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  1. Siege Inc.

    Siege Inc. Rear Admiral

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    #381
    Last edited: Mar 5, 2017
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  2. sxl2

    sxl2 Ensign

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    For creating bases with the idea that they can be used s POI's etc (not just for personal use):

    I notice that POIs can be placed in such a way that they are mostly underground and yet terrain is cleared. Or, like wrecks, can be merged into terrain. Are there commands that can be issued or information that can be stored in a blueprint to indicate the desired result? I'd like to experiment with the effects and be able to say how much should be below ground, or at what level the POI should merge with ground....

    Absent commands, how do those of you who design POIs deal with this?
     
    #382
  3. Siege Inc.

    Siege Inc. Rear Admiral

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    Setting POIs underground is something the developers can do but we don't have access to those commands/settings. At least not yet.

    As per the Civilian Buildings Challenge thread:
    Q:How do you know if my cellar is underground?
    > Cover your underground levels with ONE color that is not used in your building. If your design is chosen, the devs will place the insertion-marker for terrain-subterrain at the topmost block layer of this marked area.
     
    #383
  4. LeVentNoir

    LeVentNoir Captain

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    Well, I have one hell of a work in progress. This weekend I finished off the main structure, and now I'm starting texturing, which I'll do before decoration and outfitting.

    Except, I still have to find a place to put the farm. Oh well, I'll just make an outbuilding thing for it, as the two main areas are likely going to be done as bar / trading / hotel / medical then also factory / storage, etc.

    [​IMG]

    She's a big one. And for reference, here's a docked Hakon

    [​IMG]
     
    #384
    Last edited: Mar 17, 2017
  5. LeVentNoir

    LeVentNoir Captain

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    Well here we go:

    Haast-Crowsnest

    [​IMG] [​IMG] [​IMG][​IMG]
    [​IMG]

    I finished texturing and decorating the interior and have actually finished off my first full fledged space station and I think it's epic.
     
    #385
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  6. rainyday

    rainyday Rear Admiral

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    It is epic! And well done with all the windows - I would have gone mad trying to make all of them fit. They just seem so fiddly - they want to go everywhere but where you actually want them to go.
     
    #386
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  7. Myrmidon

    Myrmidon Rear Admiral

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  8. Robot Shark

    Robot Shark Rear Admiral

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    I did some tweaking on the Epsilon-ComCenter-MKI I had updated earlier, made it a little harder.

    I also removed all legacy blocks from the Epsilon-Spaceport-MKI, and did a little tweaking.
    (I never did understand why there was an empty room behind the core.).

    Submitted so you can update the POI's, and make the tweaks you feel are needed.
     
    #388
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  9. Robot Shark

    Robot Shark Rear Admiral

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    Just the Epsilon-Fortress-MKI, with all pre-alpha blocks replaced.
    I kept it very close to the original with minor modifications.
     
    #389
  10. Rester Valentine

    Rester Valentine Lieutenant

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    Aidstation: includes medical facilities, trade and storage.

    CoreAidstation.jpg
     
    #390
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  11. Browar

    Browar Commander

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    #391
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  12. SacredGlade

    SacredGlade Captain

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    Building Question for you experts!

    I have noticed other builders have created admin core bases that have a mix of destructable doors/spawners etc as well as not destructable ones. My admin core bases are always indestructable - how do you set elements to be player destructable?

    Thanks for any help with this!
     
    #392
  13. Myrmidon

    Myrmidon Rear Admiral

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    You have to replace the admin core. I had the same question and the resolution was to do the following :

    1. open console and activeate god mode with command "godemode"
    2. activate command "menuitem"

    With those you can move freely in any direction and through walls ground etc. It is like the "noclip" command from and gode mode from other game enginesif you are familiar with them. Now aproach the core inside the building and destroy it with the multitool. Place your own core in the building and now it is yours to do it as you please. Repeate steps 2 and 1 reverced to turn to game in normal survival mode. Carefull not to be in the air high or inside a block or you might fall and die or you might stuck in the block.
     
    #393
  14. Amboss

    Amboss Lieutenant

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    Curently working on an astriod base. Would be cool if those would be a thing, and if u could actually build on all astridos (and thus connecting them) instead of only the recource once. Let me know what you think!
     

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    #394
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  15. Captain Jack II

    Captain Jack II Rear Admiral

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    Thats pretty cool. I really like the extensions on the first pic with the emissive textures... reminds me of LEDs. Very neat. I like the openness of the structure. In space, it's makes a lot of sense.
     
    #395
  16. Captain Jack II

    Captain Jack II Rear Admiral

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    WOW... beams and bricks and battlements! Don't forget to put a sci-fi turret or two on a tower or some wayward drone might make quick work of your fortress.
     
    #396
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  17. Amboss

    Amboss Lieutenant

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    THX :) More to come, like the comand Tower on top, the entry hall and a defense ring around the bottom.
     
    #397
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  18. Browar

    Browar Commander

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    I'll leave that to the players. Each tower has place for at least one turret. Funny thing is that most of the towers colapsed when I placed turrets on top... I had to add "support column" in the middle of each tower...
     
    #398
  19. Amboss

    Amboss Lieutenant

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    Sounds like a castle for the ages lol
     
    #399
  20. SylenThunder

    SylenThunder Captain

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    WORK-IN-PROGRESS ~ THIS IS BUILT IN ALPHA 6.0.5

    This is designed to be nearer to mid- or end-game. It's a greenhouse and production base designed with supporting a group of people in mind, rather than one person.

    It's currently designed for a PvE world, but could be easily upgraded for PvP with room for turrets, and upgraded materials. (I may create a separate version that is more reinforced later.)

    It currently features several constructors for converting ores and manufacturing, a fair quantity of O2 tanks and storage, a large greenhouse with most plants in it, and living quarters.

    One of the servers I played on a while ago had something similar, that I majorly upgraded and modified, but the server disappeared before I could copy any of it off. This is a similar basic idea, that was then expanded even further.
    [​IMG]

    Here's part of the greenhouse.
    [​IMG]

    Cafeteria and medical.
    [​IMG]

    The Production Room.
    [​IMG]

    And the HV/SV landing pad/repair bay.
    [​IMG]

    If you fill all the tanks, it will remain powered for days, even with several of the Constructors running.

    Needs a large flat area, about 50x50 I believe.

    http://steamcommunity.com/sharedfiles/filedetails/?id=905902045
     
    #400
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