*In order of importance*
1. Multiple Key Bindings - The ability to bind more than one key to a specific action (eg. either A or D can cause a single wheel to accelerate). Quite a few times I have been playing besiege and have stopped to think of how useful this function would be, it would make steering and building large walkers a whole lot easier, and would generally lower the number of keys required to control a machine, making using it a lot simpler for both the creator and those download it. I feel like this would be relatively easy to implement into the game, but would have to have a simple and efficient interface (maybe click to assign a single key just like before, but shift click to assign more keys after that).
2. Clocks - The ability to rig specific actions to autonomously happen at regular intervals. This would be a place-able object, about the size and shape of a single block square armor plate, and looks like wall mounted clock (or something similar, whatever fits with the general aesthetic theme of the game). How this mechanic would work is that every successive clock would be given a title (eg. Clock 1, Clock 2, Clock 10 etc.) and then other moving parts could then be bound to these clocks as they are keys (eg. Clock 3 makes wheel go forward, H makes wheel go backward). The actual interface with the clock would be as follows: There would be two sliders (just like in other mechanical blocks) each ranging from 0.1 seconds to 5 or 10 seconds. The first slider changes how long the clock activates its bound action for, and the second changes how long it deactivates its bound action for. This means that the clock would activate its bound action for a certain amount of time, deactivate it for a certain amount of time and then activate it again in a loop. What this would look like is a piston extending for 1.5 seconds, then retracting for 4 seconds and then extending for another 1.5 seconds and so on. This function would be completely autonomous of the player, but you would also be able to bind a key to pause the clock's loop at any given point, within the clocks interface. It will be push once to play the clock's loop, and push again to pause it's loop. If the Devs were to also implement the first idea as well, it would have to be up to them to decide if the player is able to bind multiple clocks to the same action, or even both a clock and a key to the same action, for the betterment of the game.
3. Constant Actions - The ability to bind an action not to activate on the press of a key, but constantly. Similar to the spinning block but chosen by the player, instead of choosing a key to activate an action you can just choose 'const'. What this would look like is a spring activating as soon as you test your machine, and staying activated until you go back to the build menu. Simple idea, not to hard to add to the game I would think, just something that would be useful and would reduce the number of buttons need to press to operate your machine.
Also object an oriented camera function, where the camera follows both the position and orientation of the origin block.
I know its been said a million times, but a wanted to put it in here because I think its an important change.
1. Multiple Key Bindings - The ability to bind more than one key to a specific action (eg. either A or D can cause a single wheel to accelerate). Quite a few times I have been playing besiege and have stopped to think of how useful this function would be, it would make steering and building large walkers a whole lot easier, and would generally lower the number of keys required to control a machine, making using it a lot simpler for both the creator and those download it. I feel like this would be relatively easy to implement into the game, but would have to have a simple and efficient interface (maybe click to assign a single key just like before, but shift click to assign more keys after that).
2. Clocks - The ability to rig specific actions to autonomously happen at regular intervals. This would be a place-able object, about the size and shape of a single block square armor plate, and looks like wall mounted clock (or something similar, whatever fits with the general aesthetic theme of the game). How this mechanic would work is that every successive clock would be given a title (eg. Clock 1, Clock 2, Clock 10 etc.) and then other moving parts could then be bound to these clocks as they are keys (eg. Clock 3 makes wheel go forward, H makes wheel go backward). The actual interface with the clock would be as follows: There would be two sliders (just like in other mechanical blocks) each ranging from 0.1 seconds to 5 or 10 seconds. The first slider changes how long the clock activates its bound action for, and the second changes how long it deactivates its bound action for. This means that the clock would activate its bound action for a certain amount of time, deactivate it for a certain amount of time and then activate it again in a loop. What this would look like is a piston extending for 1.5 seconds, then retracting for 4 seconds and then extending for another 1.5 seconds and so on. This function would be completely autonomous of the player, but you would also be able to bind a key to pause the clock's loop at any given point, within the clocks interface. It will be push once to play the clock's loop, and push again to pause it's loop. If the Devs were to also implement the first idea as well, it would have to be up to them to decide if the player is able to bind multiple clocks to the same action, or even both a clock and a key to the same action, for the betterment of the game.
3. Constant Actions - The ability to bind an action not to activate on the press of a key, but constantly. Similar to the spinning block but chosen by the player, instead of choosing a key to activate an action you can just choose 'const'. What this would look like is a spring activating as soon as you test your machine, and staying activated until you go back to the build menu. Simple idea, not to hard to add to the game I would think, just something that would be useful and would reduce the number of buttons need to press to operate your machine.
Also object an oriented camera function, where the camera follows both the position and orientation of the origin block.
I know its been said a million times, but a wanted to put it in here because I think its an important change.