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You can still play the game in MP if you have a static IP address to set up the server. The same problem exists with Steam workshop and uploading ISOs to the in-game workshop in MP mode. You can create and save your own ISOs in the creation editor, or BISOs in the building tools save function.
If you are on a server with other friends, any ISOs that you import into the game will be saved on that world as a shared file, and loaded into the other player's game so that they can "see" the item in multiplayer. In that regard, you could still inadvertently share ISOs if you are on the same server with the other person, but I don't know how those items are stored in the local folders. They will not be in the other person's creation tool to use themselves, unless they find the file and copy it into their ISO folder. I think these dungeon rewards and shared ISOs are in a hidden folder, so you have to search for them by date for new files. It will have a coded filename, so you have to change the name and file extension after you copy it into your ISO folder, so that it can be read by the creation tool.
Sorry for the delayed response... I usually just check the general discussions, not the MP board.
[EDIT: It will not let you save an invalid creation. That means the model has to have the appropriate parts for that type of creation, and at least a few material voxels to give the creation "mass." The more material you use, the more durability the creation will have. Weapons require handle and sight, with material in between (the separation of the two parts improves accuracy, and the weight improves damage). Vehicles require the driver module, propulsion, wheels or propellers/thrusters, and energy cells. Other things like weapons/lights/jets are optional. All models require at least some material, but the minimum is very small. In order to export to the game, you have to have all of the materials and parts in your current inventory. If you were clicking "export" instead of saving, that is probably why it wouldn't work. You can save incomplete versions of your creation, but they still must have all of the parts represented in the model (I think) before it will save. You can come back and edit the models as much as you like, as long as they are "complete." Designing them in a creative world allows you to test your models to perfect them before wasting resources in-game.]
It is much easier and more efficient to create new designs in a creative world (unlimited resources, access to all scripts, and no dying while you are in the editor). Save your ISOs there, and then when you are in-game you just need to collect resources, assemble the parts, and then use the editor to export (import into game) when everything is ready. The same ISOs will appear in the editor in any game you launch, regardless of the game mode.
Building ISOs (.biso) are saved differently, using the building tool in-game. You can also run into problems with health/starvation when working on building projects, if you take too long. These can also be built and saved in a creative world, and then imported using the building tool when the appropriate resources are available in your inventory.
[EDIT: The part that is broken is the upload to share the ISOs with other people in the workshop. You can still create your own, and download anything that is already saved in the in-game workshop. If you are savvy with other sites, you can still share ISOs using file sharing (Nexus, reddit, Planet-Explorer-ISOs site, etc). <oh016> recently posted their X-Wing design with links here on Steam, as an example. This would require you to download and install them manually in the appropriate ISO folder.]
BISOs work though (for building).
Any help?