corsaircraft-dev / issues

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Pumps and draining places #67

Open LeRougeaud opened 2 years ago

LeRougeaud commented 2 years ago

People have been throwing this idea around for a while. It would be a major quality of life improvement if we were able to drain spaces such as drydocks, allowing us to bypass the nerfs and issue of building underwater when constructing our ships. After all, we would need to drain out the insides in the end. Pumps, or more accurately pump blocks, would be a very helpful addition.

Here are two ways I can think of to do this, one more fleshed out than the other. 1: Have a single block which is activated by a redstone pulse. While active, it scans the area for a body of water that is of a certain size (to avoid exploitatively large uses), and begins to remove the water slowly, replacing it when the signal is disabled

2: A system in which you require two/four blocks to designate the area to be drained, with a maximum distance between them in order to function. This would ensure that the area drained is not too large, and may remove some coding burden for the in the first method. As a matter of course, for balancing purposes, the further the pumps are from each other, the slower they work.

Suggestion: https://discord.com/channels/336725739120623617/593027049774645258/982140376917897216

PinkiBaron commented 2 years ago

Something to add to this,

perhaps the player can see the area to be drained before draining (say you click it with a clock, and it gives a highlight to the boundaries) This would ensure people know the area selected will drain as they intend

Also potentially, a sort if pseudobuoyancy mechanic could be added that would allow submarines to have pumps in them, so that they can travel up and down in a more interesting way?