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New Component Flags & syntax Suggestion List 
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Joined: Thu Jan 23, 2014 6:19 pm
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I had come up with double damage bonus flags against X...

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Wed Jun 17, 2015 5:15 am
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[ARMORPIERCING] Shots from a weapon with this flag have a chance [settable with any decimal between 0 and 1, 1 meaning the shot passes through all blocks it intersects with a 100% chance] at penetrating more than one target block, damaging or destroying them. Chance is then modified by the sine of the angle the shot strikes the target. This means sharply-raked armor plates or hits landing at shallow angles have a high likelihood of ricocheting off instead of penetrating.

I'd imagine block durability would also modify the penetration-vs-ricochet chances as well. This would model the extra resistance stronger material would provide against projectiles attempting to penetrate it.

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Thu Jun 18, 2015 8:17 am
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PLASMATHROWER: This new kind of weapon behaves similarly to the default CANNON weapon flag, but with an exception that they do not produces recoils... They tend to fires a fumes of halo of plasmas that can extend themselves like a flame while launched.

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Mon Jul 13, 2015 11:18 pm
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[LANDER] - This AI Flag causes command modules with the SEED flag to clear off asteroids, and plant themselves.

[OVERHEAT] - Causes blocks to produce heat when they are activated, or damaged. They will generate heat equal to the energy produced/used, or damage taken multiplied by heatGeneration up to the block's maxTempature. When a block's temperature exceeds the maxTempature it begins to radiate excess heat equal to heatConductionRate to every attached block, and take damage equal to the heatDegradation.

[HEATSINK] - Allows the block to absorb heat from attached blocks, and transfer it to other blocks with the HEATSINK flag to equalize the temperature.

[VENT] - Enables blocks to convert heat into thrust.

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Last edited by DarkWingedDaemon on Fri Aug 07, 2015 7:08 pm, edited 1 time in total.



Fri Aug 07, 2015 1:59 pm
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DarkWingedDaemon wrote:
[OVERHEAT] - Causes blocks to produce heat when they are activated, or damaged. They will generate heat equal to the energy produced/used, or damage taken multiplied by heatGeneration up to the block's maxTempature. When a block's temperature exceeds the maxTempature it begins to radiate excess heat equal to heatConductionRate to every attached block, and take damage equal to the heatDegradation.


Wow. Why didn't I think of that? I feel like this not only needs to be implemented, but we need a mod to add this for every faction. This way you can add much more powerful weapons but require the players to take care of them overheating or they'll end up dying anyways! All kinds of stuff could rely on that, generators, solar panels, we could make a fusion reactor that requires your ship to first supply heat and then it begins giving off lots of R and even more of heat... All I'll say is that the possibilities are endless, and the creativity will stop being optional.


Fri Aug 07, 2015 5:20 pm
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Gravity_Emitter
This basically makes a gravitational field around it, which will pull on ships. The closer they are to the block emitting the field, the harder the pull. when you are at 1/2 of the field, blocks start popping off of your ship and attaching to the cluster of blocks around the block emitting the field. When you are at 1/4th, your whole ship will tear apart and all your parts will be added. The field does grow to about twice the size as blocks are added, but the growth of the field eventually stops and when that happens the field is dropped.


Sat Oct 31, 2015 8:07 pm
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Hey Thsarias! Can we get that in 'missile warhead' style too? :mrgreen:

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Sat Oct 31, 2015 8:24 pm
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[FABRICATOR] - The Fabricator is a utility beam that uses resources to build and repair friendly blocks. It has three main variables buildSpeed, hullRepairedPerSec, and efficiency . BuildSpeed modifies how quickly a block is constructed, and if it is set below zero the fabricator will deconstruct debris to generate resources. HullRepairedPerSec, as the name suggests, is the amount of hull points the beam can repair every second. Efficiency determines how much R is used, or gained while the beam is active.

[Reveal] Spoiler: Examples
struct Fabricator {
float buildSpeed =1.000; totalBuildTime = THIS.buildSpeed * TARGET.growRate
float hullRepairedPerSec;
float efficiency =1.000; resourceCost = THIS.efficiency * TARGET.points
float pulsesPerSec;
uint pulsesPerBurst = 1;
float burstyness;
float pulseAvailability;
float decay = 0.350;
float power;
float width;
float damage;
uint color = 0xffffff;
float range;
};

{0, bindingId=4, name="Welder",
features=TURRET|FABRICATOR|AUTOFIRE,
group=6,
points=50,
durability=0.500,
blurb="Short range repair tool",
density=0.150,
fabricator={
buildSpeed=1.500,
hullRepairedPerSec=25.000,
efficiency=0.800,
pulsesPerSec=1.000,
pulseAvailability=0.300,
power=40.000,
width=4.000,
color=0x7f006bff,
range=500.000,
}
}

{0, bindingId=4, name="Foundry",
features=TURRET|FABRICATOR|AUTOFIRE|FACTORY,
group=6,
scale=3,
points=50,
durability=0.500,
blurb="Primitive factory block",
density=0.150,
fabricator={
buildSpeed=1.000,
hullRepairedPerSec=0.000,
efficiency=1.000,
pulsesPerSec=2.000,
pulseAvailability=0.300,
power=20.000,
width=4.000,
color=0x7f006bff,
range=750.000,
}
}

{0, bindingId=1, name="Assimilator",
features=TURRET|FABRICATOR|AUTOFIRE|FACTORY,
group=6,
scale=3,
points=50,
durability=0.500,
blurb="Short range salvage beam",
density=0.150,
fabricator={
buildSpeed=-0.500,
hullRepairedPerSec=-10.000,
efficiency=0.500,
pulsesPerSec=0.500,
pulseAvailability=0.300,
power=80.000,
width=4.000,
color=0x7f006bff,
range=500.000,
}
}

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Sun Nov 01, 2015 9:53 pm
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danny420dale wrote:
Hey Thsarias! Can we get that in 'missile warhead' style too? :mrgreen:

You are absolutely insane. Why the hell do you think that would be balan- wait, never mind. Sure why not?


Tue Nov 03, 2015 5:54 pm
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Thsarias wrote:
You are absolutely insane.

Took yall long enough to figure that out, hm? :lol:

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Wed Nov 04, 2015 7:09 am
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