elimination of multiple player encountered errors
I may be over estimating the impact of updates on older game saves, but i feel like many errors the players have encountered that "cant be replicated in house" are simply from updates and how they stack onto the world file.
If SE2s blueprint system works as intended, we should be able to save the blueprint of our future ship with as little as 1 block on it, and the blueprint file continuously saving and updating, correct?
with that in mind, i do not see a real reason for keeping old game saves through each progessive itteration of the games alpha development, except perhaps as comparative models?
knowing liquid water is a "big" one and will REQUIRE a clean slate, i am trying to prep myself for that idea that everything ive built is going to just be gone at some point, and am trying to blueprint all my different projects across different game saves and play modes.
any thoughts?
I like this feedback
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