Yeah, I do that too... but then again, I cut my teeth making graphics when 640x480 resolution with 256 colors was considered high-tech shit.
Unfortunately the game crashed and I lost my character. I believe my bases are still there, because I had another character and the home world still have my house. But this time I'm playing as a Hylotl. I've decided to play until I have a very advanced matter manipulator before I continue construction. It'll be easier to collect materials.
Hey! Because of this base it has inspired me to build my version of an underwater village! But it takes inspiration from this and a sci-fi book I read when I was younger! I'll actually post some screenshots in this post when I get on it again! I do cheat a little to make the airlocks easier (I use the mining facility's horizontal doors) but it's still difficult. I'm planning on having different buildings for each type of building which I call "sectors". So far I have sectors in mind for: Science, Mining, Residential and Commercial! I also hope this build keeps going because it's inspiring to keep building knowing such cool builds are out there.
I think you should make your own thread for that and then post the link over here o3o Anyhow, looking foward to see your work ^^
Will do! I just wanted to make sure they knew they inspired me! I always love inspiring people so it was meant as a compliment. I'll put the link in the post before this one when it's done!
Slendy, I'm looking foward to see your underwater village. New ideas are always welcome! And if you find the horizontal doors ingame, please let me know.I really want to uso those. Maybe I'll have to cheat them in...
I cheat them in since I've beaten the game (gotten as far as possible atm) and feel like it's okay since I could easily create them if they were able to be created. They also work well with the sciencey feel of underwater buildings.
I've never been much of a builder myself. Most of my homes were in villages I had destroyed. I never really saw the need to build anything. That was probably fueled by pure laziness, however I know many people who feel the same. It's structures like these, however, that really show the importance of building in Starbound.
Building will certainly become even more interesting in the future. New block types, hylotl and novakid furniture, maybe even invasions.
I restored my first character, just had to remove the ".bak1" from the backup files and replace the "shipworld", "player" and "metadata" files. I'm sticking to the Hylotl for the underwater construction and, with the materials in the first character's ship, it's time to go back to building. The system in X: 19, Y: 329 has a gas giant with four moons. 3 are oceans (including a frigid and a poisonous one). My house is on Epsilon Bram III d, where I'll build a hylotl underwater city later. You can check it on the other thread (there is also a picture of the moons 2 posts below): http://community.playstarbound.com/...w-off-your-house-d.37292/page-65#post-2366268 For now I'll build a base in the frigid moon. Since my spawn point is in the middle of an island, I'll pretend the whole planet is covered by ice (despite the lake on the background) and I'll dig to find the ocean. The surface outpost is ready and the excavation is underway: The hylotls worked day and night and finally reached the bottom of the ice layer:
And here is the new base at the bottom of the ocean: It has a mining shaft that can be connected to the chain coming from the surface, so that we can send the Rubium, Violium and Aegisalt ore we get from the mine below. With a system to avoid flooding the entire place, of course! Not that it's really necessary, since we can hold everything in the character's pocket... Anyway, I like to make some things like they would be in a more realistic base. Here is some zoomed in pictures: I'll talk about the entrance later. It works perfectly, with drains and no chance of flooding. [DOUBLEPOST=1421117763][/DOUBLEPOST]The mines have nothing special, but if you wanna take a look, here it is:
I have tried different designs and learned how much space, blocks, furniture, etc I need for an underwater base, so now I can start making the Hylotl city. I used the admin function to create some furniture that can't be find in the game (horizontal doors, the moon mission inclined doors, sinks, hylotl furniture...), but I'll pay for it from now on, since I scanned them in the 3D print and it'll cost pixels to print more. But I may have to cheat some copper wire and maybe those blocks we can see in the penguin mission (brown pipe, a new metal block, etc). As for the other blocks and furniture, I'll just have to collect them honestly, which can take some time, but I don't mind doing. But first, let me explain how I made the entrance. I'll start with the vertical one, from the hylotl house below: http://community.playstarbound.com/...w-off-your-house-d.37292/page-66#post-2378783 NOTE: this will be a lot easier to understand if you read this excellent guide first (or at least part of it): http://community.playstarbound.com/index.php?threads/guide-basic-wiring-guide.59852/ And yes, it looks really complicated if you have not seen it before. Try to reproduce some of the combinations there and it'll make a lot more sense. One thing is to look at it. But building the connections and seeing it work gives you an entirely different view of the thing! So, here is the system: Consider the lower door. It is activated by an "X or" switch (#1 in the picture above) connected to two levers (#2 and #3), one on each side of the door. The red circle sends a signal, while the purple circle receives it. The "X or" switch will only open the door if the two levers are in different positions. This system will keep the door open until you activate one of the levers, so you don't have to worry about running in. If you activate one, the door opens and when you activate the other it closes. IIRC without the "X or" switch each lever will open the door for a short time and then close it. There is also two proximity sensors (#4 and #5) that will activate them automatically. #5 is high enough to close the door after you have passed it, so it won't trap the character there. I think it happened once... The other door has a similar system, but without the proximity sensor inside the base. I don't want the npcs opening the door and leaving. But there is a serious problem to consider here: the fish in the ocean can open the lower door when they approach the proximity sensor (see the image below and sorry about hylotl in the toilet, she didn't know I was taking a picture at that moment ) So we need a way to prevent the two doors from opening at the same time, or the whole base can flood. If only one door is open at a time, the water level doesn't change. The first picture shows it for the upper door. Instead of connecting the "X or" switch (#6) to the upper door, I connected it to an "And" switch (#7), which is also connected to the lower door (passing through #8, which I'll explain later). In other words, the upper door is activated by two different signals: one from the "X or switch" (#6) and one from the other door. The first signal is just like I described before, it'll open the door if the two levers (#9 and #10) are in different positions. And the door will stay open or closed until you activate them. But the other signal will work like this: If the lower door is open, it'll send a "1" signal to the "Not" switch (#8) that willl change it to a "0" signal. A "0" signal in #7 prevents the upper door from opening. If the lower door is closed, #7 will receive a "1" signal and will open normally if the two levers above (#9 and #10) are in different positions. If I swim all the way in, the lower door opens and closes automatically and the upper door opens after the first one closes, at the right time, so I don't need to wait for any of them. Leaving works in the opposite order, with the doors behaving in the same way. Just one more thing: if the fish opens the lower door, I'll be locked inside, because the upper door will be locked. So I added another way to open the lower door: the brown sewage valve near the upper door. I hope it can be understood. I learned all of this reading that guide and creating some systems. It did take some time, but it's well worth it.
This is the entrance of the Hylotl city: I'm building a command center below and the civilian area will be constructed to the left. The door system is essentialy the same I used in my other base. But I included a room above so it looks like the water drained is reused to fill the corridor. I explain how it works below: The left door is wired to the upper liquid sensor so it automatically opens when the corridor is full of water. The right door is wired to the lower liquid sensor through a "not switch". It automatically opens when all the water is drained. Both doors will remain opened/closed unless the water is drained (using the wall buttons near the right door) or the corridor is flooded (wall buttons near the left door). They are never open at the same time because that would require water on the top of the room and no water on the bottom. This is how it looks like:
Well done wiring explanation. The door system seems pretty cool. I take it the fish would lock you inside because the lower door would be stuck open, which would prevent the upper door from opening, right? Do you need the sensor there below the bottom door? It seems like it causes a lot of trouble. Does the sewer valve above the upper door also force close the lower door? I haven't done that much wiring so I'm not sure how that would interact with the proximity sensor below the lower door. If it doesn't override the proximity sensor, you could do something like this: wire the sensor output and the valve output up to an AND switch that is then wired as normal. That way the valve normally remains active, making the lower door operate as usual. But if you use the emergency valve it completely shuts out the sensor, forcing the lower door closed, and allowing you to enter the air lock. That's probably something I'd set to a five second timer before it reverts to an on state. Nice fancy air lock in your newest update. Do you intend to use any Hylotl racial architectural styles / materials with this? It's very high tech. Mostly Human / Apex looking.