Caedes91 wrote: ↑Sun, 5. Jan 25, 22:20
- Temporary box outside of the build plot for the player to temporarily place modules or segments for later use. Like Windows clipboard, that disappears, when you close the station designer
This seems useful, but I think it could be covered by a bit more substantial overhaul of how the station design state is handled. This might require more work, but I think it would work out better in the long term (in my personal opinion). Short overview of what I had in mind (was planning a separate thread on this for some time now, but heck, there is too many same-topic threads on forum anyway):
- Player should be able to reset the current station design from within the planner (a reset button with confirmation dialog). A minor QoL instead of having to reopen the station planner.
- The current design should be automatically saved (but not applied) when player closes the design window. These saves would be per-station, and _separate_ from templates. Some form of configurable notification should be shown when doing so (for player to be aware that the changes have not been applied). This would let player quickly get out of design menu when something urgent happens without accidentally losing progress and without having to go through the whole pause/save template dance every single time. Basically - auto-save current design progress without applying it.
- Player should be able to easily identify which stations have WIP (unapplied) designs going.
- Allow player to freely plan outside of plot bounds - including changing module details, detaching modules etc. Prevent player from applying such design changes (committing to construction phase). This would allow to easily mess around with smaller segments of station or to temporarily get things out of the way without risking automatic removal of whole chunks of station.
- Allow player to freely modify details of a module which is overlapping other modules - including attaching/detaching things etc. Kinda similar to the above.
- Never, ever automatically remove modules that are in some kind of invalid state (out of bounds, overlapping etc). Maybe add an explicit button for this operation. Nobody likes losing large chunks of their progress just because the editor sometimes throws a hissie fit.
Caedes91 wrote: ↑Sun, 5. Jan 25, 22:20
Is improving the the experience and lessen the frustrations with station designer just not a priority at all?
But, but... New content!
Some small additions that are "missing" from the original post's list:
- Ability to set build order directly in the list by moving items up and down.
- Ability to restore removed station modules (without having to reset the entire station design).
- Ability to restore state of particular (moved/reconfigured) modules without having to reset the entire station design.
- Buttons for enabling/disabling background and station module overlaps should be accessible directly on the design screen. I find myself often wanting to toggle them on/off to verify where the station is facing etc.
- Ability to expand plot size directly from within the planner. With controls that make sense (should be clear to player, irrespective of current plot orientation, what side will get enlarged). Just a bit of QoL so you don't have to interrupt the build and mess around in the map when you realise you are missing a bit of space.
- Ability to align one or more modules (including entire station) relative to the plot boundries (one of the sides, centered etc). Should preserve the connections etc when aligning the entire station.
- Fix the camera behaviour. This is kinda what adeine posted, but I would say that camera handling in the game is just broken. Half the time I feel like I am trying to trick the game into getting the camera into correct position, and controls often seem to behave relative to some arbitrary point.
While at it... One bigger change (somewhat gameplay-related) that I would find interesting would be to allow repositioning the modules without having to rebuild them. So, if modules are just being moved around, don't deconstruct them. I would not even mind if this was not a fully free/instant operation. For example, you would still need to expend some energy cells for it, and have a builder assigned - maybe it would even evict all the docked incoming ships during the process. There is a whole bunch of side-effects around this that might not be easy/possible to handle, though (like when you are moving docks with ships flying in and out of them). This would have the following benefits/use-cases:
- Sometimes you mess up the station orientation relative to gates, common routes, etc. And then you are stuck with it unless you want to mess around with basically rebuilding the entire station - which can also be effectively impossible in case of larger stations.
- Makes applying template updates against existing stations easier. Might be even nice if the game would try to keep existing station position when applying such updates (maybe you pick a station module within a plot to act as anchor point). This way you don't have to think about maintaining perfect alignment when designing the templates and making slight modifications to them.
Best regards,
Branko