Re-program grids.

ILoveSpaceEngineers shared this feedback 3 hours ago
Not Enough Votes

One of the biggest issues with automating systems..., or specifically re-printing automated systems, is the complexity of ensuring that all blocks referenced are present BEFORE the blocks referencing them. If they aren't, they don't get hooked up.


This is... frankly. Horrible.

Each player has to discover this on their own.

The player then has to figure out what the real issue is and how to solve it. This is likely a thing that takes HOURS AND HOURS of very frustrating gameplay.


Once you discover how this works, you now have to spend a large amount of time trying to make things work within these restrictions.


All of this is very frustrating, and probably why few players are making missiles and drones that print autonomously.


I would like to suggest some kind of game mechanism for programming the blocks on a grid, based on some kind of "programming blueprint" for the grid. This blueprint can be used at any time to program the existing blocks. timers/senseors/eventcontrollers. All the actions a block can take, which blocks trigger, what the trigger values are.


This could be a new block, or a projector function. It MUST be actionable from the hotbar. Maybe it can be set to auto apply when a projector has all of it's blocks welded.


The other option I was thinking of, is opening up the API for all blocks with set-able actions, so that a programmable block on grid can be used to program everything.


As things are now, trying to build a re-printable missile and get it firing properly is unnecessarily tedious and frustrating.


Please consider adding some functionality to address this need.


Thanks

Leave a Comment
 
Attach a file