[New Blocks] New Grid Tools: Lidar, Scraper, Paver

Louis A. shared this feedback 1 hour ago
Not Enough Votes

Using the new VS2.3 update features and game modes I've found a reliable need for a few more game-concept tools that can be mounted onto grids to improve exploration, colonization, and industrialization of the Almagest.


* Lidar/Rangefinder/Target Painter - I would love to see a grid tool which would allow for range-finding and/or GPS tagging of distant objects/grids/voxels. I am in situations where I'm trying to optimize fuel usage in space and I don't want to max-thrust towards a nearby object that just happens to be smaller than I expected or otherwise I liked a paralax to gauge distance to. To help piloting and exploring, I would love to have a shipboard tool that could paint a GPS marker at the player's/ships reticule which would then in turn allow for range finding. Additionally it could help with marking an area you explored from a distance. I imagine the size would be similar to a ships small antenna or ore detector at the most.


* Scraper/Planer/Dozer Drill - I would love to have an alternate configuration for a grid drill which would function as a wide smoothing drill. It might be reasonable for this to be a Remove Only drill and not an Extraction drill as the purpose would be to flatten terrain to accomodate ease of building, 'dirt' landing sites, and road/path construction for wheeled vehicles. Additionally the idea would be that this drill could clear the space in front of a wheel and make over-land travel easier. While I love the inclusion of wheels in the current update, their ability to actually fight the terrain is fairly weak and tools that would support wheel-based-movement would be appreciated.


* Paver/Dumper - Where the Planer/Scraper/Dozer would be removing Voxels the Paver would be efficently expending Iron/Nickel/Silicon to put down voxels. I could see this functioning in a similar vein as the Scraper where it would help create smooth/flatter voxel space except in this case it is putting it down ontop of existing voxels to build it up to the height of the tool. Additionally or alternatively it could also function as a bit of a way to expel excess mined material, but instead of loose ore balls, it could be a surplus or supply pile of voxels, effectively creating your own ore deposits in game. Once sorters get made functional you could even make an effective 'aggrigate plant'. Choosing between modes of Low density or High density deposits, and Flat paving or Conical piles, which could allow for quite the earthworks facilities. With Water functionality coming down the line, such a tool could allow for earthen dams to be created and other creative waterworks.


Admittedly, the Paver would be the least desired thing here as 'why do it in voxels when you can do it in grids' would be a fair comment. However for wheeled vehicle usage tools like the Scraper would be far more useful in creating usable road networks even if you need to build a bridge every once and a while. And even if terrestrial travel isn't a huge concern, a Lidar tool would help with low-light flying and exploration for air/spacecraft.


Thank you for your time.

Replies (1)

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Leveling the terrain by removing excess material and then using that material to fill holes and smooth the surface sounds like a solid idea. Considering the voxel interactions we already have in Creative Mode, it also seems technically feasible.

Instead of building roads with concrete blocks (which has received a lot of support and will probably be added to the game), I think it makes more sense to shape the terrain itself by leveling the voxels. That would avoid spending PCU on roads while also creating a more natural-looking result.

As for the sensor idea, I'd rather see a greater variety of sensors along with more configurable sensor parameters. The more sensors we have, the more automation we can build. :)

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