Even if they decide to let players import textures there's a technical limitation on how many textures they can add and currently metallic textures are maxed out. They're going to have to rectify that at some point but it's probably going to take a bit of work coding a fix. I'm sure they'll get it sorted out eventually though.
I've been playing in Survival mode again... New game, new bugs. I went on a jaunt with a HV to fully explore/demolish the wreckage of the MS Titan. After much drilling, core destruction and demolition, I returned to my CV about 1km away with loaded cargo boxes. Opening one of the doors to an elevator shaft on my ship, I discovered this truss block, occupying the same space as the elevator. I tried to disassemble it, but just removed the elevator block. I was unable to walk through the truss block. So, I had to find another way round and found more anomalies: The slope blocks are not part of my ship, neither is the pillar with truss blocks on it. They are from the MS Titan. This is supposed to be a corridor, but is now completely blocked So, faced with this weirdness and adversity... I gave up and decided to tell you all about it.
It's because now, for once, us mad builders have access to enough block shapes to get truly creative. It's really tough to make something pretty (That is actually practical to use!) with like 10 block shapes (Minecraft), or even like 20 (Robocraft etc) . Here we have over 50 AND freaking other stuff we can pretend are things. And layered texturing/coloring on multiple faces of the same block. I can never go back. I've decided to make an extra fancy animated sig and am making a new mascot for UrgiCorp to use in it.. and other stuffs This is what I've done so far, any thoughts on a name that might reflect UrgiCorps style? [Edit: This will probably help more:
I started another CV yesterday, just a general design nothing too spectacular, though the concept was to have a large CV with landing struts made from blocks. And a small HV bay on the underbelly. Just another practice run for me in concepts for certain things. Though I got carried away and fully fitted it out and it turned out pretty nice.
Archieved only little progress today. But the Silverstar design is slowly growing on me. EDIT: I'm not really happy about the Nacelle design. They look a bit too plain imo.
Try using the old cheat of doing opposite-overlapping slope setup, assuming it's even possible with the rounded shape... ie: Or an extruded band..or 2?
Mostly I updated 2 ships (both the SV and CV versions of my take on the Star Trek Galileo II shuttle) with much better landing gear configurations, making them both look less awkward and in the case of the CV, significantly less awkward to board. I hadn't realized the CV's pads could be flush with the bottom of the ship, and I replaced the SV's with the thin pads. Then I updated their Workshop entries, including some (but not all) of their screenshots, which is always a bit of a hassle. So, basically, today I mostly did work on Steam. Oh well, those tweaks needed done. SV version: CV version: Their powers combined! Overall much better. No more stupid need to jetpack to the boarding ramp because I'm a dink
Hello everyone I build for the first time by artwork Screen 7 momentarily is in the universe for better building.. but it will be a land base... Screen 8
If you want or haven't voted in the poll: Rapport: Should there be a system added for reputation with NPCs of NPC Factions? If So what? Go by and vote! The poll closes tomorrow Here is the link: https://empyriononline.com/threads/wishlist-for-npc-crews-and-npc-faction-members.28730/
Finished the refit of the Corellia-1. I can't find it on the workshop again to credit the original author though. Should I remove the turrets, XL thrusters, and other T3 components so it's much less expensive/unlocks sooner? What do y'all think? I'm leaning towards removing that stuff even though it looks cooler with the XL thrusters and artillery turrets. I figure make it cheap and let people decide how they want to modify it. Edit: Ya I'm going to make it cheap. I shelved a bunch of those other small CV projects. Some of them have promise but they really need to be scaled up a bit so it's back to updating some of my other blueprints. The military command bunker is next. Gutted it and added another layer so terrain won't be such an issue but technically this gives me a basement. And that's as far as I got before my brain clocked out for the day.
After beating on it for days, I loaded my first successful handmade terrain. It's derived from a USGS shaded heightmap of Utah's Monument Valley. Getting it to work required Photoshop (I use CS5) and Blender. I used EPD (Thanks, jmcburn!) to create the playfield because editing .yamls is something I've just begun to do. Once I've tested the process a few more times I'll put a detailed writeup in the Planets and Playfields forum.