Trying to give feedback, but also trying to provide an idea on what could be done. but that would better fit the suggestions page. Personally i find nothing wrong with the building process itself i do find it difficult to handle the drone. After spending a good 200 hours i cannot get used to the turning speed of the drone when using the mouse. changing the mouse sensitivity is also not an option as i need to change the speed a million times. Perhaps a seperate option to change the mouse sensitivity of the drone. When building CV's the jumpsuit speed is quite slow if you want to check your ship from a distance. Would there be an option to put a small screen in a corner where you can see the ship from a distance when building a CV. And an option to turn it on or off. It seems you can only use 1 axis at a time to build. i dont really see the point in having all these 3 axis if only one can be active at a time. ( I might be mistaken)
No sweat... & also weird. Left Ctrl works for me... & i'd swear that's a Default Bind... or have I been using it so long it feels like a default Bind...?
Your SI need work, its soul destroying building something and it never is SI green when it clearly should be!
Yeah, I just set down my mostly underground base on my server. After axing one block, one entire section broke off....including some of the parts that were still underground. After digging a bit, even the remaining underground parts still show as red...while surrounded by the ground. Is there an option to turn off SI for the server?
There's still bugs in its SI Calculating where it still sometimes fails to calculate structure supporting it should be calculating. I think there is a way to turn SI off for individual buildings with Admin &/or Gamemaster Powers but I dunno how it's actually done.
Yeah, you can turn of SI by the console command "si off", but I don't believe that it applies to the entire server. I want a setting in the configs to turn it off, as I'd rather have no SI than the mess we have now where a perfectly valid structure collapses. Rather than go through the mess of having to dig the thing up and figure out which underground parts didn't collapse then try to rebuild them back to where they were in my BP, then try to get the surrounding ground aesthetically pleasing again, I just deleted the structure and logged off. After all the work collecting materials and hoping to move into the new base, it was just too disheartening. Literally, parts that were completely embedded in the ground when the BP was placed collapsed. As an avid modded Minecraft server admin and player for years, I have no problem at all with no SI.
*sigh* Tried placing it somewhere else. And even some of the completely underground sections are red. Also, on the previous attempt, I tried to turn SI off so I could add a block in the hopes it would recalculate SI when I placed a block...it seems "si off" doesn't work on servers.
Well, after fiddling around in creative mode with the BP for a while, I found a way to turn it green. If you start underneath, and place blocks on the existing structure, it will recalculate the SI and the area around it will turn green without collapsing most of the time. By placing these blocks all over the sections, you can eventually turn most of the base green. Although, if you place the BP again, you'll have to repeat this process. However, this requires using god mode to be able to place blocks on the underground sections. Admin intervention shouldn't be required to place what should be a perfectly viable base design. Nor should someone have to spend hours trying to overcome a serious flaw in the building system by trying this, then starting over if it collapses in the process.
Agreed regarding SI. I tried salvaging the combat steel crashed ship on the moon and the entire front half violently disintegrated after harvesting a single block... when the entire thing was still sunken into the ground. Really buggy.
I like the building system a lot, but I would vastly prefer a system where factories slowly built vessels and bases in real time inside the world. There are too many exploits associated with the current system which feels a bit stale imho anyway.
Make items take up space. Dont let ppl carry around 20k iron. Dont let 20k iron fit in one box. Give us a reason to actually build transport vessels that are large. As of now the tiniest of tiny ships can carry all the cargo you will ever need. That being said, having a more efficient way of loading and unloading cargo would also be nice. Perhaps allow a docked vessel (SV/CV/HV) to automatically unload all cargo from special boxed into special boxes of the base or CV it is docked to?
The ability to dock Hover Vessels to Small Vessels. I've been playing for a few days now and one of the biggest things I've been wishing I could do is connect a hover vessel to a small vessel in order to transport it. I know this is possible with a capital vessel, but I've got a larger SV that I want to load my HV into and then dock into my even bigger CV. After doing some searching around, I know that I'm not the only one who feels this, but I know saying something will maybe make a bit of a difference. EDIT: I realize this may have been posted in the wrong section. I'm moving it to the Suggestions section, so feel free to delete this post if it is breaking any rules.
Since i'm fairly new to this game so since i have only a couple of hundred hours of experience (which i mostly use to build CVs in creativity mode) it's possible that it has been said a milllion times before. What bothers me the most is painting/texturing big structures. It's a pain. I understand that bothe the texture tool and color tool are made the way they are with survival gameplay in mind. But in creativity mode it is just frustrating and unneccessarily time consuming to texture and paint big areas. It'd be nice of both tools could be set to paint bigger areas like 1x1, 3x3, 5x5 or something like that. Also their range should be increased by 5 or even more. Again, i'm only talking about creativity mode, of course. Also I miss the possibility to detach a group of blocks, grab them and place them somewhere else (or just delete it). (It's extremely frustrating if you notice after 5 or 6 hours of building, that the proportions of your ship are off by just 1 or two blocks) Apart from that, i'm pretty much happy with how building stuff works. Of course more blocks would be nice, especially more Ramps (like a rise 3 to 1, 4 or even 5 to 1 would be awesome.) Yeah, going a few hundred meters back to check the proportions x times can become annoying. I have the same problems with the drone myself. Its handling is incredible difficult and it's range not worth mentioning, so i just don't use it at all.
I use the Drone so little I can forget it exists. For the Topic: I still don't understand why ya gotta waste your time crafting Steel Blocks to craft a Starter that surrounds the placed Core with a ring of Steel Blocks I never wanna keep on it as part of its Final Design... It's also a big pain in the butt getting a Hover Starter dummy hovered long enough to put stuff underneath the Core Block to stop the Core from being a naked exposed Bottom Layer Block... every... single... HV Build...
It's freaking great, but I got to say it again, I don't need, nor want, mood lighting when I'm building something. Maybe when I'm applying the finishing touches and I want to see how it looks in game in certain situations, but in creative mode, there needs to be a workshop type lighting slider from full on as bright as it's ever going to get on the sun, to as dark as it's ever gonna get where the sun don't shine... please? With sugar and stuff?
Some sort of well lit Hangar where you can build things in zero -G would be nice, similar like how you build stuff in Kerbal Space Program.
Thoughts and observations about Structural Integrity I've been experimenting a little bit with attempting to build large platforms, large open spaces, and hanging structures. Basically pushing the limits of what I can build under the current mechanics with some of the bases I've attempted. I don't think SI extends far enough horizontally first of all. There's a horizontal support mechanic there but it seems to be largely a function of distance from the vertical support column. I don't think it accounts enough for lateral support or the overall support of being tied into structure. I have to have vertical support columns everywhere, making something like a large hangar bay with rooftop access difficult to engineer in a standing structure, especially if I want to utilize the largest size hangar doors. I ended up using smaller sized hangar doors on the first tower base I attempted. For my second attempt I was planning to make an even larger tower. Spoiler I thought if I can't make rooftop access work then I'll do something a little more traditional. The basement was intended to be an HV hangar with a cave like structure to it. In any event, lots of open space to park HVs but I need to support the upper floors of the structure. Here in this pic you can see my problem. I need to place a support column right in the middle of the floor which is inconvenient for the purpose of a garage area. Spoiler Another structure I tried to build. Originally it was going to have these large, lateral support columns running underneath a platform/building. Well that didn't work so I added the vertical columns. I wanted to extend the upper levels forward so I tried building more lateral support columns that tied back into the main vertical columns to support that weight but SI doesn't seem to take that into account. Spoiler This means something like a dome or the Eiffel Tower isn't going to work well either. Because of the weakness I can't construct that middle, upper part of the building without placing a vertical support column directly beneath it. I don't want to do this. It's not a part of the design. If those lateral columns were able to pick up load and transfer it back to the main column I think I could make it work. Another issue I'm having. I'm building a large platform base. Industrial themed. Anyway I want to run scaffolding and walkways underneath the main platform. I'm having to get rather creative to make it work since it's hanging from or attached laterally to structure. Problem...the parts that hang down from the ceiling aren't very structurally sound. I think if the ceiling is secure then the stuff attached beneath it should be secure(depending on weight). Spoiler In this pic I've tried to run a support column up from a lower structure but it hasn't helped much. I have lateral support from other pieces but that's not helping a lot either. It's not falling down but it's weaker than I thought it would be. Spoiler In another area of the base I've built these support columns. They're meant to simulate the kind of stabilization supports you might see on heavy machinery. The machine they're intended to support is going to be in the middle there. I'm going to tie it all in together and have the machine hanging down in the middle there. You can see my problem. SI doesn't transfer much at all to the hanging structure I'm attempting to build there. It's not picking up enough support from the columns or the structure I've built to tie into them. Spoiler 1) Structural Integrity doesn't take lateral support from arches and domes into account or heavy beams that are resting on main support columns. I think it should. 2) SI doesn't seem to take into account stronger materials having more structural integrity. Maybe it should.
I have resorted to opening the console and using the time command to reset dawn. It's not perfect... Base Placement I found when I built my "ROT Firing Range" then started a new creative game and spawned it, I had SI problems like everyone else. So I added a layer of concrete under the base (main building, firing range and targets). So I started another creative game, spawned this new base and struggled just to get it placed. Page up/down doesn't even work. Since then I added a CV landing pad. The engine simply won't let me place the structure. So I added a basement and small tower so I could use page up/down. New game, spawn... Well I can use page up/down but the engine will NOT let me place the structure. Part of the base is meant to be submerged. I will have to dig it out. So why can't I place the stupid thing? If the devs read this and fix the limitation, it would also help to have a holographic image of the base. That way I can see the ground level structure at ground level. And why must I dig out the base interior?