[0.8.1.2] Feedback - New Creative mode starting techs

Discussion in 'TT Unstable Bugs' started by ZeroGravitas, Jun 22, 2018.

  1. ZeroGravitas

    ZeroGravitas Breaker of Games

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    OK, so these are an interesting addition. Giving new players a jumping-off point is a nice idea to spur inspiration. (Was this related to your mega-tech project at all @Zeena?)

    [​IMG]

    The obvious thing I'll point out is that their novelty will wear off almost immediately for experienced players, so a tick box to avoid having them spawn would be great.


    Minor point - the HE tech is called "Harvester". How about "Tank" instead?

    Also, the techs seem prone to being placed up trees, initially.

    [​IMG]

    And how about a more creative, rainbow coloured block build, or something...?

     
    #1 ZeroGravitas, Jun 22, 2018
    Last edited: Jun 26, 2018
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  2. Deutsche Würfel

    Deutsche Würfel I look good in this dress.

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    Asalo, why does the venture unit have GSO fuel tanks? Venture have thier oewn, y'know.

     
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  3. ZeroGravitas

    ZeroGravitas Breaker of Games

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    Maybe they did a trade for the nose propeller on the GSO plane... (Same point there.)

     
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  4. Zeena

    Zeena PAYLOAD STUDIOS

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    Good guess, but I actually wanted Techs for the trailers and videos we're making :D:D:D



     
  5. ZeroGravitas

    ZeroGravitas Breaker of Games

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    Cool.:) (Well that was my initial assumption at the time.)

     
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  6. TheSpaceMan

    TheSpaceMan Mammoth walker
    TT Translator

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    How about making enemies unable to spawn directly at/very nearly to the beginning? Yes, you can remove them but it would suck for new players if these starting techs would get destroyed instantly.
    Also, you could solve the problem with the tree spawning if they would instantly destroy any rocks/trees/crystals at their position upon spawning in. (Don't know how easy that would be, just like "delete all objects in a x radius around Heavy harvester")

     
  7. TheSpaceMan

    TheSpaceMan Mammoth walker
    TT Translator

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    How about this (in the save)
    It's a bit whacky but i think its cool.

     

    Attached Files:

  8. ZeroGravitas

    ZeroGravitas Breaker of Games

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    Spaceman Brighter.png

    Heh. Colourful, indeed. I was thinking more along the lines of the blue doge in the Creative mode new game icon... ;)

     
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  9. QuackDuck

    QuackDuck Duck

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    What we need is a duck as a starting tech.

     
  10. harpo99999

    harpo99999 ah kick till it starts

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    that would only cause quackups

     
  11. AstraTheDragon

    AstraTheDragon A dapper dragon

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    Personally, I really don't like the new techs in creative mode. Only the plane is remotely useful and even then it's not a good plane, constantly needing the pilot to correct its pitch. I only really use creative mode as a place to road-test my experimental RnD chamber-built craft and always having a little useless entourage to accompany me and contribute to loss of frames doesn't sound like fun... Apart from road-testing, I use creative mode to test textures applied using MODS!! and once again I am uninterested in having techs already there. The last reason I would use creative mode is to take screenshots of my techs (a photo shoot, if you please) and for that situation a flyer could be useful if I need to scoot over to the pillars biome or something, but echoing myself, it's not even a good flyer!

     
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  12. MrTwister

    MrTwister Well-Known Member

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    I am afraid I can only offer something similar but with a different vowel as a starting tech :D. It may not be appreciated also. :D

     
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  13. Lord Zarnox

    Lord Zarnox Founder of the IFTTES

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    Would that by any chance be a "deck"? A deck of Jamie cards would not be nice for the framerate.
    The only other vowel that makes an actually word would give us a "Richard", which doesn't exactly make sense here.

     
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  14. Lost Ninja

    Lost Ninja Well-Known Member

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    You could make a "Dock" to feed the Duck from... :p

     
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  15. ZeroGravitas

    ZeroGravitas Breaker of Games

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    So, 0.8.2.2 brought a couple of new starter techs to Creative mode:

    Base Core.png

    ⬆ A crafting salad. Obviously it doesn't work for Fabricating much of anything, but it lays out all the different block types, so that's a fine starting point for players to begin experimenting with their function. (Probably best not to just give out fully functional solutions, else where would be the fun of discovery?)


    Double Bubble.png

    ⬆ Not sure what to class this as... I guess it's showing off the basic concept of bubbles being powered. But then the first couple missions in campaign already do this. Maybe it should have a rotating anchor, to be a demonstration turret...? (But again, they are shown in an early game mission.)

     
    #15 ZeroGravitas, Aug 3, 2018
    Last edited: Aug 7, 2018
  16. ZeroGravitas

    ZeroGravitas Breaker of Games

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    The anchored techs have disappeared in 1.0.0.1. I assume this was deliberate. Are you changing them up for somethings more functional (@zanzistar), or they just getting gone?

     
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