An Architects Dream: Ideas on improving Station Building Expierience

Forum for sharing construction plans and loadouts.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Agrefits
Posts: 173
Joined: Tue, 4. Dec 18, 00:24
x4

An Architects Dream: Ideas on improving Station Building Expierience

Post by Agrefits »

Share your thoughts fellow Architects :) What are your takes on the Station Building Expierience. What are you missing, what would you like to see changed, simplified or added?

here's a couple of mine:

Station Builder Interface / Station Design Simulator:
  • Incremental Steps for Module Sliding
    Just like we have incremental steps for rotating a module, there should also be an option set incremental steps (distance in m) for sliding a module along an axis. Many station modules share similar dimensions which in some cases work perfectly fine for creative overlapping. Having a tool that lets us control the distance would help a lot to align modules perfectly.

    Example: Terran 1-Dock Pier inside a Terran Defense Disc.
  • Toggle to Overrule no Build Zones inside “Approach Corridors”
    In some cases modules such as Piers, L & XL Ship Fabs and the HQ Asteroid etc. feel way to restrictive regarding their Approach Corridors, sometimes hindering aesthetic builds that would work perfectly fine. Especially since the NPC Pathfinding near stations has improved A LOT. As it goes with module overlapping – to use at OWN RISK

    For Example: I see no reason why an observatory placed laterally from the docking boom but inside the cuboid zone, would cause an issue with ships approaching.
  • Loadable Sector Backgrounds in Station Design Simulator
    An option to load in different Game Sectors as Sector Background would help a lot to tailor fit stations in the Station Design Simulator to its final destination. I’m looking at all those architects trying to point their Solar Arrays toward the Sector Light Source for immersion
  • Plot Center Marker or Snapping Point (On / Off Toggle)
    Have you ever tried to hit the dead center of a 10 x 10 x 10 Slot with the first module to be placed down? This would help symmetric builds on small building plots to get the most out of the available space without having to become asymetric.
  • Plot Orientation Markers (On / Off Toggle)
    Indicators on the edge of the building plot that indicate the X,Y and Z Axis of the Sector you’re building in. Useful for building on building plots that have been rotated during placement (to align a certain Side of the Plot into the Sun, toward a Gate etc.)
  • Persistent Filters for Station Modules
    Granted: This one is more of a minor nuisance, but: Whenever you exit the Station Building Interface you either have to redo your filters or stop bothering with them at all. Those who review a build a lot using the external view might know what I’m talking about.
  • Advertisement Billboard Spawns ( Allow / Deny Toggle)
    They seem to spawn random and can sometimes mess up otherwise aesthetic builds.
  • Some Control over the Spawn of the Construction Storage
    The Construction Storage might interfere with planned Piers Approach Corridors. The smaller a Plot is, the bigger the issue. Some control over the location would be appreciated.

Modules I’d love to see added:

  • Cosmetic “CAP” modules
    Small Modules to slap onto non used Connectors. Low Cost, Low Build time. In horizontal and vertical 0 form and in X form (for Top / Bottom). Something to “End” an otherwise open connector if you do not plan to expand the station any further.

    Ideas: Generic Windows with racial textures, Generic Industrial stuff, small set of Antennas / Dishes, Entry / Exit for Station Traffic, Single Turret Mount, Tiny Solar Arrays, Storage or Habitat solutions that do not open up an new set of open connections, Flashing Beacons (like Nav Beacons), Advertisements, Player Logo with nice Lighting Effects. Small Modules like the Observatories that spawn a Room with a placeable Window direction (Player Office, Crew Quarters, Appartements etc.)
  • More generic Dock Variations
    Docks with vertical Style connectors (Looking at you Split / Paranid), generic “inside” docks for vanilla Races, generic docks with sideways Landing Corridors (like Guppy Carrier mechanic) and Docks with Top/Bottom Connectors that do not block the Space above the Module.
  • more Variation in L / XL Ship Fabs / Wharfs
    “One Way” Versions Ship Fabs (Same way in as out, like Piers) for blocking less building Space. Ship Fabs with Top / Bottom Connectors
  • Racial Color Variations of the Generic Production Modules
    Having different Models for each Race may be too much to Ask, but a Reskin to atleast somehow resemble the Racial affiliation for the generic Production Modules would be so cool.
  • Rework the HQ Rock
    Seriously needs reworking. I hate how the collision Zone prevents any S/M, L, XL Fabs or piers inside the Ring. and how The connectors are not symetric (Angle is off) . Let us either finish the Ring Station, or let us relocate your "de facto" HQ (As in Personal Office, Science Lab Room, Terraforming Capabilities etc) to a Station of our choice via a "Player Admin" Module or whatever so we can abandon the Rock :) .. And for god sake, either make those blueish cosmic rings surrounding it animated, or give us a project to remove this nuisance. :)
Virtualaughing
Posts: 2090
Joined: Sat, 14. Jun 08, 20:40
x4

Re: An Architects Dream: Ideas on improving Station Building Expierience

Post by Virtualaughing »

Maybe you can try to place a single module then manually edit the XML file. I would like to se a dead center module so you can make a symmetric plot with end-to-end modules to the opposite sides.
My biggest complaint is that some modules has a lil' details which does not let you fit them into the plot. Also the exclusion zone for the piers are annoying. Funny how you can place a second pier onto an existing one but if you include any connection module then you can't.
I loved the old style. You attach a pier to a small connection module then you can copy the small (copy section) and the small has to fit into the plot or avoid the exclusion zone but the rest can go wherever it want you to be.
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D
User avatar
Agrefits
Posts: 173
Joined: Tue, 4. Dec 18, 00:24
x4

Re: An Architects Dream: Ideas on improving Station Building Expierience

Post by Agrefits »

Virtualaughing wrote: Sat, 22. Nov 25, 09:09 Maybe you can try to place a single module then manually edit the XML file.
I don't do XML file editing. Thats not the point of the thread tho. If it can't be done in the Interface, it's not user friendly. If it's not user friendly, ppl won't do it or get frustrated :)
Virtualaughing
Posts: 2090
Joined: Sat, 14. Jun 08, 20:40
x4

Re: An Architects Dream: Ideas on improving Station Building Expierience

Post by Virtualaughing »

Agrefits wrote: Sat, 22. Nov 25, 10:28
Virtualaughing wrote: Sat, 22. Nov 25, 09:09 Maybe you can try to place a single module then manually edit the XML file.
I don't do XML file editing. Thats not the point of the thread tho. If it can't be done in the Interface, it's not user friendly. If it's not user friendly, ppl won't do it or get frustrated :)
Only mentioned it maybe it is not possible to put anything at the "center". Then build a symmetric thing in a cube plot.
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D
32anChips
Posts: 7
Joined: Sat, 8. Jan 22, 13:11
x4

Re: An Architects Dream: Ideas on improving Station Building Expierience

Post by 32anChips »

Make the ring construction have more snap points
User avatar
J_M_L
Posts: 28
Joined: Tue, 26. Nov 24, 10:34

Re: An Architects Dream: Ideas on improving Station Building Expierience

Post by J_M_L »

Доброго времени всем. :D Считаю главным недостатком :cry: в проектировании планов - отсутствие достойного инструмента для создания этих самых планов. А именно сам планировщик настолько неудобен и ужасен, что использовать его для создания какого-нибудь привлекательного, визуально и мало-мальски полезного сооружения, из доступных модулей, без последующего редактирования XML файлов в текстовом редакторе просто УНИЗИТЕЛЬНО :rant: . И это при том, что ЕГОСОФТ располагает богатейшими интеллектуальными ресурсами!

Итак Хотелки :P (Мечты, которые скорее всего :gruebel: так и останутся мечтами)"Адекватного застройщика":

1. Программа Планировщика "Подвисает", "Лагает", "Глючит" (называйте как хотите), при работе даже с относительно небольшим (200+) количеством (про 1000+ я вообще молчу :D ) установленных модулей, особенно после обновления до версии 8+! И даже в "Симуляторе строительста". Хотя, казалось бы уж в симуляторе без загрузки основной игры - все должно просто летать! :gruebel:
Хотелось бы не ждать по 10+сек., пока прога разрешит что-нибудь зделать с модулем и иметь возможность адекватно и быстро рассмотреть как отдельный модуль так и все строение в целом без аппаратных (програмных) задержек

2. Программа не имеет возможности установки точных смещений и поворотов в ЦИФРАХ с клавиатуры, хотя в текстовом редакторе отображаются данные с точностью 3+ знака после запятой вот пример:
<entry index="2" macro="prod_ter_energycells_macro">
<offset>
<position x="5.731" y="700" z="4820.573"/>
<rotation yaw="-0.197824" pitch="-30.00003" roll="0.197847"/>
</offset>
</entry>

Хотелось бы иметь возможность "не тыкать пальцем(мышью) в бесконечность", героически борясь при этом с, абсолютно не нужным прилипанием коннекторов с большого расстояния, а ввести адекватные данные для редактируемого модуля с клавиатуры. А именно: хотя бы углы поворота и смещения по прямой"! Я уже молчу о том, чтобы видеть ВСЕ эти данные для выбранного модуля еще до нового смещения или поворота!

3. Программа не имеет управления с клавиатуры вовсе за исключением управления курсором!!! :evil:
Хотелось бы иметь (а лучше иметь возможность назначить) хотя бы клавиши: "Прямого удаления модуля(где бы он ни находился)", "Прямого пакетного удаления последовательности(лучше выбранного массива модулей)", "Прямого доступа в редактирование конфигурации модуля" и т.д.

4. Хотелось бы иметь возможность выбирать массив, вместо последовательности модулей

5. Хотелось бы иметь возможность перемещать модули, а лучше выбранные массивы модулей в списке очереди строительства, тем самым улучшая экономическую ценность плана!

Можно еще долго перечислять все "хотелки", о которых вполне справедливо мечтать, их очень много. :D хе хе хе..... Дай бог чтобы реализовалось хоть что-то. :cry:
И "да прибудет с Вами прибыль"...
С уважением ко всему сообществу - древний пилот JML
Virtualaughing
Posts: 2090
Joined: Sat, 14. Jun 08, 20:40
x4

Re: An Architects Dream: Ideas on improving Station Building Expierience

Post by Virtualaughing »

J_M_L wrote: Mon, 8. Dec 25, 18:09 Доброго времени всем. :D Считаю главным недостатком :cry:.............
I don't remember which version was that but since the actual number of connections shown to us is dramatically reduced, the planner works extremely fast. i3570k here.
This game not supposed to be played "that" way. Few dozen of modules here. Then build a different factory. I like to maker real life comparisons. In this game we have some type of intranet. If you subbed or have other methods to update prices, then you can play it remotely.
I can fully understand why people like to build full factories. Exchanging goods can be painful with ships. Ships can be destroyed so fast. As a megalomaniac I like to build ultra huge factories.
Back to the "plots". Be smart. Use the copy sequence function. Plan factories accordingly. My criticism is all about some modules that seems to be out of place. Such as Advanced Composite and Antimatter Converter. I like to build Split. Sometimes I use argon disc defense module That module does not seems to be out of place for a split build.
My second problem is that some flexibility would be nice when you only need few meters to fit something into the plot.
Also the extra huge piers with that exclusion zone. It does not matter because ships can fly through anything. :D
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D

Return to “Construction Community”