Blueprints Shouldn't Require Every Block

    ResonKinetic

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    Until we have another way to enter and pilot a ship you kind of have to take the core into account. I know some people believe that the HP update will remove the core but I doubt this is the case, it will just remove the ability to one shot a ship by shooting the core. So even after the update the core of a ship will still be the core and should be taken into account.

    So, as long as you have a core added to the blueprint, we should be able to spawn the ship. If you spawn a ship that can't even function then that's the fault of the end user. With the addition of shipyards we should be able to automatically complete a ship once the materials are found or you can patchwork it together yourself.
    that sounds about right yeah
     

    Ithirahad

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    The GUI is just something schema wanted to show you guys some progress on. By no means does it mean he's decided to drop everyone's concerns about blueprints. The great grey one hears your pleas. :schema:
    Aaaand you know this... how? I know from experience that Schema keeps everyone's concerns in mind and gets around to them eventually (and that when he does, the fix is almost always a really awesome and well-thought-out one), but I'm not prepared to wait a year for him to come back around and address this because he was too busy working on several other new systems that probably won't be completed either.
     

    ResonKinetic

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    Aaaand you know this... how? I know from experience that Schema keeps everyone's concerns in mind and gets around to them eventually (and that when he does, the fix is almost always a really awesome and well-thought-out one), but I'm not prepared to wait a year for him to come back around and address this because he was too busy working on several other new systems that probably won't be completed either.
    okay come on it's not that bad.
     

    Ithirahad

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    "A year" is sarcasm/hyperbole/somewhere between the two; I'm aware that it shouldn't take that long in this case... I was just making a point here.
     

    Keptick

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    When we have shipyards I would love to see the ability to build a ship regardless of missing parts. Shipyards should be able to repair to a blueprint anyway so once you've acquired the missing bits you can dock in your shipyard again and "repair" the ship, adding the missing blocks.
    That, I like.

    +1
     
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    A lot of people are acting like BPs are finished because there was a change and other stuff is being worked on. With that logic we'll see no changes to weapons, stations, and creatures.

    Yes the BP setup right now is frustrating and discussions about it need to happen, but acting like its been abandoned is ridiculous. Hate to use this insanely overused phrase but Welcome to Alpha.

    Now the suggestions within the thread are awesome. I'd love to see partial builds for blueprints or what Calbiri was talking about with the shipyards. The real questions I have with that is how the blueprint would decide on what to set and what to leave empty if it does not have enough of one type of block (say power gen for example)? Would it place it from closest to the core out, from side to side, randomly? With large ships, missing one power module could cripple the energy regen of a ship if in a bad spot. At that point you'd have to search the ship to find it. Any thoughts on what the best method would be to ensure the least about of issues when building partial ships? Maybe the shipyard idea would be the best method if it was able to tell you what else it needed.
     
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    Valiant70

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    If you're at a shop, I'd like to be able to press a button to purchase missing parts from a shop and add them directly to a blueprint, limited by the shop's ACTUAL STOCK of course - credits cannot magically materialize things. This would save crafting one of this, three of that, 21 of something else when you're trying to get a cruiser to spawn.

    To reiterate: Credits should not magically materialize things, but I'd like to be able to buy things from a shop and put them directly into my blueprint instead of putting them in my inventory and then into the blueprint. It's faster and easier.
     
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    If you're at a shop, I'd like to be able to press a button to purchase missing parts from a shop and add them directly to a blueprint, limited by the shop's ACTUAL STOCK of course - credits cannot magically materialize things. This would save crafting one of this, three of that, 21 of something else when you're trying to get a cruiser to spawn.

    To reiterate: Credits should not magically materialize things, but I'd like to be able to buy things from a shop and put them directly into my blueprint instead of putting them in my inventory and then into the blueprint. It's faster and easier.
    While I agree, the OP suggested that if a blueprint with missing blocks is spawned, the blocks are, well, missing.
     

    Bench

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    If you're at a shop, I'd like to be able to press a button to purchase missing parts from a shop and add them directly to a blueprint, limited by the shop's ACTUAL STOCK of course - credits cannot magically materialize things. This would save crafting one of this, three of that, 21 of something else when you're trying to get a cruiser to spawn.

    To reiterate: Credits should not magically materialize things, but I'd like to be able to buy things from a shop and put them directly into my blueprint instead of putting them in my inventory and then into the blueprint. It's faster and easier.
    I like that idea.

    For those mentioning why GUI rather than finishing shipyards, the team is actually across a bunch of projects and we'll release new updates according to who is up to that point with their project. We've had a small team working on the GUI for a few months now while other staff have been working on other projects like shipyars. It just happens we're at the point to start implementing, doesn't mean shipyards has been stopped being worked on, those teams are still going simulatiously to the meant other project teams that are actively working on stuff.
     
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    I for one see no issue or an incomplete bp system. It works as intended and the whole point is that you need all the blocks for construction. Automate it for ships you know you want, craft it manually, whatever.

    If you're using someone else's bp, same deal, get the parts. Set up your manufactory to turn out the necessary products, do it manually or no ship. If you don't want bits of the ship, build it anyway, modify it so it's simpler and less blocks, then save it again.

    The shipyard system is sure to make things more interesting, or change them entirely. I say if you have a bp you want to spawn, then you want to spawn it with all its parts or not at all. Even if it is only to modify it to suit your limits on what you reasonably can or will produce via factory.

    Otherwise, go to a server with buy with credits.
     

    ResonKinetic

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    I for one see no issue or an incomplete bp system. It works as intended and the whole point is that you need all the blocks for construction. Automate it for ships you know you want, craft it manually, whatever.

    If you're using someone else's bp, same deal, get the parts. Set up your manufactory to turn out the necessary products, do it manually or no ship. If you don't want bits of the ship, build it anyway, modify it so it's simpler and less blocks, then save it again.

    The shipyard system is sure to make things more interesting, or change them entirely. I say if you have a bp you want to spawn, then you want to spawn it with all its parts or not at all. Even if it is only to modify it to suit your limits on what you reasonably can or will produce via factory.

    Otherwise, go to a server with buy with credits.
    I had no idea a horse could have such long legs.
     

    Snk

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    If you're at a shop, I'd like to be able to press a button to purchase missing parts from a shop and add them directly to a blueprint, limited by the shop's ACTUAL STOCK of course - credits cannot magically materialize things. This would save crafting one of this, three of that, 21 of something else when you're trying to get a cruiser to spawn.

    To reiterate: Credits should not magically materialize things, but I'd like to be able to buy things from a shop and put them directly into my blueprint instead of putting them in my inventory and then into the blueprint. It's faster and easier.
    Or do the same thing with a plex chest somehow, you put the blueprint in and the chest draws from all the chests its linked to to supply the blueprint
     

    Blakpik

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    This is what he said -

    The last update sparked a lot of discussion. I understand both sides, but since both arguments are very play-style specific (casual, hardcore, fighter, etc) it's not easy to make everyone equally happy. I'm trying to add more and more options for servers to find a setting their players can enjoy.

    But as a game mechanic, buying blueprints from credits destroys any effort to make an economy. In game economies there are always "in"s and "out"s. You want to minimize the "in", else something like "demand" cannot be generated. Something that basically generates blocks from nothing is an infinite "in" which is ok for creative, but not ok in any other setting, since the "in" should be the blocks themselves (which are practically infinite already, but they take work to process)



    Here is the source. http://star-made.org/news/starmade-0-1851-hotfixes-and-more-mining

    I will admit you never specifically asked for spawning blocks on the blueprint with credits, its just the easiest solution and the first thing that comes to mind.
    I like the blueprint system how it is, but isn't there already unlimited resources in SM? So wouldn't that kill demand and any need for conflict?
     

    Criss

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    I like the blueprint system how it is, but isn't there already unlimited resources in SM? So wouldn't that kill demand and any need for conflict?
    It depends on the resources. In a way, they are limited. Time is what limits them. I have to wait to respawn asteroids. If it costs factions points like it is planned, then I am limited by how fast I can eat them up and how much they cost and how many members I have contributing. Planets afaik are not unlimted. I could be wrong. I heard they respawn. I don't think that should happen. If we wait long enough then they are unlimited, so hopefully it will be converted later on to a system that does not respawn these entities.
     

    Blakpik

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    It depends on the resources. In a way, they are limited. Time is what limits them. I have to wait to respawn asteroids. If it costs factions points like it is planned, then I am limited by how fast I can eat them up and how much they cost and how many members I have contributing. Planets afaik are not unlimted. I could be wrong. I heard they respawn. I don't think that should happen. If we wait long enough then they are unlimited, so hopefully it will be converted later on to a system that does not respawn these entities.
    I don't think that things that are destroyed should respawn personally.
     

    AtraUnam

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    I feel that in order to simplify blueprints any variation of a hull block could be substituted for its basic form. If a ship needs 100 AH blocks and 50 AH wedges then I could just put in 150 AH blocks and it would convert 50 of them to wedges. It would save a lot of time and allow more freedom for people to detail their ships.