Adding 2D management system to show a visualised connection of actions of blocks and logic on grids.

Alex w shared this feedback 21 days ago
Not Enough Votes

In SE1, it is hard to get an Idea of how blocks interact with each other. With logic like the event controller and the timers, you would have to go through every single timer or logic block and remember what they do or name them precisely to understand them. Having a separate UI like a diagram that you can add or move around icons that represent blocks on a grid and tune them to perform actions and connect them, while being able to see it on a 2d layout, would bring a sense of understanding and ease of life for complex creations like the automation of drones that we have in SE1 so adding a feature like this to SE2 when we get event controller and timer would bring a new light to this kind of creation to not only to old players but to new player as well as providing a friendly system for interaction that can be easy to understand how blocks intercation with eachother.


I think this idea aligns with the mission SE is trying to provide: the need to create, while I might add making it intuitive for all players.


I've attached a picture of a mock example of what this might look like.

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Best Answer
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You're saying that like naming hundreds of blocks isn't already a nightmare. Please go check out other UGC games with logic tools and realise how outdated and borderline unacceptable SE's UI is.

Anytime I try to build a logic setup in Space Engineers I lose a little bit of my mental health and I end up with a headache at best. This issue is connected to the horribly outdated game's UX as a whole, and the logic system is clearly the worst part of SE's design. Not even professional softwares are that user unfriendly.

Devs SHOULD spend most of their time working on the User experience, and making a nodal interface for logic gates is the absolute bare minimum. I've never seen any other game offering this kind of feature without proper visuals to make it enjoyable. I approve OP's idea and I hope it will be considered by Keen who said many times they wanted to create a deep but accessible experience with SE2.

Replies (4)

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3

Bro you have no idea of how much I need this.

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5

Could also implement this to scripting.

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3

This is such a quality of life thing that would be soo good, and mabey add so you can add screenshots as the background so you can visualize where the blocks are.

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1

do you realize that you could just name your blocks accordingly? then u will also know which block does what, and the devs wont have to spend months creating some weird 2D editor.


you can rename a block in the same window where you also access all its other settings.

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3

So if a player downloads your blueprint or you come back to the game and forget what it does and how it works, now you have to spend hours to figure out how each block interacts on the grind. I've been proficient in naming my timers, event-controllers, just like how you learn to name your variables in coding, but now I have to dig into each action bar of each block to see what it does. This system would be a quality of life feature for all players, new and old, and would speed up the amount of time I and others have to spend editing actions on blocks. This is a far more effective means to do so and would be a game-changer on the old system we already have.


I would also want your opinion on why you would call this a weird 2D editor, not asking in a rude way, just want to understand.

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2

You're saying that like naming hundreds of blocks isn't already a nightmare. Please go check out other UGC games with logic tools and realise how outdated and borderline unacceptable SE's UI is.

Anytime I try to build a logic setup in Space Engineers I lose a little bit of my mental health and I end up with a headache at best. This issue is connected to the horribly outdated game's UX as a whole, and the logic system is clearly the worst part of SE's design. Not even professional softwares are that user unfriendly.

Devs SHOULD spend most of their time working on the User experience, and making a nodal interface for logic gates is the absolute bare minimum. I've never seen any other game offering this kind of feature without proper visuals to make it enjoyable. I approve OP's idea and I hope it will be considered by Keen who said many times they wanted to create a deep but accessible experience with SE2.

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1

"do you realize that you can just use an OS without a desktop environment? then u will also be able to access programs, files and the internet, and the devs don't have to spend months creating some weird graphical depiction of what's happening on your computer.


You can do most stuff through the command line interface anyway where you also access all the other stuff"

This is how you sound btw

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