I notice when placing blocks. The game has a bit of a hang up selecting large -small block to place. Never seen this before.
Agreed, especially when i've tried Rotating while this non-Axis is selected & it then pops out the Green one in response. Maybe its just to hide it so ya can see how your current 'fit' will look unobstructed? Still never seems to me like the Axis Rod thingie is ever invasive to my View. I also think it'd be cool if the Axis Shower would elongate itself to make sure it was sticking at least one block outside whatever Shape it's serving on at that moment. Sometimes with larger stuff like Small Constructors, the Block can completely hide the Axis Display rod thingie from sight & screw up its ability to do its job. >_<
I' absolutely in love with the texturing and colouring options! Thank you so much @EleonGameStudios <3 Working on a large scale refinery / military compound and there's just too many options now lol Wish we could have the old walkways back but I'm starting to repeat on myself now Sorted my lowres texture problem as well (just deleted local files and re-DL'd) Game looks amazing! Going to post screens and maybe a BP zip if there's interest.
Does anyone know what happened to those light blocks we used to have? I used to use them for the landing pads at my base. While working on redoing some stuff on one of my landing pads, half of it collapsed due to SI failure even though it had support. Now I cant rebuild it the way I want to because those blocks are gone. I think they were great for many purposes and would like to see them come back.
Its a texture now you can apply. Build yourself a texture tool and check out the options with right-mouse button. Also, yeah, many blueprints for bases were not very SI friendly
Do ya happen to know if Texturing a Block with that Light Block Texture enables ya to have it it glow like the former Light Block? (& in Color of choice?)
I tried, there are a few textures that have 'lights' on them, but none of them seem to cast any glow. And honestly before Alpha, I could never get the standard light block to glow (I even put it in a dead black room in the middle of the night!).......... would be awesome if those textures had a natural kind of glow to them!
That's odd. I got the Light Blocks to turn on just fine in my Creations I used them in anytime they were turned on. I never had any problems with them. Seems kinda a shame to see them go.
You mean when you turned on your base lights, they actually casted out as a light source on nearby items and walls?? All I could get them to do was simply 'light up' visually on the texture... never got any actual source of light from them :/ I will test tonight with the new textures to see if they are reactive to device power or not.
Yes. In Pre-Alpha, I had a Blue Light Block on duty along with my Donut Engine, & 4 Blue Light Blocks surrounding the Door that led into my Cockpit Room & I always saw Light comin outta them when the CV was turned on & saw no Light from them when the CV was turned off. Definite clear difference. Makes me sad they're gone now. I can live without the Armor Plates. Hardened Steel kicks their ass, though I STILL don't understand why Armor Power got removed from Steel & Hardened Steel.
Well, after trying some of the 'textures' in Alpha, they DO light up and turn off with the ship power button. Pretty cool!
Ya mean putting the Light Block Texture on a Block turns it into a Light Block for any direction that Texture is on!!?
Well, yes and no. I mean, it 'looks like a light'. Just like they did pre-alpha. They have a bright coloring for the bulbs, and they turn on/off with power on/off. However, as with pre-alpha, they do not CAST light onto other surfaces. The texture can be colored too, making the light look a different color.
I dunno... I mean, it would be nice in some situations, but so far I've been having fun with accenting pieces of ships with the lit textures to style. Kind of cool when they turn on/off with the ship. Makes for a neat little reactor room. If all those textures cast light, the entire room would have been flooded and bleached out Maybe it could be something ... togglable "Cast Light On/Off" ... but WHERE to put such a toggle, hmm... would clutter up the texture tool, and make it difficult to adjust afterwards. And certainly dont want to add every texture'd surface to the control panel :/
Has anyone had much success spawning large bases (~ 90x90 block) in the Alpha? I've tried several approaches: spawn base and place pillars underneath, build base on pillars and sink it in the ground (sometimes works), spawn base and fill entire base->ground gap with concrete. None of these seem to be ideal especially on a live multiplayer server. I like the idea of building a base with a foundation(solid or pillars) and being able to sink the foundation into the ground but we would need better visualization while spawning the base so the proper parts are above ground. Currently the blue box is not always representative of where the base will spawn above/below grade. The only other viable ideas I see are having some sort of separate "footing" blueprint that you place before you place the actually base or maybe have a large fill/level tool for the HV to prep the site.