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(3 edits)

The logic switch is in the game now. You can create a single machine on / off switch using 1 switch and 1 relay.
It is fun using splitters and logic blocks to wire a bunch of machines to a single switch though. Watching everything shut down and turn back on after you've built the circuit is satisfying.

I tried implementing a pause button for the videos but I couldn't find a method of pausing the video, returning to game-play and then resuming where you left off. So I added a fast forward button instead, which should help you get back to where you left off in a video if you want to stop watching it to do something in game, then return to finish the video after. It is possible to pause the video without returning to game-play but that didn't seem very useful.

Some sort of wiki or guide for the game might be a nice addition.

I added 4000 iron blocks to the lunar lander at the beginning of the game, so you have the resources to build flat surfaces for your machines right away. Platforms can be built floating, they are not affected by physics so they don't have to touch the ground. I usually build supports for them for aesthetic reasons though. These blocks also give a bit of an advantage if you're playing with hazards enabled as iron blocks are pretty resistant to meteor strikes and you can build a sort of "canopy" over your machines with them.


I will look more into manual routing for the next update. I am thinking a key-bind that gets a pointer to a machine instance based on what you're looking at, then calls the AttemptOutputConnection function for that machine with  a pointer to the next machine you click on as a parameter.

This will probably be the next thing I work on.

[Edit] I have been working on this and realized that it would require extensive re-writing of the network code for multiplayer as machine connections are currently controlled with the range slider and these adjustments are what is updated over the network. Under the hood, the implementation is a lot easier for single player but even then it is quite complex as it is a major change to some core mechanics.

For me, at least, the main purpose of pausing the videos is so I could read the subtitles/text, maybe take notes, and give me a moment to "digest" the content. It had not even crossed my mind to try switching to the main game and back -- I never left the video screen. Perhaps you can do both pause and fast forward for now? Just alert the user that if they leave he video while paused, it will reset.

I am wondering now if you can auto-FF to a specific point in the video (and of course, obtain the current position), which you could save in  global. That would make it possible to pause, go to main game, come back, and jump back to the saved position. It would also make it possible in a future release to create multiple "bookmarks" players could jump to while learning how to do things. All this, of course, depends on the capabilities of the video library you are using. (I have no experience with A/V playback libraries--my A/V disabilities are too limiting to bother learning.)

Regarding power switches, perhaps do both? Allow direct manual control, but also allow circuit control. Just like in MineCraft, you can manually open most doors, as well as wire RedStone circuits to control their state. Much if this has to do with my original hopes on what this game was, which I will explain...

Originally, I was looking and hoping for a game similar to MineCraft in some ways, yet different in others. Other influences include Colobot and Widelands, and the Itch.io games Autonauts, BaseCraft, Craftomation 101, Mindustry, Villager, and others. The basic idea is that you start with very little and have to build up your abilities: Manual mining the first resources in which to build more machines to mine/produce more advanced machines. Automation is something of a goal: As you build more advanced machines, some of them are useful to create automated lines and circuitry to control automation. Thus, the progression/goal starts with manual resource gather and basic crafting, to build up to a point it becomes automated and self-sustaining.

The rocket can arrive at regular intervals and start by needing basic items (i.e. "1000x copper")... Harder "modes" could add limits, such as "1000x copper, within 10 days. 3 failures to delivery in time == game over". The "needs" get more advanced as you complete them: Complete "1000x copper", and next time they want "1000x copper and 500x copper plates", and so on. This becomes the "push" for the player to build up more advanced machines and production lines, eventually automating them as well.

This also means that full automation becomes a goal, rather than something the player can/will do from the start. It also becomes a reason and incentive to build a"rocket landing pad", and "rewards" for completed goals: "Build a rocket pad, deliver 1000x copper, and get rewarded with an extra extractor, conduit, and solar panel, delivered by the next rocket".

Of course, keep the current game as a "sandbox" mode where the player can experiment and try things.

I.M.O., these kind of things are what would make the game fun and profitable, for both players and yourself. You could add Patreon support and eventually a premium Steam version. Even if you never intend the game to become a "for pofit" game, you can keep the price low enough just to cover your development costs and time. You can start thinking of future plans; Additional machines, "quests"/goals, scenarios, maybe even one day allowing user made mods and scenarios (take a look at Battle for Wesnoth's history and development).

I can definitely add the pause button for videos. Should be no problem. I can get that done over the next couple of days. Should be V 1.2.7.

I had already implemented it but it did not seem as helpful as the fast forward, so I didn't keep it.


This game is very heavily inspired by FortressCraft Evolved in which the entire game is about automation and nothing is really meant to be done manually. In fact, this game was originally a mod for FortressCraft Evolved that grew out of control, so I ended up creating a separate game instead of releasing the mod.


Quantum Engineering already has a modding API and mod.io integration. 

You can change the game in any way you can imagine.

https://qe.mod.io/

https://www.dropbox.com/s/w3vzrrcmtf2drhh/Modding_Documentation.odt?dl=0

https://github.com/Droog71/Quantum-Engineering


Not really interested in Patreon or Steam or anything.

I am more interested in creating free, open source software at this time.