Scrap Mechanic

Scrap Mechanic

Electromagnets
Gibbs 27 Jun, 2018 @ 6:03pm
Mod ideas (NOT OFFICIAL)
Just place your ideas for the mod here! (and hope that the mod creator will see them!)

Here is an idea I had: Repel-All Magnet, a magnet that repels ALL magnet types, basicly the opposite of the Attract-All Magnet
Last edited by Gibbs; 6 Jul, 2018 @ 4:38pm
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Showing 1-15 of 19 comments
TechnologicNick  [developer] 28 Jun, 2018 @ 8:54am 
I think you can use any mod that outputs negative power and connect it to the attract-all. It should push everything away. This also works for creating extremely strong magnets.
Gibbs 28 Jun, 2018 @ 10:14pm 
really? didn't know, thanks
Gibbs 28 Jun, 2018 @ 10:15pm 
though if you could make an repel-all magnet then that would make it more simpler than having to find a mod that allows you to have negitive engine power, but if you can't, then that's fine too
Last edited by Gibbs; 28 Jun, 2018 @ 10:15pm
TechnologicNick  [developer] 29 Jun, 2018 @ 1:05am 
I can do that, but what would happen if you have an attract-all and a repel-all magnet? Would they do nothing?
Is it possible to make the magnet so it changes polarity or mode with a signal like a signal from a source ( Switch , Button , Gate , Controler ) painted white or red for N and black or blue for S and maybe Grey or Brown for no polarity also with the controler like the bearing or piston it would be nice if you could set its polarity but that would be for the devs to do when they impliment magnets i supose you could set it so the magnet is treated like a bearing by the controler and a certain amount of degrees triggers N S or U but that sounds like alot of work when we can just work around that with the colored input sources Is any of this possible / already in the works for you?
Gibbs 6 Jul, 2018 @ 4:27pm 
@TechnologicNick more likely than not they would do nothing
Vich 11 Jul, 2018 @ 1:45pm 
Nick, I think you did something to all the visual replacements for the thrusters because now, i cannot connect them to the WASD converter mod... plz help
Vich 11 Jul, 2018 @ 1:46pm 
Also can you add a more powerfull version of both the small and normal ballasts?
Vich 11 Jul, 2018 @ 1:47pm 
OMG sorry this is the wrong discussion... plz nevermind what i said
TechnologicNick  [developer] 12 Jul, 2018 @ 8:36am 
There is also a new bug that allows you to connect multiple inputs to a thruster and engine. That might be why the thrusters didn't work.
Jarvius 5 Aug, 2018 @ 4:40am 
could you tone done the magnet strength
TechnologicNick  [developer] 6 Aug, 2018 @ 8:05am 
Originally posted by JarviusST:
could you tone done the magnet strength
You can connect an engine to it to change its power.
Avarice 26 Feb, 2019 @ 3:38pm 
How about fuel tanks that have weight change as they fill up?

Take the 3 tanks in-game already, slap a toggle-able readout on the side (how full bar, like a battery gauge, or a number, changed by E).

Max capacity depends on size, minimum is always zero. Have them add weight depending on charge.

Wire seat to Tank, Tank to Engine, tank will deplete when engine/thrusters active.
Engine/Thrusters will not activate if Tank is empty.
Cigarette 19 Apr, 2019 @ 7:36am 
We need a rope mod. I know there used to be one, but for whatever reason it got taken down.
GustavGun 11 Dec, 2020 @ 2:07am 
It will be great, if i could select some specific magnets, which will attract other selected magnets, not all around itself
For example, green painted N magnets attract only green S, or repel green N
sorry for my english, i'm russian
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