Stationeers

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Xiaka May 10, 2020 @ 9:35am
Logic size => Game immersion is lost
I like the game, but I think the way logic pieces work is not immersive. We are supposed to have a lot of tech (YES we are in other planets and moons), we have a suit that can auto regulate temperature and do many other things, but then you go to build logic circuits and... you need huge walls to create some circuits of giant chips, it totally destroys the immersion in this game, the size of the logic piexes is ridiculous (I'm not talking about sensors).

We need something small and compact to store the logic. For example, if all the existing logic parts in the game have 0 size and they can be combined in a single piece (maybe you need a special tool/machine/computer to program/create it). As an example of what I am talking about take a look at Stormworks: Build and Rescue microcontrollers and how they handle logic in small boxes.

Do we have any chance to see something like that?

Thank you for the good game in any case.
Originally posted by Rocket:
As Dani noted - the smallest unit size for a grid for structures is what we have. I did actually experiment with a more "bread board" approach. In the end we decided to leave the logic units as they are, and implement a new system with ICs which is more flexible.

In hindsight might have gone for something more similar to Stormworks - but to replace the current system (which itself, was a replacement for a costly UI based system) would be a lot of work, and prevent us from doing a lot else without a guarantee of success.
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Showing 1-12 of 12 comments
Naxster May 10, 2020 @ 10:24am 
lol...
Xiaka May 10, 2020 @ 11:43am 
Originally posted by Dani:
like this : https://stationeers-wiki.com/Kit_(IC_Housing)

That helps a lot (even if you have to write code lol), but, look at them! they are as big as our stationeers, and you still need slot readers and writers... (as far as my game mechanics understanding reaches).

I mean something like that (https://youtu.be/jCxRelSzKI8?t=153), and of course some kind of visual script would be very helpful instead of code.
Dani May 10, 2020 @ 2:48pm 
Originally posted by Xiaka:
... but, look at them! they are as big as our stationeers, and you still need slot readers and writers...
They occupy 1 place on the placement grid, I think if they wanna make them smaller they will have to redesign the whole game (or at least a huge part of it).

On the IC housing you can select 6 'devices', not only a single variable like the logic readers/writers, and input/ouput anything you want from/to it.

I think MIPS language is very easy to learn you just need some patience and dedication. In the beginning you will fail a lot but hang in and you will love it.
There seem to be lots of people willing to help with coding and even completely code on request.
The author of this thread has indicated that this post answers the original topic.
Rocket  [developer] May 10, 2020 @ 3:40pm 
As Dani noted - the smallest unit size for a grid for structures is what we have. I did actually experiment with a more "bread board" approach. In the end we decided to leave the logic units as they are, and implement a new system with ICs which is more flexible.

In hindsight might have gone for something more similar to Stormworks - but to replace the current system (which itself, was a replacement for a costly UI based system) would be a lot of work, and prevent us from doing a lot else without a guarantee of success.
Xiaka May 10, 2020 @ 3:46pm 
Thank you everyone for the answers. I will give another try to the IC system.
willstr1 May 11, 2020 @ 10:38am 
A fun way to fix this immersion issue with just some fast and lazy lore would be if the logic components (other than the ICs) were vacuum tube based (because cosmic rays, use of basic materials (instead of semiconductors), available facilities (maybe even fit that into the new research system), or something). Maybe just change the model to include some glowing vacuum tubes sticking out of the units and then your good to go.
Rocket  [developer] May 15, 2020 @ 7:22am 
If we were starting the project again I would definitely do a number of systems differently, and having a "tiny grid" system for logic blocks would be one of them.
Dani May 17, 2020 @ 1:38am 
What if we had a small box with 4 for connections (top, bottom, left right for input output cabling) having it's own grid (a internal PCB) that can accept a certain number of logic devices (for example 4x4 -> 16 logic devices). Internal routing (PCB traces) could be done on 2 levels (double sided PCB).
Rocket  [developer] May 19, 2020 @ 8:17pm 
It's not a problem of imagination so much as implementation. The issue is not what is possible (pretty much anything is), but that to do any new implementation would be work taken away from other tasks, and add yet another logic system to the game (there are three, currently).
Norseman May 19, 2020 @ 9:59pm 
Originally posted by rocket2guns:
If we were starting the project again I would definitely do a number of systems differently, and having a "tiny grid" system for logic blocks would be one of them.


Originally posted by rocket2guns:
It's not a problem of imagination so much as implementation. The issue is not what is possible (pretty much anything is), but that to do any new implementation would be work taken away from other tasks, and add yet another logic system to the game (there are three, currently).

I think most of us understand that, and it's not always that easy to "see" what the game will be from the initial start either.

Maybe later yes, if time and resources allow it ;)
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Date Posted: May 10, 2020 @ 9:35am
Posts: 12