[Proposal] Visual Programming Block as an Alternative to Event Controller

Alex shared this feedback 14 hours ago
Not Enough Votes

The current Event Controller is quite limited in what it can do. Managing complex automations requires opening and closing multiple controller windows constantly, and its programming capability is very basic.

I propose adding a new Programmable Block that uses Scratch-style visual block-based programming.

Example Scenario

In the image below, a simple Battery + Reactor + Warning System automation is shown as an example:


The LCD displays battery level, reactor status, and warning messages.

When battery drops below 45%, the screen flashes red and black.

The reactor automatically turns off when battery exceeds 90% and turns back on when it drops below 50%.

The Sound Block plays a voice warning when the battery is critically low and the reactor is off.


With this kind of system:

Much more complex and readable automations become possible.

Beginners can learn and create automations easily.

Rapid prototyping and testing is much faster.

Multiple systems can be managed cleanly within a single block.


I believe this feature would be a huge benefit for creative automation and base-building players. The learning curve is also much gentler compared to traditional coding.

I plan to update this thread with more examples over time, including different scenarios such.


What do you think? Would you like to see a visual block-based programming block in Space Engineers 2?

Replies (2)

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I completely agree and I find quite baffling that Keen still has not implemented such an obvious Ui layout to SE, even after years of the community complaining and begging them to do so.

Revamping the logic UX does not necessarily imply the inclusion of a new block though. The game's UI just needs to be smarter and take inspiration from other UGC games that do far better in this aspect.

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