Add Info Button to display on HUD embedded blocks preventing "Convert to Ship"

mlq2627 shared this feedback 11 days ago
Not Enough Votes

Sometimes, when building a ship on a planet, or by an asteroid, you may build it as a static grid - both for performance reasons, and to prevent it from moving during construction.

When you are done building, when you go to convert it to a Ship, you may run into an issue where you cannot convert it to a ship. This is normally because one of the blocks is overlapping a voxel; however, this is not intuitive to players who haven't encountered this issue before, and it is tedious to figure out.

Following the Fieldwork update, the Projector was updated to allow players to display incomplete or missing blocks on the HUD; I would propose a similar change here, except for the "Convert to Ship" feature with blocks that are colliding with voxels.

Simply put, I suggest adding a button on the Grid Info tab that marks blocks that are embedded in voxels, if there are 16 or fewer such blocks on the grid.


I imagine that this is done on the back-end through a series of checks on the blocks in the grid, and checking each block's collision model against the voxel map, which likely returns a boolean. I think that this could be fairly easily modified to return a list of positions instead of a boolean - since this feature would only affect static grids, you shouldn't need the positions to be updated as the grid moves.

If there are other reasons that a grid cannot be converted to ship, those reasons should also be plainly and clearly outlined to the players as well, such as if the grid is beyond the maximum size for a non-static grid (is that a thing? It should be if it isn't.)

Replies (1)

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This can even happen if you park your ship too close to an asteroid and convert to station.

If any thin block, like a wedge shaped armor block, has any overlap between its *cubic* volume overlapping a voxel, that block is considered to be within that voxel. In that case, you get the message refusing to convert to ship.

There's also another condition where there is a small amount of voxel material within a grid (after you think you've drilled all the voxels away) that will trigger an explosion if you convert to ship. This has happened both in mayday signals and in planetary wrecks, and it's near impossible to locate these minuscule fragments of voxels without grinding the ship apart.

So for those reasons - you got my vote. :)

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