Greetings all. So after some more thought on building implementation, at least for spacecraft, i've come up with the following. I myself don't exactly like the idea of a blueprint system that just asembles stock ship interiors, as it limits creativity. At the same time, simply creating a prompt like in dmnb that would just ask you for room coordinates wouldn't work here, seeing as their's no more coordinates system that's visible to the players, and with the way the building system is set up my side, it'd be extremely complicated and difficult to work with for your normal, every day player. So instead, i've thought of this, tell me what you think. When you encounter a shipyard terminal and interact with it, your given the option of buying from a list of stock ship classes, or beginning construction of your own ship. Now, when you start construction, it is an extremely bare bones design. As in, in order to even start building on the interior, you need to add a module to it, a module basicly is an area in the game that will be connected to that ship object. The shipyard terminal will allow you to add new modules or remove existing ones. Now, here's where the building comes into play. When your inside the ship, working inside a module, you can press b to get a menu of objects to build. When you select an object to build, for instance a room, you'll be given the required prompts, for room for instance, meerly specifying its length for both left to right and forward and backwards to determan the size of it, followed by the type, and the sound. Once that's done, what will then happen is this. Baste on the direction your facing is how the rooms coordinates will be determined. Basicly if you didn't get it, you'll need to walk around the current room your in and find a suitable place to begin construction. The time to build the room will varry baste on your skill, though I might add other factors to the system, but that's the basic outline that i've come up with. Oh, and, today's updates. For offline, saving and loading functionality works. For online, manual pilot takes another step, in terms of a new change. That of the ability to press the numbers on the number row to scan at different sensor ranges to get which objects are neer by, and what direction you'll have to be facing to travel towards them. Pressing the numbers from 1 to 0 will scan at different ranges, for instance, 1 will only scan for objects that are with in 10 percent of your sensor range, while 0 will do a full scan. Well anyways, that's all the updates I have for now.
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