Posts by Ejzay

    Ok, I know this been brought up and all many times but I thought to add a new thread dedicated to an alternate form of coding up a form of movement.


    Lets look at this from a different angle and instead of wasting time building modals with defined "skins" lets create an engine block, or a defined form of intractable movement (block) like a blueprint that has player access tools built into the block
    that people use to set a defined area to link all the constructs into one unit/skin to create a moving object. The area select tool then has a front and back for defining your back forward movement keys.
    This way the player has full control on designing what type of vehicle, animal, boat or flying object they wish to make.


    Movement perimeters are then based on 4 different movement block types, an engine for boats that has perimeters to float above water but wont work on land, say the engine block itself then will need tools to edit how high the engine block needs to be
    off the water that is separate of the area for defining the skin so we dont get what appears to be "walking on water" boats or to much under water, and this sets the water line for the boat.
    Engine block for cars that works on land. (unless you wish to drown yourself) :rolleyes:
    A gear looking block that can be resized to fit animals from cats to horses. make a re-sizable block for sitting in for mount saddles. Welcome player movable/made pets or what ever into the game :thumbsup:
    An engine block for flying machines. (could also be used for submersibles) (hmm not sure how hard it would be to code up something that allows us to go under water outside of a scuba tank suite.?)


    Not very familiar to writing code and the such but know enough that this should be obtainable and a faster method of releasing movable part items into the game and leave the "skins" of the moving modal to the players
    so time isnt lost on premade modals like the cloths.


    Other notes:
    Doors, use the same concept as the engine block for doors, make a re sizing hinge side and that way we can make any sized door.
    Vehicle/saddle seating, again give us a block that uses the same concept as the chairs already in game or just make a few saddles and an array of seatings or make like the vehicle blocks and we make our own seating skins.

    added 12/14/2017


    1: fine movement increment increases, example (hold an Alt key) to give your fine movement of a board 10 increments instead of the tilt ~ command of setp 100 (that gives the ten space increment) (learned that while writing this up)


    2: a crowbar tool to pickup logs, planks and beams like the sledge hammer to a block


    3: Be able to turn off animations or specific animations of like the trees


    4: color paint/stain wheel. Make a block, log, plank and beam set to use this feature and a handful of other textures like the plasters, concrete textures
    make the staining of woods with a transparency slider option for how much the natural wood grain shows through


    5: (survival mode) designate each type of wood to its tree type, this would have to implement each texture to lumber, then designated to each processed log, plank and beam
    this would require more tree options the nut trees and rain forest biom or tree types
    5.5: add in the nuts and can process nuts into the edible nuts baked in oven or over grill (use the grinder station to shell them)


    6: new item, nails, say one iron bar needed to make a 100 nails


    7: (survival mode) nails are needed to place planks and beams (say 4 nails for beams and 16 for planks) if possible adjust the number based on the size of the plank and beam.


    8: new tool can be placed in the equipment slot, tape measure, can click on your starting point then click on the second point. Will be an excellant way to measure out an area to manually size a plank to fit a hole without typing in a huge list of resizing commands


    9: blue print stretcher commands, can only be used on PNB based prints and the commands will resize the print in your x y z


    10: auto positioning of PnB through snap and Rctrl command doesn't work for everyone :cursing: so instead can a key be designated to the auto positioning of a plank and beam to what your courser is over
    (found out that you can position a plank or beam by using the enter key then mouse wheel to another hand held slot then go back to your plank and its now re positioned to what you had snapped it to)


    11: size command, change it so the hold Lshift and arrow keys can adjust to the max of 16 and then add the page up down to adjust the thickness of logs, planks and beams?
    still keep the manual typing in of sizes for the 0.01 hundredths adjustments in the command section


    12: A Hole cutter tool for PnB. for instance I can place a large plaster plank wall that covers up a window and door then i can use this tool to mark out the window and door and cut out the hole
    If something like this is possible


    Will continue to add more stuff as they come up to this list

    the triangle planks can be manually sized to any triangle dimension :thumbsup:
    roofing pyrimed style roofs now became cake work and a list of resizing commands ^^


    hole cutter tool for...
    speaking of cutting, make a plank/beam/rod hole cutter tool,
    so say i have a wall with a door and window i can make a plank to fit the size of the whole wall then use the hole cutter tool to cut out the window and door instead of piecing in around it