![]() ![]() It would only be used for beacons that are moving in the context we were talking about. We could have an option for the plot to just be auto-built for us. If we did preview stuff they would have the develop that whole interface and stuff. ![]() A lot of people that complain I think makes them very careful on what they release now. But, it is still up to people getting the Devs to understand that we are ok with simple and small changes to give us the features instead of a perfect release. If people are willing to deal with the easier ideas that might cause more work for them or a solution that is iterated on over the course of many releases then I think we could move forward. Unfortunately the more “advanced” ideas take a lot of coding and it is hard to justify the time since it only helps a small group of people. Most of the conversation I was focusing on was giving people an easy option to move. Repeat… Then you go to the area you want and start pasting things in the order you want - 1 2 3… etc. Then you would use another to grab another set of plots - it becomes 2. One of the ideas I actually did pitch is mostly what you said - a new plotter or paper object that was used to snapshot a set amount of plots and save the data there. Let’s assume that you can use it like the plot remover, as in you need to maintain the action button for it to work, but instead of removing a plotĪctually yesterday morning I was talking with him during a call about blueprint options. You could press a button to apply the blocks in the inventory to the preview, even if all blocks aren’t in the inventory yet, it would arbitrarily apply the blocks that are available where they should go, leaving only blocks that aren’t required by the does this sounds remotely like a good idea? But that sounds a bit too weird for Boundless.Īnyway, the table would also have an inventory for you to drop items in it. Since Boundless’ plots are an even number of blocks (8³ blocks), maybe the player could have the option in the table’s UI to move the preview around, to place it just right.Ĭreativerse does it by having plots that always are 64³ blocks, and blueprint capture blocks can be either 15³, 31³ or 63³ blocks. Behind the table, a ghost-preview of the blueprint will be displayed, just like the blueprint cornerstone works in Creativerse. You can interact with it and slot the beacon blueprint in it. So now, let’s imagine we had some new machine, like an Architect’s table. Once that’s done, the chest can’t be re-used, meaning it’s transformed into a temporary chest that despawns once emptied.Ĭrafting the chest would have to be expensive, otherwise people would plot a mountain, use that to collect it all, remove the beacon, and start again the next day. You can plug the beacon blueprint in it and you’ll have a one-time-use button to simply empty the plots remotely and put all of their contents inside the chest, giving you the blueprint back. Then we imagine some kind of crazy chest that requires stuff like portal conduits to craft, gems, rift, umbris, blink, exo-mats, and what-have-you, I don’t know. This beacon blueprint can only save up to X plots (X being defined by the devs, I wouldn’t know what’s acceptable). Let’s assume that you can use it like the plot remover, as in you need to maintain the action button for it to work, but instead of removing a plot, it copies the plot and all of its content in the blueprint’s data. ![]()
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