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RELEASED Base In A Box 2.0.12

Deploy instant base modules from placeable objects.

  1. sekhmetcerberus

    sekhmetcerberus Star Wrangler

    Yes thank you. That might be some issue, but I dont see how other mods affect the non compatible EK version error im getting. But Im gonna try that and see if I can find something, I let you know.
     
  2. bk3k

    bk3k Oxygen Tank

    It may have problems with large structures actually. Or the issue may be with structures containing large amounts of furniture/chests/etc. I just tried to scan a large glitch castle(including the bridges). It took most of the castle, but not all. It also left many, many items on the ground. Not just items in containers(I emptied almost all of them beforehand), but tons of furniture items which I believe this mod otherwise sucks up. Yeah this could be a game limitation outside of your control, but I wanted to let you know all the same.

    Of course it could be my fault. It might be that I interrupted the scanner before it was done. BUT I received the scanned item before I removed the scanner itself. Still maybe I got the item before the scanning was really done.

    The game also became very low FPS at that point - and not many games can do that to my system. I also had my fairly large main base (I had just scanned) in my inventory. I noticed the slowdown only appears momentarily once I put my base and the glitch castle in a chest - I assume that difference has something to do with game 'ticks' is what I would guess. It goes back to normal once you leave the planet these items are on

    Also I seen in comments you wanted coordinates for a glitch castle?
    X 60278752
    Y -40854516
     
  3. Pilchenstein

    Pilchenstein Ketchup Robot

    Thanks, though I don't really need the coords anymore. There are definitely issues with very large structures, though I suspect they're entirely down to the game's scripting engine not being designed with such oversized data structures in mind and I think it's a perfectly acceptable limitation of the mod. It'd be nice to be able to say "you can scan a whole castle/town/planet without problems" but it's kind of an edge case - most people just want to scan a screen or two of stuff at most.
     
    bk3k likes this.
  4. bk3k

    bk3k Oxygen Tank

    I decided to make my feedback itself a separate post for size reasons. First off, I love the mod. Thank you for your work and for sharing it.

    I do think there are areas it could improve though.
    1. It would be sort of nice that we could name the objects we scan. As is they all look the same and you can't really tell what is what if you have more than one.
    2. It would be VERY nice if we could add things we scanned as recipes for the science station! That way I could add my own (excessively large) base modules and just set up a new base in about a minute. It would also mean not having to rescan your base every time you want to jump planets if we could just reprint that same base!
    3. The printer should cease scanning for creatures in the way. Can't we just kill anything in the way or something? As it is all but impossible to print anything large (and thus cool) on bird-heavy planets(other monsters can be in the way too). The biggest strength of this mod is the time-saving nature of not having to set up your bases again. But thanks to various monsters, you have to build everything that isn't super-compact all over again anyhow.
     
  5. Pilchenstein

    Pilchenstein Ketchup Robot

    Number 1 was definitely impossible to do at the time because I tried passing a new description into the printer along with the blueprint (so it could at least tell you "A 32x20 building of Pressurized Steel and Hi-Tech Block" or whatever) and it didn't work. I'd have classified that as a bug though, since there was a method in place to pass new values the issue was just that the game seemed to ignore some of them, so maybe it'll be possible in a future patch. It's something to come back to once we can do better UI stuff and actually prompt the player for a name and such. Number 2 isn't something I tried but I'd imagine it's not possible because a crafting recipe can only specify a base item, not a base item and the extra data required for the building blueprint. Also without a way to implement point 1, you'd just see a bunch of "Building Printer" recipes with no way of telling them apart.

    Number 3 was a point of contention during development, we weighed up the pros and cons and decided requiring a clear building area was better than having people complain about bird-shaped holes in the finished building or, even worse, have people accidentally kill themselves or other players if we implemented a "kill field". Having said all that, this was decided really early on and it's highly likely that we could come up with a better solution now that we know more about the engine and there have been quite a few updates to the script API. I'll mention it to madtulip and we might do something with it, although at this point the code is kind of a mess (which is to be expected since we were developing it on a constantly changing platform) and the biggest roadblock to new features is that we should really rewrite from scratch and neither of us has the time or enthusiasm to do that, especially since the API is still in flux. A full rewrite once the mod API is more finalised is definitely something we'll do though.
     
    bk3k likes this.
  6. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    open character w/ Starcheat, doubleclick on item, export json, open json file, scroll to the bottom, change name, save, import item back into game. test to ensure it works.

    design recipe with the name of the item, save it as .recipe, take json from above step, name it as .object, make sure item name is the same in both files, place them in a expansion mod one in objects/<your username> the other in recipes/<your username> . presto recipe for your custom item, do a .modinfo file and state any dependencies required. Pilchenstein would need to tell you if you may distribute it or not.

    i have tried this it does work.
     
    Akre and bk3k like this.
  7. Pilchenstein

    Pilchenstein Ketchup Robot

    Nice. Anyone who wants to distribute stuff they've done this way has permission to do so.
     
    bk3k likes this.
  8. bk3k

    bk3k Oxygen Tank

    Understood. Thanks for the reply.

    That said, I don't know if you have looked at Construction Squared. They have a way of placing buildings that destroys what is in the way. But yeah it certainly isn't perfect and will miss blocks etc. Plus no building scanner! I like your mod better personally, but I thought perhaps flipping through that mod might give you an idea or two.

    Oh and "accidentally" killing other players in multiplayer? Wire that to something else and that sounds like a security system to me! LOL

    Slightly round-about but thanks I'll do exactly that! Thanks for the info!

    Pilchenstein - You might consider throwing that bit of useful into on the description page(behind a spoiler tag).
     
    Ramones_fan likes this.
  9. Pilchenstein

    Pilchenstein Ketchup Robot

    Destroying what's in the space is absolutely a solved problem, it's what we do when you scan a building after all. The issue was it wasn't entirely foolproof. Like I said, it's probably not too hard to sort out an elegant solution but at this point we need the time to do a rewrite because there's a lot of code in there that exists to solve problems that don't exist in newer versions of the API.

    I'll add a link to Ramones_fan's post in the description.
     
    Ramones_fan likes this.
  10. Pentarctagon

    Pentarctagon Over 9000!!!

    placeMaterial now has an argument for whether or not it should ignore creatures when placing tiles.
     
    Ramones_fan and Pilchenstein like this.
  11. bk3k

    bk3k Oxygen Tank

    You might be interested to know that if you also have Persistent Containers with this mod, the items do not fall to the floor and when you print your building they will still be in that box! You can't deny how handy that is. Just scan and move your whole warehouse in one go!

    Now there is one issue I have found, and I can only assume (I could obviously be wrong about this) it is some limit of your mod. If you have one furniture item on another - case in point one crate on top another - the item on top will be gone when you reprint. I'm not sure if that is something that can be fixed or not, but is probably worth noting anyhow.

    Granted I also have a mod that messes with said crates to increase their capacity - I can't discount that being responsible either!
     
  12. Pilchenstein

    Pilchenstein Ketchup Robot

    That actually happens without the Persistant Containers mod, I just forgot to remove it from the known issues list when I fixed it. Oops.
    This is probably an issue with my mod, I'd guess it's trying to place the crate on top first, failing because crates can't float and then not bothering to try again once the crate underneath is placed. I'll test it and add to the known issues if I can reproduce.
     
  13. KingSquid 777

    KingSquid 777 Master Chief

    why doesn't the medical tank work?
     
  14. KingSquid 777

    KingSquid 777 Master Chief

    How do you get the medical tank?
     
  15. Pilchenstein

    Pilchenstein Ketchup Robot

    It unlocks when you use the "Durasteel Tech Upgrade" and is then craftable at the Science Station.
     
  16. KingSquid 777

    KingSquid 777 Master Chief

  17. Lusfella

    Lusfella Big Damn Hero

    Is this still active? It's not been updated in a while.
     
  18. Pilchenstein

    Pilchenstein Ketchup Robot

    It still works with the current stable release (or at least, nobody has told me it doesn't) but no, it's not been updated in a while. I haven't forgotten about it though, I'm just working on other (non-mod) projects lately.
     
    Lusfella likes this.
  19. Rayquaza117

    Rayquaza117 Big Damn Hero

    Ok. Im having trouble. I got my building made and scanned and i dont understand how to go in and rename the base. Can you help me? I looked at the one persons guide and tried it but it wouldnt let me do /Starcheat it came up saying unkown command. Please help.
     
  20. Pilchenstein

    Pilchenstein Ketchup Robot

    There's no way that I know of to rename the printer object, have you got a link to the guide you were using?
     

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