#deployers on the ground should be able to access ships and vice versa
1 messages · Page 1 of 1 (latest)
I'm sure someones trying
the way londlord works will not make this possible
Cool
We are not talking about landlord though
oh i thought clockwork used landlord
landlord
is aeronautic's thing
clockwork uses VS2
oh\
that would be really hard to make
imagine all the bullshit
with trying to figure out if a deployer should deploy in ship space
or in world space
there's an easier way
which is to make deployers make a ship
and then assemble it
though assembly isn't automated
would be cool to have automated assembly though
just use depth with raycast 
me when my deployer launches my ship into space by placing blocks in world space, because my ship was 0.01 blocks too far away
That’s true
Just make so player can decide if deployer prioritise ship over world with tolerance 
That’s not what they mean
Deployers have limited range
So if the ship is too far the deployer will place on world
Priority is irrelevant
Ah right
Well it still does work tho? just les about priority more to force raycast until ship is found
okay but then it would have infinite range
As I said tolerance
Get it some amount of range so that it doesn't cause the ship to clip out of existance
I mean itvs probably hard and arbitrary but yes

What if u just like
Add a setting to the deployer or sumn
That determines whether or not it works on ships
And make it so that when you have on engineer’s goggles you can see deployer target ship space blocks
I have no idea how one would code that
And I’m not saying anyone has go
To*
Just a suggestion of how to maybe solve the “how the fuck do I know what’s going on or what it’ll do” problem
they already planned to do that
just only for deployers on ships
in any case
why would you ever need to deploy something onto a ship
from world
I have my ideas
For example
A guided missile where literally all it does is put noise makers on the target ship
Troll missile
can't said guided missile
just use stickers
to stick onto a ship
and then put noise makers on itself
But I don’t want it to stay there
Bc that’s less funny than just shitting on someone and leaving
With no trace other than the residue
Then detach it after
Stickers can do that
Oh wait
Yeah
yeah you can do that
But the point is yknow I wanna like
just make it have noise makers with separate stickers
Have the noisemakers stay on
That are stuck onto the missile
Oh that’s more interesting
Just build the ship and assemble it afterward
Either way you’d need to assemble some of it at SOME stage
That depends on how the new glue system works
I haven’t stuck around here long enough to know like actually specifics
For what you wanna do, probably a lot better, by the sound of it
Yeah
basically bluper glue
but to assemble ship
you stick the auric designator in the physics thingy
and all the ships you glued with the auric designator item
become physics
M
meaning you could mass print ships with just one infuser
As long as I can automate that
Also if we can have schematicannon compat from ship to world
If the auric designator keeps its data after being used, you should be able to
And if the sort of
potato didn't show off a way to automate ship assembly
but i'm sure he'll add a way
Selector is something that can be placed with that
after he gets his next shipment of cocaine
Then I could steal peoples bases easy prays
Wait can’t you just use ship splitting to automate ships
Hah
oh yeah
make the ship like a 3d printer and then detach it
you can
that’s way simpler
And you’d just be able to drop them onto people
Sheets of standardized ships connected by red wool or sumn
Bomb bay but it’s loaded with ships:
not even that
just make them as you go
Well yea
I’m just imagining people having like ship cardboard cutouts lmao
lmao
@tardy phoenix @onyx arrow
🥱 moving wall of deployers: