[System and Block] Magnetism

Person4772 shared this feedback 3 years ago
Submitted

[System Idea]: Using the Artificial Gravity system as a base you could add Magnetism as a separate force. It should be created from a Magnet Block which functions as both an emitter (Like the Gravity Generator) and as the object getting attracted (Like Artificial Mass).

Opposite forces should attract each-other, while Like forces should repel, I.E: a block with a positive force of 10 should repel all other positive blocks, but attract all blocks with negative force.

it should only affect grids with magnets and players when the Jetpack or boots are turned on. The magnets pull should be relative to the power of each magnet. Range is determined by the force that the magnet pulls with, I.E a magnet with force 50 should have more range than a magnet with force 5.

[Block Concept:] This block should be 1x1x1, it should be craftable after you gain access to the ion engine if progression is enabled. The components should include at most 5 superconductors for large blocks, and 1 for small blocks, it should require power relative to its force but should continue emitting if power is available, but at a reduces force and range. the Block should have the following Unique Toolbar Commands:

-Reverse Polarity: Reverses the force

-Increase/Decrease Force: Increases/Decreases force by 5 m/s

The block MUST include a small and large block variant.

[Benefits]: This would allow buildings such as Railguns to exist in areas of gravity and would give a counter to Engineers as when their boots or jetpack are active it should give a small area of magnetism.

This could also be a cheaper way to haul things in space, just slap a magnet on the salvage and it will come to you.

More Physics based building will be possible as the magnet blocks should be the only source of magnetism, thus making it useful.

Replies (1)

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I like this, could be a modified version of the landing gear or magnetic pad.

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