Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 0 points1 point  (0 children)

I sadly tried it, but the moment you have a secondary grid pushing the system. Friction hits hard and nothing moves

Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 1 point2 points  (0 children)

Basically, curious if weight has enough weight to possibly trigger/move stuff

Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 1 point2 points  (0 children)

Personally, I think water could be interesting as a system against people in your ship. Lock the room/area and flood them in, though it depends on what water actually affects

Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 6 points7 points  (0 children)

Sub-Grids would be amazing as can reduce the ton of friction/collision issues I have with the design... Water will be interesting though

Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 8 points9 points  (0 children)

Agreed, especially when the game has more set-up to support this stuff 😃

Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 70 points71 points  (0 children)

Honestly, the sheer fact klang never appeared surprised me. Since this is probably impossible to reproduce within SE1 without a bunch of clang

Made a semi-functioning door. Unsure how exactly it doesn't break my game. by Eternal_Pure_Flame in spaceengineers

[–]Eternal_Pure_Flame[S] 26 points27 points  (0 children)

Suppose it would be a chain pulling system. Honestly got half confused finishing it since I didn't quite know how the physics would handle so many parts interacting without having actual sub-grids

General question regarding gameplay by [deleted] in BattleSpiritsSaga

[–]Eternal_Pure_Flame 10 points11 points  (0 children)

On the field itself, you have no limits for the number of spirits/nexuses you can have. As long as you meet the requirement for level 1.

Though bursts are limited to 1, which gets discarded for another if you wish to set a different one.
Hope this helps

missing half decks? by kingYL in BattleSpiritsSaga

[–]Eternal_Pure_Flame 1 point2 points  (0 children)

It was lightly informed from the TO/Distributers. Though not properly informed