Alpha 7 - FAQ and Feedback: Blueprint Spawn

Discussion in 'FAQ & Feedback' started by Hummel-o-War, Oct 18, 2017.

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  1. If these spawn limitations were more of an effort to balance multiplayer, where people can just have a stack of ships ready to spawn anywhere, you could have simply came up with ways to tackle that. For example, additional settings for server admins to modify, if they choose to, such as one which puts a timer on spawning completed blueprints to something like 5-10 minutes or a value that could be modified. Another method which could be used in conjunction with the previous one would be to limit the # of completed blueprints you can have on the factory at any given time, that way someone could have 1 backup ship, if the settings were modified accordingly. Possibly limit it to 1 of each vehicle type.
     
    #101
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  2. IronCartographer

    IronCartographer Captain

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    This is why I posted a workaround immediately. I would not be surprised if many more people have silently disappeared rather than leaving feedback or even finding this forum discussion and a solution for single-player.
     
    #102
  3. TNT

    TNT Ensign

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    Get rid of the limitations for spawning on a base 10 times bigger than the vehicle itself. Who the ef came up with this dumber than ever idea. Worst ever. Feedback...get rid of all coding that goes to this non-workable event. It simply does not work.
     
    #103
  4. rucky

    rucky Rear Admiral

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    I haven't looked through all replys here, but I already have shown,
    a full MASSIVE plattform IS NOT NEEDED to spawn a CV in.
    The trick is, the "Pylons" at the corners must be the same dimensions as the CV is; I mean the check seems only to verify if there are some blocks UNDER the corners (dimension) of the CV.
    Therefore, the "Connect to Base" at the construction of the plattform (or removing the not needed blocks later) is a very valid tactic.

    Prove:

    http://steamcommunity.com/sharedfiles/filedetails/?id=1182600868

    [​IMG]

    [​IMG]

    This is Survival not Creative of course.
     
    #104
    Last edited: Nov 15, 2017
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  5. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    The plate only needs to be as large as the CV..and you can switch this off in 7.3.

    The problem that lead to the perception that the base plate needs to be larger than the vessel was caused by the narrow „placement possible“ sweetspot, as you could not lower a large CV that exactly as you would have needed. This has been resolved as of 7.1/2 already (added snap-to surface for optimal alignment + up/down/back/forth movement).
     
    #105
  6. rucky

    rucky Rear Admiral

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    @Hummel-o-War as you're here,
    as of now, there isn't a full massive plattform needed (as shown in my post above yours).
    does that stay for the future?
     
    #106
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  7. Vorg

    Vorg Lieutenant

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    Your snapto function is still messing with base placement though. Try putting a base so the top is just flush with the ground. You get close and then it snaps to some point below ground. Start moving it up and it snaps up to the point which it snaped down. You can't place it at the point in between where it goes
     
    #107
  8. jmtc

    jmtc Captain

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    @rucky Very interesting on the outside corner finding - thanks for tagging me on that.

    I think that I've pretty much decided to just stay with an oversized slab concept, just because I tend to spawn several CVs of all different sizes in the late game. Too much trouble to make a custom pad for each ship ;)

    Still, I am glad to see some more solid information emerge on the basic spawn mechanic!
     
    #108
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  9. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    The next change will be shipyards, so until then I think there will be no major change.
     
    #109
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  10. LeVentNoir

    LeVentNoir Captain

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    The "snap to base" problem that occurs if you have landing lights.

    I had a CV that snapped to a landing pad, but because I had a few light blocks proud of the surface, it failed to spawn it, and I had to page up the BP a bit.

    Shipyards could be very simple: You already have in game volume selection (via motion sensor), so placing that to block out a spawn area, then being able to spawn any ship that fits in the area would be good. Adding in some requirements so you can't just point it out into empty space, and we're away laughing.

    Double bonus if you can factory spawn via this, and get parallel BP production going.
     
    #110
  11. Myrmidon

    Myrmidon Rear Admiral

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    I think shipyards should better spawn the blueprints automaticaly, calculating internal the best position of each ship and ofcourse if the size of the shipyard can accommodate relevant size of vessel for such an operation.
     
    #111
  12. Vorg

    Vorg Lieutenant

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    I am talking about a base, Not a ship and there are no "landing lights". I said it was a base. And I am trying to get the top flush with the ground.
     
    #112
  13. sdfg

    sdfg Lieutenant

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    I'm slightly worried about the introduction of shipyards. Don't get me wrong, I absolutely love the idea, but I don't want to have to build a large frame to build a CV, only to discover later on that it's a dozen blocks short for another CV I want to build.

    I like the idea of a proper huge factory constructor placeable and spawn blocks associated with those factories. So each factory can work on one BP, and when the BP is constructed you can choose which spawn point you want to spawn it at.

    I'm also a fan of introducing docking ports for space stations, something like a 3x3 block that acts as a docking clamp for CVs. The station I'm building at the moment has 4 spokes coming off it with fake docking clamps, basically lit beam blocks surrounding a door. If I want to fake-dock a CV, I just line up an external CV door with the docking clamp and walk between them. Perhaps the introduction of proper docking clamps would kill two birds with one stone? Use them as spawn points (even if just for CVs), and as docking clamps for the same (hell, if it could spawn docking clamp to docking clamp that would be amazing). That way you also cover your bases if something is blocking the spawn area - if there's a ship already docked, you can't spawn a ship there. (Pretty much picked this idea up from the Launchpad mod in Kerbal, I just modded the mod so I could spawn at any docking port).

    When it comes to the base having to be a particular size to spawn a CV, I'm not sure I agree. I understand it on a planetary surface, but not in space. Like I said, I've got 4 spokes coming out from my base designed so that ships can dock pointing out (or sideyways). As long as my station can have the factory constructor, power, fuel and input hoppers (conveyor belt type thing) to move resources to the factory, I don't think size should matter. Maybe limit SVs to be spawned on a pad or in a hanger, on ground or in space, and limit CVs to only be built in space, with no size requirements? (I'm not saying don't allow CVs into atmo - I lived through those years, I'd never want to see them again!) I can't imagine anything worse than taking (in my current case about 100 hours) to design a sexy space station, only to then sh*t out an ugly POS just to build a ship.
     
    #113
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  14. Zaflis

    Zaflis Commander

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    Picture says it all. Size units for dimensions are different in blueprints and control panel. In this case the ship is actually much larger than the platform. So could they be put to same units, either meters or.. "units"? Otherwise it's hard to predict how large platform you need.

    sizing.jpg
     
    #114
  15. Myrmidon

    Myrmidon Rear Admiral

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    As I see it the platform can accommodate the spawn of the CV you show. Pay attention at the Size part of both blueprints. WxDxH may be misplaced but there are there. Both in meters of course.
     
    #115
    Last edited: Dec 9, 2017
  16. Zaflis

    Zaflis Commander

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    The problem is that blueprint dimensions are in blocks, and from what i read and tested, 1 block = 2 meters. But also the numbers are in different order (WxHxD vs WxDxH), and i'd prefer WxDxH. I barely managed to spawn it on a platform that was size 76 x 66 in width and depth (5 blocks taken for one side room). Both main tab and statistics show the dimension in meters, so there is no way i can see the same units as blueprints use.
     
    #116
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