More flexible connections between structures

Oscar Farisano shared this feedback 20 days ago
Not Enough Votes

Would it be possible to have a more flexible and organic connection system between structures with different orientations?


Since the building system is grid-based, connecting things like pipes, cables, roads, or railways between buildings that are rotated differently can become quite difficult. It would be great if these connection elements could adapt their angle and shape to connect structures more naturally, without requiring complicated workarounds.


The same idea could also apply to roads and railways, allowing them to create smooth curves, slopes, and transitions that adapt more easily to the terrain.


Is something like this planned for Space Engineers 2?

Replies (4)

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Jelly Cubes ?

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Hybrid building system: voxels for grid based construction and polygonal meshes for more flexible construction

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Are you suggesting a grid that is compressed on side and expanded on the opposite to produce a curve ?

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No, I don’t mean bending the grid. I mean that flexible connections should be handled as a separate system, independent from the grid, like pipes and conveyor belts in Satisfactory. They could be procedurally generated meshes between two connection points, without being restricted by the building grid

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Concrete is a subject that has been brought up. Being able to process waste stone(if they reintroduce it) into a placeable voxel. If you have that system, adding shaping tools to work the concrete is not a very large leap. The voxel shaping tools exist in creative, they would just need to be improved so creating more complex geometry becomes easier. I don't think this is that far fetched as we can already place and shape voxels in creative. The only issue is that from my understanding, the performance drops when voxels are edited. So adding this is a performance issue more than anything else.

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Cable

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Especially cables, but pipes too

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even if it doesn't provide any structural support, a cable end block, that can be linked togethor to create decorative cables would be nice.

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It would actually be great if these connections still required physical support, like poles at certain intervals or being attached to existing structures. That way, you couldn’t build them infinitely in mid-air, and they would have an actual functional purpose rather than being purely decorative.

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First, the game doesn't like joining two static grids with a solid link.

Second,, from one grid, build a line of hinges, with each hinge oriented to fold in the opposite direction to the adjacent ones. Put a connector on the end. You want it end up next to a connector on the second grid. Tell the two connector to lock. The structures are contentedly joined with a flexible link.

What more do you want?

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Sure, that works, but I think it would be much nicer to have a dedicated system designed specifically for this purpose. Using a chain of hinges and connectors feels more like a workaround than an actual flexible connection system. The goal should be to make these things simple and fun to build, rather than turning them into a complicated engineering puzzle

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The problem is more complex.

It's not enough for the object and its structure to be displayed correctly to the player who is building it.

You need a system that notifies other players in the same world so that the object is displayed correctly to them as well—even while its moving parts are in motion.

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