I made a pretty: For the scientist outpost challenge. Actually used some half-blocks *a small kitten screams and dies in some far off land* but it was minimal. I kinda hate the antenna tower and the elevator but decided to just finish it and maybe reconsider later.
I subscribed to it and took a look. The good: I'm seeing a lot of signal and LCD work. The door indicator LCD in the cabin was a nice touch. I liked the air vents throughout the ship. Dedicated engeneering section with all the radioactive bits, always a plus. I liked how you left spaces open for future upgrades. I really like how you did the entryways for the landing bay, I may steal that idea in the future. The bad: It looks like nothing was textured. I got roasted in the front-left cabin by the thruster mounted there. I was also a little disappointed that you cannot access all devices by walking up to them and had to use the control panel for some of them. (Ammo boxes) Medical devices mounted on the ceiling. I should shaddup about that because I have been guilty of that as well, but it looks niceer if you can move them to the floor. Lunch is over, I will take another look when I am finished with work today.
A lot of RG's features have made their way into vanilla like turrets on SVs, Drills on SVs, the Flamethrower, RG's volume system, RG's mass values, etc... I just wish they'd do it right.
The flamethrower and turrets are obvious that they analyzed your scenario. The SV miner most-likely too but I know people such as me already complained about HV mining so I think you just moved the pendulum enough to have it in vanilla. To be honest I rather make a SV miner then the all powerful drill tool that makes HV miners redundant anyways.
SV is slowly taking shape. HV drilling platform is next. Even though it is a small SV, it is fully built out with seating for a Pilot and 4 passengers, fridge, constructor, storage, ammo box, oxygen, and armor locker. Warp core is installed, and there is space for a shield generator. Standard weapons are a Gatling gun, nose-mounted turret, and two homing rocket launchers. Outer hull is steel and inner blocks are composite.
Spawned in my Modded Ute/Truck into server and now cruising looking for chicks. Saw a Foxy person but apparently it was a guy, moving on I guess... you can see the "Baller Ute" is smaller than the JP Wayfairer. If you look carefully you can see the warp drive glowing under the hood manifold. Also flew into PVP space for a laugh, found someone AFK and blew them up!!!! XD not bad for a vehicle made of steel block only XD
Still fighting struggling pulling my hair playing with stamps and biomes to try to get what I want... I lost count of how many times I started a new game just to see a new version of "failure"... Stamps have a mind of their own and just don't do what they're deemed to be doing according to the notes in the stamps database and in the yamls. Some instructions simply crash the game and don't work, but they're all in there to be followed... lol So here is attempt #721 at making an island with a tower circled by mountains and with a simple river going out... Viewed from space (size 3 planet - would look better on a size 4 or 5) : There's that annoying bit of ground poking out of the water that I can't get rid of, because of reasons... Here's a view from the river entrance, with a (huge) sunset (and the small annoyance poking out of the river), because everyone post screenshots with sunsets and get some likes : Inside the mountain ring : At least things are where I want them to be, but the "shape" of things is not exactly what I wanted. The "simulated randomness" that the SSG throws in can't really be controlled by the arguments we can use in the yamls, since some of them just crash the game. GroundShapes give much more control on how the underlying "random" terrain can get through, but they keep switching place so not reliable to use in a fixed context. Stamps on the other hand can be "glued" in place but they just overlap everything. .
I may have been a bit impatient... a bit dizzy also, with all these tests. But after a little break, I gave it another shot, with just a bit smaller stamp for the biome : Better for that planet size, and now I have a somewhat "adequate" workflow in mind to adjust things. The "river" is now OK. I cut down on the deco and trees to make tests, and I can see where they will fit with a bit more fine-tuning. But that's only secondary cosmetics to the terrain work for now. Now at least my big stamps are not ruining the whole "water" ecosystem... If someone can remind me if there's a way to show POIs from a greater distance, I would be a happy camper...
It just looks fucking awesome, this is an example of how planets should be generated at all. my vocabulary is not small, but really all the emotions from this work, I can only convey obscene language
Holy ****! That is amazing! I love the large crater and the building hidden inside slightly shrouded by the haze. Could be a dormant volcano too? Either way, cool design. I dunno, this works really well too. The one being a volcano, the other, larger, being a moon impact? Maybe the Progenitors or Abyssal did something crazy?
I could not seem to find this hotspot. Now there was a hotspot near the elevators I found in the T2-3 upgraded version that I thought I fixed. Did I not upload the fix to the workshop? Here's the hotspot I found previously for the upgraded version of the CV. Which is why I changed that spot by the elevator to this. I wandered everywhere that the doors still automatically open, and I could not find the hotspot. Now there are a couple access rooms to the right and left of the main cabin, but I thought I had put those two doors on the engineering custom switch in the control panel so that they wouldn't automatically open on approach. Those two spots are supplementary engineering compartments since not all thrusters are housed in the rear of the vessel. By the way, I used to have the ammo boxes down a block in the build where you could barely reach them from the deck below. Moved them up to allow someone to strip out some of that wall to convert to extended container storage if they so desired.
Thanks guys for the kind comments, I really appreciate ! Here, some more tests I did today. Still on a size 3 temperate planet, basic shapes and gorges : Felt a bit too rough, but I kept it to see what it would look like with many small Talon huts on the platforms everywhere in there... A trick with "cracked balls" : Seems chaotic, but it's on the night side. Looks better during the day : I will move on to bigger planets now so these things don't look like "pocket worlds", plus I can make all these biomes part of the same world without it feeling too squeezed... .
Well for the last few days I had been playing my game to see how my new space base worked out. Well to be honest. I didn't like it so I split the production area and the farm into two separate bases. This is how it's now looking. Still working on it