Projection Building Quality of Life Features (ores, components, blocks summary + projector)
I would like to suggest the following improvements to Projection Building:
- Player should be able to see a list of missing / incomplete blocks that needs to be welded, like in the projector interface from SE1. Currently, when welding a blueprint it is easy to miss inner blocks that are surrounded by other blocks, having a list of to-be-welded blocks will help avoiding this issue.
- It would be very useful also to show a list of all ores and components required to build the projected grid (so one can mine all the required ore before welding, it will make it easier also to use a ship printer, since you know it won't run out of ore / components mid-print).
- Even though we have Projection Building, we still need a projector block to automate spawning of a projection, so that we can build automated factories or mechanism to reload player made missiles.
The above information could be displayed in the control panel of the target grid, in a dedicated section. The user will have to build at least one functional block to access the control panel (unless the projected grid is already attached to a built grid). If you think there are better places in the GUI to display the information feel free to comment, the important thing for me is that this information is available somewhere.
Thank you.
I like this feedback
Good day,
I agree that a proper projector block is an absolute must to implement in SE2, functionning in the same general way as it does in SE1. Automating building in chain is an example, as well as repairing a damaged grid.
This block has been in my gold standards for every ship/vehicle or combat driven grid I've made for over a decade in SE1, especially after it was improved to its final version. It's a must that shall return !
Fingers crossed that this feedback will be heard and that many players are also concerned about that detail.
Good day,
I agree that a proper projector block is an absolute must to implement in SE2, functionning in the same general way as it does in SE1. Automating building in chain is an example, as well as repairing a damaged grid.
This block has been in my gold standards for every ship/vehicle or combat driven grid I've made for over a decade in SE1, especially after it was improved to its final version. It's a must that shall return !
Fingers crossed that this feedback will be heard and that many players are also concerned about that detail.
Replies have been locked on this page!