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Hirnsausen

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Everything posted by Hirnsausen

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Hi, at the moment, we can use graphics as image for signs and screens. This is good. But I would love if screens and signs also could support opacity, meaning of a graphic has partial transparency or opacity in it, that the sign would also be transparent or opaque at those locations. This would look amazingly good then! With this, if the user wants/needs it, they could look like glowing signs.
  6. I have one thread in which I have described a new tool that creates a voxel shape that resembles text. But this tool here is supposed to alter the voxel material on existing voxel surfaces in the shape of text. So it is still a replacer - an ADDED feature to the existing voxel replacer. Meanign, the existing voxel replacer then will be able to offer more shapes for replacement - the shape of text.
  7. Right, ore will be in EXTREME HIGH DEMAND with PVP enabled. A drone mining system, after getting the appropriate skills, then will be almost mandatory. And honestly, mining without drone is really cumbersome. I do not mind mining to be slow, but let a machine do that while my hands are free to do other things or at least to wait at my base for the drone to return. Maybe picking up surface ore would be more enjoyable if there would be some sort of good-looking flora and fauna with which we could (peacefully) interact while looking for ore. But drone mining is a must, now and very much later.
  8. SIGN XS: Correct Image Size? Hi, what is the correct size for a graphic if I want my SIGN XS to display an image? I thought width would be 2x height, but apparently that is wrong, I get a stretched image as result. Thanks.
  9. SIGN XS: Correct Image Size? Hi, what is the correct size for a graphic if I want my SIGN XS to display an image? I thought width would be 2x height, but apparently that is wrong, I get a stretched image as result. Thanks.
  10. Is there a forcefield that is 4 voxel wide? That would then be, indeed, what could be used. Though a ramp, stairs or ladder would look better, more realistic. Yeah, what's the minimum width of that forcefield?
  11. Then shame on me! ? is it just basic, or can it also take the shape of user-defined text as mentioned above?
  12. Yeah, kind of. My idea of a drone mining is not meant to speed it up, but to allow me to do other things while ore is being collected. I agree with the refilling, in fact, I wrote that already in my initial posting. :-D
  13. No, I want that my passengers can look out during flight. A forcefield would allow that.
  14. Badly needed are pistons, pistons, pistons! Various lengths. Each length also in various diameters. I tried to use combined landing gear to unsuccessfully create a super-long leg that could lift my spaceship high enough for repairs or changes on its belly, but while they expand correctly, when they contract they do not stick together and leave some retracted landing gear "in the air". Pistons, ans maybe also rotors, would be a much needed addition to this wonderful game.
  15. Suggestion Hi, I think, it would be really nice (and beautiful), if we could insert a color hex code to the menu of a light that changes the light's color to the one defined in that hex code. An option to set the brightness of that light would be the spice of the already deliciously looking dish. Both, color and brightness should be addressable with LUA scripting, too.
  16. Suggestion For the market listings of items, it would be nice to have a switch that allows to filter out all items that are locally or on the planet not available.
  17. Suggestion The passengers of my shuttle can open the doors of the ship. Of course, as a responsible captain, I do not want any of my passengers to be at risk of falling out during flights. We need a very small forcefield that is just as wide as the opening of a door: maybe just 4 to 6 voxels, and the height could be player-adjusted to match the height of the door or tunnels or wherever players will use this micro forcefield. The generator itself measures just 2x1x1 voxels, and is attached outside one of the four sides of the forcefield, therefore easily integrated into floors, walls, or ceilings.
  18. Suggestion Cameras, when connected to screens, can let the player see what's happening at his other locations. Also possible: a ship with screens inside that show what would be the the three possible pilot's views (INSERT key). Heavily armored ships with no fragile cockpit on the outside might depend on such a useful feature. Also good for the troopers or VIPs a ship transports.
  19. Suggestion We need a variety of decorative honeycomb materials. There is no need for them to have high amounts of hit points, as they are used only for beauty but not for structural strength. Using them to beautify, players might use their varieties in abundance, so they need to be ultralights. I can imagine a bunch of new honeycomb materials that - despite being synthetic - mimic textures of natural elements, like various stones (rough surfaces), the organic structure of a plant leaf, or that look like different kinds of sand. Textile-alike surfaces would be nice, too, like white or cream cotton, leather types, various animal skin types (all artificial of course), fur types, canvas, or even blue jeans! Also thinking about paper and parchment, or a combination of them with thin wooden frames (like a Japanese door or wall). Other players might add their ideas and needs here.
  20. Suggestion The required wall thickness when cutting out shapes from a voxel sphere is 4 voxels. Too much waste of precious material, and this does not look good. Please work on your algorithms to allow that a wall thickness of one voxel already ensures stability of the outside of the sphere.
  21. This is a suggestion Another good option would be to have a regular ladder, good for inside ships and bases. Such a regular ladder would consist of a 2 voxel wide item that is also just 2 voxels high. It is the combination of several of them that makes a ladder - ideal because then the players can create that way ladders of different required heights, fitting the height of their floors.
  22. This is a suggestion Your great game allows us players do do really amazing (and sometimes not so amazing) constructions of hovers, flyers, and spaceships, as well as bases. But many ships are rather large, and the entrance can not always be close enough to the ground therefore. I suggest a new item: EXPANDABLE STAIRS & LADDERS & RAMPS. Those could be mounted onto a wall below an entrance. On activation, they expand vertically (ladder) or diagonally (stairs/ramps) downwards until they touch ground. If there need to be a maximum height limit in expanding, I would say let it be 3x the height of a door (in total 36 voxels). Optionally, those expanding stairs/ladders/ramps can be combined to increase the total height of expansion. A ladder would be 2 voxels wide, a stairs and ramp would be 4 voxels wide.
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