supposed to be. I therefore suggest two new sizes for glass panels: XS (2x2) T ("Tiny") 1x1
  12. Ha, got ya! ? And since you've opened this thread already, continue to read my suggestion. Dynamically Shaped Glass Panel ("Dyno Glass") The attached image shows the problems we have when trying to use the regular glass panels for many areas: they do not fit, many panels have to be used, and sometimes they block each other. My suggestion is a new part. The voxel area that contains the opening for the intended glass is selected, and the system then calculates the amount of "dyno glass" units this shape will consume. If enough of "dyno glass" units are inside the inventory, that opening gets filled out with one single piece of dynamically shaped glass - one piece and thin like a traditional square glass panel - no more any trouble with many square glass panels that don't fit really! If you guys at Novaquark are really good, you would also find a way to make "dyno glass" units usable not only for two-dimensional areas, but for three-dimensional areas, like cut-outs from spheres or from other shapes. For crafting, "dyno glass" would be crafted like a honeycomb, not like a regular glass panel. Calculations for the amount of units is based on the area that has to be filled. If "dyno glass" and also any other glass types and also luminescent glass could be tinted, that would be a plus. SCREENSHOTS They show three large areas that could be filled with "dyno glass": the two sides, and the top. Regular square glass panels are just an only headache if you want to build good-looking ships.
  13. A third solution would be this: - any player-owned structure gets after 15 minutes a marker, and there is a Settings option for every player to allow loading of "Marked Structures" or not. This way, players that encounter problems, can switch off totally the loading of those player-owned ad and sell structures (including associated scripts and images) if they experience problems. Those structures are now just some rectangular outline. They can fly through them, but they cannot park touching them. This way, there is no need to remove player-pwned ad and sell structures form the markets and those sellers cannot complain. It is just that their structures might not be seen anymore by the majority of players. But that is then the decision of players and not of NQ.
  14. Great answers to a great (and very important) topic! I like the discussions that have started among the members here. Interesting to read. And i am excited to see further suggestions and ideas.
  15. Hi community, you all know the problems with the market areas spammed by too much and never enough player-owned structures for advertizing and selling. I worked out two solutions and want to share them with you all, even more after I just had the stunning experience of having a communication with one of those hat place their structures on the landing platforms of the markets, for selling and advertizing. I am pasting here that posting of mine to him, that also contains the two solutions. You need to know, that he complained to the NQs on Discord, because someone else dared to block him on the platform with a structure. ? -------------------- @Cytroxian Greetings, I hope you're fine. I am not an NQ, but I want to give you a feedback. I hope you don't mind, while waiting for NQ response. Like thousands of other players, each time I unfortunately have to make my way to any of the markets on Alioth, I know I will crash my ship. And that is, because when closing in to the markets, there is so much data transfer that I get all sorts of error messages, often even the entire game crashes. And what is causing that? All these permanently based player-owned structures that are covering much of any markets landing platform space. Even in the few cases I do not crash, I still cannot land. Not enough space. When landed, I get UNHANDLED EXCEPTION error windows, NETWORK ERROR screens, SCRIPT OVERLOAD messages, and DATABASE SIZE EXCEEDED messages. Cannot even start my ship without risk of crashing due to errors or game shutdown. Yes, it is a good thing that players can sell items or services. But at the moment, NQ and even many of us players are trying to find solutions to free the markets of all those permanently placed structures, without prohibiting sales. I am actively communicating my suggestions with the NQs and are in exchange with them. These are my own suggestions: - markets offer (for a small fee) delivery by drone if player has enough space in container or inventory otherwise it returns and player has to order another delivery - any parked structure will be automatically BPed then deleted after 15 minutes to remove all data and script problems, and when player wants to leave structure is being restored And I also suggest, for these two suggestions above, to create a huge ring-shaped market platform around the Colonizing Ship Monument, that is where all players can conduct their own sales and advertizing. A third solution would be this: - any player-owned structure gets after 15 minutes a marker, and there is a Settings option for every player to allow loading of "Marked Structures" or not. This way, players that encounter problems, can switch off totally the loading of those player-owned ad and sell structures (including associated scripts and images) if they experience problems. Those structures are now just some rectangular outline. They can fly through them, but they cannot park touching them. @Cytroxian In regards to your problem, I have a little smile because now you get at least a fraction of the problem ("cannot do", "I am being blocked") that you self and others like you cause to us other players. Not intentionally, we know that, but still a big pain. The ABP that is blocking your advertizing structure is also the abbreviation of "AdBlick Plus", a plugin for many web browsers to get rid of too much advertising (harassive ad spamming) on websites, did you know that? Check it out, it is even the same shape of their logo. -------------------- Dear community, your feedback and support is welcome! ?
  16. 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.
  17. 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.
  18. 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". :-)
  19. 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.
  20. 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.
  21. Plainly white matte or glossy sodium, etc. Same with other ore types and other colors. No textures.
  22. 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.
  23. 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.
  24. 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. ?
  25. 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.
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