Ideas part 2: (5.) Light ring- like chakram but blades overlap http://goo.gl/UCLe9P (6.) Shield(power)- appear like gravity and levity power but it puts protection to ragdoll to bullet and only last soon(temporary repel). (7.) Implode(power)- like blast but implodes. (8.) Neon(option)- with this option, item's colors glows. The quality of light depends on darkness of background.
Ideas part 1: (1.) Filter tool - filter items you want to trigger or delete. Select all items then all items are on the filter list(broken parts shown as debris). You can uncheck the things not need to change. You have a decision if to trigger or delete the remaining selected items. Helpful for cleaning unnecessary items(or debris) that is scattered with important items. (2.) Mass Rotate - for rotating multiple parted item(e.g ragdoll, diy vehicle). (3.) Leach and Regenerate options - when they are damaged, they can heal themselves. (4.) Loop(Environment)- The top and bottom of screen is connected. Also on sides(optional).
1) Not sure how that'd work in practice, sounds a bit convoluted. See also: Keymapping > System > Clean Shrapnel. 2) I've been meaning to give the old tools a pass, especially with the addition of the new more complex ones. 3) No properties planned for the next patch since it's more of a general feature oriented, but noted for future. 4) Planned but needs testing.
Orava, I discover Gravity Switch. Is this a glitch? Step 1: get Grapple(not the gun). Step 2: just simply drop it at ground(no obstacles) Step 3: pull it upwards. Then voila! a gravity switch!
Very few ideas: (Tools and Powers) 1.)Power aim- like drag aim but for powers(if you tired of throwing it manually) 2.) Control tool- click the item you want to control then a joystick menu appears and dragging the handle(circle thing)to any direction will make the item you clicked to move(controls only one item) . 3.) Grapple power - like grapple gun but you will throw a grapple and the cursor holding the rope's end that you can pull and swing around(click drag tool to disappear).
Idea 2: Random things - 1.)Impulse - like launch but triggerable- you can put what direction and force.good for contraptions . 2.) Remove joints- when the button is triggered, all joints, snare or even glue will removed.( only appear when there a linked triggerers on that item, except trigger field) 3.) Vacuum- like trashcan, cleans but sucks like a blackhole and release junks when destroyed. 4.) Homing Property- when you link the two items, select detail tool and Check "Follow target" it follows the other thing linked and there an opposite Check " Avoid target" then it avoid the other thing linked. 5.)Fixed Angle(in detail tool and spawn)- helpful when you want to shoot target perfectly.Items never change angle. 6.) Adjustment tool - when you made your own ragdoll or add some ragdoll parts but the parts is so far to each other , well, this thing is a solution. you can decrease or increase the link with adjustment tool and you can move the pin joint to another location with this thing.
Idea:A.) Items: 1.)Blaster- shoot red short sharp laser that bounces on hard and unbreakable items(e.g. walls,floor or ceiling) 2.) Lasersight- for guns 3.) Boiler- put coal or tree parts on boiler then link boiler to any functional items to trigger them. B.)Theories(settings bar, you can uncheck your unwanted on the list)(helpful on contraptions) 1.) Gasoline(linked)Rotators/jets= trigger them 2.) rub 2 things with high friction= fire/trigger near items(static electricity) 3.)after ragdoll die= hold pose/stiff joints 4.)water passing through coal= gasoline 5.)scattered light pass through crystals= straight light(polarized) 6.)water+fire=release steam(steam+fire=cloud(cloud+freeze=water drops))/fire+ any interactive combustible item= release smoke(floats up and push like wind).
Pretty much any physics/chemistry interaction stuff you suggested isn't going to happen. A3 and B1: Temporary fuel things don't really fit in the game, there are already way more efficient ways of triggering things. B2,4,5,6: The game isn't supposed to replicate real world conditions with all the physical phenomena, and the engine doesn't support any of that so it'd all have to come from me. Basically very complex to implement for very minimal gain.
1) Not sure how that'd work in practice, sounds a bit convoluted. See also: Keymapping > System > Clean Shrapnel. 2) I've been meaning to give the old tools a pass, especially with the addition of the new more complex ones. 3) No properties planned for the next patch since it's more of a general feature oriented, but noted for future. 4) Planned but needs testing.