all players, and creatures are "deleted" from the "game world", and then "created" as part of the ship in the moment they enter, and all creatures, and players are deleted from among the parts of the ship, and then created into the game world as they leave any "playertight" compartment of the moving ship i am certain that this will work because if the moving things are in "ship world", then there nothing exists to the characters "outside" of the moving ship - so the "game world" is phisically not present in "ship world" - so for example no weapon can be fired from inside the ship to outside the ship not because the hull is protecting the outside, but because everything the non pilot can see through the windows of the ship are only the projections of the game world - so there is no "outside" in "ship world" - with the pilot being able to see projections of the "ship world" - for example in first person mode players or creatures can stand in front of it while piloting its ship, and evrybody in the gameworld can only see that somebody is piloting the ship (you can exclude the "gameworldians" to be projected to ship internal projections such as "shipworldians") so the idea is that while the player, or a creature is inside the ship's airtight compartments treat those as parts of the ship, and instead of not letting the player stand up, and do stuff while the ship is moving, just define the specific case of the player leaving, and entering moving ships' "airtight" compartments by some means (for example the following ones) "airtight" is a strange term here because in this case airtightness has got nothing to do to "air" - so it is actually "playertight", or "artifficial intelligence tight" (you will see) - so there might be a new system needed to determine "playertightness" for structures regarding leaving, and entering those on the move of those let us assume that the player is just so happens to be in a playertight internal compartment of a moving ship while that exact compartment becomes no longer playertight - what happens then, let me suggest the definition of it: the player character is separated from the ship: the player character is deleted from the ship parts, and then created at the location it was present the time playertightness of that specific internal compartment ceased - but only if the player character is not sitting in a chair (have not fastened its seatbelts) this results in the player possibly colliding to the remaining parts of the ship's compartments damaging and accelerating the player the ship's direction - what is the reason for this sudden motion, let me suggest the reason for it: - the reason is a block that is called "inertial frame extender" that has to be built on ships that supports players walking on its deck (you can omit to create this new block completely, and just make this behaviour by default claiming that "inertial frame extender" is one of the core's functionality) - you can also just kill the creature, and the player that are unlucky enough to have not fastened their seatbelts the time they fell out of the inertial extender's field - for this however i suggest that small vehicles will need to go with a lower speed in order for the leaver to be killed, and big vehicles will need to go with a bigger speed - such that the smaller blocks are less forgiving collisionwise this is the same to any creature, not only players so then how do doors work between playertight compartments? - doors are playertight even if those are open because things inside a playertight compartment are protected by those blue energy fields you are showing at the thresholds of the doors when the power is up so then what happens when the power turns down all out of a sudden during ship movement? - there are a few suggestion options i know for now, and the last one that you will know better: 1) in the moment this happens all doors are shut (emergency door closing), you make doors to be checked wether those are open, or closed when there is no power, yet the ship is moving - and based on that you make doors only playertight when those are closed there is no power, and the ship is moving 2) you make the energy fields of the doors to be not blue, but a different color (while the unpowered ship is moving), and you still consider the unpowered doors to be playertight even if those are open 3) keep the most outer doors shut 4) you define playertightness to doors very similar to airtightness the reason i suggest doors to work like this is that if the player decides to leave the ship while it is still moving, then just let it to leave with the consequences (or keep the most outer doors shut) so then what happens to warping? - during warping the ship can not be powered down by definition, and the blue energy fields of the doors that have been protecting the airtightness, and playertightness between the ship's compartments are not letting the players to move into a compartment that is not playertight (for example due to it being destroyed partially, or to escape the ship realy) so then what happens when the player intends to be glitching out of its own moving ship intentionally by some means? - then you define the internal compartment volumes, and in case the player intends to move out of those volumes, you either: 1) kill the player 2) make the player intentionally stuck, and when the ship stops to move you make the player be able to move again regardless of it trying to leave the playertight volume - that in case it succeeds it results in the forementioned 3) just let the player phase through things freely, and in case it succeeds to leave, result it in the forementioned this idea do not consider how things work in the game because i do not know how things work in the game - however i know this thing related that might help (i am not sure) is to treat the player, and creatures that have entered the ship as part of the ship, not the gameworld around the ship it would be nice to know whether do you know how these things work - i mean i am not sure whether the physics involved are just a bunch of downloaded code nobody knows how does it work - so maybe i am wrong thinking anybody is interested to change the game this way, i am still hopeful, and willing to leave this suggestion because i know that players are trying to be walking on their moving ships it would be nice if a dev told me what are the issues with such feature - i mean it must be so much requested, yet there is none of it in game, so i assume there must be some great deals of who knows what is not letting the devs to make the game that way - of which i am curious about
currently in space engineers there is a mod that makes planets revolve, and rotate, and it is basically a star system, and it works the way that the planets are in the same gameworld stationary with the players, but either very far, or using an algorythm that squizes those into the game world somehowelse (like minecraft does to netherworld) and their looks are projected to where the player expects those to be in orbit, rotating, and the player can actually land on those planets over revolution, and rotation layers teleporting to the respective planet - you might be able to do something similar, if not the same to moving ships