What constitutes a "Forbidden Block"?

Discussion in 'General Discussion' started by Track Driver, Nov 15, 2017.

  1. Track Driver

    Track Driver Rear Admiral

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    I just completed a new SV design and saved it to BP. when I tried to spawn it, I saw that it was red-labeled, having forbidden blocks!

    I am making the assumption that it is not a matter of wrong version as I just did the design this past week.

    So, I have the following questions:
    1. What constitutes a forbidden block?
    2. Why are forbidden blocks allowed to be used if they are, in fact, FORBIDDEN??
    3. How can I determine which blocks need to be replaced?
    I am particularly serious about question No. 2.
     
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  2. rucky

    rucky Rear Admiral

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    TOO MUCH WEAPONS of the same type ;-)

    Yes, we have the option in SP now too, to disable that max-block-count problem, still, "officially", you shall not use more in saved blueprints.

    In Creative, you can do what you want tho...
     
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  3. ion_storm

    ion_storm Captain

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    Funny thing is the ancient "Forcefield Emmiter" still works, You just can't do anything to it with the MT even in Creative...
     
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  4. Track Driver

    Track Driver Rear Admiral

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    I thought of that. My SV has (4) gatling guns and (2) 150mm rocket launchers, well below the max. Any other suggestions will be appreciated.

    Thanks
     
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  5. Razorwire

    Razorwire Captain

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    In Creative, open the console ` key by default, and type prefabinfo xxx, where xxx is the *exact* name of your BP, including capitalisation and any punctuation. Should look something like: prefabinfo My-new-SV
    You will get a list of the BPs stats and a list of any forbidden blocks.

    Forbidden blocks can still be used in Creative so that you can make stuff for POIs or NPC use, and to go beyond the default limits of max device-type or class size etc for modified single- or multi-player servers.
     
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  6. rucky

    rucky Rear Admiral

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    correct!
    still I'm a bit curious still, what could be forbidden blocks a SV could have besides too much weapons of one kind and the wrong Core-Type??

    edit... warp? drive and tank are restricted to one each too...
    nevertheless, when you've found it, @Track Driver please write that, I'm really curious... ;-)
     
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  7. Razorwire

    Razorwire Captain

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    I'm also curious, and would like to know.

    Multiple Warp tanks is a good shout. Also might be oversize, and depending on how it was built, it *could* have non-SV devices on it. Or have CV/BA structural blocks/windows in it...

    I know some of my SV to CV conversions spent a long time Red while I tracked down and replaced all the non-CV blocks and devices.
     
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  8. Track Driver

    Track Driver Rear Admiral

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    upload_2017-11-16_10-45-46.png ttt upload_2017-11-16_10-41-20.png upload_2017-11-16_10-45-46.png upload_2017-11-16_10-46-23.png upload_2017-11-16_10-46-23.png



    upload_2017-11-16_10-54-19.png upload_2017-11-16_10-54-19.png

    This is the SV in question. I tried @Razorwire suggestion. The response was "Prefab not found".

    Not finding a solution, I will probably just start over. I wasn't entirely happy with the final production although it did handle very well.

    Thank you both for the input.
     
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  9. Razorwire

    Razorwire Captain

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    Try one more thing?
    Make another BP of it, save it as a really simple temporary name like 1234, and retry the prefabinfo; the prefabinfo command is *really* tetchy about getting all the characters just right, and handles spaces and ' marks badly, iirc.

    Shame to lose all your work to date.
     
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  10. Track Driver

    Track Driver Rear Admiral

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    IT WORKED!
    Apparently I used an Admin core, whateverthehell that is. Now I just have to tear it out and put in a proper core.

    Thanks for the help:)
     
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  11. Razorwire

    Razorwire Captain

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    Nice! Glad you found it :D

    Admin Core is for making NPC stuff, I think.
     
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  12. Track Driver

    Track Driver Rear Admiral

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    I guess I'll have to do some more experimentation in Creative. one thing I would like to try is to build bases that shoot back for testing and firing practice. I already use a static BP of mine as a target.
     
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  13. Razorwire

    Razorwire Captain

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    They still won't; AI is switched off in Creative. There's a way to set it back on, but I can't remember how offhand. There's also a way to switch your game from Creative to Survival, but again, can't remember how :(
     
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  14. Track Driver

    Track Driver Rear Admiral

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    I seem to remember reading something about that, long time ago, but it involved console commands, yaml and a lot of other things of which I know nothing and, at the time, was not really interested in. But now, I would like to learn a little more.
     
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  15. Razorwire

    Razorwire Captain

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    I think its one console command to convert back and forth to Survival, and another to turn on AI in Creative. I'll have a dig when I get back to my PC, see if I can find anything.
     
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  16. Track Driver

    Track Driver Rear Admiral

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    I thank you for your efforts. I appreciate whatever you can find. Hopefully, it will not be too complicated. I'm easily confused these days.:confused:
     
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  17. binhthuy71

    binhthuy71 Rear Admiral

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  18. rucky

    rucky Rear Admiral

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    Wut?!

    console:

    ai: Switches AI on/off
    changemode: Changes a local suvival (<-!!) game into creative and vice versa. You need to restart the game after the switch!
     
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  19. Razorwire

    Razorwire Captain

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    That's the ones. :D
     
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  20. wofl

    wofl Ensign

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    Just had to use the prefabinfo command to find some reasons for an unpoublishable CV due to illegal blocks as explained here:
    a) prefabinfo command doesnt like '(' and ')' in the name
    b) plants are illegal blocks when saving a capital vessel according to the listing i got and sure enough, going to creative mode and deleting the plants allowed me to save and publish my blueprints

    /shrug
     
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