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New modding feature requests

Discussion in 'Modding' started by Ondrej.Petrzilka, Aug 13, 2014.

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  1. Ondrej.Petrzilka Developer

    Messages:
    297
    Old thread is old. See the new thread here: https://forum.keenswh.com/threads/modapi-feature-requests.7397672/

    <3 rexxar






    When you have any new modding feature requests, please post it here.
    I'll sort it by effort and we'll pick few things for each update.

    Please don't post things which are completely new features like: Lasers, Shields, Air pressure,

    Easy:
    Glass - Color, alpha, emissivity, reflectance (WIP)
    Light block - multiple lights
    Warhead - explosion radius
    Asteroid materials (now there's some texture issues)
    Lights - glare
    Spot Lights - light cone texture
    Reactor - define fuel item (e.g. helium ingot, water...)
    Prefabs - respawn ships, cargo ships, ships in scenarios
    Envrionement - More sun and environment properties including sun transparent material
    Required power input - when set to zero, work without power

    Medium:
    Door - distance
    Door - number of movable blocks
    Missiles - custom model, custom parameters (velocity, acceleration, damage)
    Gatling ammo - custom parameters
    Custom production building - define what can be produced in each 'factory' (assembler/refinery)
    Particle effects - it's there, just not moddable yet (and not attached on thrusters)

    Hard:
    Block animations - fan (seriously, fan in space? :))
    Block skins - different texture selectable in color picker (probably different files so multiple mods can skin same item)
    Refining/assembling - multiple outputs per blueprint (e.g. gold is usually found together with silver/iron, metallic minerals contains multiple different metals)
    Shaders

    Impossible or very hard:
    Multiseat cockpits

    New features:
    Sbc files documentation - will be done!
    Reworked G-screen - most wanted feature probably :)
    Animations on custom actions
    Better animation control
    Block states/options
    Player stats
    Timer
    Power managements
    Indestructible blocks
    Model dummy - activated with power
    Enable/disable inventory
     
    Last edited by a moderator: Oct 10, 2017
    • Like Like x 1
  2. Wizlawz Master Engineer

    Messages:
    3,028
    color-able lights at placement (?)
     
  3. Shaostoul Senior Engineer

    Messages:
    2,608
    Since it's not on the list, I suppose I'll say it again, just in case.

    A g-menu with a scroll area on the left of the grid where it is the name of modders stuff, including vanilla blocks. So it'd look like... dashed stuff could potentially be collapsable, just to further flesh out the idea. Hope this makes sense.

    Shao Corp S The Grid Over Here
    -Thrusters C The Grid Over Here
    -Armor R The Grid Over Here
    -Interior O The Grid Over Here
    -Doors L The Grid Over Here
    -etc. L The Grid Over Here
    DeadTech | The Grid Over Here
    Hammerman H The Grid Over Here
    Assassin Armaments E The Grid Over Here
    etc R The Grid Over Here
    etc E The Grid Over Here
    Vanilla Blocks
    ! The Grid Over Here
    Tool Bar [1] - [2] - [3] - [4]
    [1] [2] [3] [4] [5] [6] [7] [8] [9] [0]
     
  4. DeadWeight4U Junior Engineer

    Messages:
    833
    Suggestion #1

    I have suggestions for the animations.

    I believe there should be more tags in the Animations.sbc... Namely;

    Code:
    &lt;AllowMovement>true&lt;/AllowMovement>
    &lt;AllowInteruption>true&lt;/AllowInteruption>
    
    These are to add some more control to your animation.

    AllowMovement would allow your character to move during the animation.

    if set to false, during the animation, the player could not move.
    Code:
    &lt;AllowMovement>true&lt;/AllowMovement>
    
    This would allow your character to be interrupted during the animations.
    Code:
    &lt;AllowInteruption>true&lt;/AllowInteruption>
    


    Suggestion #2: Multi-pilot cockpits.

    ^This one is self explanatory.
     
  5. not Apprentice Engineer

    Messages:
    101
    • Adding, editing player stats.
    For example, changing amount of health, energy, per model, so robot models can have more health but less power capacity.
    Adding new stats, like hydration (other energy bar), and changing charging conditions for this statistic, only in "hydration station" for instance.

    • Block options
    Ability to change block properties in game using predefined options. For example:

    Pseudo
    Code:
    &lt;Definition xsi:type="MyObjectBuilder_RefineryDefinition">
          &lt;Id>
            &lt;TypeId>Refinery&lt;/TypeId>
            &lt;SubtypeId>LargeRefinery&lt;/SubtypeId>
          &lt;/Id>
          &lt;DisplayName>DisplayName_Block_Refinery&lt;/DisplayName>
          &lt;Icon>Textures\GUI\Icons\Cubes\refinery.dds&lt;/Icon>
          &lt;CubeSize>Large&lt;/CubeSize>
          &lt;BlockTopology>TriangleMesh&lt;/BlockTopology>
          &lt;Size x="2" y="4" z="2" />
          &lt;ModelOffset x="0" y="0" z="0" />
          &lt;Model>Models\Cubes\Large\Refinery.mwm&lt;/Model>
          &lt;Components/>
          &lt;CriticalComponent Subtype="Computer" Index="0" />
          &lt;MountPoints/>
          &lt;BuildProgressModels/>
          &lt;InventoryMaxVolume>4&lt;/InventoryMaxVolume>
          &lt;InventorySize>
            &lt;X>2&lt;/X>
            &lt;Y>2&lt;/Y>
            &lt;Z>2&lt;/Z>
          &lt;/InventorySize>
    &lt;Options>
    &lt;Dropmenu>
          &lt;Option = "Fast">
          &lt;StandbyPowerConsumption>0.001&lt;/StandbyPowerConsumption>
          &lt;OperationalPowerConsumption>0.70&lt;/OperationalPowerConsumption>
          &lt;RefineSpeed>2&lt;/RefineSpeed>
          &lt;MaterialEfficiency>0.45&lt;/MaterialEfficiency>
          &lt;Option>
          &lt;Option = "Normal">
          &lt;Default>true&lt;/Default>
          &lt;StandbyPowerConsumption>0.001&lt;/StandbyPowerConsumption>
          &lt;OperationalPowerConsumption>0.56&lt;/OperationalPowerConsumption>
          &lt;RefineSpeed>1.3&lt;/RefineSpeed>
          &lt;MaterialEfficiency>0.8&lt;/MaterialEfficiency>
          &lt;Option>
          &lt;Option = "Slow">
          &lt;StandbyPowerConsumption>0.001&lt;/StandbyPowerConsumption>
          &lt;OperationalPowerConsumption>0.54&lt;/OperationalPowerConsumption>
          &lt;RefineSpeed>.7&lt;/RefineSpeed>
          &lt;MaterialEfficiency>1.0&lt;/MaterialEfficiency>
          &lt;Option>
       &lt;/Dropmenu>
       &lt;Checkbox>
          &lt;True>
           &lt;Option>
             &lt;RefineThisStupidStone>false&lt;/RefineThisStupidStone> &lt;!-- just custom production building option -->
           &lt;/Option>
         &lt;/True>
         &lt;False>
           &lt;Option>
            &lt;Default>true&lt;/Default>
            &lt;RefineThisStupidStone>true&lt;/RefineThisStupidStone> &lt;!-- just custom production building option -->
            &lt;/Option>
          &lt;/False>
        &lt;/Checkbox>
      &lt;Options/>
    &lt;/Definition>
    
    And this should affect all possible properties like model, inventory size, etc.

    • Block states.
    For example, we have refinery with two states added.
    First state will be active when refinery is working: will change model to default, texture, start playing happy music, whatever.
    Second state will be active when refinery isn't working: will change model to "sadrefinery.mwm", and turn on red light, or something.
    Like described earlier Block options, but in this case they are activated automatically.

    • Lights for non-MyObjectBuilder_LightingBlockDefinition ? :D
     
  6. DieDae Trainee Engineer

    Messages:
    4
    Have shaders load from mods so you can have a skybox with less sun.

    Example would be to have a skybox of a moon and have the "sun" give off less light(Since it's reflecting off the moon and whatnot.

    If this can be done already please let me know.


    Edit: I want it to be able to change from world to world instead of having to change the file in <em style="line-height: 20.7999992370605px; background-color: #f7f7f7;">\Steam\SteamApps\common\SpaceEngineers\Content\Effects2\Lights</em> and making it static.
     
  7. Shadow_Flux Apprentice Engineer

    Messages:
    433
    A really, really easy one: text file in /tools that lists all the definitions and settings available for .sbc and .xml. WITH explanations of what they do.
    This will help out current modders still working off some trial and error; and also help out the new modders who fill up the forum with already asked questions.

    I know, not really a new feature, but...
    Everything I dream of having available to modders is already on the OP list!
     
    • Like Like x 1
  8. Vdragon Apprentice Engineer

    Messages:
    326
    An ability to make block type that usually require power work without power?
    Right now if you set required power to 0, the block doesn't work...
    +1 to shadow_flux suggestion
     
  9. ProfessorFalken Apprentice Engineer

    Messages:
    290
    Admin Block - A block that can only be placed in creative mode. This block is virtually invulnerable to grinding and damage. It is used by admins to protect things that they don't want their players to alter (satellite beacons for marking locations or the XYZ axis)
     
  10. voicesdark Senior Engineer

    Messages:
    2,208
    1) A "timer" option.

    For example you press "T" to open a door and then after the specific amount of time passes the door would close itself.

    Also a placeable timer block.

    Maybe just a retexture of the control panel that has a digital clock texture and when the timer runs out it activates whatever it's placed on. Placing a timer on a warhead for example.



    2) Power Management

    being able to select through a slider how much power a block,engine,etc. is allowed to use. Under-powering something would cause it to perform at a reduced rate and overpowering it would cause it to perform above standard, but doing so for an extended amount of time would cause damage to the block.
     
  11. Embershard Senior Engineer

    Messages:
    1,686
    I would like to see the ability to call the MWM file that a subpart dummy references, on a keypress, or when the model the subpart dummy is attached to, powers up. For instance, the Gatling Gun model. It has a dummy named "subpart_Barrel" and when you place that model the file "GatlingBarrel" is called, and attaches itself to the gatling gun. In my example, the "GatlingBarrel" would only appear (be called) once you powered up the part, or the ship.
     
  12. GuantanaMo Trainee Engineer

    Messages:
    3
    +1 for shader modding. The SESkyboxTool had an option for darker/lighter shadows, but the necessary changes can't be distributed through the Workshop.
    Also, are texture animations also hard to do? I know dds textures can't be animated but if there'd be support for multiple textures you could do blinking lights and simple stuff like that. Maybe even a fan! :) Or maybe support for other texture formats is possible?

    Lastly I want to add the obvious: UI mods.
     
  13. DeadWeight4U Junior Engineer

    Messages:
    833
    Suggestion #3: Particles.

    So have an emitter section in the CubeBlocks.sbc

    Code:
    &lt;Emitters>
       &lt;Emitter>
          &lt;ParticleID>Thruster_Flame_Default&lt;ParticleID>               &lt;--This is to point to the Emitter in an Particles.sbc.
          &lt;EmitterLocator>detector_emitter_001&lt;/EmitterLocator>  &lt;--Tells SE what locator/empty to emit from.
          &lt;EmitWhenPowered>true&lt;/EmitWhenPowered>                &lt;--Tells SE to only emit when powered or all the time.
          &lt;AnimatedParticle>false&lt;/AnimatedParticle>        &lt;--This would use a custom attribute in Maya/Max to Toggle the emitter on and off, as well as scale/rotate/translate.
          &lt;ParticleLife>1&lt;/ParticleLife>                            &lt;-- Particle Life in seconds or Ticks.
       &lt;/Emitter>
       &lt;Emitter>
          &lt;ParticleID>Grinder_Spark_Default&lt;ParticleID>               &lt;--This is to point to the Emitter in an Particles.sbc.
          &lt;EmitterLocator>detector_emitter_005&lt;/EmitterLocator>  &lt;--Tells SE what locator/empty to emit from.
          &lt;EmitWhenPowered>true&lt;/EmitWhenPowered>                &lt;--Tells SE to only emit when powered or all the time.
          &lt;AnimatedParticle>true&lt;/AnimatedParticle>        &lt;--This would use a custom attribute in Maya/Max to Toggle the emitter on and off, as well as scale/rotate/translate.
          &lt;ParticleLife>2.5&lt;/ParticleLife>                            &lt;-- Particle Life in seconds or Ticks.
       &lt;/Emitter>
    &lt;/Emitters>
    
    And then Have the Aforementioned Particles.sbc

    Code:
    &lt;Particles>
       &lt;Particle>
          &lt;ParticleID>Thruster_Flame_Default&lt;/ParticleID>         &lt;--This gets pointed to in the Emitter tags
          &lt;ParticleType>Flame&lt;/ParticleType>                         &lt;--Type of particle; Flame, Sparks, Shockwave, Radio, etc.
          &lt;Size>                                                                 &lt;--Defines the X, Y, Z scale of the particle.
             &lt;x>1.0&lt;/x>
             &lt;y>1.0&lt;/y>
             &lt;z>2.0&lt;/z>
          &lt;/Size>
          &lt;Rotation>                                                            &lt;--Defines the X, Y, Z Rotation of the particle.
             &lt;x>1.0&lt;/x>
             &lt;y>1.0&lt;/y>
             &lt;z>2.0&lt;/z>
          &lt;/Rotation>
          &lt;RotationSpeed>2.34&lt;/RotationSpeed>                      &lt;--Defines the Speed at which the rotation occurs
          &lt;ParticleTexture>Textures\Particles\Thruster_Flame_Default_de.dds&lt;/ParticleTexture> &lt;--Texture path.
       &lt;/Particle>
       &lt;Particle>
          &lt;ParticleID>Grinder_Spark_Default&lt;/ParticleID>            &lt;--This gets pointed to in the Emitter tags
          &lt;ParticleType>Shockwave&lt;/ParticleType>                   &lt;--Type of particle; Flame, Sparks, Shockwave, Radio, etc.
          &lt;Size>                                                                  &lt;--Defines the X, Y, Z scale of the particle.
             &lt;x>1.0&lt;/x>
             &lt;y>1.0&lt;/y>
             &lt;z>1.0&lt;/z>
          &lt;/Size>
          &lt;Rotation>                                                             &lt;--Defines the X, Y, Z Rotation of the particle.
             &lt;x>0.0&lt;/x>
             &lt;y>0.015&lt;/y>
             &lt;z>0.0&lt;/z>
          &lt;/Rotation>
          &lt;RotationSpeed>0.22&lt;/RotationSpeed>                      &lt;--Defines the Speed at which the rotation occurs
          &lt;ParticleTexture>Textures\Particles\Thruster_Flame_Default_de.dds&lt;/ParticleTexture> &lt;--Texture path.
       &lt;/Particle>
    &lt;/Particles>
    
    You could even specify in the CubeBlocks definition which axis to emit from...
    Code:
    &lt;EmittionAxis>&lt;/EmittionAxis>
    
    To which you could have the following values.
    X &lt;-- Emits from that axis only.
    Y
    Z
    NotX &lt;-- Emits from all BUT that axis.
    NotY
    NotZ
     
  14. DeadWeight4U Junior Engineer

    Messages:
    833
    Suggestion #4: Character Poses for other blocks.

    Say that I have my terminal.
    [​IMG]

    Now, Say that I wanted my Player to interact with that Terminal like you would a standard detector_terminal_001.

    But play an animation from the Animations.sbc of the Astronaut leaning down and fiddling with the terminal while in use... I believe that if you added 2 tags to the Definition this could be achieved with some coding...

    Code:
    &lt;Animation>
       &lt;Trigger>detector_terminal_001&lt;/Trigger>
       &lt;PlayAnimation>Engineering_Console_Lean&lt;PlayAnimation>
    &lt;/Animation>
    
    If you were to be a bit more in depth, we could have the Start, Middle, and End Animations seperate. the practicle upshot of this is having the Start animation play (Character leaning down) and then have the Middle animation loop (Character Typing or pressing all the buttons) followed by the End Animation play as the player leaves the cockpit (Character standing in to rest position).

    Code:
    &lt;Animation>
       &lt;Trigger>detector_terminal_001&lt;/Trigger>
       &lt;PlayAnimation>Engineering_Console_Lean&lt;PlayAnimation>
       &lt;Advanced>                      &lt;--Advanced Animation section
          &lt;StartAnimation>           &lt;--Start Animation, Plays once.
             &lt;Begin>1&lt;/Begin>      &lt;--Frame which Animation Starts.
             &lt;End>14&lt;/End>         &lt;--Frame which Animation Ends.
          &lt;/StartAnimation>
          &lt;MiddleAnimation>          &lt;--Middle Animation, to be played until the player exits the terminal/cockpit. 
             &lt;Begin>15&lt;/Begin>     &lt;--Frame which Animation Starts.
             &lt;End>27&lt;/End>          &lt;--Frame which Animation Ends.
             &lt;Loop>true&lt;/Loop>     &lt;--Whether or not this Animation loops
          &lt;/MiddleAnimation>
          &lt;EndAnimation>            &lt;--End Animation, Plays once.
             &lt;Begin>28&lt;/Begin>     &lt;--Frame which Animation Starts.
             &lt;End>35&lt;/End>          &lt;--Frame which Animation Ends.
          &lt;/EndAnimation>
       &lt;/Advanced>
    &lt;/Animation>
    
    This function also means that you can animate the Character getting in to a cockpit, using the cockpit and dismounting it if you so choose.

    This is for immersion.
     
  15. TheKotU Apprentice Engineer

    Messages:
    211
    As an extension to Shaostouls original concept i rendered a very simple and (a litle buggy) version on a good UI concept that expands upon the origanal UI and adds mutliple capability for the user and the modder
    [​IMG]
     
    • Like Like x 1
  16. RedPhoenix Moderator

    Messages:
    817
    Air vents?

    But yes, A better UI would be the first great step forwards modding friendliness
     
  17. Xocliw Public Relations Staff

    Messages:
    2,615
    That would be amazing... I would die for a UI like that :thumb:!
     
    • Like Like x 1
  18. entspeak Senior Engineer

    Messages:
    1,744
    A second for adding the ability to adjust shadows in skyboxes.

    Also:

    Connector: ability to disable inventory.

    This will allow us to create mods that make use of the other functions of the connector (magnetic lock and power connection) without having to deal with it being used as part of the conveyor system.

    Also... not a mod request, per se, but... add the option to change thruster color in-game. This will put an end to the slew of thruster color mods.
     
  19. TheKotU Apprentice Engineer

    Messages:
    211
    Skybox Related

    Animation (Rendering animation on the skybox planets and what not
    Number of Global Light Sources-for skyboxes with multiple stars
    Light Source Intensity, Color and Flare Control
    Setting of Ambient Color for the area

    Doors/ Airlocks Blast Proof Windows

    Allow more then 1 button (or even a number pad lock) to be placed on a door to be able to open them for a guest etc. if they enter the right code.
    Being able to define how a door could open
    Pivoting from a hinge in the mwm/fbx
    Following of a path(like a garage door)
    Having the ability to use more then 2 Leafs, Like a blinds, or Accordion style opening doors and to define them

    Engines, Thrusters, and Vectoring Thrusters, After Burners

    To be able to define
    Color of the Engine exhaust in game and the default within the xml
    Engine Exhaust features like a trail of smoke or debris or something(Particle Systems?)
    Size and Shape of the Exhaust Opacity, and Additive.
    To be able to add an emission layer separate from the normal one to additively show heating up of the engines thruster
    Define Acceleration of the engine so they need to "Warm up to it"
    To be able to Vector the engine. so it would respond to key commands (with Model X. Y Limits that can be toggled in game)
    Allowing of Multiple thrust vectors on a single block for forward back left right up and down, the ability to set them in the model xml define the thrusts strength and acceleration factor.

    (ON a side note im making modular engines, if the engines support it if we can merge the emission of adjacent engine blocks it would save on resources as well i believe.(i know it depends on the shape))

    Concerning Afterburners,
    To be able to define a state of the thruster to enable the use of the afterburner
    To define the power usage required at the Low threshold, and the power usage at the max threshold of the afterburner
    To be able to define a resource requirement on engines or the usage of the afterburner so it isn't "always" used

    Block Resistances
    This will assume we will have multiple different types of weapons in the future but will highlight modding changes that can lay the foundation work even if the system is not fully implemented in this manner.

    To seperate resistances into groups which can define the weapons damage type and the blocks damage resistances.

    Thermal (Heat based damage like from that of a thruster and or laser)
    Kinetic (Damage from speed and fore of the object impacting it) Crash resistances another words&lt;hardest to implement in its best form cause it would pass the force through to the next block adjacet to it (buckling of the ship when crashing can be done)
    EM Damage or Electromagnetic Resistances that would disrupt disable or in the worst case damage the block and or item
    Explosive Resistance to explosives should be obvious.
    Each resistance should be coupled with a balanced and fair resourse cost in the production (or as an upgrade) to the block to give it these properties.


    I WILL BE ADDING more to this. So im taking a post below as well to hold it
     
  20. TheKotU Apprentice Engineer

    Messages:
    211
    For future use
     
  21. Disposadwarf Apprentice Engineer

    Messages:
    452
    If muti seat cockpits are really hard, would it be possible to allow a mod a custom cockpit that only does some for the functions of the cockpit?
    Thus by breaking it up into two different blocks, have one modded cockpit deal with control panel and weapons, while another has movement control?
    One unusual request. It relates to my plan for Decoys and antennas HUD as well as basic ships. A possibility to offset The hud aspect of the Antenna such that the HUD display is not directly over the antenna block.
    My reason for this is two fold. One to adjust the HUD positioning on my ships from the antenna to the cockpit, a cosmetic change. Secondly, To create a custom decoy block that also transmits a antenna signal, so i could trick people into thinking multiple ships are approaching.
     
  22. Shaostoul Senior Engineer

    Messages:
    2,608
    Could I have something urgently? I'm trying to make hangar shields, but for the filler blocks in the middle (if you're wanting a larger hangar shield you use the filler blocks) I have to make them interior lights. Apparently they render differently than armor blocks. Also, I add a bunch of unnecessary entries into the control panel when I place them.

    I ask for one little piece of code... So I can make my 'filler hangar shield' block have no collision mesh, but use the rendering that the armor blocks have.

    &lt;HasCollision>false&lt;/HasCollision>
     
  23. TheKotU Apprentice Engineer

    Messages:
    211
    WEAPON RELATED
    <table style="border: none; border-collapse: collapse;"><colgroup><col width="274" /><col width="350" /></colgroup><tbody><tr style="height: 64px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Rate of Fire or ROF
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">How fast can this weapon system fire its ammunition type, usually measured in minutes
    700 rpm, would be an example
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Ammunition Type
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Energy Based
    Energy Based with Ammunition
    Ammunition Based
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Armor Penetration
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">how much armour can the ammunition penetrate before it detonates or despawns.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Launching Paths
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Special paths an ammo type should take before
    tracking its target, or activating.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Charge Time
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">How long it takes for the weapon to charge before ‘discharging’ the energy towards its target.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Firing Modes allowed
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Single
    Salvo
    Sequential Firing
    Alternating
    Burst
    Full Auto
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Grouping
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Does Weapon allow grouping or must it be fired manually or independently of a group.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Control Types
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Manual-Must be fired with fire key, or at local terminal on weapon.
    Automated(Use more energy?)
    Remote(For C4, or other cases.)
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Arming Distance
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">When the actual weapon is fired how much of a distance must the bullet or ammunition type travel before it “can” explode might fix missiles.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Ammunition Detonation Range
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">inherited by the bullet when fired, it will detonate when the bullet comes into a set range of the target
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Detonation Range
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Range at which the bullet will blow up regardless of how close it is to the target.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Ammunition Trail
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">The trail given to the ammunition, a missile trail for missiles, a white line i guess of bullets, or other things
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Children - Spawning Range(Variable or Set)
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Range to target based
    Range fired
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Children - Spawn Amount.
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">The amount of spawned ammunition types
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Children - Targeting
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Same Target
    Independent targeting for each or a group of the spawned
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Guidance System
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">-Fire and Forget
    -Turret Tracked
    -Guided(via above targeting turret,radar, or via radio guided, or heat seeking.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Turret Rotation Limits
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Limit the degrees of Rotation so the turret will not clip parts of a model, or add balance to the game
    modifier for xml, not really ingame
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Turret Tracking Speed
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Defines the rotational speed of the turret
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Turret ReTracker
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">When the turret “tries” to follow a target that’s too fast the delay time before it seeks a new target.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Combat Decals (With graphical Slider for user to dictate how many that there system would allow)
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Bullets will spawn bullet holes or damage decals, which are inherited by the block they hit, unless that b.lock is repaired or destroyed, if the limit is reached an older placed decal will be removed, the decals shall have a timer, and last only a specific amount of time, before they fade. and get garbage collected
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Spread
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">When the weapon fires, what is the Spread amount, of the weapon, which will increase drastically at full auto for example
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Recoil
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">The amount that the weapon will recoil when firing
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Reload Time, or Rate
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">With Magazine, the amount of time it takes for the system to reload the weapons magazine
    or the rate at which ammo is loaded into the system which must always be slower than the fire rate
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Active Impact Effects
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">An effect that is spawned where the bullet or ammo type impacts or connects to the asteroid or block, and an effect is spawned
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Launching Effects
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Muzzle Flash
    Muzzle Smoke
    Muzzle LensFlare or effect
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Sounds
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">increased limit on Launching, Reloading, Flight sound, Detonation, Impact or any other related sounds
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Explosion Speed
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">The missile should only detonate at the impact point ”in space”, not inherited by the ships location, so slow ships will suffer the full damage, whilst the small faster ships may outrun or take smaller amount of damage
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Weapon Speed
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">the speed at which the ammo would travel.
    </td></tr><tr style="height: 0px;"><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">Fuel Amount or Flight time
    </td><td style="vertical-align: top; padding: 7px 7px 7px 7px; border: solid #000000 1px;">the amount of time the missile for example will have the ability to propel itself forward, or track a target before it loses the ability to thrust, maneuver itself
    </td></tr></tbody></table>
    THESE ARE ALL MODDING RELATED, while some may be nice to have configurable in game, a lot of this is just for modders
     
  24. GigaCorp Trainee Engineer

    Messages:
    59
    I think the above can be summarized simply as: let us make plugins. We're basically at the stage of development equivalent to when KSP only let you create parts (eg make models and edit config files). Real modding comes when we can write plugins to change or add whatever we want. When can we expect that?
     
  25. TheKotU Apprentice Engineer

    Messages:
    211
    The issue is that, we need the developers to add this to the api to give us these features, a plugin is simply another way of saying Mod...comparing this to KSP way of them calling them mods-plugins is confusing you.
     
  26. Draygo Senior Engineer

    Messages:
    1,297
    I would like to see Sandbox.Game.dll obfuscation removed. Chessmaster has done a fine job creating an API for space engineers, I don't think keen will need to develop one themselves, they just need to give the community the tools to do it themselves.
     
  27. TheKotU Apprentice Engineer

    Messages:
    211
    The developer adding support within the engine would be faster , a third party api would be slower and cause non-dev supported errors, if the devs add it id prefer that over the his api then everyone could benefit from it, including the console players.
     
  28. ashein Apprentice Engineer

    Messages:
    103
    Short one: make more parameters public or actually working for the existing interactive cubeblocks. Eg:
    • Min/max gravity power and dimensions for gravgens
    • Reactor fuel consumption values
    • Refinery material efficiency (ignored at the moment)
    Basically any block performance-related value that is hardcoded could be easily moved from code to the xml file. Should be easy to implement and have great leverage for modders.
     
  29. Wizlawz Master Engineer

    Messages:
    3,028
    +3 !! hel yeah! :thumb::thumb::thumb:

    *holds Breath*
     
    • Agree Agree x 1
  30. Vdragon Apprentice Engineer

    Messages:
    326
    I think that the author bar is useless, as searching for a specific author's mod could be done through the search bar.
    Also, the gestures could profit from a separated ui that enable you to bind them to a specific set of key, or even use a system like KAG ( [​IMG] where mouse makes you select the emoticon)
    or in the style of some source games, like tf2, where a new menu pop-up with the list of reactions bound to number keys, or like empires mod, where a unique key give access to a console style menu which use the zqsd (wasd) keys for navigating (doesn't have a screenshoot under the hand, but it's pretty straightforward to use, even more if you know the combinaisons, like F-q-d-q to ask for ammo)
    Also, even if it is probably tied to the way it was "rendered", the color scheme and look of this menu is horrible.
     
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