No Man's Sky

No Man's Sky

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ihleslie May 7, 2019 @ 7:18pm
Angles other than zero and 90.
I get why Hello Games made snapping building parts the way they did but, after doing almost everything I can do in this game (still have Atlas words to learn), it feels restrictive. Just now was able to make Corridor sections do something other than be horizontal. The angles are small and there was a lot of trial and error when turning back to the horizontal. Eliminating gaps and making sure the corridors remain continuous requires pretty tight tolerances. Kept me busy for a bit.

https://steamcommunity.com/sharedfiles/filedetails/?id=1735311544
Last edited by ihleslie; May 7, 2019 @ 7:19pm
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Showing 1-9 of 9 comments
Leeric May 7, 2019 @ 7:25pm 
I just wish we could turn off snapping and build anywhere, lots of the parts dont fit well together. I recently built an orbital and had tons of trouble with certain things not wanting to snap together
Pul Myfinger May 7, 2019 @ 7:44pm 
Some CAD functionality would be fun ... stretching, curves, etc
Mr. Bufferlow May 7, 2019 @ 10:35pm 
Play around with the decorations...some of them are pretty easy to mess with on different angles...unfortunately not really helpful for base building. You can build some odd things.
bill May 8, 2019 @ 4:20am 
Agree, but you forgot 45 for stairs/roof sections lol. FYI of you hold R before placing an object and use mouse-wheel you can rotate in small increments, as long as there's nothing nearby to snap to. I like to experiment and see what I can come up with, given the (many) restrictions within building. No Mods or editors.
Odd things (Mr.Bufferlow) - true - Here's 1 I did earlier, just for a bit of fun :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1735456013
ihleslie May 8, 2019 @ 5:15am 
@ bill, you are quite the artist. I'll check out holding down R. Never knew that. If 22.5 and 45 deg corridor pieces were added that would expand things quite a bit.
bill May 8, 2019 @ 8:41am 
Thanks :) Trial and error tho - and the snapping to nearby pieces cancels out (most) rotations. They like to snap at 90/180 etc. Nothing to say you can't have a hexagonal-shaped base with corridors, as long as they don't meet lol. There are mods that allow rotations and snapping at different angles, even overlapping - but I like to see what I can do with the limitation given. Each to their own :) Have fun.
eternity May 8, 2019 @ 11:51am 
For me, the ability to rotate many pieces in every direction almost doubles the play value of this game. Ihleslie, very cool effect with the save editor there! Bill, I like your crab very much! On the general topic of rotation and angles, probably the easiest way to do it is with Winder's Tesseraction Mod. I haven't tried it, but my impression from past experience is that that modder knows what he's doing. The most complex base designs I've seen (screenshots of) involve an add-on to Blender - which I suppose is easy for some, I expect too complex for me, but also I haven't tried it.

Most rotate pieces using the technique called "base glitching." If you search for it on Youtube and sort by date so as to avoid pre-Next methods, you'll find some good videos. A particularly good video was posted, I believe, somewhere in the base sharing thread, probably page 35 or later. Base glitching involves joining pyramids in various ways to get different angles, and once you get those angles, use one of the methods of attaching wood/metal/concrete pieces or pre-fab rooms. It's been months since I examined and estimated, but if my memory is right, pyramid angles are 24, 24, and 66 degrees. If that is the case, you could add two 24 angles to get 48; you could add 66 and subtract 24 to get 42; or you add 48 and subtract 42 to get a 6 degree angle difference. 6 degree increments in virtually any direction is actually a lot of building flexibility. It's even way better than the 20 degree increments we could do in v. 1.38. But it is time consuming even when you know how, and involves spatial estimations that take lots of practice to learn and are still tricky, so making building pieces touch and line up at different angles in mid-air is very time consuming and more art than science. Still, it can be very satisfying. I'm not sure, but I think Lhleslie may have found a way to rotate pieces in less than 6 degree increments using the Save Editor. Very cool.

If any readers haven't already, I recommend that they take a look at many of the great bases people are building in the Base sharing thread. Have a great day, everyone.
ihleslie May 8, 2019 @ 12:21pm 
Originally posted by Leeric:
I just wish we could turn off snapping and build anywhere, lots of the parts dont fit well together. I recently built an orbital and had tons of trouble with certain things not wanting to snap together

I didn't know what you meant by orbital, although I guessed. Anyway, I tried using the save editor to build an orbiting base. Limited luck. I can't seem to get any object to build if more than 1000 U above the planet surface, even though the objects are in the save file. They just don't get put in the scene.

When one builds a base the origin of the base get's stored as x,y,z relative to the planet center. At least that's the way it looks. I made a simple base on the surface consisting of a main room, landing pad, and a beacon in the main room. The location of these objects is relative to the x,y,z base location, so I figured that if I moved the base, everything would go with it. This includes the base flag which is just the thing that appears as the base computer. It can be moved without changing anything else. I tried 2000 U above the surface. When I entered the game the base was gone and I was on the surface next to my ship. Makes sense since I used the ship for the save before editing. I looked up and could see the base and beacon symbols. When I flew up, there was nothing there besides the icons. It seems that NMS has some sort of elevation limiter, at least for the way I'm doing it.

So, how did you do it and how far off the planet were you able to get? Oh, and which version of NMS in case it makes a difference.
Last edited by ihleslie; May 8, 2019 @ 12:23pm
bill May 8, 2019 @ 2:03pm 
Agree with ppl checking out the 'Show your Bases' thread - a lot of hard work and time go into those :) There are a lot of NMS players who decide to take a time-out from exploring/questing and just see what they can do with base-building. <Ire>Shooter, Mr.Bufferlow, Scene, Gatun, Dukmiester2, to name a few. I'm sure HG are amazed at some of the results and diversity, given the limitations that they imposed. Hopefully they'll give us a few more options (less limitations) with Beyond.
For anyone who doesn't like to build, fine - no prob there. I just like having the choice :)
Most builders will agree, it very rarely ends up the same as the picture you had in your head when you first started that project :)
A big Well Done to anyone who does indulge in a little creativity +1 to all :)
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Date Posted: May 7, 2019 @ 7:18pm
Posts: 9