So I've had a good read of the stuff in this forum, and I'm seeing the same suggestions come up with reference to different blocks (e.g. someone saying 'let me start the steering block at 45 degrees' and someone else saying 'let me start the piston extended'. We can distill that into 'let me set the starting position/rotation of any moving block'. So I've tried to achieve some more generalised points rather than stating them as block-specific.
That's not to say that this post covers ALL suggestions posted here; just the ones I think are worth the dev effort and that I agree with. For the most part, I've tried to prioritise stuff that I think will still fit with the medieval theme of Beisege (hence lasers, automated control systems, turbojets and machine guns are not mentioned here, although I'd like to see them in a later DLC/sequel).
Here's my list - I've tried to arrange these in priority order within each section, and labelled them with the priority rating as I believe it should be (undoubtedly other peoples' opinions will be different, but I've tried to focus on the physical 'problems' rather than the aesthetics side of things):
EDIT: Updated with some more suggestions that I found floating around the forum, and labelled some things as DONE. Updated a few of my suggestions with improved ideas. Some of these can be done with mods, so I've labelled those in blue, although I still think they should be part of the game as standard. If there is anything else that's been implemented/is possible with a mod, let me know and I will update.
New Blocks:
Existing Blocks:
That's not to say that this post covers ALL suggestions posted here; just the ones I think are worth the dev effort and that I agree with. For the most part, I've tried to prioritise stuff that I think will still fit with the medieval theme of Beisege (hence lasers, automated control systems, turbojets and machine guns are not mentioned here, although I'd like to see them in a later DLC/sequel).
Here's my list - I've tried to arrange these in priority order within each section, and labelled them with the priority rating as I believe it should be (undoubtedly other peoples' opinions will be different, but I've tried to focus on the physical 'problems' rather than the aesthetics side of things):
EDIT: Updated with some more suggestions that I found floating around the forum, and labelled some things as DONE. Updated a few of my suggestions with improved ideas. Some of these can be done with mods, so I've labelled those in blue, although I still think they should be part of the game as standard. If there is anything else that's been implemented/is possible with a mod, let me know and I will update.
New Blocks:
Transmission:
Most of these suggestions are based around increasing our options for linear motion and smaller, more practical gearing. I have a long history with Lego Technic, which is VERY relevant to Besiege, and a lot of these suggestions come from what I have seen and built in that world - they're not just stuff that's fallen out of my head!
Most of these suggestions are based around increasing our options for linear motion and smaller, more practical gearing. I have a long history with Lego Technic, which is VERY relevant to Besiege, and a lot of these suggestions come from what I have seen and built in that world - they're not just stuff that's fallen out of my head!
- VERY HIGH - A Constant Velocity Joint - basically a ball joint with the one axis 'locked' so you can transmit torque through it. This could even just be a parameter for the existing ball joint ('Lock Y Axis' or whatever) This will enable the construction of proper transmissions and suspensions systems, so I can't stress how important this is! The possibilities that this would add are endless. Please make sure it is a CV joint and NOT a Universal Joint (UJ) - look up the difference on Wikipedia - Possible with mod
- VERY HIGH - Proper gears - The cogs are rubbish. They slip too easily and only mesh well at 90 degrees. We really need double bevel gears that also function as spur gears. We need 8T & 24T (1:3 ratio) as an absolute minimum; ideally 12T & 20T (1:1.66 ratio) as well, plus 16T (1:1 ratio). Make them less wobbly than cogs as well - the cogs fall apart WAY too easily under torque. - There is a skin pack that has spur gears, but I haven't tested it. Pretty sure it will only have the two standard sizes though, which are too big.
- HIGH - Rack (to fit with the aforementioned gears); frictionless on the bottom and sides, with connection points on the ends that DON'T interrupt the gear (so you can connect them together to make a long rack, and have the gear run off the end of the rack if you want to)
- HIGH - Worm gear to match the gears. Combined with the rack, this would result in the option to make large, high-power linear actuators, which opens up a whole world of new contraptions.
- MEDIUM - Differential Housing that the above mentioned gears fit into and mesh with.
- MEDIUM - 'Bike-style' Chains - to fit the aforementioned gears. It would be nice to be able to draw these from one gear to another kinda like how we draw braces. They should have plenty of attachment points on each link so that players can turn them into tank traps by adding extra blocks and friction pads. This would also increase our options in terms of linear motion. - Tank tracks are kind of possible with a mod, but they're not very good from what I've seen. Decent chains, on the other hand, are not possible yet.
- MEDIUM - Engine Block - By this I'm thinking of e.g. a 2 x 1 block, with an attachment point that spins (kind of like an inverted Spinning Block - the axle spins instead of the block, and with much higher torque) - This avoids the problem of the spinning block catching on it's neighbours if it's in a 1x1 'hole' and is a much more compact solution. A parameter with a slider that goes from low speed/high torque to high speed/low torque would be INCREDIBLY useful. Or alternatively different sized engines with different properties in that regard.
- LOW - Clutch. Not sure how you would implement this, but I find the Lego clutch gear invaluable for preventing torque damage to a machine.
- LOW - Hydraulics - A pump, a resovoir, a ram with a stroke of 1 units, a ram with a stroke of 2 units, and piping to connect them with. They could use water (to coincide with the existing water-based stuff) or oil (for spectacular effects when damaged/ignited). Possibly a pressure limiter or something to prevent damage, although it would be cool to have the ram shoot off into the distance when the pressure gets too high (i.e. you use it as a one-shot weapon). The resultant oil slick could also cause friction to decrease on anything it touches (a way of lubricating machines and creating your own skid pan/drift track/hovercraft...)
Mechanical:
- HIGH - Longer travel shock absorbers, so you have perhaps 2 whole blocks worth of travel (instead of the 1 block deformation we currently have) - chaining two shocks together introduces an unbraceable weak point into the machine. One large one would be much better. Or a parameter for 'travel' or 'length' perhaps. - Possible with mod (EasyScale), but looks ugly
- MEDIUM - Wheels with zero offset, - either a wheel where the steering hinge can be INSIDE the wheel, or an 'extension' ring that can be attached on the INSIDE and outside of existing large wheels to make the wheel wider, but keep the attachment point closer to the centre of the wheel). This results in better steering and suspension function, and less stress on the suspension and wheels. And it looks much better.
- MEDIUM - Linear Actuator, pistons currently behave like suspension that can extend (they bounce way too much), and have fixed extension (all the way or nothing), thus linear motion possibilities are extremely limited in Besiege. What we need is a linear actuator;
- Doesn't bounce
- Extends/retracts continuously as you hold down the bound key
- Parameter for return-to-centre
- Parameter for centre value (e.g. does it return to 0 or 0.5 or 1 when the key is let go?
- Extension Min and Max limits
- Is actually more in keeping with Besiege's medieval theme - rack & worm gear (which is how a real linear actuator works) was invented LONG before the seemingly pneumatic behaviour of the current piston
- MEDIUM - Magnets - with parameters for strength and polarity (with North/South indicators on the block in build mode, kinda like the red arrows that steering parts have). This opens up rail guns, maglevs, 'relay'-type switches etc
- MEDIUM - Pulley Systems - split the existing winch into separate winch, pulley, and rope blocks. You would draw ropes from the winch , over the pulley, and back to the winch again in the same way that we currently draw braces. This way you could turn linear motion around corners (impossible at the moment). If the ropes could be drawn directly between blocks, they could also serve as bracing for lightweight creations amongst other uses.
- LOW - A grappling hook/harpoon for the end of a rope/chain
- LOW - Hinge with rotational axis in the centre (instead of at one end)
- LOW - Timer block - Generates a tick event every so often, which can be bound to the input of another block
- DONE - MEDIUM - Winch (rope and/or chain), with adjustable speed
Weapons:
- HIGH - Different sizes & shapes of blade. Mainly shorter (1 or 2 blocks long) blades, so you can mount them on e.g. wheels without it looking ridiculous - Sizes possible with mod, but not shapes
- MEDIUM - Larger diameter circular saw, possibly capable of cutting stone? - Larger diameter possible with mod
- MEDIUM - Gunpowder Barrels - These pour gunpowder out when activated (so you can lay a trail), then obviously explode when ignited by fire from the trail (or from anywhere else)
- LOW - Fuel tank & hose for flamethrower to allow increased burn time. Ideally fuel tanks 'merge' as you place them next to each other to create one big tank (that increases burn time further). Obviously, fuel tanks should be very heavy
- LOW - Parts to make excavator-type bucket of any size (mainly plates that can attach to each other, and a 'knife edge' plate, possibly with teeth). Couple this with the drill bit I mentioned and you can theoretically pick up a bucket of bricks and drop them on an enemy, build hills of bricks to climb up etc etc. Fun fun fun!
- LOW - A propellant charge - like in a real cannon, you pack explosive into the bottom, then set fire to it to propel the cannonball out of the barrel
- LOW - Hot coals as a weapon (so you can tip them onto enemies)
- LOW - Make the hot oil cauldrons that are visible in the old sandbox a buildable block
- LOW - Large axe blade/halberd weapon
- LOW - Trumpets/War Horns - With ability to map a number of notes to a number of keys. This opens up a world of musical creations. Also a war horn could push enemies back when used (but maybe it has a limited duration?)
- DONE - Drill bit that can destroy walls
- DONE (ish) LOW - Water tanks / hoses / pumps to put out flames & blast enemies away (adjustable pressure on the pump)
Construction/Misc:
- VERY HIGH - More block sizes: This would cut down block count (and thus CPU) in large machines - Possible with mod
- 1 x 1 x 0.5 wooden block
- 3 x 1 x 1 wooden block
- 4 x 1 x 1 wooden block
- 2 x 2 x 1 wooden block
- 2 x 3 x 1 wooden block
- 2 x 4 x 1 wooden block
- VERY HIGH - A number of different 'Wedge' blocks, with geometrically sensible Pythagorean angles (e.g. 36.86° and 53.13°, so you can make a triangle with side lengths of 3, 4, and 5 blocks). I would also suggest 22.5° and 45° for obvious reasons. Not sure if would be easier to make the angle a parameter instead... - Possible with mod
- VERY HIGH - Heavy duty brace - stronger, heavier, thicker brace; ideally with tubular look - would cut down block count - could use one of these where 4 normal braces would have to be used
- HIGH - "Polygon Prism" blocks - triangular, pentagonal, hexagonal etc - this will allow for building custom wheels, 3/5/6/7 blade rotor systems etc. - Triangular is possible with mod, but you can do rotation with a mod as well
- HIGH - Modular wing/rotor plates, so you can make them as long/wide as you like. The wing panel kind of does this, but is often too big and is an awkward shape. I was thinking a 1x1 square size wing piece, and then maybe some 1x1 and 1x2 triangles to go with it (so you can make any wing shape you want)
- MEDIUM - Smooth, frictionless blocks or plates (for building crossbows/railguns etc.). Or perhaps a parameter for existing blocks to change whether the sides are smooth or not.- Sort of doable with some blocks, but could be better...
- MEDIUM - 1 x 1 x 1 Wooden Pole - Lots of people asking for this, presumably they want to avoid the tomfoolery of the way we currently create these. - Possible with mod
- MEDIUM - Rails and Rail Wheels (or a flange that you can connect to existing wheels)
- MEDIUM - Rubber Block - Sometimes a suspension block is too big - this would be a deformable rubber block that you could e.g. stick to wheels, tank tracks etc that gives you more grip and absorbs a little bit of impact. Maybe with a parameter for softness/inflation?
- LOW - Latticework gantry-type blocks, possibly that change to accommodate however many sides are connected; e.g. if only two blocks are connected at right angles, the lattice block would be wedge-shaped. If the two blocks were connected to opposing faces, it would be a fully diagonally braced cube.
- LOW - Curved plates - for aesthetics - they would have to be a sensible system of different sizes that work with each other.
- LOW - Larger sizes of armour plates (mainly for aesthetics) - Can be done with a mod
- LOW - Armour plates with angles (e.g. a 1 x 1 right angled triangle)
- LOW - A hemisphere - I have a hankering to make a sort of 'spinning top of death' projectile using a hemisphere and some blades...or maybe a quarter hemisphere would be better/more flexible.
- LOW - Livestock cage parts - a large (3 x 2 x 0) flat plate with an alpha mask so you can see the unfortunate captive inside. It would be nice if they could attach to each other without the aid of other blocks, so it looks like a real wire cage. If it could be relatively weak and deformable, that would incredible.
- LOW - Larger Balloons - with more lift - Possible with mod
- LOW - Flags - (with an 'image' parameter - add your own images to your machine. Please support .PNG alpha channel). Various sizes and shapes (e.g. rectangular flat, rectangular banner, triangular flag, forked 'dragon tongue' flag etc), please.
- DONE - They appear stronger now and you can do it with hinges anyway... MEDIUM - Some way of reinforcing steering joints. Or a heavy duty version.
- VERY HIGH- Make the amount of lift generated proportional to the area of the wing - at the moment the propeller seems to generate more lift than the DaVinci wing, which is counter-intuitive for new players (and everyone, really...). I would suggest increasing the lift that the wings generating rather than messing with the props (the latter would break many existing machines)
- MEDIUM - Ability to hide the camera blocks' target - it gets in the way sometimes (although the 'hide block' feature I mention here would also solve this problem) - or better still, only show the target when the camera is selected
- LOW - Add an attachment point to the centre of the circular saw, to save us faffing about doing the 'build a wheel, build a block, delete the wheel and replace it with a saw' thing to get saw-powered devices.
- LOW - Propellors - give us a parameter for the pitch angle. Most of the time you want to start off with zero angle on them.
- LOW - Plow needs more attachment points - it's a bit wobbly at the moment, and there is no way to brace it up.
- DONE, ball joint now passes through other blocks - HIGH - Make the attachment plate of the ball joint circular and smaller, like the recent (0.05) version of the swivel joint. As it is, it's too big and fouls on anything in the vicinity, which means that when you're trying to make linkages they have to be unnecessarily large
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