Read by Council The Ability To Create Maps of Your Ships/Stations

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    I Have a Ideas Suggestion That You Could Beable to Create/Automaticly Create Maps For Your Ships/Stations and show the Maps in the Ship/Station and better Show it as a GUI Menu in the HUD. But first I know this is just a suggestion but ship/stations maps may need to be based on which deck level you on. so the game needs to detect how many decks your ship/station has, How many rooms per deck has (Plus Beable to Name each room so that the names show up on the map) and map the map into a 2D Image devided into decks. This is a suggestion and how you may approach the problem on how the game could map ships and stations you could do the same for planets for mapping the surfaces (It Would Be More Intresting when water get include on these Planets ;) )

    Hope Ship Mapping becomes a Thing.
     

    The Judge

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    This would be extremely difficult to add to the game, and if it was implemented, you would probably have to add Transparent Blocks that appear on some sort of mini-map.
     

    CyberTao

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    This would be extremely difficult to add to the game, and if it was implemented, you would probably have to add Transparent Blocks that appear on some sort of mini-map.
    Not quite, Mineceraft's underground minimap mods would be a good way to do it.
    Have the game check the X-Z plane and the Y plane for +/-5 and then shade the blocks differently depending on the top block on that plane and the amount of blocks total in that column.
     

    alterintel

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    I really like this idea. In the mean time, just being able to display a picture file in a block would be nice to. That way we could just draw up our own maps and display them.
     

    Valiant70

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    The code that creates the map could be similar to code for setting up air inside of ships. I had this idea for computing ship atmosphere some time ago, and just realized that it could be used for mapping as well.
     
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    I like it, especially for the fact that every once in a while, I managed to get lost in my own ship.o_O
    You could define a room through some UI also instead of shading blocks differently.
     

    jayman38

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    I would think it would be far easier (not easy, but easy-er, and more space-y) to code in an interactive holographic display that shows a translucent copy of the ship's blueprint, with a special highlight of the holoprojector block you are currently viewing as a "you are here" marker.

    Suggested controls:
    Scale (size of holograph above the projector in blocks, "above" being relative to the projector block's orientation)
    Zoom setting (zeroing in on a specific area of the blueprint)
    ship-like navigation to any area of the blueprint (would require that you are "entered" into the holographic control, versus flight mode or astronaut mode.)
    Reset view: resets scale to 1 block, zooms out so that the entire blueprint is visible in that one block, and resets the navigation/orientation to the starting configuration.
    Select blocks by: individual, type, category, color, etc. (highlights them and maybe shows a representative icon or text of what you are looking at)

    Fun alternate linking idea: be able to link the projector to a different blueprint than the structure you are on, so you can have fun RP scenes like this:
     

    NeonSturm

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    Not quite, Mineceraft's underground minimap mods would be a good way to do it.
    Have the game check the X-Z plane and the Y plane for +/-5 and then shade the blocks differently depending on the top block on that plane and the amount of blocks total in that column.
    Floor-Blocks : Every block with 2 free blocks above it.

    Floor-Areas: Scan across X/Z coordinates for wide/narrow connected floor blocks
    x22xx -- 2 wider (again) than 1
    xx1xx --1 narrow
    x333x --3 wide
    x22xx -- 2 wide
    xx1xx --1 narrow
    ((x means impassible from a top-down view-point))

    Rooms are separated by doors (open or closed ones!) or other walk-through blocks such as force fields and maybe plants/rodlights.
    A room can have multiple floor-areas.
    Floor-areas can form a stair with the same X/Z coordinates but different Y coords.

    Only rooms hooked to that 4x4x4-block or chunk need to be calculated on changes, which saves processing time.
    Room adjacency changes only when room borders floors or ceilings changes and they are represented by a single value.

    Each floor can have a pressure-value for air. Or each room.
    They can also have names.

    Finally : YAY, more metadata! *joking*
     
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