In game triggers of deco and gravity

  • greymatter
    16th Sep 2014 Member 0 Permalink
    Highly possible that this has been suggested before, but I don't know. So, I suggest:


    A real time in-game trigger to newtonian gravity and the deco mode.


    Self explanatory, but here are the particulars:



    The deco mode and newtonian gravity can be toggled on or off automatically by a simulation, by sparking a new element (One element for each).

    These will be special elements, and only one pixel of this can be placed on the screen.



    Uses: Tons of uses. Fantastic PHOT displays, easier animation, better tutorials and hell of a lot more.


    I don't know if it is possible to code. But if it is, it might make a great addition to the game.

    Edited once by greymatter. Last: 16th Sep 2014
  • boxmein
    16th Sep 2014 Former Staff 1 Permalink
    I don't think it's that of a beneficial addition - the user should have the last say on which features of a save are enabled or disabled, and features that can make or break a save are saved in the BSON anyway.
  • zBuilder
    17th Sep 2014 Member 0 Permalink

    with a C++ mod it's probably a matter of calling the function that changes it(provided there's not some cryptic method to do so)

  • greymatter
    18th Sep 2014 Member 0 Permalink
    @boxmein (View Post)
    ...well, what's the harm in letting the save turn on or off newtonian gravity and deco mode?
  • jacob1
    18th Sep 2014 Developer 0 Permalink
    When you open a save it already toggles newtonian gravity and deco mode to the correct settings (or at least it's supposed to). After that, a user should be allowed to change it to whatever they want. Elements don't interact with settings, they are just elements.

    Also not sure if it's possible to code ... Element update functions can't access game settings so easily.
  • greymatter
    21st Sep 2014 Member 0 Permalink
    Oh...
    Allrighty then.