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Mindustry sandbox vs freebuild
Mindustry sandbox vs freebuild













This is the entry point of the "Deeper Understanding of Mindustry" guide series.

#MINDUSTRY SANDBOX VS FREEBUILD UPDATE#

Do not take the informations as it is many tings has been changed and there are no plans for us to update this guides. I am glad that others have had these ideas before, and I trust that we may see them implemented in the game down the track, with credit given to you.Important Note: This guide is incompatible with current game version. To all of you who have made these requests in whole or in part before, I apologise for not being able to properly use github and search properly and - in doing so - to seemingly render your suggestions as unimportant. the closest I found was this.Īs such, I would like to keep my request open as is.īut, credit where it is due. #898 - I could not find a post dedicated to waypoints in the way I have suggested in regards to enemy units. I managed to find and use the search function and can see that similar posts were made The mapmaker can choose to make say multiple spawn rules then distribute them as they wish among spawnpoints. Basically the idea was to have custom waves for each spawnpoint. I made a suggestion similar to this many months ago too. As such, I can understand your frustration at this noob 👍 That being said, I finally found and used the search function and found yours. I haven't purposefully tried to evade the conditions set in the template. A search function doesn't exist on github.Īs I said, first day on github. Helps to narrow down your search a bit so you only get relevant posts to look through For example "waves" "pathfinding" "spawn" "waypoint" etc. In the future, its useful to search for common words you used. If it has already been suggested, please point me in that direction. I've gone through over 10 pages in the the suggestions area and haven't seen my idea in the title. I have read README.md to make sure my idea is not listed under the "A few things you shouldn't suggest" category.I am familiar with all the content already in the game or have glanced at the wiki to make sure my suggestion doesn't exist in the game yet.I have checked the Trello to make sure my suggestion isn't planned or implemented in a development version.I have done a quick search in the list of suggestions to make sure this has not been suggested yet.Failure to do so may result in your request being closed automatically. Proud to support your game on Steam.īefore making this issue, place an X in the boxes below to confirm that you have acknowledged them. It could benefit the player team getting around this issue also without having to place multiple command centres or using logic to overcome pathing issues. The ground mechs navigate this easily, but the naval mechs get stuck against a wall and refuse to travel the length of the river.īeing able to set waypoints in the editor may alleviate such pathing issues. Having the option to set way points for enemy units to follow in the editor can initially help units know which area they must travel to first as a priority, before they return to 'general' pathing.Īs an example, on my map (which was purposefully created as a sandbox / survival map to show off your beta developments), the ground mechs and the naval mechs have a windy path to take to get to the players cores. In some cases, where there is a maze for enemy naval units to follow to get to the nearest enemy core to destroy it, the naval pathing can end up being stuck against a wall, even though there is an indirect (longer) path for the naval units to reach the player teams core.

mindustry sandbox vs freebuild

The red 'S' logo used in the editor for spawn points could be changed to SA for air unit spawn, SG for ground unit spawn, and SN for naval unit spawn. The opportunities this could lead to in having dedicated "attack fronts" - having different unit types pose different threats from different points on the map.

mindustry sandbox vs freebuild

Ground units can have their own dedicated spawn point which avoids naval being spawned on land. An increased number of naval units eventually start pushing ground units into deep water and they perish.īy being able to set a dedicated naval unit spawn point, the user can make sure all naval units spawn on water and won't have the tendency to push ground units into deep water and their deaths. However, both naval and ground mechs have to spawn at the same place, which means having water underlying the spawn point. I've purposefully done this to keep control of unit / wave scaling. In my case, I have created a survival map which only has 1 1x1 red spawn point area. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.

  • Establishment of unit type dedicated spawn points for air, ground and naval unitsĭescribe how you think this content will improve the game.
  • Describe the content or mechanics you are proposing.













    Mindustry sandbox vs freebuild