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Mindustry-Suggestions

This is the repository for Mindustry suggestions and feedback.

For bug reports, use the Mindustry issue tracker.

How do I know if you've read my suggestion?

If it's been 24 hours, I've most likely read it. I check this repository daily. If I like it, I'll implement it.
However, If your request is in a language I don't understand and clearly doesn't follow the template, I am unlikely to bother reading it.

I will no longer be commenting or closing issues here.

Manually closing invalid or completed requests is tiring. I'm not going to explain why I don't like your suggestion anymore - I just won't do anything. If I think it's good, you'll see it in the game soon enough, and it's your responsibility to close the issue if you so choose.

In very rare cases, I may ask for clarifications or start a general discussion on an issue, but that's unlikely to happen to most things posted here.

A few things you shouldn't suggest

These have been proposed many times already, and I won't be adding them.
  • Mechanics that increase game speed (fast-forward)
  • Teleporters
  • Underground map layers
  • Trains, or any transportation system that uses something analogous to rails
  • Item-liquid junctions
  • Controller support
  • Turrets on top of cores, or similar "merged behavior" blocks like turrets with drills
  • Built-in cloud sync
  • Additional configuration of blocks, such as I/O side configuration
  • Removing metaglass from the water extractor recipe
  • Carrying aircraft with naval units
  • Preview of unit spawn locations, paths or waves
  • Any sort of string manipulation in logic (reading from message blocks, reading characters, splitting strings, etc)
  • Allied teams
  • Bringing back overflow-sorter chaining
  • Anything involving bringing back the old command system

mindustry-suggestions's People

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mindustry-suggestions's Issues

Rollback saving

Describe the content or mechanics you are proposing.
Save the last few waves and allow voting the return to a wave (for local servers).

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
Some global servers do have save rollbacks, but for local servers there really isn't any protection against griefers.

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

you should also fix this template so the checkbox isn't selected by default

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Commands

Please add more commands, like Defend, Follow, and Waypoint. Defend will have the troops defend your core and follow will have all the troops follow you. Waypoint will have the troops go to a certain Waypoint.

Music

Describe the content or mechanics you are proposing.
When the game window is minimized, stop playing music

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
For example, when you make mods and don’t want to close the game, the music continues to play, sometimes it bothers

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Feedback: phantom drones

For the love of god! Leave me alone!!
Phantom drones are incredibly annoying following around.

  1. They get in the way just planning builds.
  2. They follow me to the spawn circle and die when I want to see a wave.

Possibly could have a command center-like block to choose: return to home, rally, follow

They still seem to need to be able to follow and help build but really I use them to rebuild so I'd prefer if they could wait by a base or rally point away from the defenses so the wave is over by the time they go to rebuild.

(On Android)

New blocks suggestion.

Greetings.
I have some ideas for new blocks in Mindustry:

  1. Large Liquid Tank. If there's a liquid tank in the game, why not add a large one?
    Approximate capacity: 4,000
    Size: 4x4
  2. Bridge Platform. Can only be placed in deep liquid blocks. Allows you to place other blocks on it, just like on normal surface.
    Size: 1x1
  3. Large Bridge Platform. Same as a normal bridge platform, but spans multiple tiles.
    Size: 2x2
    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Long Range Missile Defense - Advanced Version of "Swarmer" turret

Describe the content or mechanics you are proposing.

The Advanced version of the Swarmer I'm thinking about would have a range a bit longer than the Ripple so thats about 37 blocks? And the ammunition it would use is only one thing and that would be Blast compound, its just to provide a long range homing defense.... oh and the name for it would be Hornet or Nest...

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

It would help out make new tactics in the gameplay plus those die hard schematic builders would get a go at how to make a whole line of defense for this one, it would also add an evolution for the Swarmer (e.g the Duo's biggest evolution is the Spectre, etc.)

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Real hotkey system please!

Describe the content or mechanics you are proposing.

A better system for hotkeys.

Currently the hotkeys have many issues, some big ones are:

  • They are tied to a block's position in the UI instead of the type of block. Because block positions aren't fixed in the UI (they move to accommodate newly researched blocks)- their hotkeys will change throughout the course of a play-through. This makes learning hotkeys impossible, and you also have to re-learn the blocks position in the UI to click on it instead.

-Editing the hotkeys is impossible to do for a single block. If you change one, you must change several. This makes structuring hotkeys in a meaningful way impossible.

I propose to duplicate the way RTS games handle their hotkeys.
StarCraft 2 is a great example. (Even 90's games like StarCraft 1 and WarCraft have better hotkey systems than Mindustry)

While editing the hotkeys in StarCraft is more complicated, their use in-game is fluid and comfortable. It's easy to assign a specific building to a unique key (a key which will only change if you edit it again).

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

The current hotkey system is virtually useless and nearly impossible to customize. With an improved system, it will become much easier to select different blocks at will without using the mouse. Thus making the gameplay more fluid and enjoyable.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

New Turret "Artillery"


name: Matthew
about: Having a larger variety of mid-game anti-air turrets that can use copper as ammunition.
title: 'More Anti-Air Turrets'
labels: feature request
assignees: ''


Describe the content or mechanics you are proposing.
I was thinking of a 1x1 turret that can be anti-air and is of a different variation than the duo turrets and scatter. So I was thinking of a new turret which is called "Artillery".
It has a longer range than the duo and can accept copper as its ammunition. It would have a slightly faster firerate than the duo.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
It would give platers a better chance at defending against air bosses since scatter is somewhat cumbersome to have in a defence despite its range.
I would also feel that "artillery" would serve better than the scatter because the player wouldn't have to create a seperate line for lead to feed
ammo into Scatter. It would be better if the player could have just one line of the same ammunition, for example copper, and have the line go
through the turrets and be fed without any issues.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

About translating mods

I don't know if this is the right place for this request, but I'll try.

I want to know if there's a way to translating a mod repository, similar to the way translations are provided for the "main" game.

I think an easy way is to create a mod called "the_name_of_the_mod_ita" and copying the mod with all names and description translated, but I don't know if there's another way.

Maybe you've already understood it, I'm talking about the Italian translation, that is already provided for the "normal" game.

Thanks for your time and your game,
Luca

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.
    • I watched in the TRANSLATING GitHub page and there's nothing about this

Please allow downloading Steam workshop mods without owning the steam version of the game

Describe the content or mechanics you are proposing.

Please allow downloading Steam workshop mods without owning the steam version of the game.
I read that it's a checkbox on steam that you enable downloading mods through the API that is off by default unless you enable it.

**Describe how you think this content will improve the game. If you're proposing new content,

It will allow getting popular maps as an example that are not available on discord and also it's a lot easier to get the maps from a maps site instead of scrolling through pages and pages of discord to find a map.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

mech pad rebalance

Describe what you would like changed, and why.
Mech pads require power, but the amount doesn't matter as long as its there.
This lets you power all your pads from a single solar panel, like with incinerators, menders (I think there's no speed decrease), etc.

Describe the changes you want to propose. Include possible alternatives.
Mech "equip" speed may be determined by power satisfaction.

Additionally, I believe that they could take power (and maybe resources) to produce a mech, and players may quickly switch into them, leaving uncontrolled (probably easy in 6.0) mechs behind that eventually despawn if not used.
Switching to the same mech type could simply create a copy of it instead of turning back into a default mech. This could be used as a way to quickly heal back up. The core could be used to switch into the default mech.

#1

Mouseover tooltips for resources.

Greetings from Brooks Maine! I am a colorblind gamer. Your game has resources that appear almost identical to me. specifically plastinium and surge alloy. The icons are identical other than a subtle color variation. The other product I have trouble with (although less than the first case) is pyrotite and blast compound.

I have two potential solutions, the first is much easier than the second I am certain.

1: change the icons.

2: implement OnMouseOver() style tooltips that pop up a resource name in the pregame menus, core inventory popup, help screens... you get the idea. I don't think there would be a need for those tips on the belts as well, as that might clutter the UI.

Más cosas

Propongo que se puedan trasar rutas para que los bots las siguan asiendo una "patrulla"y más opciones en modo editor, gracias :)

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • [X ] I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • [X ] I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Waypoint structure

Describe the content or mechanics you are proposing.

I propose a block that, when the Command Center is set to patrol, creates a basic pathing network for friendly attack drones to follow.

This would also provide a basis for "CoolManAwees" suggestion.

Basic functionality: New command for the Command Center, "Waypoint" which directs troops to follow a path of waypoints from the closest to the Command Center to the furthest away, using normal AI pathing to get there and bypassing a waypoint if it is inaccessible.

Additionally, multiple Waypoint types are possible.

Ex. A "patrol" waypoint that creates a pathing network between the points in order of placing with a invisible connection that has an arrow graphic displaying which direction the path goes.
Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
It makes drone-based defenses on maps with more than one exit far more viable. It also makes drone-based defense far more viable overall.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Lol thx u

Anuke thanks for great game. Damn i want to see more open src games like that! Its so polished!
Can close. Hope You have great day!

Tinting while hovering over Overdrives or Menders

Describe the content or mechanics you are proposing.
When your mouse hovers over/you tap on an Overdrive or Mender, blocks in their range have an orange/green tint applied respectively. Helpful to make sure something on the edge is actually in or not. Also, apply these tints when you have Overdrive/Mender selected for building.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
Really, It's just a small quality of life thing.

Manually conteolled turret

What about the turret that youcan controll instead of being a ship
You will be much stronger but ammo will be required and you won't be able to move

water extractors eat into groundwater table

Describe what you would like changed, and why.

currently there is an infinite amount of water underground and water extractors can fill up a map with no decrease in efficiency
i think that efficiency should be reduced corresponding to how many extractors are placed/active
(tile efficiency isnt affected because ice isnt part of the groundwater table)

groundwater should be finitely efficient to prevent spam of certain power schematics and to promote sharing water or using pumps which are neglected unless its for tar

Describe the changes you want to propose. Include possible alternatives.
efficiency = 100 * 0.9 ^ (placed extractors) + tile efficiency
or for active extractors but yeah thats my idea

Steam multiplayer server using password

Describe the content or mechanics you are proposing.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Many players are need for this feature.
This could solve the indiscriminate ban of steam multiplayer.

Lock multiplayer + mods behind a requirement

Describe what you would like changed, and why.

Currently any idiot that can't read is able to download mods and cry, or join a server to grief it and/or cry.
Locking mods/multiplayer behind a certain zone + wave would help weed out bad players.

Describe the changes you want to propose. Include possible alternatives.
Multiplayer: desolate rift, play it
Mods: desolate rift, wave 10

Once someone is able to use mods/mp then it could pop up showing a quick rundown on everything like dont "fix" peoples stuff without asking, simons modding docs, etc. and an I Understand button to close it.

Mods button is removed until the user unlocks it and WAN server access can be removed as to help with the griefing situation on default server list.

A type of conveyor belt that would permit outputing stuff from the core upon game start.

Describe the content or mechanics you are proposing.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Minimal tech tree changes for robotics

Please move the technology blocks Doors and Water Extractor on the Tech Tree.

Please place water extractor from cultivator. A water collector follows from a greenhouse.

Please place Doors off from basic walls. This is not too much of a stretch once you have silicon.

These small changes are minimal, require only a few changes to existing resources yet allow for a different approach, an entirely different strategy for the early game without much effort.

More specifically, if these two techs are moved, which don't require titanium, or more advanced materials, then Salt Flats, a hard level, can be approached immediately from start of game. This is a very different set of choices than exploring normally. It's a harder challenge, and a bit of a rough break, that it's locked behind the titanium access this way. It's enough to need titanium to return to ground zero or other levels to mine for research. If a different set of requirements for salt flats is easier, that's also good. Perhaps require alpha mech pad and bridge conduit or incinerator. I think the tech tree changes, are sensible.
Thanks for considering this small change, to offer a different play experience.

Building icon placement

Describe what you would like changed, and why.
Right now, the building icons you choose from when placing structures are all in a grid. That grid has no gaps. When a new building is unlocked in the tech tree, other buildings are shifted over to make room. When this happens, the hotkeys for those buildings get changed. Having the hotkeys for common items like the router change from mission to mission is a bad user experience.

Describe the changes you want to propose. Include possible alternatives.
I propose that each building have a fixed position that does not change when things get unlocked. Hotkeys would not change for anything. It might look slightly worse initially, but the user wouldn't be subject to ever-shifting hotkeys and icon locations.

Hopefully that makes sense.

Build while flying ground mechs

Describe what you would like changed, and why.
It used to be that building while flying was possible, but since the shift key is now used to copy to clipboard, it is not possible to build any items while flying in a ground mech (because the fly and copy share the same key).

Describe the changes you want to propose. Include possible alternatives.
Change the copy feature so that if the user is flying a ground mech it will select the item instead of copying it.

Rebuild Drone

I am proposing the addition of a drone that will rebuild destroyed blocks for the player automatically, but at an additional cost.

One of the most frustrating things in the game right now is having to hunt down any blocks that have been destroyed by incoming waves, especially since it can be a single 1x1 block causing many systems to be disrupted. This drone would automatically find those destroyed blocks and replace them so the player does not have to do so manually. However, there would be an additional cost for each block replaced. The cost could be a simple multiplier, like double the resource cost for each block, or it could be a flat fee for each 1x1 block (so 4 times the cost for a 2x2, etc.), such as 5 titanium or something else that would be meaningfully expense so the drone isn't too OP. There could also be a multiplier for build time so that one drone can't rebuild the entire base between rounds. This would allow the player to spend more time focusing on the more fun parts of the game, such as building and designing, without taking away too much of the consequence of having enemies get past the player's defenses.

Aside from balancing, an additional hurdle to overcome would be figuring out a way for the drone to rebuild everything in the right order, as order can obviously have an impact on the functionality of the system.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Mech name

Describe the content or mechanics you are proposing.

I was looking through Trello and under 6.0 was new mech roles I took a quick read(as you would do every so often) and noticed that you have a blank under artillery mech. So it though of ideas for a mech but was only able to come up with a name "Hammer"

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

I don't have a clue how this would improve the game but hopefully you create new mechs in the future as the game is kinda blanking there.

(This was partially a test for how the new suggestion system will work on github since feathub us dead now)

Drones "circle" ban

Describe the content or mechanics you are proposing.
Build drones can't build in enemy spawn area(survival "circle")

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
Less resource waste on servers, griefers can't waste materials that easily and pixelarts aren't rebuilded

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

The ability to expand base to neighboring maps in V6.00

Describe the content or mechanics you are proposing.
The ability to expand current base to neighboring maps (V6), for ex: I build base on this hex, if i stretch a conveyor to the end of the map, there will be an indicator for the neighboring map in relation to where the conveyor is (conveyor placed east, pick a neighbor map to the right, indicator shows left side of the neighbor map).

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
This will give Mindustry a more RPG feel to it and an actual progression in the campaign, the sense of starting out with nothing and expanding to become stronger.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • [X ] I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • [ X] I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Better Hotkey Tip

Describe what you would like changed, and why.

I play many games, and games have many difference hotkeys and position.

And this game hotkeys will changes if new tech gets unlock or steam module gets added.

If I can see hotkeys number on build panel in a quick way. I can build faster like geeker in streaming Live.

Describe the changes you want to propose. Include possible alternatives.

貼上的影像_2020_3_2_下午3_39

Messages in message blocks should be saved and restored from blueprints

Messages in message blocks should be saved and restored from blueprints because it's useful to store information about a blueprint and read that as a refresher when restoring the blueprint. Eg. here are the inputs, the following inputs are needed. This produces x amount of stuff every minute etc.

JS documentation for third-party developers

I have been playing Mindustry since the classic version was launched for Android, and it was a few days ago when I wanted to program a mod to have new items and blocks for a currency system, and actually, although I like how the modding guide teaches me how to write JSON for my mods, I am currently struggling and carefully reading the game's code in order to understand how code is written in the game and how scripting in mods and Mindustry server works (nope, ExampleMod does not help me as I would expected it to).

So, I think developing a full-featured documentation on how JS scripts are interpreted by the game (let's not forget about mindustry server live scripting), such as how items are coded into a conveyor, how a block knows whether it is connected to electricity... would help all us developers that would love to share lots of ideas with the community and friends in order to make the game deeper and larger.

Who knows, some people could work side by side in order to program the logic system for the game if they had this documentation...

New attack system

Describe the content or mechanics you are proposing.
This new system is allow to player to attack their own enemy building. This system does not require removing the Command Center Block, but only has to add a new toolbar

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
I think it will be nice, because we can attack enemy building as we like

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. X I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. X I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Build continuer

I suggest a "build continue" button.

Its because when you are building conduits and you don't have enough resources and click cancel, you must click a couple times to build them again, the suggested button will try and build all thing on screen or in range of your mech/ship.

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. 'X' I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. 'X' I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Node Based Shields and reworked Force Projector

Describe the content or mechanics you are proposing.
Node based shields, place two shield nodes and connect them to form a barrier in between them, (maximum of 2 connections) basically like power nodes but the power lines are barriers that completely blocks damage (damage to barrier depends on damage dealt, by inputting cryofluid or other stuff in each node, it makes the barriers only take a certain amount of hits to get disabled while ignoring damage dealt) ofc it uses power and has a certain range to connect to other nodes. If possible, every 10k power = 5% more barrier health or amount of shots dealt before deactivation but consumes more power when recharging. Depending on how to balance this out, either enemies can go through the barriers or not. Enemies also wont pathfind around the barrier.

Meanwhile, Force Projectors just reduces damage dealt on affected structures, -% depends on input.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
This will make the game have more protective options and make defenses more strategic to build rather than simply spamming, and upgrading walls and the game also lacks protective block types or lacks variety. Since there is no way to completely block a node with a barrier, enemies will always be able to destroy the nodes so thinking of a way to protect nodes well adds more strategy to the game.

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • [X ] I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • [X ] I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

[discord server] reading comprehension test

Describe the content or mechanics you are proposing.

before entering the server, corebot must check that someone can read english or use a translator.
maybe a simple "React with :router: to enter the server" is all that is needed.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

keep out people who arent able to read

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Automatically place bridges when making conveyors/pipes over obstructions

Describe the content or mechanics you are proposing.
Whenever you're click dragging a conveyor belt/pipes over obstructions like factories, walls and pools of liquid, rather than first making the belts and pipes then manually placing bridges, have the game automatically but put down bridges

Alternatively also expand this behavior to any other bridge like block like phase conveyors or mod based bridges (via range variable of the bridge blocks)

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

More quality of life like auto junctions

Before making this issue, replace the spaces in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

    • [X ] I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • [ X] I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

[mods] json patch system

Describe the content or mechanics you are proposing.

a h/json file that acts like a starbound patch, but content name is already specified
like to make duo eat new ammo type:
patches/blocks/duo.patch or content/blocks/duo.patch

{
  "add": [{
    "to": "ammo",
    "key": "eggandbean",
    "value": {
      /* insert bullet def */
    }
  }]
}

instead of redefining the entire thing (which will conflict with mods) do that
would probably work for modded stuff too if a dependency is added
scripts allow this but a patch would be more understandable

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

say 2 mods add an ore to the separator.
if one adds iron and another adds crystal, they would work fine with a patch system
but currently they need to redefine the whole thing which is completely incompatible

  1. ive looked at all 2 suggestions and yes its not a dupe
  2. doesnt exist or i wouldnt report it

New propose mechanical and tactical game Mindindustry

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.
  • Give the possibility to choose the inputs and outputs on the pieces such as filters and distributors, also give the possibility to choose whether to close some outputs if necessary ..
    because especially in the intersections with many parallel pipes they do not know how to automatically recognize the input and output of the material and often move material on nearby conveyor belts that have nothing to do with it.
    When you have 3 parallel pipes and place a block in the middle, it would be convenient therefore to have the possibility of using, for example, filters and reverse separators or distributors that make the material come out only on one side.
    Same goes for the overhead conveyor belt, because if it ends near 2 belts it divides the load instead of sending it in the desired direction, which can be forward or on one side or two sides etc.
  • Avoid unwanted materials passing through the filter if it is placed near the automatic exit of factories or mines (it must be like a wall, the material must stop before entering the filter.)
  • Also add an x1 line to be placed on any side of the conveyor belt as if it were a wall so that it can pass near the augers without being polluted by other materials.
  • We need to better manage the transport of resources for the turrets ...
    if I want to have a wall of turrets next to each other and I have to make a single row of "distributors" to fill them with material .. I can't put different turrets because I can only transport one type of material and above all I can't bring liquids.
    it would be better if the turrets directly absorb what they need from the conveyor belt that passes nearby so that different materials can be sent on the same belt.
    Then give the possibility through a panel to choose for each turret (with multiple selection option) which materials to take in order to have different projectiles with the same towers and then also to have a more generic panel where you can assign the material and liquids for all the turrets of that type.
    At this point, a conveyor belt must be created that transports both liquids and material, or else create factories that perhaps with sand and silicon or only silicon (without the use of energy) close the liquids in containers which are then transported by the normal conveyor belt.
    Or automatically collect all the resources that pass up to stock fill, so as to have a mix of everything (random or chosen by us) in each turret. (Which will fire different bullets as it empties.)
  • another variant, add for each turret a 1x1 teleporter that automatically collects the necessary materials by spending a tot of energy for a tot of quantity transported by special warehouses made for teleportation (the teleporter can connect to more warehouses and can serve different turrets to the same time) [more warehouses will be connected and slightly more energy will be needed to transfer the same amount of resources]
    -Give the energy nodes a maximum flow rate per second in order to study a strategy also to displace the generators and factories well as well as the nodes themselves.
  • In this regard, air or underground energy ducts with different flow capacities could be created so as to have a more logical transport with small and large pipes to which to connect the various input and output nodes.
  • Or also create other nodes with a greater flow rate of both energy and distance than those that already exist, and which require less materials than the aforementioned transport pipes ... but at the same time they waste a very small part of energy to keep active .
    In that case, 1x1 solar panels located along the way would also become much more useful.
  • It is very important to create a statistics panel that in real time reports the average of all the positive and negative productivity data, constants and maximum peaks ... for example ... how much energy I produce, and how much is needed .. and which gives you advice on quantity of generators to have and storage batteries to have to withstand high consumption peaks.
    -Having a panel when I click on any point on the conveyor belt that illustrates the maximum material flow rate and the current flow rate based on the amount of flow coming from the other intersections (if any) and from the augers.
    In this regard, have a special screen panel that colors all the 1x1 points of the conveyor belts in green yellow and red according to the average flow quantity, so as to better position excess separators and filters.
  • Give the possibility with the game schematics to choose the pieces with multiple selection sequence and add the option of clicking the single piece as well as dragging.
  • try to always improve the graphics and simplify some actions with the use of some already active functions such as moving quickly on the map using the minimap (me his Android smartphone with pen)
    i have only been playing for three days and this game is amazing. and surely he can improve more and more.

I am Italian and I apologize for my English because I use the google translator and I don't know if it translates all right.
Good job

Reaper weapon buff

Describe what you would like changed, and why.
After the Reaper AI was made better, I think it needs a buff to it's weaponry, which are currently weak compared to other enemies

Describe the changes you want to propose. Include possible alternatives.
I think one of the coolest things it could do would be to have weapons similar to the meltdown laser, but if not I think a buff of it's current weapons to be similar to the Eradicator would be good. Reapers right now are very weak and I think a buff like this would make them scarier and no longer really weak.

Steam

Describe the content or mechanics you are proposing.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Ping on player list

Describe the content or mechanics you are proposing.
Have a ping count next to each user on the player list.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
Sometimes its nice to know other peoples ping to see if the host has bad connection or if your ISP is just trash.

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Phantom Builder Drones Don't Rebuild Destroyed Buildings Reliably

    • I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
    • I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Phantom Builder Drones Don't Rebuild Destroyed Buildings Reliably. The best use of the builder drones for me and likely most people is to fix the tedium of manually rebuilding destroyed buildings on the front lines. This especially becomes an issue on higher waves as buildings frequently get destroyed on the front lines.

What happens typically is that several buildings are left unfinished or not built at all after every wave. Sometimes one wave is enough to get most buildings to not ever be rebuilt by the drones. This seems to happen when a drone starts to rebuild a building but then gets destroyed before it finishes it. The issue is that no builder drone is ever assigned again to finish it.

Describe the changes you want to propose. Include possible alternatives.

I would like it so that as long as there is anything unfinished or not even started to be build on the entire map, at least one builder drone will always be assigned to finish it. If the previous drone is destroyed that was working on it, a new one should be assigned to finish it.

Ie. as long as there is anything unfinished on the map, assign the next free builder drone to finish it, no other conditions. Always finish building everything on the map.

Thanks.

unofficial servers notice

Describe the content or mechanics you are proposing.
add a notice when first clicking Join tab that all servers, par official hexed/be, are unofficial, go to their owners for support

"These servers are unofficial and not affiliated with Mindustry, [red]ask their owners for help with them[]"

Additionally, id like for default servers and official servers to be separated.

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

reduce load on mindustry help channel, most of these servers show a discord server invite

there are 3 hexed servers on default list atm, they should be separated between official and unofficial

also just a version property for servers would be nice so you can specify only custom builds, only BE > 6000, etc. or it wont show up like be_servers.json

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. yes
  2. see #help "how do i get verified for vpn" every 5 minutes

unify item/liquid/powerstacks for everything

Describe what you would like changed, and why.

currently in master at least:

  • there is only ConsumeLiquid, no liquids
  • output is split into multiple variables
    this is bad and not flexible

Describe the changes you want to propose. Include possible alternatives.

all inputs/outputs support item/liquid/powerstacks
outputItem, outputLiquid, etc. are removed in favour of output
example of a json crafter block's output in suggested format

"output": {
	"items": ["coal/1", "sand/1"],
	"liquids": ["oil/1", "slag/1"],
	"power": 0.25
}

and input

"consumes": {
	"items": ["sand/3"],
	"liquids": ["oil/1", "water/1"],
	"power": 1.5
}

instead of "itemorliquid/amount" an object of {itemorliquid: str, amount: int, required: boolean, booster: boolean} may be used

Better utilize available space for UI on PC

Better utilize available space for UI on PC.

It's very inefficient and hard to use the UI's listed below on the PC because everything takes up way too much space (too big font etc) and the available screen space is not used effectively. Everything is squished into a narrow vertical column that only shows about 4 blocks of info at once (eg. 4 saves per screen). In reality it should be more like the map selection screen but with options to change to a list view like in windows explorer. It would be great if the layout of the blocks/cards (eg maps) would have a small thumbnail with a larger area for the map title and description right beside it. When you clicked on it it would show in full screen the map picture description etc.

Basically everything boils down to this UI being designed for mobile and not PC. What I suggest is to check the screen resolution or platform and use the space available better and more in line with the standards on that platform.

This is an issue for screens like the following:
map selection
save and load
blueprints
server connection
mods
map editor wave editing
etc.

Thanks

Conveyor placement

A way to lay conveyer easily like tap two point in a line and it would be built useful when you have to transfer item from long distance in map early on.

Рельсовая пушка (рельсотрон)

Пушка стреляет сразу (моментально).
Во время выстрела потребляет
100 000 энергии моментально
Если энергии нехватает то она не стреляет.
Если энергии для выстрела хватает то над ней горит лампочка как на кремнии
Урон 500 000
Дальность 50
Цели земля/воздух
Патроны на 1 выстрел 10 едениц ресурса
Время перезарядки
Медь 15 секунд
Свинец 15 секунд
Титан 10 секунд
Торий 10 секунд
Паластаний 6 сек.
Кинитический сплав. 4 секунды
Ускоритель на нее недействует
Фазовая ткань ускоряет на 1 секунду
Вода или криогенная жидкость не требуется

make emoji usage outside ingame easier

Describe the content or mechanics you are proposing.

Currently there are (char) emoji's, they work great inside the game, but not so well outside.

I propose adding something similar to how colors work, e.g. :titanium-conveyor / :icon-star:

Since currently bundle/config/etc outside the game appears as strange chars, it would be nice to be able to "see" which one was used in e.g. the console, its of course possible to modify the jar or do this via a plugin, but native support would be preferable:
Screen Shot 2020-03-05 at 10 55 56

Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

Makes it easier to recognize/use emojis in configs/chat/bundles by having textual shortcuts.

Before making this issue, replace the underscores in the following boxes with an X to confirm that you have acknowledged them. Failure to do so may result in your request being closed automatically.

  1. I have done a quick search in the list of suggestions to make sure this has not been suggested yet.
  2. I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.

Better banning

Describe what you would like changed, and why.
The ban system for local players; there are many plugins to make vans more severe, but a lot of players still play campaigns and local servers which have none of those.

Describe the changes you want to propose. Include possible alternatives.

  • Make banning for local servers for the duration of the session (and have a list of banned players if they want to unban)

due to the lack of local servers at anytime, it isn't uncommon to see a griefer that was banned, returns to the same server

  • Have a local ban list (users that are banned could be saved to a file and automatically be banned from any future sessions that the player hosts)

this could help deal with repeat offenders, as local servers are less abundant, and finding servers with the same host is quite easy

Choosing the spawn position of flying enemies.

Description
Spawn Points in editor allow grounded units to spawn near the placed Spawn Point and flying units to enter the map from the edge on a variable offset. The offset depends on where the Spawn Point is placed and can cause flying units to come into the map at a very different point than the grounded units. The current system effectively allows a map designer to either set the spawn location for grounded units or flying units, not both. This makes picking the spawn location of enemies illogical and unpredictable as well as making it cumbersome to place resources and geometry that allows players to wall off both enemy types in a similar fashion.
Spawn Point functionality should not dictate map design.

Possible solutions

  • Flyers spawn at the same place as grounded units, using the same spawning animation.
  • Flyers come in at the edge of the map closest to the Spawn Point directly above, below or to the side of the point.
  • Flyers are given a seperate Flyer Spawn Point to be placed on the map by designers.

If nothing else a preview to show where flying units would spawn in the editor given the present Spawn Points would be great.

Example
77091486-01615180-69df-11ea-8ed3-93ab79550024
Ground units will spawn out of the grey gates whereas flyers don't, making the west titanium and scrap deposits unnecesarely and unintentionally hard to take and defend.

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