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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
Give the ability to remove them from a base for an hour or so after you put them on befre they bind to the base.
Why? In case you throw the entire stack of 500 extensions on a base and it tells you to go fuck yourself afterwards. _________________ Lemon/Meo |
Mon May 09, 2016 12:50 pm |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
u froob that will teach you to use a packing base
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Mon May 09, 2016 1:16 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
sabre198 wrote: u froob that will teach you to use a packing base I usually only mistakenly put 1-2 extra on random exe's. But the annoyance is still there and there is a possibility of someone sticking an entire stack of junkyard hydros for instance on a base. _________________ Lemon/Meo |
Mon May 09, 2016 1:25 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Is there a good reason for them to be basebound instead of sticky (can't unequip)?
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon May 09, 2016 7:49 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
anilv wrote: Is there a good reason for them to be basebound instead of sticky (can't unequip)? This would also fix the issue. _________________ Lemon/Meo |
Mon May 09, 2016 7:49 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
They should also take 0 workers and take 0 size when equipped, like augmenters.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon May 09, 2016 7:56 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
anilv wrote: They should also take 0 workers and take 0 size when equipped, like augmenters. Should, or could. _________________ Lemon/Meo |
Mon May 09, 2016 7:59 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Should, if going with the can't unequip thing. Otherwise starving bases could get into issues.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon May 09, 2016 7:59 pm |
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Content Dev
Main: Auxilium
Level: 1 Joined: Thu Mar 24, 2016 10:36 am Posts: 40 Location: Test Server |
I'll look into making them unequipable instead of sticky
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Tue May 10, 2016 6:44 am |
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Team:
Rank: Councilor Main: Elaeagnus Multiflora Level: 8888 Joined: Sat Dec 15, 2007 3:55 pm Posts: 36 |
Extractors and furnaces you should still be able to unequip - otherwise you could mess up your base quite permanently. Being able to destroy them would work too.
_________________ Constantem decorat honor. |
Tue May 10, 2016 8:35 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Gumigumi wrote: Extractors and furnaces you should still be able to unequip - otherwise you could mess up your base quite permanently. Being able to destroy them would work too. This. If possible they should have right-click destroy like augmenters. Basically, they should work just like augmenters. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Tue May 10, 2016 9:30 am |
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Content Dev
Main: Auxilium
Level: 1 Joined: Thu Mar 24, 2016 10:36 am Posts: 40 Location: Test Server |
I was thinking of leaving extractors and furnaces as they are and taking a look into the tags for the extensors and hydros. Will do some testing with them in the upcoming week
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Thu May 12, 2016 3:15 am |
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Content Dev
Main: Auxilium
Level: 1 Joined: Thu Mar 24, 2016 10:36 am Posts: 40 Location: Test Server |
I made the junkyard hydros and extensors sticky, which means you can move them off a base but you can't unequip them once you equip them. The junkyard furnaces and extractors will remain as they are now.
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Wed May 25, 2016 2:11 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Auxilium wrote: I made the junkyard hydros and extensors sticky, which means you can move them off a base but you can't unequip them once you equip them. The junkyard furnaces and extractors will remain as they are now. Are the extensors already quite small? There could be an issue with permanently overhulled starving bases otherwise. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Wed May 25, 2016 2:50 pm |
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Content Dev
Main: Auxilium
Level: 1 Joined: Thu Mar 24, 2016 10:36 am Posts: 40 Location: Test Server |
anilv wrote: Auxilium wrote: I made the junkyard hydros and extensors sticky, which means you can move them off a base but you can't unequip them once you equip them. The junkyard furnaces and extractors will remain as they are now. Are the extensors already quite small? There could be an issue with permanently overhulled starving bases otherwise. The extensors actually stay equipped if a base is out of rations (because they're now sticky). So even a kit without rations will have a good amount of hullspace to work with. I didn't think this was a problem because at best a player could use such a base as a transfer station with a bubblewrap as a shield. Slaves won't work because the tradebay will unequip. |
Wed May 25, 2016 2:54 pm |
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