Ok here's something i hadn't thought about. When placing a block it comes from the inventory though, inventory items don't need to be blocks until they're placed. If the masterlist's IDs are used for inventory items that are then placed, isn't it possible to check if the masterlist's block for...
Which is 256, because the types are specified by the entity's own ID list, NOT the master list. The master list's ID's are only used by the entityID lists when they're updated. Come to think of it i'm not sure the masterlist would need to contain ID's at all, although it's probably easier when...
o_O Nope still don't get it. You can have 20.000 ID's in master list (More ID's) This way the limited number of blocks would be moved so you can have 255 unique blocks per entity, with each entity having a different 255 blocks that are unique to it. Having 2000 different cosmetic blocks would be...
And why does this need to be limited? A block in entity A can have ID 5, which means shield capacitor in entity A's ID list, while entity B can have a block with id 5 which is mushrooms in entity B's ID list.
No entity actually refers to the master list, they all refer to the other lists so...
So close but i think i still haven't explained it right. I drew this incredible graph to illustrate what i mean:
... just means more; each ID list would be 256 items i think. They would not refer to different blocks and there would be a fuckload of redundancy, that's absolutely true, BUT...
I don't know anything about voxel grids and I don't quite understand what you're saying. What prevents the list of block IDs from being unique to each entity? I'd assume each entity has its own voxel grid, if that's not the case then yeah this would be impossible.
Sorry that isn't worded very well; there would be lots of lists, as you build on planet/asteroid it gets a new list with the ids of the blocks you add until you add 255 types of blocks, then it wont let you add anymore
EDIT: Sorry for the quick edit, but think i overcomplicated how the lists...
Ok so there's about a 1% chance Schine hasn't thought of this and about a 99% chance i'm just too clueless to understand why this won't work, but in the spirit of unlikely scenarios i thought i'd post a suggestion on how to resolve the limited block ID's.
I'm not a real programmer though, so a...
It's been tomorrow a coupple of times now, i can understand something getting in the way, and wanting to stay out of the thread, but i'd really like to know if i need to start expanding my design for a new mass limit asap.
It isn't the current game. We place blocks to make ships; we dont make grids.
This does NOT change what you can accomplish in starmade, only the amount of blocks needed to do it.
What the hell would your fighter need 20 delay blocks for? How is putting 20 delay squares into a grid more fun...
This smells an awful lot like computercraft, which i don't like because it removes logic from the game. As soon as you open that screen you won't be in starmade anymore; you'll be in LogicMade. Logic stops being a part of a ship, its just metadata attached to it, like the name of the entity. For...
I am stuck on this thing :( Every time i spawn it in, it seems to generate errors completely at random. If somebody feels like taking a look at it that would be nice, but the problems seem to be with the wireless blocks not saving connections properly, or sometimes failing to update completely...
I've been working on a magazine based dronebay for reasons. Finally got it working:
https://sendvid.com/k49u24cr
I could tidy it up and post it on the logic section if anyone's interested? It's not as practical as externally docked drones, but it looks neat
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