let us repair grids with saved blueprints!

lars shared this feedback 20 days ago
Not Enough Votes

we have this beautifully implemented system where you can place entire ships, stations bases as projections to start building them.. but we cant use the same system to repair existing grids? :(


i really dont feel like having to spend hours rebuilding the intricate hull shapes made with tiny blocks after combat, bring back projectors!

Replies (4)

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Having a projector is a requirement for making a 3d-printer in the game. In my opinion it's a must have!

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I appreciate not needing a projector to get a BP started, but it is a significant nuisance to not have one for repairs or the automated mass-production of ships (a rather important feature once multi-player gets added, as a player may need the capacity to repair or replace ships they don't have a BP for).

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I'm hoping that since much of the projector logic is already in the game they will be adding the block as well as the ability to see what is complete and what needs repairs. Its a very useful mechanic even if all you are doing is flying around in single player, not that I ever ,cough, damage my mining ships.

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Maybe a solution to this is to have a "keystone" block (eg the gyroscope, or reactor) that you assign as "save blueprint keystone" and if you want to repair the ship, you toggle "project keystone blueprint" from the grid and it will project all the missing or damaged blocks like you were building it the first time. Or even just make it a "Blackbox" block, so that if the ship is completely destroyed it's a block that survives unless deconstructed.


One way or the other, it is frustrating to repair the ship when stuff gets torn up and you don't remember what was in it.

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i like that. if we get projector blocks added, they can become our ships version of a cornerstone, to indicate ship orientation and blueprint profile.


link it to a event controler and bang boom, project damaged blocks when damage leaves you missing parts of your ship.

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hmm. like a black box? technical block that stores the ship design. button to save current grid its attached to. and a button to project the saved grid , or rather, any blocks that are missing

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The mechanic is in SE1. You can create a blueprint of a grid, base or ship. In creative mode you can paste the blueprint in and a completely built grid appears. In survival mode you build a projector block and then set its controls for the blueprint you want. You get a "hologram" of the grid and you build it either manually with your welder or with ship grinders. You can build a welder ship or have an articulated set of welders. The articulated set is normally called a ship printer. The projector keeps track of how many blocks are in the projection and how many of them are built.

What people do is build a grid that includes a projector. Once the grid is built they make a blueprint of it and put it into the projector on the grid and then set the alignment so it overlaps the grid. They then save the ship as a blueprint. This means that the blueprint contains a projector block with the ship's blueprint loaded and aligned. Anytime there is damage the projector tells you how many blocks and what type. The hologram shows you where to weld. The current SE2 system allows better visualization of what you are designing but no support for repairing an existing design. Essentially projection is built into the suit but you can't access some of the functions that the SE1 projector blocks gave you.


Splitsie has a whole video discussing SE1 projector blocks, there are others.

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@Kisai I'd think if we were making just anything in to a projector, then it would be a bit weird... flavor-wise making control-blocks like cockpits, control-seats, or remote control blocks the projector would make the most sense. If it is to be its own block again then we may as well just make it an SE2-update to the old projector. Either way though, be it as part of another block or its own thing I'd very much like to get projectors back.

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