Confiscate / liberate block
Not Enough Votes
A block that removes objects from your possession when you pass through it.
It will have a black/white list of items to take.
Normally to take weapons or tools.
Items can be conveyed to else where.
Should the opposite block exist too, one that could equip you?
Should the opposite block exist too, one that could equip you?
You can already accomplish something akin to this, just requires a tiny bit of manual interaction. You can set a sorter to pull certain stuff to a dedicated cargo bay, then when you get back have another one send the stuff back to whatever you want it to go to. So essentially a cargo bay between 2 sorters. You can even slap a basic 4 button panel down to control it all better and call it good. Stuff like some of the inventory management scripts can be icing on the cake if one is willing to use those.
Overall we need better ways to manage inventory in general. Long as this could use pre-set stuff I would consider using. By that I mean I can pull up a preferred standard loadout of tools, weapons, and so on.
You can already accomplish something akin to this, just requires a tiny bit of manual interaction. You can set a sorter to pull certain stuff to a dedicated cargo bay, then when you get back have another one send the stuff back to whatever you want it to go to. So essentially a cargo bay between 2 sorters. You can even slap a basic 4 button panel down to control it all better and call it good. Stuff like some of the inventory management scripts can be icing on the cake if one is willing to use those.
Overall we need better ways to manage inventory in general. Long as this could use pre-set stuff I would consider using. By that I mean I can pull up a preferred standard loadout of tools, weapons, and so on.
@Captainbladej52 So will this method pull items out of the characters inventory?
The block that I have suggested will act like a customs gate for the players engineer character.
@Captainbladej52 So will this method pull items out of the characters inventory?
The block that I have suggested will act like a customs gate for the players engineer character.
What is the purpose?
What is the purpose?
Having a block automatically forcibly extract something from a player's inventory (or forcibly add something) is just asking for problems and abuse. If you want to build some manner of "customs enforcement" gate, you'd be better off creating a door that can scan inventories and wont open if it detects the contraband items (or doesn't detect the required equipment for the other way round).
Having a block automatically forcibly extract something from a player's inventory (or forcibly add something) is just asking for problems and abuse. If you want to build some manner of "customs enforcement" gate, you'd be better off creating a door that can scan inventories and wont open if it detects the contraband items (or doesn't detect the required equipment for the other way round).
Its purpose is to change circumstances, to limit possible actions, to spook, it is not like an inhibitor.
Surrendering your weapons when going into a market and leaving the possibility that other weapons in the market still work.
The block can be used for captives before entering the brig. Assuming re-cloning may have a problem at the time
The opposite block function is for rapidly re-kitting for an away team, controlling starting kit when entering an arena, ensuring you have an item before EVA.
I think you can do this with scenario editors, but this is flexible and in game.
The block would be easy to recognise, and with intelligence, circumventable.
Its purpose is to change circumstances, to limit possible actions, to spook, it is not like an inhibitor.
Surrendering your weapons when going into a market and leaving the possibility that other weapons in the market still work.
The block can be used for captives before entering the brig. Assuming re-cloning may have a problem at the time
The opposite block function is for rapidly re-kitting for an away team, controlling starting kit when entering an arena, ensuring you have an item before EVA.
I think you can do this with scenario editors, but this is flexible and in game.
The block would be easy to recognise, and with intelligence, circumventable.
@Deon: So I've got to ask at this point what exactly are you proposing this block to do? Because respectfully you're all over the place on this. First you talk about "A block that removes objects from your possession when you pass through it." and mention "Normally to take weapons or tools." Then after I mentioned that you can already do most of this now with a little extra setup and a minor bit of manual interaction, you then throw this bit at us stating "So will this method pull items out of the characters inventory?" acting as though I've got the wrong idea about what your proposing. You then go on to say "The block that I have suggested will act like a customs gate for the players engineer character." which goes right back to what I mentioned before about pulling/pushing things into or out of a players inventory. So I've got to ask, what is the purpose of this block? What is the intended function of it and what are you suggesting exactly. Because on the one hand you suggest it could take things or give it to them if people pass through it. Then on the opposite side of the coin when myself or one of the others has mentioned that bit, you behave like that's not what you're proposing the block do. So forgive me if I'm a little confused here.
Far as the block goes I'm going to ask some of the obvious questions here. If you're not suggesting that it could take/give items by force, then what is it supposed to do other than scan an inventory? Because if you want a block that can scan player inventories, Keen could easily expand the functionality of the Sensor block to include detecting certain items in a player's inventory. And if your concern is loading/unloading an inventory then see my previous comment as there are already easy ways to do it, you just need a little bit of first time setup and you're good. Otherwise what you're proposing is just a knockoff of the Sensor.
If you're wanting to actually be able to push/pull items into an inventory then I'm going to agree with Tael that there's WAYYYY too much potential for abuse with actually doing something like that. When he eventually reads this I'm sure he'll be as shocked as I am we agreed on something lol. In seriousness, all this would take is for some modder to increase the scanning field range, change it to include blocks as well, then have it magically drain said inventory and blocks without ever having to engage the other person. Essentially just zip in, beam their inventory aboard, and then zip away without ever having to fire a shot or engage the other player. Or if they made it so it only works on station grids, all they need to do is jack up the range, poof into station mode long enough to flash the effect and loot everything, poof back to ship mode and gone. Pardon the terminology but this has the potential to become another wet dream for griefers and that's not something we should be encouraging.
If your concern is being able to resupply your engineer or rekit them as you put it, there's a far easier way. All Keen would need to do is give us some more inventory management options similar to some of the inventory management scripts out there now. Have it so a dedicated cargo bay will always stock a specific loadout and only that loadout. Then when you unload you can put it into another container that ships it back to wherever.
@Deon: So I've got to ask at this point what exactly are you proposing this block to do? Because respectfully you're all over the place on this. First you talk about "A block that removes objects from your possession when you pass through it." and mention "Normally to take weapons or tools." Then after I mentioned that you can already do most of this now with a little extra setup and a minor bit of manual interaction, you then throw this bit at us stating "So will this method pull items out of the characters inventory?" acting as though I've got the wrong idea about what your proposing. You then go on to say "The block that I have suggested will act like a customs gate for the players engineer character." which goes right back to what I mentioned before about pulling/pushing things into or out of a players inventory. So I've got to ask, what is the purpose of this block? What is the intended function of it and what are you suggesting exactly. Because on the one hand you suggest it could take things or give it to them if people pass through it. Then on the opposite side of the coin when myself or one of the others has mentioned that bit, you behave like that's not what you're proposing the block do. So forgive me if I'm a little confused here.
Far as the block goes I'm going to ask some of the obvious questions here. If you're not suggesting that it could take/give items by force, then what is it supposed to do other than scan an inventory? Because if you want a block that can scan player inventories, Keen could easily expand the functionality of the Sensor block to include detecting certain items in a player's inventory. And if your concern is loading/unloading an inventory then see my previous comment as there are already easy ways to do it, you just need a little bit of first time setup and you're good. Otherwise what you're proposing is just a knockoff of the Sensor.
If you're wanting to actually be able to push/pull items into an inventory then I'm going to agree with Tael that there's WAYYYY too much potential for abuse with actually doing something like that. When he eventually reads this I'm sure he'll be as shocked as I am we agreed on something lol. In seriousness, all this would take is for some modder to increase the scanning field range, change it to include blocks as well, then have it magically drain said inventory and blocks without ever having to engage the other person. Essentially just zip in, beam their inventory aboard, and then zip away without ever having to fire a shot or engage the other player. Or if they made it so it only works on station grids, all they need to do is jack up the range, poof into station mode long enough to flash the effect and loot everything, poof back to ship mode and gone. Pardon the terminology but this has the potential to become another wet dream for griefers and that's not something we should be encouraging.
If your concern is being able to resupply your engineer or rekit them as you put it, there's a far easier way. All Keen would need to do is give us some more inventory management options similar to some of the inventory management scripts out there now. Have it so a dedicated cargo bay will always stock a specific loadout and only that loadout. Then when you unload you can put it into another container that ships it back to wherever.
Replies have been locked on this page!