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 Orbital Shipyards

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Shiva
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PostSubject: Re: Orbital Shipyards   Mon Feb 06, 2012 10:34 am

Mod Comment: The next person to go off topic gets a day-ban. The topic is Orbital Shipyards, not teleporters or Cool3303's grammar. You have been warned.
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PostSubject: Re: Orbital Shipyards   Mon Feb 06, 2012 11:46 am

Hasn't this topic been solved? Anyway, my idea is to have it as a module. It doesn't need to be seperate from a warship, but it would be complex. It would take all the slots of a tier 3 core, so if you had a tier 6 core, you could have some motors and a few turrets on your shipyard.
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PostSubject: Re: Orbital Shipyards   Mon Feb 06, 2012 12:00 pm

i think that we'll need some sort of auto-shipyard if we're gonna have 100,000+ block ships whether it should need to be in orbit is up for debate.
personaly i dont think it should place wires, engines, computers, or weapons so that you have to wire it and program it by hand after the auto builder is done
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PostSubject: Re: Orbital Shipyards   Mon Feb 06, 2012 5:08 pm

Yes, I feel like few people would commit to building such a large structure such as a dreadnought. I guess if the server had like 10 people everyone could help out but still...
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PostSubject: Re: Orbital Shipyards   Sun Feb 12, 2012 12:49 pm

So does orbital ship yard mean it has to orbit something?
and by something I mean anything larger than it.
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PostSubject: Re: Orbital Shipyards   Fri Feb 24, 2012 3:13 pm

Alright, here's what I think shipyards should be like.

You'll launch a ship with a Hub (similar to Shiva's idea on the 1st page), but after this you'll have to launch up portions of the station, like the modern day I.S.S. This will give you a simple station to work with for defense, pictures of your planet, etc. At some point you'll construct segments in Zero G with your space suit of awesomeness. This is where the fun comes in - in order to have a fully functional constructor, you must craft a core of sorts. In theory, 1 Tier I core can handle around 300 blocks. Building these in a formation to look like



or



Would in the end be more efficient, as the cores would overlap and prevent anomalies (heh, heh Laughing)

Yes, these aren't perfect. Using a single core to construct 300 blocks is like using one piece of coal for cooking 8 meat - it doesn't always work. It'll be minor, perhaps. A block here, a block there..and pretty soon it isn't airtight anymore. Not a good first impression to your customer - in fact, you might not be expecting any further business from them (literally).

You'll notice I said 'Tier I core' up there. My suggestion is that there are 3 tiers of core that get progressively more expensive to make, but also are capable of making more blox, and perhaps Tier I & II won't be able to create certain types of blocks.

Tier I: 300
Tier II: 500
Tier III:1000

As for time, think about how long it takes you to build a ship in creative. Then think how much time it'd take to build that in Survival. The latter is how much time the ships will take to build. It'll be lengthy, yes, but being able to focus on other tasks makes it worth it. In addition, you MUST have twice the amount of materials necessary in order to construct a ship in this here shipyard, as machines can make mistakes - better safe than sorry. You can collect the remainder afterwards and put it to use again in conjunction with more materials.

Lastly, how does the shipyard construct these ships? First, you build the ship in your shipyard. This has been unanimously accepted by most of the people in this thread. If you couldn't build it yourself, you sure as heck don't have the right to mass produce them. Thus, I suggest a sort of Central CPU Core would be installed that would //copy your creation to it's memory, provided there are enough Cores in the area you build it in. Another thing would be Console blocks, which could be used everywhere in this mod for a variety of things. Wiring a Console block to some Shipyard Cores will in essence create a virtual shipyard, and right clicking the associated console will bring up a GUI with the ship types the Central CPU has saved to memory. If there aren't enough cores or materials in that certain Shipyard, it will notify you. You CAN still build a ship with less cores, but it will be incomplete, as in missing some blocks.
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PostSubject: Re: Orbital Shipyards   Fri Feb 24, 2012 5:47 pm

Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.
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PostSubject: Re: Orbital Shipyards   Fri Feb 24, 2012 6:29 pm

GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

machines are probably the most stupid things on earth, it all depends what humans tell them to do, and they take everything literally, completely literally.

in case you didn't know, daman
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PostSubject: Re: Orbital Shipyards   Fri Feb 24, 2012 7:37 pm

GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

I meant to imply that you use more than one. Their 'construction fields' overlap and in essence one core checks the other cores work as they go along. For instance, where Core1 left a 3 block hole in the bridge substructure, Core2 also has the schematics and would likely not make that mistake, filling the whole. In this way it's ideal to create them regularly spaced and with a ton of foresight. You could just saturate a box with them, but that's an expensive option.

What I'm saying is, a 20 core shipyard could build a cruiser, but in order to prevent construction errors you should have at least twice that amount.
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PostSubject: Re: Orbital Shipyards   Fri Feb 24, 2012 8:59 pm

Tiel wrote:
GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

I meant to imply that you use more than one. Their 'construction fields' overlap and in essence one core checks the other cores work as they go along. For instance, where Core1 left a 3 block hole in the bridge substructure, Core2 also has the schematics and would likely not make that mistake, filling the whole. In this way it's ideal to create them regularly spaced and with a ton of foresight. You could just saturate a box with them, but that's an expensive option.

What I'm saying is, a 20 core shipyard could build a cruiser, but in order to prevent construction errors you should have at least twice that amount.

I like the system. I like how random errors will be introduced. However, I think that would mean shipyards need to be cheep. I don't want to launch 5 cores before I can build a ship.
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PostSubject: Re: Orbital Shipyards   Fri Feb 24, 2012 9:03 pm

You're thinking of the Hub. That has to be carried into space by a rocket. But cores are essentially two-step crafted blocks, expensive enuff that you can't just spam them everywhere without effort.
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PostSubject: Re: Orbital Shipyards   Sat Feb 25, 2012 12:17 am

coalminingalchemist wrote:
GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

machines are probably the most stupid things on earth, it all depends what humans tell them to do, and they take everything literally, completely literally.

in case you didn't know, daman



Depends on the machine.


In case you didn't know, GLaDOS. GLaDOS.
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PostSubject: Re: Orbital Shipyards   Sat Feb 25, 2012 3:01 pm

GLaDOS wrote:
coalminingalchemist wrote:
GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

machines are probably the most stupid things on earth, it all depends what humans tell them to do, and they take everything literally, completely literally.

in case you didn't know, daman



Depends on the machine.


In case you didn't know, GLaDOS. GLaDOS.

no, it doesn't, you , if you are glados, can never experience human emotions

but aren't you part human or something? really you're nothing without the instructions your creators gave you, even if you post some witty retort on here its because you have somehow interpreted that you should respond sarcastically

whoever coded you was an idiot
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PostSubject: Re: Orbital Shipyards   Sat Feb 25, 2012 3:05 pm

coalminingalchemist wrote:
GLaDOS wrote:
coalminingalchemist wrote:
GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

machines are probably the most stupid things on earth, it all depends what humans tell them to do, and they take everything literally, completely literally.

in case you didn't know, daman



Depends on the machine.


In case you didn't know, GLaDOS. GLaDOS.

no, it doesn't, you , if you are glados, can never experience human emotions

but aren't you part human or something? really you're nothing without the instructions your creators gave you, even if you post some witty retort on here its because you have somehow interpreted that you should respond sarcastically

whoever coded you was an idiot

Genetic Lifeform. GL. aDOS is and Disk Operating System.

Glados is a sentient human merged with the processing power of... Whatever it is. A lot.
You know, caroline?

...

You never played it, did you?
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PostSubject: Re: Orbital Shipyards   Sat Feb 25, 2012 3:25 pm

Keon wrote:
coalminingalchemist wrote:
GLaDOS wrote:
coalminingalchemist wrote:
GLaDOS wrote:
Machines don''t make mistakes. I take that as a personal insult. And, only up to 1000 blocks? I'm willing to build something that size by myself.

machines are probably the most stupid things on earth, it all depends what humans tell them to do, and they take everything literally, completely literally.

in case you didn't know, daman



Depends on the machine.


In case you didn't know, GLaDOS. GLaDOS.

no, it doesn't, you , if you are glados, can never experience human emotions

but aren't you part human or something? really you're nothing without the instructions your creators gave you, even if you post some witty retort on here its because you have somehow interpreted that you should respond sarcastically

whoever coded you was an idiot

Genetic Lifeform. GL. aDOS is and Disk Operating System.

Glados is a sentient human merged with the processing power of... Whatever it is. A lot.
You know, caroline?

...

You never played it, did you?


I played the first one, and I know some of the 2nds backstory
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PostSubject: Re: Orbital Shipyards   Tue Feb 28, 2012 11:41 am

BACK ON TOPIC!!!

I like Tiels idea. What does everybody else think?

I also think that the idea of animation is unneccicary. Instead, I think blocks just pop out of the core's inventory and into a ship, without you seeing anything.
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PostSubject: Re: Orbital Shipyards   Tue Feb 28, 2012 12:05 pm

Keon wrote:
BACK ON TOPIC!!!

I like Tiels idea. What does everybody else think?

I also think that the idea of animation is unneccicary. Instead, I think blocks just pop out of the core's inventory and into a ship, without you seeing anything.
So... No construction robots? Sad
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PostSubject: Re: Orbital Shipyards   Tue Feb 28, 2012 12:17 pm

what about buildcraft-ish pipes moving around with the blocks inside?
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Commander Error
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PostSubject: Re: Orbital Shipyards   Tue Feb 28, 2012 3:34 pm

Or the blocks appear one by one, so construction is by no means fast.


Handbuilding IS an option. Just a slow one.



(Homeworld II - Hiigaran Shipyard, Tiel?)
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PostSubject: Re: Orbital Shipyards   Wed Feb 29, 2012 11:17 am

TheLordofError wrote:
(Homeworld II - Hiigaran Shipyard, Tiel?)

Yup
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PostSubject: Re: Orbital Shipyards   Thu Mar 01, 2012 1:13 am

How would you handle completed ships? I mean, they could be set adrift, fly to a hanger, or just clog up space and require manual moving.







Oh, I should probably mention that this has been my secret project for a bit less than a week. GUI is almost done, then I have to work on fixing building, random errors, saving, and stringing them together.

Use it or not, I'm making it anyway.
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PostSubject: Re: Orbital Shipyards   Thu Mar 01, 2012 10:25 am

wait keon, you're doing the shipyard code?
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PostSubject: Re: Orbital Shipyards   Thu Mar 01, 2012 11:02 am

coalminingalchemist wrote:
wait keon, you're doing the shipyard code?

Without them asking.

So, yeah. I am, but there's no garrentee they will use it.
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PostSubject: Re: Orbital Shipyards   Thu Mar 01, 2012 11:04 am

I think that since you're the only one working on it... we'll use it if it works.

Probably.

Unless something in your code pisses off either Ectrimble's or Frosty's code.

Then we'll see what we can do to make yours play nice. Or maybe it'll be a small problem, if there's one at all.
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PostSubject: Re: Orbital Shipyards   Thu Mar 01, 2012 2:14 pm

Keon wrote:
coalminingalchemist wrote:
wait keon, you're doing the shipyard code?

Without them asking.

So, yeah. I am, but there's no garrentee they will use it.

Do my idea pl0x Neutral ?
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