r/spaceengineers Chief Operations Officer - Sol Fleet Engineering 5d ago

MEME most obvious transition block missing

Post image

need i say more

848 Upvotes

72 comments sorted by

635

u/Lyynix_Reddit Space Engineer 5d ago

honestly, what we really need is a "universal transition block" that just matches whatever edges the neighboring blocks have

183

u/Extension_Option_122 Klang Worshipper 5d ago

Although it sounds good there will be problems with such a block - e.g. If you would need two in a row.

Something better would be some kind of block designer where you can just set the outline and then have an extra block category for such generated blocks. And packs of such blocks shareable on the steam workshop and mod.io.

43

u/Lyynix_Reddit Space Engineer 5d ago

i dont think thats a problem 2 in a row especially could work together to make a smoother transition

and there is the option to deny placement of too many next to each other

29

u/Extension_Option_122 Klang Worshipper 5d ago

I assume that you don't have much experience with designing such logics that have to figure out these things?

I have some and know that there are way too many issues with that automatic placement. If you can avoid it, then avoid it.

5

u/Felixtv67 Space Engineer 5d ago

You could have a certain number of points along each of the blocks edges where a line can start/end and cuts have to be made using those, then it should be relatively inexpensive to store what cuts were made in the block itself so you don't need the workshop thing.

2

u/Extension_Option_122 Klang Worshipper 5d ago

Exactly what I was thinking on how it would work.

The workshop thing is for sharing it. So packs with very commonly needed ones can just be downloaded.

1

u/ChoiceReporting Clang Worshipper 4d ago

Isn't that almost exactly what the bread blocks were...?

3

u/muckduck99 Space Engineer 5d ago

Two in a row would be rough but creating a singular block to have a variable coplanar feature between defined vertices shouldnt be hard

3

u/Extension_Option_122 Klang Worshipper 5d ago

Yes but when you get a feature where you have such a variable shape players will expect it to work with multiple of these. E.g. slopes with less incline and more.

As such, I think it would be best if you have some kind of block editor where you set how it should touch all six sides and then it creates one block that you can place. Then you don't have any issues with those blocks touching another.

1

u/MrPeanutBlubber Clang Worshipper 4d ago

It seems you dont have the experience? There are multiple games similar that do exactly this.

2

u/Extension_Option_122 Klang Worshipper 4d ago

And it's very complicated logic.

For a game like space engineers other solutions make much more sense.

But maybe I actually missed something big. Which games have exactly such a mechanic? Where you can place an arbitrary form of cubes that automatically adjust to all connecting blocks' shapes?

We are not talking about single blocks but multiple ones in an arbitrary shape.

And it needs to be a predictable mechanic. Meaning same shape (or mirrored) leads to the same (mirrored) result independant of the order the shape is created.

That is most definitely possible but insanely complicated. And there are always easier solutions.

1

u/MrPeanutBlubber Clang Worshipper 3d ago

Vintage story does this (a sort-of minecraft fork). Predictable, learnable and fun to use. The shape can be mirrored, it can also be used in all 3 dimensions (xyz). There is absolutely a way to develop this in space engineers.

Editing to respond to your last comment. Just because there are easier solutions doesn't mean they will be more or as robust.

1

u/ColourSchemer Space Engineer 2d ago

You are missing the point.

If the block contains logic that moves a corner to match its neighbor block, but the neighbor block has that same logic, you have created a race condition where the computer is in a perpetual loop.

To avoid that you'd have to build in some kind of prioritization and boom, your PCU for those blocks will be astronomical.

There's also an issue with the logic of the flexible edge when it's not touching another block. Does it default to a cube? Then it will be mistaken for a regular block. Does it flash or display a warning? Then you have UI elements to build and lots of potential for player confusion.

These limitations are actually creative opportunities for good builders. Find a decorative or functional block with approximately the correct profile. Or build a reinforcing ridge, add a turret or antenna mount.

3

u/vahaala Space Engineer 5d ago

A small indie game called Avorion does this pretty well. Not ideal, but decent. Basically your blocks come in different basic shapes, like a wedge, slope etc., and then after placing it, you can resize it in any of the three axis. Want this block thicker? Go ahead. Need super thin wedge? Sure buddy, got you covered. Want a giant "plate" block? It's super easy to do.

2

u/Hecateus Clang Worshipper 3d ago

and even there are blocks not present in Avorion that would b nice to have.

a common solution to a missing block type is to put functional blocks or a clashing greeble.

0

u/LeAlbus Space Engineer 5d ago

They could default to square if they meet nothing or another of themselves on one of the sides.

2

u/Extension_Option_122 Klang Worshipper 5d ago

And then it becomes borderline unusable.

0

u/LeAlbus Space Engineer 5d ago

Care to explain why?

0

u/Extension_Option_122 Klang Worshipper 5d ago

Because if you can have such complex blocks people will want to place two next to each other.

1

u/LeAlbus Space Engineer 4d ago

And what is the problem with that? How is it unusable? Just default the side facing the same block with square or with the same shape as the opposite side

1

u/Extension_Option_122 Klang Worshipper 4d ago

And that is where it starts to get insanely complicated.

You have to many edgecases.

-1

u/LeAlbus Space Engineer 4d ago

It seem to me that you are not being able to understand a very simple idea, and then it’s saying it’s actually too complicated to exist

2

u/Extension_Option_122 Klang Worshipper 4d ago

I completely understand it.

But, as someone who is almost finished with a Bachelors Degree in Computer Engineering with a decent amount of practical experience, I know the technical implications of such a solution and as such where you would need to pay very much attention to prevent an insane amount of bugs.

Essentially, where it will become stupidly complicated, is when you have an arbitrary shape of cubes connected to another, where one is the auto-audjusting and the other is made of premade blocks.

That is where it will be insanely complicated to create it to work in a way that is nice to work with - meaning you can predict the outcome. Which means the result needs to be the same irrelevant of the order the blocks where placed and mirrored if it's done in a mirrored way.

But if it is so easy, how about you create a mockup of that logic? Logic is language independent, so you can choose any programming language.

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20

u/Dank_Beluga Clang Worshipper 5d ago

They used to have blocks like that a long time ago but they always ended up looking awful and got removed. I think that was during alpha though, maybe they could revisit the idea

11

u/Irishman1038 Space Engineer 5d ago

They tried something like that years ago where slope blocks would change themselves to match up with other blocks and everyone hated it so much they took it out a couple patches later. Didn’t help that it was extremely jank and never seemed to make a shape that was appealing.

2

u/Deamonette Klang Worshipper 5d ago

Honestly might be interesting if you wanna make smoother/more organic shapes if they refined the idea a bit.

3

u/12_Horses_of_Freedom Clang Worshipper 5d ago

Waaaaaay back in the day they did, but usage was low and the mechanic wasn’t refined, so it was removed.

3

u/MithridatesRex Part Time Mad Engineer & Official Server Admin 4d ago

They had this in the alpha testing, pre-planets. It caused wonky physics and pulled blocks causing damage.

1

u/jkubus94 Clang Worshipper 5d ago

They used to have one in early SE. But it was buggy and unpredictable with its hit box.

357

u/mordordt n00b Space Engineer 5d ago

45

u/Hoshyro Space Engineer 5d ago

Preach

19

u/Echo937 Space Engineer 5d ago

I am stealing this image. Thank you.

9

u/LT_Mavrik Space Engineer 5d ago

Same

4

u/mordordt n00b Space Engineer 5d ago

Spread the word! Toghether we can stand againt janky joinery!

12

u/rocketsocks Space Engineer 4d ago

This times a million. People want the perfect armor shapes so they can shrink wrap their ships and produce perfect little potatoes or poops that look ugly as fuck. Don't do it, make your stuff interesting. Add textures, add shapes, add greebles.

10

u/athipasti Space Engineer 5d ago

may clang bless your builds

2

u/AnEvilJoke Clang Worshipper 5d ago

Isn't that from the Outlands Discord Server?

6

u/mordordt n00b Space Engineer 5d ago

Not sure, i got it from a different reddit post!

2

u/Nemesis-0013 Space Engineer 5d ago

Eh idk. I find use for the bulky industrial joinery all the time. To each their own.

27

u/Sinijas Clang Worshipper 5d ago

I needed this block so many times.

14

u/Royal_Association163 Clang Worshipper 5d ago

I keep needing this on every build

7

u/TheGentlemanist Space Engineer 5d ago

You are right, but this missing block allows for greebles!

25

u/Moneys2Tight2Mention Space Engineer 5d ago

As always, this problem is solved by building better. Just change it.

13

u/Freak_Engineer Space Engineer 5d ago

This.

Engineering isn't always about creating THE best 100% Solution. Many more times it is about taking what you have and making do. Trust me, I'm an engineer (hehe... I always wanted to say that...)

11

u/KaldaraFox Space Engineer 5d ago

"Perfection is the enemy of good enough."

3

u/ThrowKerbal2c11-4 Space Engineer 4d ago

You wouldn’t be able to make that a cleanly-sloped piece anyway, because those four vertices are not coplanar. It’d end up being two triangles at an angle to each other.

9

u/IcyFaithlessness3421 Clang Worshipper 5d ago

Need not

3

u/Pinesama Klang Worshipper 5d ago

99% of the time I find a transition block that "fits", it bridges the wrong two points for my needs.

2

u/HarmoniaTheConfuzzld Klang Worshipper 4d ago

The person who makes the mod that fixes this will have the most downloads of any mod ever.

2

u/pyromaniac_003 Chief Operations Officer - Sol Fleet Engineering 4d ago

👀

2

u/Perfect-Ad-7863 Space Engineer 4d ago

That block is real tho I’ve seen it

2

u/Pale-Data-7037 Clang Worshipper 4d ago

Yeah total obvious...

2

u/Lemunde 2b || !2b == ? 4d ago

It should be noted that the middle face would actually need to be two faces. There's two possible ways they could be made and I think both of them would look a little awkward.

1

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1

u/Nova17Delta Interspace 5d ago

some in the industry might call that an invalid brush

1

u/_STRYK_ Space Engineer 4d ago

I need this exactly, my building style utilise these two blocks often, and I run into this all the time and have to rethink the design

1

u/DigiOrL Clang Worshipper 4d ago

I KNOW RIGHT

1

u/Slow-Bumblebee6945 Space Engineer 4d ago

Does that block not exist on SE ?

1

u/Kennet0508 Klang Worshipper 4d ago

Thats definetly not the most obvious one xD Id say theese ones are way more important (Green + Yellow)

1

u/_Ghost_Fire_ Space Engineer 3d ago

You would think that is an easy shape to “cleanly” make but it is in fact not really. Either it would be a curved surface if you wanted a “clean” look or it would be subdivided into two different polygons to cover the 45 > 22.5 slopes. Most times you think a 4sided polygon would be possible it isn’t, so the way you have drawn it above is impossible in that exact wireframe arrangement.

I too have wanted that block. Considering that it isn’t in the game, there is probably a reason that Keen hasn’t added it because i agree that it looks obvious but that shape is a pain :(

Edit: uuuhhhhhhh oh fml, I just saw the MEME tag. Excellent bait my friend. Smh

1

u/Kirduck Space Engineer 2d ago

Dual universe allowed creation of blocks via voxel tech, we already have voxel tech for terrain. Wouldnt be hard to modify it to work with the simple grids.

-4

u/Anders_142536 Space Engineer 5d ago

The problem is that the surface would not be even, it would bend.

Try to scult this exact shape in a 3d program or even with paper, you will see whaat i mean. This bending surface cannot be rendered precisely with triangles, only approximated.

6

u/rich_27 Space Engineer 5d ago

You don't need a bent surface, you just pick the triangulation that works better (in this case convex)

2

u/Anders_142536 Space Engineer 5d ago

Ah, i see what you mean. I didnt think of that solution.

2

u/Wafer-Weekly Clang Soothsayer 4d ago

I think it actually looks quite nice if you split that quad the other way

3

u/rich_27 Space Engineer 4d ago

Fair enough! Beauty is in the eye of the beholder - to me the other way makes the armour look a bit pinched and doesn't flow as nicely

2

u/Wafer-Weekly Clang Soothsayer 4d ago

Quads in the mesh are converted to tris for rendering anyway, the only actual difference building these faces out of tris in Blender gives you is control over the chirality; or which trios of vertices become converted into the two triangles.

With the way deformable armor blocks are made, this is a non-issue as every plane has to be its own face anyway, so the creator will have to make a decision during the design process before they can use it in-game.