Read by Schine Pyramid Block

    Lone_Puppy

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    Can we get either a Pyramid Block or an added orientation to the existing corner blocks? I would prefer the latter, which also saves on ID's.

    This would allow for perfect Pyramids leading to a single block.
    Ideal for situations where you want a cap over a single shaft up the centre of a pyramid.

    Plus, I think it would be handy as a decoration.

    I did some crude hand drawn example from a couple screen captures to give you an idea.




     
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    What about an "anti-corner". The tetra has the hepta it would be nice to have something for the corner. It would be useful for inside corners.
     

    kiddan

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    There are so many cases where I would use a pyramid block (maybe a "rooftop"/straight variant as well? It would help a ton with ships using Odd Symmetry.
     

    Lone_Puppy

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    What about an "anti-corner". The tetra has the hepta it would be nice to have something for the corner. It would be useful for inside corners.
    I have thought the exact same thing. I even created a mock-up image to post here, but have forgotten all about it.
    This was when I was building the outer hatch to my medical ship, I became stuck where I couldn't place anything in the corner. I ended up abandoning that design and changed it altogether.
    [DOUBLEPOST=1441918948,1441918699][/DOUBLEPOST]
    I have thought the exact same thing. I even created a mock-up image to post here, but have forgotten all about it.
    This was when I was building the outer hatch to my medical ship, I became stuck where I couldn't place anything in the corner. I ended up abandoning that design and changed it altogether.
    Oh wait, I was looking at an addition to the hepta, with a single panel.






    I also realised, it would be nice to just have the thin panels for all blocks. But this may not be logical.
    [DOUBLEPOST=1441919156][/DOUBLEPOST]I guess it could be either tetra or hepta.
     

    Criss

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    The concern here is that we (afaik) have a limited number of block ID's. introducing a pyramid block means we must introduce one for all hull variations. This easily amounts to a few dozen. Before we add additional shapes we need to make sure we have any important features in first.
     

    Lone_Puppy

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    The concern here is that we (afaik) have a limited number of block ID's. introducing a pyramid block means we must introduce one for all hull variations. This easily amounts to a few dozen. Before we add additional shapes we need to make sure we have any important features in first.
    Yeah, that's why I had the preference for the added orientation to the existing corner. Unfortunately, this would also create a precedent for a different shape as an orientation.

    Perhaps this could be a too hard basket item. :-/
     

    Bench

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    The issue is as it's a different shape it requires a new model rather than an existing one just with an altered orientation. It'd end up costing a block ID. While it's a good idea, it might be in the "not enough block IDs" basket until we're closer to game release and a lot of the final blocks are in the game.
     
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    Can I ask why there is a limit on block ids :?
    Thanks, im a bit confused XD
     
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    Can I ask why there is a limit on block ids :?
    Thanks, im a bit confused XD
    -
    I don't know the specifics of it all, so I'll give the short version.
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    The game has a certain number of block IDs to check against to figure out what block is what, by adding more block IDs, the game ends up having to spend more and more time checking blocks, generating more lag.
     

    Bench

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    The Block IDs have a hard limit due to something in the way it's programmed from what I can recall.
     
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    Can I ask why there is a limit on block ids :?
    Thanks, im a bit confused XD
    The blocks are stored in a 3 byte format. 11 bits are used for ID, 8 for HP, 1 for activation-status and the remaining 4 for orientation.
    2^11=2048 //possible combinations of 11 bits' statuses
    2048-1=2043 //-1 due to 0 being reserved for no-block
    there can only be 2043 different blocks.
    now from that subtract every currently existing block and item[including deprecated and thus hidden blocks].(all metaitems[blueprints, handheld weapons, helmets, designs, recipe-items, logbooks] all together only take up one single ID though)
    Now you know how many free IDs there are.
     

    Blakpik

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    The concern here is that we (afaik) have a limited number of block ID's. introducing a pyramid block means we must introduce one for all hull variations. This easily amounts to a few dozen. Before we add additional shapes we need to make sure we have any important features in first.
    I take it you can't just get more IDs.
     

    StormWing0

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    I'd be easier to store the blocks in a database of some kind where you'd have infinite IDs and a few other things. Also it'd make it so you could have a case where you'd only have one set of blocks for each level of armor and color changes could be something else and frees up a large number of IDs. You'd be able to compress the different colors of things down into one color that can be changed.


    In any event blocks like the pyramid could be rather useful and also why not an inverted version as well? For those people that want some dents instead of spikes. :)
     

    jayman38

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    Exactly. With the bits available, there's only 1024 or 2048 (i'm not sure which) block IDs available. No more than that. The blocks are already in a database. There is no way to give more Block IDs without expanding the block data beyond 3 bytes. Personally, I think the game could go to 4 bytes per block. Most players have systems that can handle such an increase in the raw data load. Unfortunately, Planets would once again become lag monsters, because the data for any entity is automatically increased by 33%.

    It would be neat if we could somehow create a hull-to-hull master-slave relationship, where if you slaved a armor/crystal/hull block to another, they could share common features and create a CGI "intersection" block, so that the new shape would be the combination of the two combined shapes. Example: Two corners could easily create a pyramid. In the same way, two wedges could create a diamond. It would really open up the possibilities for shapes, and you might even be able to reclaim some block IDs, by creating existing shapes from simpler shape combinations. (E.g. Corner block from two wedges.)

    Maybe make it so that the master becomes the CGI shape and all slaved blocks are the CGI components. You could even get more complex with shape relationships by introducing logic sub-slaving. Example: Additive CGI if the slave block has a "AND" logic block slaved to it. Subtractive CGI if the slave block has a "NOT" logic block slaved to it. Intersective CGI if the slave block has a "OR" logic block slaved to it. Etc. Force texture alignment on the builder by making textures applied to the final block, based on the order of the slave/master relationships.

    Then you could create almost any polygonal shape with hierarchical CGI operations. (Layered series of master-slave block sets)
     

    kiddan

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    Couldn't you make a pyramid block that is recognized as four corner wedge blocks scaled down? It wouldn't be using any new models, just an existing one rotated, copied, and scaled down. how would that work out in the long run?
     

    Blakpik

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    Couldn't you make a pyramid block that is recognized as four corner wedge blocks scaled down? It wouldn't be using any new models, just an existing one rotated, copied, and scaled down. how would that work out in the long run?
    Schine has, unfortunately, previously stated that scaling down would still take up IDs.
     

    kiddan

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    Schine has, unfortunately, previously stated that scaling down would still take up IDs.
    Aw dang, and I thought I said something extremely smart :p
     

    StormWing0

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    Strange though, I could think of several ways to do a lot of the things they might want too but can't due to this issue. The only problem is they'd have to change how they store block information so that it both doesn't end up causing unbearable amounts of lag and also can let them extend off it as much as they want. o_O