Entity merging dock

    Joined
    May 3, 2015
    Messages
    4
    Reaction score
    15
    A dock-docker pair similar to the rail (merge dock, merge docker), but with a huge difference:
    once an entity B docks to an entity A, it snaps in position (if it fits), then the entire B is destroyed, all it had is copied in A in that position; logic connections are maintained. Wireless connections between A and B become linked activators, merge dock and merge docker become whatever (the selected cube from who controls B? or just a piece of simple armor); for each rail cube on B, if there's an entity C docked on it, when that rail cube is removed from B and added to A, C becomes docked to that rail on A with the same rotation (rail docker not always faces the same direction as the rail it's docked on).

    Similar to templates and copy paste but in my opinion a lot more useful. One can make modules in his library, spawn the modules, merge-dock them to create a full entity. It would help with multi-entity modules; think of a rail door module, with the door area with buttons and rail, to which is docked a door entity. I save the module blueprint, spawn it, merge-dock it to a station and suddenly i have added a full rail door to my station.
    It would make sharing logic-heavy things like multi-floor elevators, logics based minigames, modular spaceships a lot easy.

    You can already do exactly this with regular dock and rail without moving docked entity. The problem is you still have a lot of different entities around if you do so.
     
    Last edited:
    Joined
    Nov 17, 2017
    Messages
    31
    Reaction score
    24
    I'd rather be able to select a coordinate to rotate the "clipped" or loaded template from. Pick a cubic area (or actual block) on the exterior boundary and that becomes my place & rotate axis. Using a tool like the green start selector for the "fill" tool could work.
    [doublepost=1558581154,1558580704][/doublepost]Alright, im over thinking this. How about allowing the current clip/templates to be placed in the air, regardless of corner selected. It would snap to coordinate (entity) not to a block. Add as an advanced build mode tool.
     
    Last edited:
    • Like
    Reactions: DeepspaceMechanic
    Joined
    Mar 10, 2016
    Messages
    564
    Reaction score
    1,589
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    How about allowing the current clip/templates to be placed in the air, regardless of corner selected. It would snap to coordinate (entity) not to a block. Add as an advanced build mode tool.

    Yes! I was thinking about this myself recently.

    Currently templates are placed like blocks (one of the corners of their bounding boxes are anchored on the first block face in line-of-sight), while they could as well be placed like how we set the "fill origin" with the Fill Tool (with the possibility of previewing and rotating loaded templates maintained).

    I think this should have a suggestion thread of its own.


    EDIT: Also, how about a remove variant of the Copy Selection tool? (Select two opposing corners of the volume you want removed instead of copied.)
     
    Last edited:
    • Like
    Reactions: OfficialCoding

    OfficialCoding

    Professional Quickfire Hater
    Joined
    Nov 8, 2017
    Messages
    399
    Reaction score
    248
    • Legacy Citizen
    • Legacy Citizen 2
    Yes! I was thinking about this myself recently.

    Currently templates are placed like blocks (one of the corners of their bounding boxes are anchored on the first block face in line-of-sight), while they could as well be placed like how we set the "fill origin" with the Fill Tool (with the possibility of previewing and rotating loaded templates maintained).

    I think this should have a suggestion thread of its own.


    EDIT: Also, how about a remove variant of the Copy Selection tool? (Select two opposing corners of the volume you want removed instead of copied.)
    Both of those are great ideas :)
     
    • Like
    Reactions: DeepspaceMechanic

    Ithirahad

    Arana'Aethi
    Joined
    Nov 14, 2013
    Messages
    4,152
    Reaction score
    1,330
    • Purchased!
    • Top Forum Contributor
    • Legacy Citizen 8
    A "merge" operation in StarMade basically means a gigantic copy-paste from one entity to the next. Sounds kind of... perilous, from a performance standpoint.
     

    jayman38

    Precentor-Primus, pro-tempore
    Joined
    Jul 13, 2014
    Messages
    2,518
    Reaction score
    787
    • Purchased!
    • Thinking Positive
    • Legacy Citizen 4
    A "merge" operation in StarMade basically means a gigantic copy-paste from one entity to the next. Sounds kind of... perilous, from a performance standpoint.
    If the process reused the shipyard blueprint-building algorithm, or something similar, it might spread the load over a period of time, avoiding lag spikes. I'd certainly be willing to wait a little bit of time for such a "merge".
     
    • Like
    Reactions: Ithirahad