Core movement.

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    Its really hard for me to build ships because really where do i start? i want the part that the player flies the ship from to be a side mounted cockpit per se, but what do i do about the core? the easiest way to build a ship is with the core at the center and build outwards, But i cant move the core so i just have a chair sitting in a glass room on the side while the ship is actually controlled from the center? Why dont the developers rename the core to "helm" give it a wheel texture and new ships spawn a block of basic hull like a station instead of a core, then once the hull is built using a build block the helm can be placed in the chosen spot, Also the player model wouldn't disapear when the helm is entered, Instead the player will have to stand or sit within 1 or 2 blocks of the helm, And the model will remain there, Vulnerable to enemy fire.
     
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    Stike7g5

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    Now this is an interesting Idea I have and many others have been thinking the same of, or similar ideas, I have read one idea where the core mechanic remains in place but introduces a cockpit or helm idea as a separate block or mechanic where the player can enter/ interact with to control the ship from, like a weapons computer or build block with control of the ship.
     

    The Judge

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    Mm, maybe a Remote Control Block that functions identical to a Core, but can be placed anywhere.
    (Basically a Camera that functions like a Core.)
     

    Valiant70

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    I think this is planned as part of the future expansion of shipyards. Apparently we're getting critters first... Oh well. At least a different part of the Starmade community will be mighty pleased. I like fauna too, but there are more pressing matters regarding cores, cockpits, and shipyards IMO.
     
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    I think this is planned as part of the future expansion of shipyards. Apparently we're getting critters first... Oh well. At least a different part of the Starmade community will be mighty pleased. I like fauna too, but there are more pressing matters regarding cores, cockpits, and shipyards IMO.
    in game development you don't want to finalize systems till you have the game "feature complete".

    Stay with me here i'll give an example.

    the new cargo system is possibly going to add extra mass to your ship based on what you are carrying which is fine and actually pretty cool however it wouldn't make sense to fully balance thrust until the cargo system is in play, because if you add in another function that adds mass that would unbalance the thrust system all over again and would require yet another rebalance.

    Likewise before final system statuses start being implemented it would be prudent to finish any and all features which may effect that system in some way, maybe fauna will be able to spawn on ships and maybe those fauna will spawn relative to the control block of the player wouldn't make much sense to implement a way to change the control block only to find out it completely removes the ability to have fauna spawn on the ship like they wanted without another whole pass on the control block system for ships.

    Its just easier and more efficient to get everything thats going into a game/program/project/etc in it and then start making those systems as fun available, controllable, and easy to use as possible.
     

    Valiant70

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    in game development you don't want to finalize systems till you have the game "feature complete".

    Stay with me here i'll give an example.

    the new cargo system is possibly going to add extra mass to your ship based on what you are carrying which is fine and actually pretty cool however it wouldn't make sense to fully balance thrust until the cargo system is in play, because if you add in another function that adds mass that would unbalance the thrust system all over again and would require yet another rebalance.

    Likewise before final system statuses start being implemented it would be prudent to finish any and all features which may effect that system in some way, maybe fauna will be able to spawn on ships and maybe those fauna will spawn relative to the control block of the player wouldn't make much sense to implement a way to change the control block only to find out it completely removes the ability to have fauna spawn on the ship like they wanted without another whole pass on the control block system for ships.

    Its just easier and more efficient to get everything thats going into a game/program/project/etc in it and then start making those systems as fun available, controllable, and easy to use as possible.
    I'm talking about making the game feature-complete. Fauna affecting ship cores... what??? That's silly.
     
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    Why does everyone assume DEVs can only work on one thing at a time?
     

    Bench

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    Thats good, Now if only the construction for ships and stations were identical, Both starting with a hull block, And built on with a build block.
    Cores for ships will remain.
     
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    I also hope we can have the ability to move a core, such as doing so in a shipyard. Sometimes a even the best laid plans change.
     
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    Ummm Why? i cant see what advantages it gives.
    It ensures that each ship has a core, and as such each ship is always controllable. What if you were building your first ship and don't have enough resources to add the very block that allows controlling it?
     
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    It ensures that each ship has a core, and as such each ship is always controllable. What if you were building your first ship and don't have enough resources to add the very block that allows controlling it?
    then its a station then.
     
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    then its a station then.
    It is impossible to turn a ship into a station or vice-versa, the way the game is programmed right now. Both are represented by totally different classes, and thus cannot be cast into one another.
     
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    It is impossible to turn a ship into a station or vice-versa, the way the game is programmed right now. Both are represented by totally different classes, and thus cannot be cast into one another.
    Why cant it be a mobile station ;)
     

    Ithirahad

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    Why cant it be a mobile station ;)
    Because that's yet another different type of entity - it's a glorified asteroid. :P

    Anyway, control from places other than the core is being added, so this won't be much of an issue any more. Schema has also stated that it will eventually be possible, in a shipyard, to 'rewrite' an entity to have a new core position. And I use the word 'rewrite' because that is the only accurate way to describe what you're asking for here; actually 'moving the core' isn't really compatible with the ship entity format, so the engine has to basically cut and paste all the blocks around the core so that it's effectively in its new position relative to the rest of the ship.
     

    Edymnion

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    Why does everyone assume DEVs can only work on one thing at a time?
    Because there's only like 3 of them, and I'm pretty sure 1 is dedicated to squishing bugs and the other one works on the art.

    Basically there aren't enough devs to have teams of them working on multiple things at once.
     
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    Why does everyone assume DEVs can only work on one thing at a time?
    Because game development his hard. we wouldn't want to stress our friendly neighborhood game devs to much, now would we?