Hello , I've continued to build up the UCH collection with planetside POI’s and just loaded them up onto the workshop. All of them have been checked for doors/equipment set to 0000, no barking dialogue on traders, clearpivot terrain submergence set based on 2 = 1 block sizing. Hopefully I didnt miss anything. UCH Planet Outpost Size Class: 6 CPU: Tier 3 UCH Settlement Size Class: 15 CPU: Tier 3 Note: In the Information Centre, the display screen circuit is the best I could figure out. The screens are suppose to display for 10 seconds then jump to the next lcd, then the third, repeat. It does work, but not indefinitely. I hope you enjoy and any feedback or suggestions welcome. UCH Farming Hub Size Class: 2 CPU: Tier 1 UCH Mining Hub A, B, C Size Class: 3 CPU: Tier 1 A is Prometheum deposit B is Erestrum deposit C is Sathium deposit I hope you enjoy! Kind Regards Jon
Awesome work, just a small note, I once noticed in one of your POIs, one or more spawners were set to spawn zirax soldiers, don't know which one exactly, it was one from the space set This is a common error, can't be sure what exactly causes it but spawners are some times reset to default, which is 1 Zirax Minigun soldier, happens sometimes while copy pasting or when you undo a change
Thanks Kaeser, I think I spotted which one the other day, its the orbital repair station with the npc issue. I'll fix it tonight and post the updated epb.
very nice POIs. few points for improvement general: - filler blocks do NOT support structural integrity and behave "strangely on terrain" corners. i think the last thing is mostly an issue with the larger settlement. the SI is fixable from looking at these. (for more info see: https://empyriononline.com/threads/how-to-use-filler-blocks.47127/ ) - admin cores in general i would stay away from, except for very specific POIs (not sure if this is done to fix the integrity?). if you use an admin core you have to think about an option to explode/remove this so the player can take over the poi. And you will have to predamge all things the player should destroy, turrets, looked doors etc. in the current state the player can not beat the turrets. in general admin core = more work^^ - signal loop: https://steamcommunity.com/sharedfiles/filedetails/?id=2627810930 (same setup as there, place a motionsensor somewhere and just set all delays to 10sec) - public things: do not just set all things to public (mentioned in the link below too). for example in general boxes/loot are not public except the player needs them to work with a constructor that is set to public etc. currently the player could rob the base blind without any consequences. similar for doors, things like the control room or core room should be off limits. - sizeclass is a bit high. meaning the sc 17 would probably be a single (rare) spawn i would guess. sc 8 for the outpost seems a bit high for the overall physical size. do not get me wrong i love the builds, but on larger builds you have to make compromises. (see https://empyriononline.com/threads/for-builders-10-point-checklist.92816/) - the windows, i am assuming the dark teeth pattern in the settlement+outpost is wanted? if not you can rotate these with the multitool. outpost: does not need the filler blocks form what i can tell. less lights (84 for sizeclass 8 is a bit much). fill all not accessible space in the top. and overall this can easily go to sc 6 from the 7.5+ that it is currently. meaning could spawn in a compound. settlement: you will have some fillerblocks issues here at the wall. i think this can easily go down to sizeclass 13. 4 classes seems much, but just removing 100 lights gets this already to 15.45. after that filling empty space will get you 1 sizeclass off roughly and some block replacements/adjustments will get you another one. (wall low for some railings, some less roundy bits and so on, things that use less geometry etc.) farming: some issues with filles blocks and SI here. on the small deco things and the "field" will look bad the way it is. mining: filler blocks Si should be easily fixable. the asteroid block actually support SI, so you might want to extend these to the ground for SI on the drill section.
Admin cores might be needed for UCH POIs if they are not given a reputation level, otherwise players could take them over for free. Which I suppose wouldn't be the worst thing in the world though.
Hey, Thanks for all the feedback, Im going through it all today to try and fix/alter the recommendations. Tbh, ive never built planet pois before so hadnt considered SI. I made the orbital POIs with admin as that was what I was asked to change them to so just assumed it would be expected the same for these. I based the concept of the settlement poi off of the ingame sanctuary poi, which is covered with fillers sides and bottom. If I placed concrete or steel supports through the bottom filler layer to the ground, i assume that will reinforce SI? (and if so, same issue I can correct on the mining hubs, outpost and farm hubs). The settlement was originally size 23 lol, but i shaved it down before submitting. I can remove some lighting (i.e main entrances can have one light instead of two on the pillars) and filling the spaces in the main CNC would reduce the size class? (if so, not a problem) The outpost lighting Ill look at, as well as filling in the gaps if that does reduce size class. The farm, Ill be honest I didn't really know what to do except plant more crops in the back field on filer. would that be a better solution that trying to fixing the field as it is? Thank you sulusdacor for the links, and the loops. I was pulling my hair out trying to figure out how to the poperr, I knew my jerry-rigged circuit was...well....jerry-rigged haha. Ill take a look and see if i can fix the info screens. Again, thanks for the feedback everyone.
as ravien said with the admin core, might be needed. who knows, in the end up to eleon aka Hummel what gets put in. @SI: hmm. i just tested on the sanctuary and you are right the SI there checks out ... to be honest i have no idea why. the filler blocks did not support SI as far as i know. so i have no idea what is going on there. (same for the SI screenshot of the farm below) seems something weird is going on there with SI. my best guess from testing and how the SI on the field below behaves, is that you just need one block below the ground layer to make the SI work and not all the way to the bottom. and yes in general i did support pillars like this all the way to the bottom. @farming outpost: without the terrain removal checked the field actually looks very good. i imagine how you wanted. some SI, but otherwise fine. with terrain removal you see the corner at the field: (+ if you have terrain removal checkbox on, you want a square base, same for the settlement) @sizeclass: all faces get rendered/loaded if they are "exposed" so to speak and more faces means more sizeclass. the normal blocks add little sizeclass too(even if not rendered), but usually filling saves sizeclass since the rendered faces take more then more blocks do. edit: i think i found the answer for the SI / whats going on there: if the filler blocks do not count for these. so the lowest blocks on the Sanctuary are level -> SI works. for your Farm the lowest Block is 1 deep -> SI problems on some points
Thank you for taking the time to explain all of this. Ive managed to go over all of the spois and chop the outpost size down to size 6 , and the settlement from 17 down to size 15 (removed/reconfigured half the lighting) and filled the empty spaces with concrete. I also built stilts of concrete on all the pois including the farming and mining pios to (hopefully) reinforce their SI's as well. The farming POI I have unckecked the terrain removal as that was the look I had been hoping for. The loop example did the trick! I was even able to add two news screen i had not put in so now the info centre has both screens that will show 4 news events each.
Monroe mentioned that the settlement poi was having difficulty spawning in so I've gone through all the builds again and fixed a number of issues raised before. (I apologise for all the epb update files clogging up this thread, in future submissions I will make sure I do all this before posting anything!) previous epb update: - added structural stilts to all pois to add SI - fixed circuit for news terminal lcds and added two more news bulletins. - filled any unused spaced with concrete to reduce size class on 'outpost' and 'settlement' - reduced number of lights used to reduce class size on 'outpost' and 'settlement' new (and hopefully final) epb update: - replacedblocks -alpha4 on all pois. - teleporters unset from public as they are connected [ticked] to the teleport network - unset '0000' codes on all poi containers, tables and closets to make them lootable again. All beds, toilets, showers, etc still public. - all constructors now set to public with assigned 'input' and 'output' containers (set to public). - mining pois have furnaces set to public with assigned 'input' and 'output' containers (set to public) Hopefully ive done everything I can think off to remove any illegal items, old or outdated components that may have been causing an issue with poi spawning as I cant think of anything else you guys havnt posted about at some point. Again, thank you to all the help and advice from everyone on the forum. I hope these can find a home in the game so my fingers are crossed Eleon is in a good mood!
No worries I will always scroll down to the "latest" bunch of ebps added. (PS: can you quickly test if you can replace the epbs in the first post? )
Thanks , Ive just checked and yeh can replace previous epbs. Ive been trying to fix the forbidden block issue with the Settlement, found a fobidden container (deleted) but says I have 1690 WalkwaySmallblocks, still hunting for them, no idea how id even have used them, once ive fixed ill post the epb for settlement and hopefully stop making such a hash of things
Walkway blocks were split between CVS and svs a few patches back. You can find the name from a different build with di and then use replace blocks to fix them without having to manually hunt them all down.
Fixed, it was some railings and walkway panels near the powerplant, debug not showing any !!! so hopefully no further issues. Thanks again for all the help from everyone I'll remove all the previous epbs and just upload all the updated ones back up on the original post.