I just really want to do a top down view of that where the 'hers' bit turns out to be just door leading to... nothing - no hangar - just nothing
I don't think it is a bug though. The initial popup to start the tutorial looks for the trigger event of you crashing the escape pod and then the game placing you outside it. I'm avoiding that trigger event by using god mode to exit before it crashes. It's normal behavior for god mode to allow you to exit a moving vessel. Therefore it all seems perfectly normal to me since I intentionally used god mode, which is the only way to accomplish this.
I actually spent some time in Creative today, almost unheard of for me, to set things up for my next Survival start when Phase IV lands. I'll be abandoning my game in progress due to the save compatibility issue, which isn't a problem. However, I was working on a CV I quite like, but it was already fairly well fleshed-out, a solid mid-game CV, needing a few exotic materials. Not something I could spawn in early. So I can get this CV in-game as soon as possible in my Phase IV start, I've been creating a new sort of Blueprint. Basically I took the CV into creative and stripped out EVERYTHING, so all that's left are basic blocks and Windows, nothing else. This means that starting planet resources - Iron, Copper and Silicon - will give me all I need to spawn in this totally empty shell. Then, I can play "Salvage" to find parts to fit it This might sound a little silly to some, but I rarely use the BP Factory as it stands, but thought I'd make an exception to continue working on the CV, but with a bit of a survival twist. After the CV is spawned in, it'll be just a shell, no devices at all. It shouldn't take long though to make it into a Base to live in, Craft etc. but only when I add the needed devices - devices I will gain from scavenging for all but the really low-end parts. So, I'll allow myself to build basic Constructors and other Base-class equipment, but not more advanced stuff and nothing that's CV-only. The rest I will try to scavenge from Wrecks and POI's. Thought it'd make for a fun game. Basically, I can spawn in the shell as a "base" fairly early, but I have more work to do to make it useful (no devices remember) then I have more work to do to make it flight ready. The only thing I'll be missing is Base attacks - it's a shame the AI doesn't consider a landed CV a viable target. I remember one survival game, by chance, I landed my CV and got swarmed by random Drones. Killing them triggered a Troop Transport, who delivered a few groups of Zirax into the fray. It was a fun time, defending my CV. Sure, I could just have taken to the air, but that wasn't the point. Anyway, thought I'd share my plans for Phase IV. Scoob.
It handles better because I downgraded the hull It's steel full blocks and armored thin blocks now. I tried out the changes you made, I was curious about the ceiling in the front of the build above the cockpit. The change in the floor you made in the front was something I avoided because the player has to jetpack out if they fall onto the windows there. I tweaked the forward glass a bit. I saw that you put the shield generator back in, but you did not swap out the power generators as I recommended. As a result, they go to 180% when the shield is on. I replaced the two small generators in the rear with large ones and it does not go above 100% with the shields on. (I guess replacing all 4 was overkill). Attached is a tweak of your tweak, I hope you like the changes I made.
Uh oh.... Scoob is joining the dark side... Pretty soon you will be liking posts and croning on about upvotes and downvotes on the workshop!!!! Flee Scoob! Flee for your sanity!
TBH - I wouldn't have the shield in at the start - sorry - what I posted was just for illustrative and not meant to be an update I would suggest truss blocks next the the small generators to make it obvious which block to remove to stick large in. Personally, I would change storage - maybe 40K ammo, 160k or even 240k cargo and if ore collection later, then maybe 2 x 160k cargo, but that depends on how you texture the outside as unfortunately only a small subset of texture exist on the container extensions (I don't understand why they had to be so awkward and inconsistent with textures - just something else where they did before they thought I guess). Personally I don't have any CVs with less than 160k and even my starter CV has 2 x 160k and by the time it has done its job (acquisitions for permanent base and large progression CV), I probably have filled up most of that. (Maybe its an SE thing, but I have never got used to just exploiting the factory as a store for later). With recent changes in A12 exp, I think we are going to be using a lot more storage, or at least I am finding that to be the case and in fact just made a tiny transport SV with 32k storage to service auto miners and water collectors. Fuel and O2 tanks - I would use small tanks on a starter CV. I know 2 x small is not as much storage as 1 T1, but the resources needed are easier to acquire - its a trade off I am happy to make myself. Likewise, medical - I am happy to not have to feed those resources up front and unlock and add them later (but I understand that such tends to put off some lazy workshop consumers). However, I understand that many workshop consumers just want everything already there and don't like having to unlock and build stuff (strange considering they are playing a building game - ho hum). Anyway - these are things that drive what/how I build because it is driven by how I play and what I assume of the game (which could be right or wrong) and so they only reflect my personal perspective on early/mod game vessels - ie don't take as gospel - it isn't. We each how our own way of doing things. I often think it would be intesting to get a server (I have one on nitrado) running for a bunch of people on here (ie those who design stuff) to play strict co-op with more of a slant on sharing build ideas than on hard core survival - ie everyone is an admin etc (Assuming we ever get a dedicated server release again - something seems to be very seriously wrong there...?)
Heh, nah doubt I'll share anything on the Workshop, my builds aren't pretty enough - Functional, utilitarian and ugly would be a fair description much of the time. I barely know how to use creative mode, I only found out Shift+Right Click while holding a block to delete stuff last night, I'd just given myself a Multi-tool previously Scoob.
Meanwhile in the wacky world of SV miners.... 8 drills, 8K ore storage, same thrust in all orientations, lots of lights, can fit through 5x3 hangar door. No creature comforts, no life support - cos real miners don't need that ****
Ahh, then it is Intended... must be among the many Memos i've missed in the past. Thank you so much for the Clarification! Yeah, who needs Life Support, like O2, anyway? Being able to breathe & actually stay alive is so Overrated! Oh wait... (No need for Creature Comforts, I can agree with. )
Yesterday I learned a valuable lesson in base management. SP game in Exp 12, I'm level 25 and have taken out the Drone base and so have no competition on Planet. Decided to upgrade my starter base (@jrandall 's Kriel starter base in the workshop), added a deconstructor and started processing various materials. Still under CPU, so then I made my big mistake. Added a teleporter (had already added a teleporter to my CV with no issues) and immediately blew up the base gennies. Was instant, no warning, just BOOM. Seems 12k standby power was a bit much. Added a couple of T1 gennies and additional fuel storage, but had to turn the teleporter off since I could watch the fuel level rapidly drop. Steve K.
Well - I did relent a bit as it turns out its an excellent asteroid miner - so added a couple of o2 (though if in armor which you generally will be, don't suppose it matters), and for pesky drones over resource patches - quad gatlings. Turns out I had enough CPU spare for that. Switched the cockpit for something a bit more industrial looking as well.
A good suggestion, but I figured that I will just remove the blocks and recess the generators. I have a personal rule, to never use cargo extensions on the outer hull. Their armor cannot be upgraded and I do not like it when one is destroyed and the game spawns a cargo container. With that said, I did find a few blocks I could swap out to increase space in the forward bins. I swapped out the O2 and fuel tanks, but left the med bay. I also tweaked the front windows. Please note, I am trying to use the same shapes as the heavy windows for when players upgrade them. On an unrelated note, I found a new console deco block.