abstract away not built parts, and mechanisms to grid data that can be built later

Luppen shared this feedback 3 days ago
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hello!

i am using the creative mode a lot these days.

i noticed that everytime i come up with a new creation with a new system in it i need to create a prototype, and everytime i want to inlcude the system of the prototype into something else, i need to spawn the prototype, and copy its logics, and systems literally by hand.

this is because as i am building the prototype with the proof of concept system working in it, i can not decide how the entire thing will look like.

unfortunately prototyping can get very time intensive due to its system is complicated arbitrary.

it is also a concern of prototyping that the prototype's structure has to facilitate testing, and iterations which are also not very easy given the number of iterations for each of which a logical system might need to be copied back and forth with hand a bunch of times.

in order to facilitate prototyping in creative game mode: i would like to suggest a way that lets not yet existent parts control either existent, or not yet existent parts, and vice-versa: meaning simulated, or "ghost" parts should be able to be added to grid blueprints (data) for such prototyping iterations, and testing of systems the player is coming up with.

with these ghost parts i point out specifically the logic things work with, not that there is an "illusion", or a "projected" part

for example:

1. if i want to use a timer for something, i just add the "ghost" of it to the grid, and set up the ghost timer that does something to an actual part.

2. if i want to use a piston with that ghost timer, but neither the piston, nor the timer are present in the blueprint i would like to simulate the movement of the ghost piston that the player can see in a grid's control.

3. if i want to start the ghost timer from a built flight control seat, i am able to put the ghost part onto my toolbar, and trigger it that will simulate a piston that either does, or does not exist, but only a "ghost"

so any combination of ghost and non ghost parts should be able to work together such that when the player actualy builds it's grid these ghost parts can be hooked up to actually built parts, and then the actual parts are just working the way those are working as ghosts.

when the player enters a server in which ghost parts are omitted, but projects a ship with ghost parts in it regardless, the ghost parts can still be hooked up to built parts after the projection is built, but not to be used, or interacted with unless those are hooked up to anything.

(ghost parts would be an optional feature)

Replies (1)

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i would like to sum up what am i suggesting here:

to separate terminal logic from blocks, and treat terminal logic separately from blocks as savable themselves beside blocks with terminal logic - such that players can later add these logical units to their built infrastructure such as pistons, hinges, rotors, timers, and so on possibly for every single infrastructural block even as simple as a hydrogen tank, or a block that can just be turned on, or off (because that is a logical unit inside the terminal)

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