Right now it can be tricky to work with some ship designs because of placement of the Shipyard Core Anchor. If it's not positioned just right, especially in smaller shipyards, the design will extend beyond the shipyard's boundaries and won't fit. Then it can be trial-and-error of entering build mode and moving the anchor around until it works.
I propose that we add X Offset, Y Offset, Z Offset, and Facing input fields to the Shipyard Computer's user interface. And you can change the values to move the anchor block around without having to mess with it in build mode, and if a design is already loaded then the entire design moves or rotates to match the new position.
Additionally, bounds-checking a known design against the known build area ought to be simple enough to auto-calculate a usable anchor position so you don't even have to mess with it when trying to load an existing design, or throw up an error message if not possible (like if the design's width is larger than the build area width).
I propose that we add X Offset, Y Offset, Z Offset, and Facing input fields to the Shipyard Computer's user interface. And you can change the values to move the anchor block around without having to mess with it in build mode, and if a design is already loaded then the entire design moves or rotates to match the new position.
Additionally, bounds-checking a known design against the known build area ought to be simple enough to auto-calculate a usable anchor position so you don't even have to mess with it when trying to load an existing design, or throw up an error message if not possible (like if the design's width is larger than the build area width).