![]() ![]() Currently they just get welded to whatever they touch. If that's too distracting to have on constantly then we could move it to a hotkey.Īnother issue to consider is adding new blocks. Hovering over a piece could subtly highlight everything else in its welded component. We'd also need to be able to tell what's welded and what isn't. Welding would only be available if all the selected blocks form a single piece (no isolated blocks), and what it would do is make them all a single component, while also removing any welds between the new component and anything else (including the environment). Once we have a selection, we should be able to do a few things with it: cut, copy, and paste, nudge in any of the six directions, or weld. ![]() We need fine control over our selections. People have been talking about volume selection, too, but in a complicated factory I'm not so sure how useful that will be. The best thing I've thought of is to give us a "select" key, say Alt, and while holding it down we can add or remove blocks from a selection, by clicking individual blocks or dragging lines. I agree, and I've been thinking about good ways to give us control over what's welded and what isn't. Now, there's no easy way to fix this behavior, while keeping things intuitive, but I think it'd be pretty neat to have some sort of overlay to allow us to see all the welds in a factory, and allow one to modify where a weld exists or not - would be far more efficient than the Tetris stacks I've been making and would allow my footprint to not be so artificially increased from my shenanigans. However, this behavior of pushers not working in its simplest case does much to stymie player use of it. Everything is given by pictures, and the finer details are left to players to find out and better understand. There's no text-based instruction in Infinifactory. Want two pushers that are right next to each other to independently work on different blocks? Your Tetris stack just got rather complex, carefully putting pieces in place as you hope everything gets in place before your little machine has to respond to incoming blocks. Make your pushing apparatus float in the air, and fall into place, like some Tetris piece, and your problem can be solved. There, are, of course, workarounds to this. The simplest way to generate this unique behavior does not work! Place a pusher on the ground, and attach a platform to it, and it won't work, since the platform would be welded to the ground. These two things are going to happen very often. That's because there's two reasons why a pusher will not push: The blocks to be pushed are attached to the ground, or the blocks to be pushed will also push the pusher. Yet, whenever one does this, you'll find it often doesn't work. Pretty useful behavior, allowing one to swap a block for a conveyor, or maybe to move a sensor to a different location. You see, if a block is welded to the pushing face of the pusher, that block is now "stuck" to the pusher and now, it and any block it is also welded it, will move with the activation of the pushers. Welds are also primary to how pushers work. It's pretty useful behavior, allowing you to dynamically move your welders or something similarly innovative. There is an exception to this rule though: Blocks are not welded to the tops of "movement" blocks. This means that the block is now inextricably binded to the the ground and blocks around it.Īll well and good, since you want your blocks be connected to one another, and don't want unexpected behavior from your blocks. You place a block, and it is going to form a weld to any block adjacent to it (with exceptions). ![]()
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