Questions
1) Structure Slots
I recall that sometime in 2020/2021 Nelson removed the need to specify Roof/Pillar/Wall/Side slots for structures, I think it was around the same time Nelson implemented structure pooling. I couldn’t find the exact patch unfortunately. If I recall Nelson’s reason for removing this requirement was that it was unused. And in the comments of the code handling structures Nelson mentions doing it with classes simplifies things.
In a comment within “HousingEdge.cs” Nelson says:
“/// Ideally in the future wall height will become configurable and remove
/// the need for this check.”
Which was in response to a bug report made in 2023.
My question is: Instead of only allowing wall height to be configured, why not just make the class implementation optional? Add a property that defaults to false and fully uses the classes, and when true recognizes the slots for sides/pillars/walls/roofs. Doing this allows foundations larger or smaller than 6x6, and more triangle types (if people want to go through the hell that is non-equilateral triangles).
2) Structure Parts Sizes
Im also curious how/why Nelson chose the sizes for structure parts. 6L x 6W x 4(.25)H is a little odd? Its seems like a solid choice, but that height of 4(.25) meters throws a wrench in there sometimes. I guess there arent many options when you also have to work with triangles. I guess 3x3x3 would have also worked. If I can pick your brain a bit.
3) Commissioned Vanilla Content
What’s the plan regarding commissioning vanilla content from workshop creators? I’m assuming DogFood was a first pick considering his popularity, and vanilla-ish style. How involved is the commission-ee in regards to the updates themselves? Are you simply reaching out asking for models, or is the commission-ee contributing elsewhere too? What is the commission-ee being compensated with? (guessing you probably can’t disclose that) Is it only going to be DogFood for a while, or are there others you’ve reached out to?
4) Changes in the Solo-Dev Sentiment
I recall not long ago Nelson was very protective of U3, and if I had to guess the rather flawed console launch and the console version’s current state, probably didn’t make Nelson less protective. So then what’s made Nelson take the step to commission content from workshop creators? In the same vein, open sourcing the code has been floated around (and recently stated as a goal). What’s driving these decisions? Don’t get me wrong, these are amazing developments, it just appears as a bit of a 180 compared to just a few years ago.
Suggestions
1) IsWired modhook:
Essentially it’d be nice for barricade classes that don’t get a “Requires_Power” option in .dats. Also allows for child game objects to require power without forcing the parent game object to require power.
2) VehicleCollisionEventHook modhook:
The current CollisionEventHook cannot see players in vehicles, or see vehicles. Useful for detecting vehicles to make function stoplights or to trigger an animation or whatnot.
3) VehicleTeleportVolume:
Teleports vehicles, useful for if you need to move a vehicle somewhere.
4) Interactable (on/off) Modhook:
Same reasons as 1)
5) More CollisionEventHook s:
Ability to detect pretty much any entity, this would cover 2) but we really should be able to detect more than just the player. Barricades, Structures, Projectiles, Items, Vehicles, etc.
Conclusion
Anyways, that was a lot of words. Thanks for reading/responding.
Have a nice day!