Improvement Idea: More freedom for Projector users - Multi-grid development and creations

Johnathan McDonald shared this feedback 4 years ago
Submitted

Like many other fellow Space Engineers, known or not known to me, I have faced some frustrations in building those complex, and many times, clever blueprints that actually work.

The biggest issue to the same many of us are: Lack of Support for Multi-grid Constructs.

I have been thinking on it for some time; 2 days to be precise.

I have thought of this... in 2 parts.

Part 1: A selection list that shows individual grids in the same blueprint.

Because there's already the scanning for the largest grid of all grids in a blueprint, it shouldn't be too hard to make it to where the Projector has a list to show all grids to choose from a blueprint.

This list will allow us Engineers to choose a grid to build from the same blueprint we saved to our Projectors, instead of being stuck with just the largest grid. This will allow the Projectors to have the more convenient uses in the more exotic creations, especially in Survival, and spare us all the pain in the brain and neck with trying to circumvent the limits for every grid in the whole blueprint.

Part 2: Another selection list that shows none (for itself), pistons, rotors, and connectors.

Like the Remote Controls that seeks for Cameras on its own grid, the Projectors should seek for pistons, rotors, and connectors, even if they're headless or unlocked, and display for choice in the second selection list. If it's possible for you devs, also make it to where the Projector can also scan all connected sub-grids and seek in their grids for more of the same for more choices.

Also, pistons and rotors without an attached head or unlocked connectors will prevent any grid projection, and give a warning like, NO HEAD ATTACHED or CONNECTOR IS UNLOCKED, respectively, until there's a head or connector in place. Because Projectors can already keep the chosen grid after construction, the Projector should automatically keep the selected piston, rotor, or connector should it get detached from their appropriate heads.

The point for this is to allow us Engineers to choose where to project the selected grid from the saved blueprint. Instead of being stuck to just the projector, us Space Engineers can also project their blueprint from a connector's locked partner or rotor's/piston's attached head as an origin. This will lead to not only Small Grid creations from the large Projector and vice versa, due to the rotor and connector trick most of us know, but in general allow building the multi-grid blueprints without facing the problem of off-grid building restrictions, and also allow some automated oddball creations like special ammo or any other devices to be made directly to the pistons, rotors and connectors reliably.

If necessary, have each scanned piston, rotor and connector have (S) or (L) before their block name, to make it easier to know sizes for grids in blueprints.

(S) = if scanned block has a small head or connector partner attached.

(L) = if scanned block has a large head or connector partner attached.

I'm sorry if what I said so far is confusing, too much or something others had said before. I just wanted to compile the consensus of the Projector Improvement ideas into a single feedback for the devs to look at easily.

Replies (4)

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selecting the subject for the blueprint could be done by drawing a 'hologram box' around it. the same way surfaces are made in creative.

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Yea, it could make it easier to spot where the projection point is.

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Multigrid Projector plugin:

https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416

Keen, you can close this ticket now.

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