#Wire Duct -> revamp wiring system

17 messages · Page 1 of 1 (latest)

timid hamlet
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I'm not sure if that's how it works for everyone, but at least for me, wiring is a pain when building new subs... Compared to how circuit boxes wiring work, the "regular wiring" is really rudimentary. I think that everyone that tries to make a sub usually try to make all of them get from point A to B passing through common paths, trying to mimic ducts. I believe we should have wiring paths as a defined object just like hulls, and the wire pathing should be automatically calculated based on proximity to hulls. This way, wiring stuff would be mutch nicer, wires in ducts could have procedural graphic representations mutch nicer than the actual straight unshadowed lines and sub buildin would be just more streamlined.

wooden frigate
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The current wiring is a lot more versatile, which is very important when building subs that have special features.

left rune
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Custom wiring poistioning opens a lot more potential

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It can be used to add a lot more visual asthetic to submarines

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For example, intentionally messy wiring like on the Barsuk

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I'll take the ability to do this over slightly faster wiring

hollow moss
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Maybe a keybind to snap the selected wire on top of the other wire at the cursor up to its point (all nodes before) so that it will be much easier to make them neat across same pathing to wire much faster?

Holding shift with a wire in editor seems to snaps the wire to 0, 90, 180 or 360 degrees depending on the direction. Would be nice QoL if it similarly snaps along a highlighted wire (places all nodes before at the same spot) at the cursor so you can instantly wire on existing paths instead of manually placing each node along for every single wire that takes similar pathing.

tame flicker
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no

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its not hard

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this is just "im lazy"

brazen idol
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Ducts would be cool

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But it shouldn't replace the whole system

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Like place a few cable holders

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And the game will try and follow them

tame flicker
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yes

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that's definitely better