Space Engineers

Space Engineers

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Underground bases
Hello, engineers !

I've been wondering whether people have experienced issues with building bases in mountains with projectors in survival mode from designs made in creative.

In other words has anyone designed an undergound base in creative and then had issues placing it in survival?

Thanks !
Last edited by Fat7i Bonané; May 9, 2016 @ 3:00pm
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Showing 1-15 of 19 comments
MeatyDoubleSlap May 9, 2016 @ 2:53pm 
never had that issue before i built all my bases underground
Fat7i Bonané May 9, 2016 @ 3:11pm 
How do you proceed in order to build a base underground? Do you use creative mode to design it prior to building it or do you do it all in survival?

My issue was that I designed a base in creative but then I had the worst time trying to fit into the mountain. Projectors won't let you build a block unless it's super far from any dirt which can be problematic if you want your base to blend with the ground. That's all the more weird as you can, to some extent, place blocks manually half buried into the ground (if not almost entirely). When it comes to putting armor blocks manually in place of the ones cast by the projector it's fine, but when it comes to button panels or worse, complicated timer blocks, it can be problematic.
Twelve May 9, 2016 @ 3:23pm 
wasted made a good video which could be quite useful here, unless you consider using spectator cam in survial cheating..

https://www.youtube.com/watch?v=h7EKvLHmH8w
Dakota May 9, 2016 @ 3:36pm 
Originally posted by Moss7:
Hello, engineers !

I've been wondering whether people have experienced issues with building bases in mountains with projectors in survival mode from designs made in creative.

In other words has anyone designed an undergound base in creative and then had issues placing it in survival?

Thanks !

I tried awhile ago with building module bases from projectors. The issue was that projectors don't allow you to build blocks that are partially covered by the voxels of anything. I checked recently and that issue was still there. It sounds like that could be the issue you are dealing with here also.
Fat7i Bonané May 9, 2016 @ 3:49pm 
Originally posted by Twelve:
wasted made a good video which could be quite useful here

Thanks I'll check it out.

Originally posted by Dakota:
The issue was that projectors don't allow you to build blocks that are partially covered by the voxels of anything. I checked recently and that issue was still there. It sounds like that could be the issue you are dealing with here also.

That's exactly it, and the thing is that even if the entire blocks is free from voxels, it may not be allowed to be placed because voxels are nearby. If you were to strictly follow projection restrictions you would have a base floating in a hole. Of course you can manually fill the gaps with armor blocks but then it breaks the whole purpose of the projectors don't you think?

The whole thing made me wonder how people build their underground bases

Defektiv May 9, 2016 @ 3:50pm 
It's actually quite easy now that you can actually paste things down into voxels. You just paste it down then use your hand drill to go carve everything out, a small miner for the bigger open areas. Since you want to do projections, you'll have to do the same in advance of building (carve everything out around the projections. Or you can just detonate warheads underground first to clear the area, turning the projection on and off to keep a reference of the areas that need cleared. I build in survival but have had to move a base from one save to another more than once. And since dogs are annoying but Earth is a little boring without them enabled, underground seems to be the way to go. I just wish they'd stop spawning vertically as well, so they stop spawning inside the base above. Anyway, clear the voxels first if you're projecting, you can wait until after if you want if you're pasting.
Fat7i Bonané May 9, 2016 @ 4:17pm 
Thanks for the advice. That's actually what I did at first.

1. I designed the base in creative
2. I projected it in my survival game
3. I used my small miner to carve it into the right shape.
4. I spent a whole day trying to figure out why after shaping the mountain I couldn't weld any block.
- 4.a. Thought it was because of presence of voxel in targeted blocks but there was none (found out later that voxels had to be further away)
- 4.b. Thought it was due to the presence of gf in my survival game and the legions of network bugs she and I got including one that prevented her from welding anything.
- 4.c. Thought it was because of presence of a single entity (steel plate, stone ore) interfering with the entire projection
...

So yeah it turns out voxels have to be some distance away (about 1 block away from any block you wish to weld)... I think they should really fix this issue with projectors because I know that lots of people make underground bases and there's only so much you can do on survival before resorting to creative and projectors. The problem here is that given that issue, you can't blend your grid with the ground using a projector which is a crying shame, whereas you can do so manually.
Defektiv May 9, 2016 @ 4:35pm 
Just think of it as integration issues that arise during installation of any complex facility. Sometimes you just need custom adapters and good old fashion elbow grease.
Dakota May 9, 2016 @ 4:57pm 
Originally posted by Moss7:
Thanks for the advice. That's actually what I did at first.

1. I designed the base in creative
2. I projected it in my survival game
3. I used my small miner to carve it into the right shape.
4. I spent a whole day trying to figure out why after shaping the mountain I couldn't weld any block.
- 4.a. Thought it was because of presence of voxel in targeted blocks but there was none (found out later that voxels had to be further away)
- 4.b. Thought it was due to the presence of gf in my survival game and the legions of network bugs she and I got including one that prevented her from welding anything.
- 4.c. Thought it was because of presence of a single entity (steel plate, stone ore) interfering with the entire projection
...

So yeah it turns out voxels have to be some distance away (about 1 block away from any block you wish to weld)... I think they should really fix this issue with projectors because I know that lots of people make underground bases and there's only so much you can do on survival before resorting to creative and projectors. The problem here is that given that issue, you can't blend your grid with the ground using a projector which is a crying shame, whereas you can do so manually.

I'd definitely love to see this issue fixed, I could finally make module ground bases a reality rather than sticking to space.

That said, I've found very few glitches in space compared to on planets, its pretty nice up there, you even get enemy drones attacking you from time to time if you set them to. Basically cargo ships that come to you if you have decent defensive structures.
Defektiv May 9, 2016 @ 5:27pm 
Space is def more bug free, which is understandable considering how much more recent planets are/were. It used to be the place I went when I got too frustrated with planet bugs, like the old mining freeze that finally got fixed. But merging/docking ships is having issues right now both in space and on planets so I got nowhere to hide from the bugs.

If you want a more aggressive enemy in space, check out this mod. The trading and factions is currently disabled until the game has better options for them, but that just means tradings stations, police, military, etc are all enemies too right now. Plus the encounters have consequences, spawning police if you start grinding and then military if you kill the police. And the pirates have better ships including grinder drones and other nasty things to deal with. A lot of the added derelicts from the mod aren't just a ship parked somewhere either. It's a wrecked or broken down ship instead. Although you still get normal encounters as well.

http://steamcommunity.com/sharedfiles/filedetails/?id=531659576
Fat7i Bonané May 10, 2016 @ 1:22am 
Yeah space is clearly more comfortable

Originally posted by Defektiv:
Space is def more bug free, which is understandable

True and true.

Originally posted by Dakota:
I'd definitely love to see this issue fixed, I could finally make module ground bases a reality rather than sticking to space.

That said, I've found very few glitches in space compared to on planets, its pretty nice up there

Yeah me too I was surprised to see something that basic not fixed yet considering how advanced the game has got. It's not really game breaking but makes the game more frustrating.

I guess that should be SE's motto : "Not really game breaking but definitely frustrating" :D

Nah, just kidding, it's one of the best games in space I ever played.

The survival game I'm playing is the first one I play on a planet despite having 1000+ hours in the game and I just wanted to make a nice underground base that'll serve me as a launching platform to space.
Fat7i Bonané May 10, 2016 @ 1:27am 
Originally posted by Defektiv:
Just think of it as integration issues that arise during installation of any complex facility. Sometimes you just need custom adapters and good old fashion elbow grease.

I really like the mentality :D I'll do just that for now in the hope that this issue gets fixed.
Defektiv May 10, 2016 @ 1:43am 
1000+ hours and just now starting survival? Damn. The game is so much more rewarding in survival. I feel so cheap even when I feel like I "have" to enable space master because dogs spawned inside my base or something. I see people either love it or hate it when they go from Creative to Survival.
This is my current underground base in progress, building in survival. I was trying to get the above ground size small enough profile to keep dogs from spawning inside one end when I was at the other. I didn't expect that they would also spawn vertically and underneath the floors of my base as I was coming down with a ship to land. Even still, I'm enjoying feeling like a dwarf as I build underground. It's like building inside an asteroid but much bigger, much better. I just wish we had MUCH bigger hangar door options. I'd love to be able to open up the ground and launch an interplanetary cruiser from the base underneath.

http://steamcommunity.com/sharedfiles/filedetails/?id=681816937

http://steamcommunity.com/sharedfiles/filedetails/?id=681817012
Fat7i Bonané May 10, 2016 @ 2:44am 
No it's not my first survival game. It's my first survival game on a planet.

Since you're building in survival you don't have any issue with projecting your base. I can't do that. It took me long enough to design a semi-basic underground base on creative. If I were to build it in survival I would have to multiply that time by at least 10. Same goes with ships.

I would also like much bigger airtight hangar door options.
Defektiv May 10, 2016 @ 3:15am 
It's not that bad. Welders work wonders for making building go faster. And welder walls can literally build themselves. On a new start in survival, getting established and a regular pace of resourcing is the toughest part. Once you get a base of materials, something to mine in bulk and the infrastructure to keep up with your own build requirements, that's when the big stuff is possible. But that time and effort is what makes it feel amazing in the end, and what hurts so much when you screw up. I never really feel attached to my Creative designs like I do the Survival builds. My bigger ships that took weeks or more to build still give me a feeling of accomplishment like no other, even the unfinished ones.

Try playing on 1-1-1-1-1 realistic settings. There's a streamer that pops in and out of the scene and runs a realistic survival server. It's brutal but personifies that feeling of time + effort = accomplishment.
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Date Posted: May 9, 2016 @ 2:50pm
Posts: 19