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I cut two people in half (besides the head), took half of both of them and one of their heads, welded the bodies, and it's alive and looks like a normal ragdoll.
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There is a glitch with breakable objects and the new fire sword. When you break apart an item and hit it with the sword, the fire will appear on a different part of the item, instead of where you hit it.
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I have found something rather strange: make a black hole 6x normal size. Then, create and pin two electro-pulse guns at the right of the black hole (works best if they are close to it). Then create and pin a timer, and link the timer to the electro-pulse guns. Then, watch for 1 or 2 minutes. Is this a glitch, or just a strange exploit of physics (and if it is the latter, could someone explain to me what is happening?)
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KevinAlexanA1. i am seriously surprised to see people +ing your comments. 0rava said 10000 times to READ THE FAQ IN DESCRIPTION! NO vehicles will be added, and as for hair, make it yourself! tons of people do that
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It'd be cool if there was an invisible property (and an option to set the duration of the invisibility, because you can't be invisible forever). How about preset ragdoll characters? Example: One with an army helmet and an assault rifle in hand with dark green body parts.
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Being able to place items in blueprint mode, but also apply a force to them (like moving/throwing them) so they would be moved/thrown after you un-paused would be good
You can use the new Launch tool when paused, or use the Detail tool to set numeric values. Velocity is also saved if you want to make a level that launches something automatically.
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@supermono3. will someone read the faq? it clearly states that cars and more ragdolls will not be added. also, a cactus would not exactly be useful
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@WillyP5 they have said that they dont want anything that would make the dolls like people. They are just supposed to be stress ball dolls, not anything specific. thats why there is one, and it doesnt have a face and stuff
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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.
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Bug or something: if I set it to 0 gravity, put gasoline on like a wrench or something, and it may automatically ignite, if it doesn't, put flame on it. but then take away the original item and watch the pretty floating fire.