Build SE1 first. Item list.

O҉a҉k҉ FPV shared this feedback 3 hours ago
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Made another post about how I felt. Here is a more in depth look at what's missing and why I wrote the first one. This list is just the simple basics that are missing from the game.


Timer block: The bread and butter of building machines.

Needs ability for manually keying timer settings, not just a slider. Smaller slider. Sometimes we need something to trigger .03 seconds after something, especially on more complex builds.

Left to right activation missing. You can't order things on the hot bar to activate at certain times (unless activation is right to left, which would be unintuitive). For example, turn door on, open door, trigger timer 2. Everything activates at the same time and does not allow for micromanagement of circuits. Being able to activate/choose to activate in sequence or all at once would be very helpful (although I would personally just prefer the sequence method). As of right now timer blocks are backwards and clunky/unoptimized. It takes more timers to create simple circuits. 3x more vs SE1.


Event controller/timer/sensor block: The ability to select functions of the different blocks is limited and needs to include toggles (for example, toggle recharge on/off for batteries, or simple toggle on and a separate toggle off) in addition to other options. Sometimes you just need to ensure a block is in a certain state. Some pistons, doors, timers, sensors, etc, sometimes just need to be turned off to enable something else to happen in the meantime and then forced on/off in sequence.

Being able to ensure something is turned off allows a build to turn on or off blocks based on what may be using the block and for what it is using it. An example of this could be, a hinge extendable piston that holds a drill, but need to be stopped mid extension while something else is happening to allow things to get into place before continuing (I know about the lock piston function, this is just a general example). All the SE1 variants should be added as well.


Sensors: Some builds, such as auto airlocks, need sensors to turn off and not sense that something is inside their range when they turn back on. Having the ability, like in SE1, to turn off, walk into, and turn on to bypass sensors things was inherit to SE1 and should be an option the sensors have. The on enter function, seems to scan the moment it is turned on even though the object would technically already have entered and therefore not actually meet that criteria.


Sub grid rotors/pistons/hinges: Really nice to have the ability to directly control these with right and left click.

Lacks ability to activate/control multiple at same time on separate sub grids. What I mean by this is, its all or none. Group controls, where you can select what gets activated allows more flexible building and more complex designs, like in SE1. Taking 1 or two pistons from separate grids and grouping them together to be controlled vs all at the same time. Example, mining crane where you want to extend with control out, but then extend down separately. Another example, a welder arm you can extend up/down (orientation dependent) and then out so you have freedom of movement.


Event controller: Great improvement. Needs a few more options. maybe, "if player detected" this may solve some of my other complaints with the timer and sensor blocks.

Need ability to detect thrust like in SE1 and a few other things. The event controller has always been a niche use case due to the event selection being so limited (and generally not what you need), but detect thrust has always been a key tool.


Rotors/pistons/hinges: Lack ability to control dampening torque through control panel/merge tension with main grid (unless that is inherent and I missed it). Lacks the stress destruction mechanic. these items just flop/ ragdoll in the wind instead of breaking under stress. This is why we have clang. See attached photos.

Large pistons cannot be mounted on large hinges. These are needed for certain elevators and other advanced control mechanisms (Large doors, elevators, landing gear, etc).


Ore and item weight: Individual ore weights and item weights are VITAL to this game. The current system is backwards in terms of physics and is part of what makes this game arcade-like. To clarify, not everything holds the same density. Therefore, you can hold x amount of volume, but two materials will weigh differently. Bringing this back and also the rotors/pistons/hinges stress break limit, encourages players to solve and understand what they are building. This paired with the break mechanics provides a problem to engineer around. Your drill is too heavy for the piston when it is fully loaded with Lead, will you attach a hinge and piston to support the weight from above?


Connector magnetism: Connectors in SE1 allowed you to get close and a magnet guide you on and down. SE2 you are forced to connect even if you don't want to. Sometimes builds use the magnetism from connectors to help merge, align, or snap into different positions. This coupled with a weak rotor can be useful for turnstile like contraptions such as a vehicle equipment swapper.


Item sorter: Make it work like SE1, maybe remove the weird thing where you had to keep sand/stone in the sorter to move items along and not get stuck.


Consumables: How are we able to carry 8 tons of iron, but only 5 suit batteries. There is no logic in that. Making it so the consumables only activate while in that slot but being able to carry more in the normal inventory makes sense.


I was going to touch on the logistics/refinement portion, but it seems that it is getting worked on at the moment.


These are just a few things from SE1 that inspired creativity, things that SE2 lacks and makes feel arcade like.

Replies (1)

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Its just hard because these are basics of building.

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