Alignment-Rail are invisible, walk-through and also work as "tram-system"

    NeonSturm

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    Alignment-Rails are invisible, walk-through and also work as "tram-system"


    For ships, they can guide them through the hangar to the dock.
    Ships align to match their centre to such a line and follow it with their centre, eventually to a dock.
    Any movement while alignment is issued cancels it and resets the cooldown to 5 seconds.
    Any movement while alignment is not issued does not reset the cooldown (so you can issue a flight into these and release your controls before hitting).​

    The mass doesn't count, the ship follows the path by itself, aligning itself to the ship which provides alignment-rails and issues AI orders a gradual stop before hitting the end of that line, with an error margin of 0.5 blocks max.
    This allows much faster movement along long lines.​

    As player, walking inside them pushes you at high speeds into their direction. Only the knee-position's block-type counts.
    This means that upon entering their volume, you can have inverse fall direction
    …just like overriding gravity until you stand on top of the topmost of these.

    They can also be used as a tram-system-replacement without many logic blocks.
    Unlike gravity modules, they don't change your viewpoint and automatically stop affecting you when you leave the volume of effect.​

    When facing upwards, they act like these ___-lines in Super-Mario, only one-way passable instead of bumping you down and up indefinitely.

    You can be picked up by a ship having these - like the UFOs in movies which throw a beam of light from their centre to the ground below.

    Differences summarized:
    Easier setup : Just a Button should reverse direction. Few other logic is required most times.
    Functionality : Different applications (mass doesn't matter, but no turrets/rotation + need for thrusters on moving entity)
    Player-Interaction​
     

    nightrune

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    I believe Bench already hinted at this during the development direction post. The same system should work for nps and entities.
     

    NeonSturm

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    would be new for me. But it is still valid when you don't like rail-textures everywhere or mid-air.
     

    jayman38

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    How does a spaceship game not have a UFO-abduction system? Ha! I love it!
     

    NeonSturm

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    We do. It involves careful placement of area triggers, rails, and gravity modules.
    Gravity triggers change your rotation :(
    Dave apparently doesn't want to go with his head through the ceiling.
     

    Ithirahad

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    Yes, but they still suck you up. Alien abduction!