Faillure to transfer logic through secondary grids. An official report on A previous feedback

Maxc_007 shared this bug 5 hours ago
Submitted

Okayyyy Seems like the Devs are really wanting us to do the job of Half the point of initial development teams.


Put connectors on ship and connect to connector to base... No issues... You can't access the logic of the base from the ship but the rest functions.


Put a connector on a piston from ship to base and well.. You can't actually dock the connector cause the logic doesn't transfer like previously mentionned...


If I had to compare this bug. Its like not having the electric cables on a trailer and expecting it to function without incident... You know, the cables that make the trailer brake when you brake. that make the lights work as an extension of the car...


So well... Think of it like we can't attatch trailers unless we are talking about like "artillery ww2" style as a chariot... I understand the wish to have individual grids... But there should be a "connection" within the logistics AND the logics programmed into the grid's local systems remotely once connected.


The current fix to have a ship through a piston and a connector work is to manually go into the connector setting click connect and then allign... When it should just work thorugh P by default.


Another "solution" is to painfully make every individual step a button on the toolbar of the cockpit which works... But makes the practicality of operating the ship a learning curve on its own between owners and even the owner themselves if they haven't used the creation in a while... Even the process of using buttons and assigning them to functions is... convoluted because while it exists in principal actually doing it is a pain in the ass and doesn't even work to create Groups being activated together as to reduce the burden on the cockpit individual controls of each component that the button would now control in a group like a toggle left click or right click.... All the lights to the ship on another button... Develop proper icons that can color code or pixel art differentiate the button being attatched to lights, grinders etc... It must be in your plans but again.... Those are not "we can do it later things" they are the type of basic functionality that reduces the clunkyness of creation interactions within themselves and thus within the world.


My main complaint is that we are severly lacking in the way SE1 could have multiple grids interface. You probably already have plans in mind, but the sooner this is fixed the better because you are introducing mechanical blocks, without the proper baseline to properlly control them once you are creating things that require many secondary grids to operate at once or independently depending on the function they occupy.


So as I pointed out... There should be a strong focus on refinement over this "electric cable" going from the Official grid through connectors into the logic of secondary grids... Afterall while possible in concept, executing complex machines right now simply requires too many buttons that only exist because the internal interface between grids and the components linking them is wishy washy.

Replies (1)

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To follow up with more details...

1. I am not speaking of being able to access through the inventory pannel once connected, I am speaking of when sitting in a cockpit, there should be the remote capacity to activate saved actions within the "cockpit" of the other creation.

2. I am not arguing with the lack of ability to work with what is currently there to achieve these results, but am delivering a judgement on the process of it and how it is achieved in game.


Ultimatly this is a call to ensure that we can create Pistons motors and hinges that can be activated independently through the manual interface. In groups with buttons and cockpits by default. However this is introduced will be your choice in the end but it should not be something that is delayed because you are going to be introducing mechanical components that if they cannot be accuratly and specifically moved will render the creation process frustrating and the use of the systems tedious.

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