More flexible connections between structures
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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?
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Jelly Cubes ?
Jelly Cubes ?
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Cable
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?
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?
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.
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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