shapez 2

shapez 2

livinghell Aug 22, 2024 @ 4:02pm
Why does cutter element have global and not local cut direction?
it cuts in East and West parts, but not into right and left part?
what is the logic behind such limitation?
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Showing 1-7 of 7 comments
Kyouko Tsukino Aug 22, 2024 @ 4:25pm 
Because "left" and "right" change depending on what angle your camera has, while "west" and "east" will not change with camera movement, avoiding a lot of confusion.
Skipachu Aug 22, 2024 @ 4:32pm 
Shapes don't rotate when they ride a belt around a corner, either. So, no matter which way you orient the cutter or how many turns the shapes ride around, you'll always get the same results from the cut operation. It'd be a nightmare if you're turning machines and belts this way and that to pack more of them into a small space... and then they go all wonky because you rotated them to get them to fit.
livinghell Aug 22, 2024 @ 4:40pm 
Originally posted by Skipachu:
Shapes don't rotate when they ride a belt around a corner, either. So, no matter which way you orient the cutter or how many turns the shapes ride around, you'll always get the same results from the cut operation. It'd be a nightmare if you're turning machines and belts this way and that to pack more of them into a small space... and then they go all wonky because you rotated them to get them to fit.

actually I wanted to rotate machnies to avoid rotation elements.....
phillip_lynx Aug 22, 2024 @ 4:44pm 
But it doesnt count in which rotaion you deliver the shapes to the void.

So the west/east is very fine with me. I do not have to think about the rotaion of the map. West is West and East is East.
Left and Rigth changes due to rotation of the map.
Last edited by phillip_lynx; Aug 22, 2024 @ 4:45pm
Kyouko Tsukino Aug 22, 2024 @ 4:48pm 
The only instance where the orientation of the shape matters right now is a bug that will be fixed eventually. Everything but those very specific cases (which are entirely optional, endgame shapes,) can be delivered in any orientation without it being invalidated.
craigbeck Aug 22, 2024 @ 5:58pm 
Originally posted by Kyouko Tsukino:
Because "left" and "right" change depending on what angle your camera has, while "west" and "east" will not change with camera movement, avoiding a lot of confusion.

Yes this led to much confusion for me late game when I had the camera facing south and not taking notice, was trying to create shapes and they were upside down and not accepted by the vortex.
Burningfeetman Aug 22, 2024 @ 7:21pm 
I've had a couple of newbie thoughts on this very topic - as it stands, I do like the current mechanic, but also ponder what else could be if we had localised orientation.

One building which I think could help and not breach the current status-quo would be a 90° rotator building, so that the input of the rotator building is at a 90° angle to the output. This could be used to simulate rotation on belt corners.
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Date Posted: Aug 22, 2024 @ 4:02pm
Posts: 7