Many questions about mechaenetia

My personal opinions about what I’d want that have no reflection on what may actually be programmed are: ^.^

  1. I would personally hope that electricity follows real-world more accurately, none of these packets or so forth. With a better engine it would be trivial to make an external processor for the node updates, even more so with an ECS pattern where that becomes just outright native. ^.^

  2. I have no clue what I want here, but I’d want something, something that fits into the world and makes sense in it…

  3. Regardless of how it starts I’d want the upgrading to make sense, no suddenly going from melting iron to suddenly having electricity an hour later.

  4. I’d personal want a TFC-like 'amount of a given stack, so an ‘ingot’ would be like have 2.1kg of iron, 0.1kg of something else and so forth (impurities!), though not necessarily make that detailed in the interface, need to figure it out yourself by testing early or via spectromatry later on or so.

  5. Yeah need a proper action mapper system that is context aware, it would help a lot. But honestly I’d personally minimize the ability for mods to make new keys, instead force world interactions via a main set of interactions. Mods adding 50 different hotkeys is very immersion breaking… >.<

  6. Ooo an AI sim. ^.^

  7. I’ve no clue how ‘resource and items’ would be conceptually different, it’s all just mass…

  8. ???

  9. I would hope there would be embedded chunk entities (I.E. chunk based moving things, lol). ^.^

  10. So many ways to do these, I’d opt for torus’s, lol. :smile:

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