Try this but spawn it in space: replaceblocks ID FuelTankMSLargeT2 HullFullLarge It will replace the t3 tanks with steel blocks or you could use the copy & paste selection area to delete large areas of them when the area is wrapped around so many. I think this is right for the fuel tank names: T1 = FuelTankMSSmall T2 = FuelTankMSLarge T3 = FuelTankMSLargeT2
I was only shocked when I read that you have reported this behavior as a bug! ;-) I like this behavior of the spotlights because they give me a little bit more flexibility! This allowed me to better illuminate the hangar of my Workshop CV: @Sparrowhawk65 thanks for pointing out the vulnerabilities. I do not know if you have already noticed, but I have removed them from the Workshop Blueprint.
Try these (at work and can't remember which it is, think it's the first one): replaceblocks [structure-ID] [tank-name] blank replaceblocks [structure-ID] [tank-name] empty [structure-id] can be found by using the DI command from the console. [tank-name] varies by tank type, as @Pantera posted above. **edit** I use this command all the time when stripping chassis-specific devices from builds I've changed the type on; like getting Adv.Constructors out of a CV I've turned into an SV. **/edit**
I forgot about the empty part thanks . So yes this works to remove all the different fuels tanks from the structure: replaceblocks ID FuelTankMSLargeT2 empty replaceblocks ID FuelTankMSLarge empty replaceblocks ID FuelTankMSSmall empty Also for the o2 tanks these should work for their names: Small = OxygenTankSmallMS Large = OxygenTankMS
Out of interest, @Pantera , why did you recommend spawning in space? I've never had the replaceblocks...empty command give me any trouble, and have always built on Akua (mostly for the ambient light).
If you leave the structural integrity on with that particular BP sometimes it may collapse or atleast it did when I tried it when removing the tanks. Maybe just turn SI off instead of going into space in creative mode with it.
I'm suffering a bit with my decoration efforts. Symmetry is outright bad for it. I decided to turn symmetry off and decorate it all 1 block face at a time. By rights it should take a similar time to using symmetry and then going back over it ALL again afterwards to fix the symmetry mode derps. Hmm, do you guys think this could work? Currently texturing is based on the orientation of the block (The blue hex on one side). What if it worked based on that blocks location to the axis? So the block on this side orientation would be diametrically opposite to the associated opposite block? The idea come partially from Blender; Transforms based on a Origin point means that one side is always exactly the same as the other side. It might be slightly more complicated as we're now talking about blocks instead of points, but the basic premise is the same.
Just curious; can the Block Id be used rather than the name? And is there a switch for DI (or another cmd) to show the Block Id in-game? Block Id: 1035, Name: FuelTankMSLargeT2 Only used the replaceblocks cmd a tiny bit but if the above were possible it would have been a fair bit easier .
That's kinda my bad... i'm the one who recommended doin that. It never occurred to me that Sparrow mighta been failing to understand the purpose of the 'Block Bottom Aiming Mesh'... so old hat to me by now I forgot to think about New Players not automatically knowing about such things. >_<
Awesome story!!! Did you find that Pentaxid in a cargo box in the original Constructor Room? I remember stuffing some in there before we made a special cargo box below. I have a bad habit of putting things in random locations and then occasionally forgetting. One time I lost my Epic Minigun for a whole human day because of it. I look forward to seeing what you come up with, but please don't make changes near the water's edge. It would be far too easy to alter the terrain there, which would be a sadness. I'm sorry I haven't been able to play the last couple days, but I'm pretty sure I'll be able to get back in the game now. P.S. You don't need to fill any boxes at the base... oh, except the gold one I'll set up!
LOL of course, because I am the Land Management Officer, responsible for protecting the terrain that I made confusing by breaking the map. In truth, I am only responsible for that corner of the Fort.
The id numbers can be used also. 1035 t3 fuel tank, 260 t2 fuel tank, 259 small fuel tank. The rest are in the config.ecf. Example: replaceblocks ID 1035 empty Block id's are only viewable in the config.ecf afaik.
I was struggling to come up with a 'luxury' color combination I liked that wasn't too dark overall to show off many shaping highlights until I landed on this one. Now I have this worked out I can adjust it it to follow the shape better where needed.
. . . "What in the...?" Okay, so I know this is just my opinion, but hear me out. The word "Luxury" does not co-exist with the scratched-up Combat Steel texture in any plane of reality I can fathom. This is akin to buying a "luxury" condo with moldy plaster peeling off the walls. Unless you're deliberately trying to be ironic for humor's sake (and sorry, tiger is not laughing, just horrified), that poor thing needs a retexture. I know we have a severe lack of color choices, so palette options are limited, but you really ought to read up on some color theory. You could probably make Red or Purple work (I'd lean towards purple), but together they are visually confusing and chaotic. The emissives are likewise all over the place - green, red, magenta (with blue from thusters and devices, which we can't edit) all make for a muddled "box of crayons" look that fits no definition of luxurious I can think of. My apologies if that sounds overly harsh - my intent is to help. If you like it the way it is, that's fine too, it's your ship after all. The shape isn't bad, but I strongly recommend taking a new pass with the color and texturing.
It's all good, the purple and red was due to 'Royal' purple, and I couldn't find another combo that fit well at all. The other colors are due to their RP function. If anyone can suggest better combos I'll gladly try them. At least inside is easier; Wood and marble. Can't go far wrong there lol [Edit: I'll try the smoother metal textures, but when I did my initial uncolored testing I though they looked a bit bland overall.
This was yesterday but...... Started a new survival game game used the console to get creative mode grabbed the T2 multitool and the best drill and some base equipment. Went back to survival and dug out the front part of the crashed ship turned it into a base with a huge top floor greenhouse ran out of cheated supplies and was about to start playing a normal survival game with my new simple but big and robust base when a mate came round. So I saved and quit. It now won't load properly my character is frozen in place..... Lol oh well
@stedo If you wanna cheat in stuff, I suggest using itemmenu (or im for short) instead of changing game modes.
Texture-wise, you can get a lot of mileage just from mixing the Hull Plating textures (P1:r1,c2)/(P1:r1,c7)/(P2:r2,c1), plain Steel (P1:r1,c3) and that Flat Paint texture (P2:r4,c5). You've already got high-detail hull shapes, so I'd suggest avoiding a lot of complex textures as well - these will make it too 'busy' and give it a chaotic, messy look. Color-wise, "royal purple" is a good choice, but mixing it with that dark red... Unless your ship is the Daedric Prince of Madness, I'd suggest a more low-key alternative. White or gray (either shade), light brown, dark navy, or even 'pale' red - they'll all look pretty slick with the dark purple, when used as an accent color. I sincerely doubt the two-tone top/bottom approach will yield the same results, but try it and see I guess? EDIT: I think the two-tone approach might be half the problem. Start with a primary color, and then add accent colors to make things pop - using two bold colors the way you are just makes them clash.