Movable/Deconstruct able Machines

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Central Core
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Movable/Deconstruct able Machines

Post by Central Core » 09 Feb 2016, 19:46

Summary: Move able machines would make it possible to remove the unwanted machines.

Benefits: We would be able to remove the unwanted machines like the vending machines in the nexus and we could get some metal form the machine frame

Details: Pretty much in the benefits

I have seen movable machines before but I would suggest when dragging the machine it would slow you down as if a Alien would drag something.

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Hycinth
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Re: Movable/Deconstruct able Machines

Post by Hycinth » 10 Feb 2016, 02:19

Honestly, just being able to use a wrench on a vendor to set the anchored variable to 0 would be nice.

Deconstruction isn't all that necessary, and would be more complex, but being able to unbolt them from the floor and move them would be lovely.
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TheSlapDoctor
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Re: Movable/Deconstruct able Machines

Post by TheSlapDoctor » 10 Feb 2016, 09:16

Only one problem:

Unwrench vendor from prep > Drag to planet > Infinite Helmets.
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MrGabol100
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Re: Movable/Deconstruct able Machines

Post by MrGabol100 » 10 Feb 2016, 09:53

TheSlapDoctor wrote:Only one problem:

Unwrench vendor from prep > Drag to planet > Infinite Helmets.
>Unwrench vendor from prep (Though you really can't, according to you the devs are dumb enough to let de-anchor marine vendors) > Drag to planet > Get literally 5 helmets.

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Re: Movable/Deconstruct able Machines

Post by Wesmas » 10 Feb 2016, 11:01

MrGabol100 wrote: >Unwrench vendor from prep (Though you really can't, according to you the devs are dumb enough to let de-anchor marine vendors) > Drag to planet > Get literally 5 helmets.
But if you screwdriver the vendor you can put helmets back in. And the machine 'repairs' them.
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MrGabol100
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Re: Movable/Deconstruct able Machines

Post by MrGabol100 » 10 Feb 2016, 11:13

Wesmas wrote: But if you screwdriver the vendor you can put helmets back in. And the machine 'repairs' them.
Why the heck would the devs add the variable to marine vendors anyway, seems like you're missing the fooken point.

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Re: Movable/Deconstruct able Machines

Post by TheSlapDoctor » 10 Feb 2016, 11:27

The suggestion implies a blanket change over all machines. I pointed out a problem with the idea. Obviously, the dev team could fix the problem quickly, I pointed out the problem to help prevent that oversight.
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Central Core
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Re: Movable/Deconstruct able Machines

Post by Central Core » 10 Feb 2016, 18:30

Ya the deconstruct able part is not needed but as I know nothing of coding if it was taken from another servers source I thought it would take both (Again knowing nothing of coding) But if you look as some servers the cargo ship will not leave with people on it so even if they make machines movable and not deconstruct able then they could always make the drop pod/ship not leave with a machine on it if its not to much work.

Even if they do not make them able to be deconstructed I would at least like them to be movable (Maybe not the marine vendors) as it would make some things easier.

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apophis775
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Re: Movable/Deconstruct able Machines

Post by apophis775 » 10 Feb 2016, 23:15

Denied.

Machines are integral to the ship, and placed where they are for a reason.

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