This isn\'t just with planets. With any structure (planet, player made station, default shop, etc) when you buy a ship (or turret) it will spawn at the edge of that structure (the same edge that you\'d be facing if you pressed \'C\' in flight mode).
If that edge of the structure is close (e.g. like in the game\'s default shops) then there\'s no problem. If that edge of the structure is far away (which is almost always the case with planets and large player made stations) it\'s a pain in the neck.
Note: I suspect the game does this because it\'s the simplest way to implement it that avoids \"colliding with shop when spawned\".
Yes, the ship, or \"entity spawning system\" first finds a big enough empty area for the entity to be loaded, obviously, without that, we\'d get a lot of ships getting loaded inside other ships, or shops, asteroids... etc.
@MichaelSeph: The problem is that the code to do it is \"easy to implement\" rather than actually good. For example, it could try to find the area closest to the player that\'s big enough, instead of always placing it past the shop structure\'s edge regardless of how far the player has to walk to get to it.
For a simple example, if you\'re standing on one edge of a planet\'s surface and there\'s plenty of empty space above your head, then instead of spawning the new ship extremely close (either above you or past to edge you\'re standing near) the game might spawn the new ship on the opposite side of the planet and make you walk 400+ meters for no sane reason whatsoever.
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