Recognized Relocatable Ship-Core

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    I'll admit freely that I'm a total noob to StarMade and the forums and the possibility that my suggestion/observation has been proposed and dealt with already, but....

    It would be good to be able to relocate the Ship-Core Module after initial and permanent placement. I generally have an adequate feel for where to place it, but sometimes my ship design veers-off in an unforeseen direction leaving the Core in a bad spot -- and this after hours/days of painstaking work. Is it totally unreasonable to ask that a way to move the Core module after initial placement be devised?

    ~EE
     
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    i'm not sure how the building works, but if it's anything like ksp, where the core is basically the root...nope, you can't move it.
     
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    I'm aware that we are currently unable to move the Core Module. What I'm asking/suggesting is that the all-powerful Schine Team devise a way so that we can in the future.



    (edit: I added the "c" to Schine. Crazy of me to forget it 'cuz I'm a ¾-German American....)
     
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    This is a feature that has been oft requested. Schema has said he will try to do this, however there's no ETA on when it might be possible.
     
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    DrTarDIS

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    I'd just recommend the build-block and ship core be merged into one block, and allow multiples to be placed per structure.

    ->Would probably require that the systems able to be accessed from that "build core" be c->v (eg cameras, weapons) and some "active piloting" flag be thrown on whichever one is considered the "core-core" for actual piloting.
     
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    Would be nice if you placed a second core on a ship the original one changed to something else like a camera, with the ship's 0,0,0 remaining where the first core was placed, this would allow cores to be moved and instantly kill core drilling tacktics since the core won't be at the radar marker position
     

    Lecic

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    Would be nice if you placed a second core on a ship the original one changed to something else like a camera, with the ship's 0,0,0 remaining where the first core was placed, this would allow cores to be moved and instantly kill core drilling tacktics since the core won't be at the radar marker position
    Core Drilling Tactics are already on the way out with the HP system, which makes the core less important and makes killing the ship NOT about killing the core, but instead destroying systems and armor.
     
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    I'm not sure if this could work:

    Make it so that you can place a second core in a ship, slave the ship to that core, then delete the original core.
     

    Lecic

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    I'm not sure if this could work:

    Make it so that you can place a second core in a ship, slave the ship to that core, then delete the original core.
    The ship core is the centerpoint of the ship. You can't just move it. It's the center of mass, the point at which the ship turns.
     

    CyberTao

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    More than just the center of mass and the turning axis, All blocks are placed relative to the core. At this point in the game's development, moving the core would be the same as copy and pasting your entire ship.

    By the time we get the ability to move the core, break off (a setting in the server.cfg) would probably be fairly stable and usable as well, so that's something to look forwards to.
     
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    Instead of moving the core block could there be a tool that just moves the entire ship around the core?
     
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    Instead of moving the core block could there be a tool that just moves the entire ship around the core?
    This is exactly what I came in here to say.
    Everyone's being to two-dimensional about this. If You need to move the ship core, You don't actually have to move the core, just move everything else around it.
    We can already do this manually with the advanced build mode's Copy/Paste and template system, but for the player to do this through the current GUI is slow, clumsy, unrefined, and unsuitable for large areas.
    However, there's nothing stopping the devs from putting together an interface that does this for the player, as what the player sees, and what's actually happening program-side can be two different things, leading to the same conclusion.

    POORLY THOUGHT OUT LAYMAN'S EXAMPLE:

    1: Player enters "Core Re-locator Mode".
    2: CRM shows a flashing block frame with a "SELECT NEW CORE LOCATION" message. The player moves to / points at where on the entity They want the core to go, and clicks.
    WHAT THE PLAYER SEES: The ship core disappears from it's original location, and appears at it's new, player-selected location. OR The whole entity disappears, then renders back in, chunk by chunk (Like a chunk refresh), with the core in it's new location.
    WHAT'S REALLY HAPPENING: The game engine copies the entire entity into a new temporary template, deletes everything on the entity (save for the core itself, of course), loads the temporary template, enters a "Paste Mode" of sorts, shifts the template around XYZ according to the "new" location of the core, Pastes the template in, and presto, You ship's core has been relocated.

    The process need not be instantaneous, a message saying something along the lines of "CORE RELOCATION IN PROGRESS, PLEASE WAIT" can be displayed so the player knows the game's working on it (because You know someones going to use this on Their 1km long titan, which'l probibly take a minute for the game to sort out).

    In other words, this:

    To the player, it will appear as if the core has moved, and essentially it has, just instead of actually moving the core to a new co-ord on a pre-existing entity, every block associated with the core has been removed, and "new" blocks were associated with (placed on) it.

    It's a bit like My previous line of work, SMT machine operation: Some machines build a circuit board by holding an empty board in one place, and using multi-axis heads to move to where the raw parts are, picking them, then travel to where on the board they belong, while other machines build a board by moving the board itself and the raw parts storage around on multi-axis tables, while the pick/place head just rotates around in one spot. Different means of accomplishing the same thing.
    Another example would be when We had to alter the placement data of a certain part being placed on a board so that it would be pushed deeper into the solder paste then usual; Often We couldn't just tell the machines to move the pick/place head any further due to various reasons, so We'd just alter the part data in the build program and make the machines think the part was shorter then it really was by the amount of additional travel We needed, so the head would travel further down it's Z-axis, pushing the part deeper into the solder paste as We intended.
    We accomplished the same goal via alternate means.
     
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    Myeah -- I dunno how to copy/paste and fully utilize advanced build mode apparently. (See above statement regarding NOOB status.) Is there a good tutorial on that out there? Also, though, an awful lot of what happens when I'm "designing" right now comes down to "Let's see what happens when I do this and follow it to it's natural conclusion." And I got sick of excessive math after 2 years of calculus (which was probably b4 most of you were born...). I can barely add now.

    Thanx for the inputification, yall.
     

    jayman38

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    This looked like a fairly straight-forward and easy-to-follow tutorial video. Don't forget to practice what you see! Also, I recommend using light blocks as "handle blocks" (as shown towards the end of the video to manipulate objects with difficult-to-grab angle edges) on the corners of selections. They are easy to find, illuminate the work area, and usually stand in stark relief to the rest of the structure you are manipulating.