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Add Actions to Reactors and Hydrogen Engines

Brandon P shared this feedback 2 years ago
Not Enough Votes

Hi All;

I think we can all agree that the majority of power for high-power applications (jump drives, long-range laser antennas, charging Railguns, etc) comes from something like reactors or hydrogen engines. As ubiquitous as solar panels are, they just don't generate enough power for something like a jump drive, without the ship it's being on ridiculously big.

So, you can find yourself in quite the bind if your ship unexpectedly runs out of Uranium or Hydrogen - things like Laser Antennas or jump drives can burn through battery power before you have a chance to go away in another ship and get more. We all know what happens to ships if they lose power and you're not on board.


This is why I think adding Actions into reactors and engines could be very helpful. If your ship runs out of fuel for actively producing power, having an action set up in the control panel to disable anything that uses a lot of power could buy some valuable time.

Please let me know what you think. I think this mechanic would be extremely helpful (because everything I have ultimately runs on Hydrogen, with some supplemental power from solar or wind power) - in fact, my asteroid base in my main survival world has despawned twice before. It's laser antenna uses a lot of power while connected to my main earth base, and I just don't have the resources to power everything by solar yet. I went on a long mining trip looking for Platinum and didn't realise that my asteroid base ran low on hydrogen until its icon disappeared from the sky - by then, it was too late.

Replies (1)

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Honestly i think adding Actions across the board would be helpful. It may involve a bit more background work but it would ensure players can set up how they want to trigger them. This would reduce the need for programming blocks in simple situations and reduce the need for timer blocks and reliance on perfect timing conditions.

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Could you elaborate on what you mean a little bit? Are you meaning like solar panels and wind turbines too? Or all functional blocks?

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E V E R Y T H I N G

at least most functional blocks that react to things. There is a significant lack of functionality somewhere between the timer block and learning C#. Being able to set simple actions related to changes in a functional block is invaluable for the programming illiterate.


Examples:

Set an action when an antenna detects an enemy/friendly.

Set an action based on cargo or tank capacity.

Set an action based on weapon reload status.

Set an action based on landing gear lock status.

Set an action based on solar panel sun angle.


the list goes on...

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Yeah, I agree. There are a lot of opportunities to add action/events to blocks, which could be used to trigger things. I love adding the turn on/off actions from doors to air vents so they automatically lock and unlock when an area is pressurized. Being able to do more of that sort of thing would be a huge boost to the game.

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