Needs attention For Builders: 10-Point Checklist

Discussion in 'Questions, Discussions & Feedback' started by Hummel-o-War, Apr 25, 2020.

  1. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Before submitting any POI, please make sure:
    1. NO replicas of scifi movies or other games (Halo, Mass Effect, Fractured Space etc...)

    2. Everything needs to be oxigenized (or at least as much as the topic of your build suggests)

    3. Use the checkbox "save damage" in the blueprint group menu when creating a wreckage (double-click the blueprint in the BP libary to bring up the group menu)

    4. Make sure ALL doors, ramps, hangadoors, etc... are set to 0000 BUT you can of course lock off doors that should have an access restriction with a code or signal logic

      Same applies to all MEDICAL and other USABLE equipment (benches, beds etc pp)

      Excluded from this rule: Doors that are attached to sensors or set up with a CODE that the player can find elsewhere OR via SIGNAL LOGIC.

      But: These doors/devices REQUIRE a non-default name, so the reviewer can easily spot those (like Door01 > LeverDoor01 )

      If you have a constructor or food processor set to 0000 make sure you ASSIGNED a container for IN and OUT and make this container available via 0000 as well! Also give the Constructor and the assigned container/fridge/.. a name that matches the device it is attached to IF applicable ( Example: Constructor1 > Constructor1INBOX ).

      Do NOT set TELEPORTERS to 0000 as long as they are part of the Teleport Network (default)
      Do NOT set CLOSETs or Tables to 0000 as they will then not offer loot!
    5. Make sure lootable devices (like containers, if not used by constructors) are NOT set to 0000

    6. If your POI has shield, make sure it is saved with the SHIELD-button set to ON (Same for O2, Power etc) - in case you want the shield to be on from the start, of course.

      Info: All NPC POIs will be set to the parameter 'NoShieldReload: True' in the playfield where they are spawned. If the player has zeroed the shield ONCE it will not recharge anmore.

    7. When SAVING a bluprint, always save with the -clearpivot checkbox enabled!


      [​IMG]


      This is especially useful after working on a POI and making bigger changes. This can lead to the "pivot point" (the calculated insertion point and the center) to be moved, thus leading to spawning artefacts (trenches, gaps, rises).

    8. For performance reasons, please make sure
    • your planetary POI does not exceed class size 15-25 for standalone POI (not spawned in a compound; Example: AbandonedMiningBase > Dungeons for the most; Space and Planet)
    • your planetary POI does not exeed class size 5-10 for compound POI ( like smaller auxiliary buildlings that are grouped around a main building; see Polaris group compounds for examples)
    • your orbital POI does not exceed class size 25-30,
    • for planetary ships, max sizeclass is 10
    • for orbital ships, max sizeclass is 20-25
    The lower the Size Class, the better for the game performance and the enjoyment of all players!​

    Note: For Size Classes above the named, you STILL CAN SUBMIT stuff, but there need to be good reasons to be implemented (f.ex. Lore/Story/..) and will probably see a very specific placement in spawngroups (single and only in certain positions). ​

    9. Your POI shall not use "non-grid" blocks, if not needed.

    Means: avoid using f.ex. SV Thruster or Cockpit on Base or CV or vice versa IN CASE it is not necessary for the "lore" of the base.

    Example: You are ENCOURAGED to use CV thrusters (and other CV tech) in "Wreckages" or 'Crashed vessels' (or such vessels that are used as bases, f.ex by pirates) so the wreckage is immersive

    In the console, use the command 'prefabinfo <yourvesselorbase>' . This will show you forbitten blocks and devivces. If you see no !!! in any line, everything shold be ok ;)

    >> If you have REQUESTS for deco material devices (devices that will have no function then), let me know.

    Note: Do NOT submit CVs used as planetary bases. CVs cannot be spawned on planets and be "sunk" into terrain, so they need to be BASES instead. You can use the console to convert structures!​

    10. Make sure our POI is fun and not simply a fragfest or lootheaven

     
    #1
    Last edited: Mar 31, 2023
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  2. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    #2
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  3. Fractalite

    Fractalite Rear Admiral

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    A very helpful command for easily setting all devices/doors to "0000" is:

    • First type in "di" in the console to bring up the debug info at the top of the screen. (Console is accessed via the "`" key - which may vary depending on the nationality of the keyboard."
    • Then point at your structure using the targeting reticle. This will bring up your base ID(usually a four digit number.)
    • Next find the device type you wish to be public and aim at it and find the name for the device.
    • Then type in "setdevicepublic XXXX 'name of the device'"
    • Sometimes the console will spit out that it cannot find the device - like, say, with doors. In which case, come here and ask, or try a more generic sounding name. For instance, "setdevicepublic XXXX door"
    • This will not link cargo containers to constructors or fridges to food processors. That will still need to be done manually.

    (also, thanks to Ravien and Pantera for assisting me in remembering this countless times over.)
     
    #3
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  4. jepbindawernoch

    jepbindawernoch Commander

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    ---eng---
    I have trouble understanding this, probably because I'm not a programmer.
    If the command 'prefabinfo BA_YourBaseName -clearpivot' changes the object in front of me, or the blueprint in the folder 'C: \ Program Files (x86) \ Steam \ steamapps \ common \ Empyrion - Galactic Survival \ Saves \ Blueprints \ xxxxxxxxx ...' ?
    Until now, I always had to enter the 'id' for objects that were already there and not the name. 'prefabinfo' always referred to the blueprint in the blueprint folder and never to objects on the playing field, I thought. If it is as my brain tells me, then points 2 and 3 are superfluous (spawn and save). So I'm a little confused.

    Does the command change and re-establish the center point? Does that mean that a certain tower or a rail in the YAML, with fixed coordinates, always stands in the same place, even if the entire structure is changed? Or is that shifting despite that? If the blueprint is changed, I should never use the '...- clearpivot' again, should I?
    Up until now, after making changes, I had to fix entire structures in the right place with copy and paste every now and then. So I only had to readjust the coordinates in the YAML in rare cases, is that omitted?

    ---de---
    Ich habe Probleme, dass hier zu verstehen, vermutlich weil ich kein Programmierer bin.
    Ändert der Befehl 'prefabinfo BA_YourBaseName -clearpivot' das vor mir stehende Objekt, oder die Blaupause im Ordner 'C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\Saves\Blueprints\xxxxxxxxx...' ?
    Bislang musste ich für schon stehende Objekte immer die 'id' eingeben und nicht den Namen. 'prefabinfo' bezog sich ja sonst auch immer auf die Blaupause im Blaupausenordner und nie auf Objekte im Spielfeld, dachte ich. Wenn es so ist wie es mir mein Hirn sagt, dann sind Punkt 2 und 3 überflüssig (spawn and save). Daher bin ich ein wenig verwirrt.

    Wird mit dem Befehl der Mittelpunkt geändert und neu festgeschrieben? Heißt das, dass ein bestimmter Turm oder eine Schiene in der YAML, bei festen Koordinaten, immer an der gleichen Stelle steht, auch wenn das gesamte Bauwerk verändert wird? Oder verschiebt sich das trotz dem? Wenn die Blaupause verändert wird, sollte ich den '...-clearpivot' nie ein weiteres Mal anwenden, oder?
    Bislang musste ich nach Änderungen hin und wieder, mit copy und paste, gesamte Bauwerke an die richtige Stelle pfuschen. Damit musste ich in der YAML die Koordinaten nur in seltenen Fällen neu anpassen, entfällt das dann?
     
    #4
  5. ravien_ff

    ravien_ff Rear Admiral

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    It affects the blueprint in the blueprints folder. I am not sure if re-saving is still needed or not though.

    You should always run this command once you are finished with your POI, and if you ever change the outside dimensions run it again.
     
    #5
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  6. JupiterVessel Corp

    JupiterVessel Corp Commander

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    Where can I submit a coloinst trade sation (orbital)?
     
    #6
  7. Escarli

    Escarli Rear Admiral

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    Here

    Check one of the threads that has the "added to game" tag and follow the format in a new thread with your blueprint. Make sure to state the faction it's intended for :)
     
    #7
  8. JupiterVessel Corp

    JupiterVessel Corp Commander

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    Thanks
     
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  9. teakeycee

    teakeycee Lieutenant

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    When submitting an OPV for review and approval, is it okay to keep shutter windows over thrusters, or should I take them off? Example:
    [​IMG]
     
    #9
  10. sulusdacor

    sulusdacor Captain

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    pretty sure this is fine. i would use the not airtight ones since they do not block thrusters. in general thrusters should be visible, because if you want to take out a CV the player has to shoot them.

    PS:vandal ships for the win, make it a pirate vessel ;)

    edit: forgot to mention his orbital base 101 is already a pirate BAO and the herakles carrier i submited as a player prefab, but the last one is not added.
     
    #10
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  11. DiMithras

    DiMithras Lieutenant

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    There is also a game option to either allow closed thrusters or disable them. I've never tested it but remember seeing on the console.
     
    #11
  12. Escarli

    Escarli Rear Admiral

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    That should not be used, its been stated a fair few times past couple of years, plus they are talking about Opvs not player ships. There are specific rules to adhere too.

    Sulusdacor is correct
     
    #12

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