SUGGESTION SE2 feature: Permit to rename important blocs directly from mouse pointer and a keystroke

Meriadeg shared this feedback 20 days ago
Not Enough Votes

I am now in a little construction and i already see where there is a time looser in building complex grids. cant rename a function bloc directly from pointing it with mouse cursor. Without that it is a shame to retrieve witch item is the good to be renamed or edited.

it is a final feature who should be appréciable in quality of life...

Best Answer
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to be fair... in theory, WE are the designer/engineer, and when we make blocks from steel/wire/silica we are effectively putting all those bits down in ways that work for what we are building.... you dont actually sacrifice any realisim. a lamp post is a steel tube with wire through it... Ibeams have natural channels that you can run cables though. our armor blocks are legitimately frames that can house data connection cables, power conduits, all the things that are needed anywhere in the build.


the OP idea that we open a pannel/connector/conveyor port on a section of the ship and it doesnt move us to the exact hinge/rotor/block that we are looking at. that is the problem this post aims to alleviate. Likewise just hovering our mouse over a functional block, it should point us to it in the list of potentially hundreds of similar functional blocks.

Replies (4)

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I think this is a detail where sacrificing a bit of realism for QOL would be appropriate. To extend it from merely naming blocks, a short range remote control in your suit could give commands to nearby functional blocks. A prerequisite could be that the grid has an antenna.

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Something like SE1's mod BuildVision would be nice..

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"sacrificing a bit of realism for QOL, there is no realism to scraficing there..." i found nothing realistic at this time in the game in construction. If you want realism in building look at Stationeers....

If you speak visual realism.. it is modifying nothing from the existing edit mode " G", just adding an option very usefull to the existant menu. So this comment is out of sense. i'll try the antenna to see if it should be better.

and the pb stay the same, the pb is the quick indentification, a simple build is it not a pb really.. but when the grid have multiple grids connected, and a consequent amount of mechanical blocs, it becoming a complex thing to retrieve the good item.

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I'm thinking in terms of what the complete game should become, not the alpha we have today. From that as a starting point, I'd be willing to gloss over some details for QOL. Such as grids having internal power and data distribution, even if the player has only built a steel skeleton connecting the function blocks. Sounds familiar?

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2

You'll be glad that the power and data networks connect automatically.

Think about the connection points for the conveyors....

And imagine if the same designer were also designing the connection points for the power and data networks. 😈

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For comparison, From the Depths does it the other way around: For data connections you need to install either WiFi or a wired connection. And as the grid works with 1m blocks, your "cable" is 1m thick. On the other hand, fuel and resources are sort of teleported around.

I prefer the SE1 way...

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to be fair... in theory, WE are the designer/engineer, and when we make blocks from steel/wire/silica we are effectively putting all those bits down in ways that work for what we are building.... you dont actually sacrifice any realisim. a lamp post is a steel tube with wire through it... Ibeams have natural channels that you can run cables though. our armor blocks are legitimately frames that can house data connection cables, power conduits, all the things that are needed anywhere in the build.


the OP idea that we open a pannel/connector/conveyor port on a section of the ship and it doesnt move us to the exact hinge/rotor/block that we are looking at. that is the problem this post aims to alleviate. Likewise just hovering our mouse over a functional block, it should point us to it in the list of potentially hundreds of similar functional blocks.

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1

That is the point where Space Engineers makes more sense than FTD. Data cable and power lines are relatively small in diameter, unless it is for a huge power plant. You can almost always pretend "I cut a slit into that block and run the cable through it."

That is not so plausible with moving large amounts of material. For that, having to run conveyors like in SE makes more sense. FTD has a believability shortcoming here.

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yep, Marcus is pointing the main subject.

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I think this idea has real merit.

If you are the engineer who built it, you would naturally have a "nickname" for the block. "Right Front Wheel" It is a bit of a disconnect to have to travel to some block that has an interface, try to figure out which block is the one you were looking at, and name it. If you built 2 wheels before naming them, then you have to perform tests to figure out which is which. While that might be more realistic, QoL wins here.

Simply naming a block while standing there looking at it, only makes sense. Also seeing its name build vision style would make sense too. If I want to control a specific piston, I get out, go look at it, note it's serial number or "name" then get back in the cockpit, find that name in the console, and do what I need to do. Seems only natural.

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