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But they don't for whatever reason.
So I generally build the core of my bases with the basic type of building components (foundations, walls, and ceilings, and even then, vaults will need ceilings placed at least two walls high).
I do have to use the biodome because I like to grow plants, but those are only placed after my core is built using the basic structures.
I've never built anything using cubes.
Also, before I started building anything, I played around with building in Creative mode, from which I learned these things. If they have since fixed cubes and biodome structures so that you can cleanly place vaults in them, I wouldn't know.
You place a cuboid block in front of where you want the vault to be and then snap the vault to the outside edge, and then place the remaining cuboid blocks around them. The vault effectively acts as if you were placing a cuboid block. If you have already placed your cuboid blocks then delete the cuboid block where you want the vault to be and the vault should snap in. Getting the snap point doing this is a bit hit and miss so I found it easier to delete the block that would be behind the vault as well before placing the vault.
You will have to build yourr vault room 2 cuboid blocks high as the vaults stick out the top a bit on a 1 block high room. I built my vault room 2 blocks high and then place an internal floor to split the levels. The top of the vaults will still slightly show through but the only saving grace is that they give you a snap point so in my case it was perfect as I used the top of the vaults as platforms for my refiners and it looks pretty good (well good in nms, probably no so good in any other game). As I intended to have the refiners in the same building as my vaults anyway this work out for me the janky nms snapping actually benefited me for a change
What really annoys me more than anything is when you look at the space stations and trading posts all the building blocks we could ever wish for are already in the game just not released for players to use. I highly doubt the developers paid some one to painstakingly place every single staircase, ramp, or whatever in every single space station or trading post without giving them snap able blocks, or additional blocks to what players of the game have to use. The models are already there, all they have to do is add snap points (if that has not been done already) and release them to the players.
Its a crying shame that the best space game I have seen for years has the very worst construction. If one the devs is reading this please take note, and while your at it hang your head in shame.
So much effort has obviously been put into the gameplay, the ships, the space-staions and trading posts, its an absolute joy to play this game, its so immersive.
For the storage vaults (I don't know the word vault but I guess it's the containers) you can build a row of blocks and then add the vaults to the left and right. I usually colored them so they looked nice from the outside. You can also build a hall with basic construction pieces, a bit higher than one wall, and then place one vault on the floor (it won't snap but it's easy to align) and the other ones will snap to the first one.
For ramps I always use roofs, they easily snap to floors.
I am rather a bit annoyed at the difficulties with basic building pieces, especially placing the narrow stairs. Or that you have to tear down half of your building so you get the right angle with your camera to make a stair or a little floor snap.
Once I wanted to make a balcony on my lighthouse and didn't get the small triangles to snap. I was so angry that I wrote a bug report on zendesk and added a lot of pictures. And the devs actually fixed it in one of the next updates, so that was quite nice. I made another bug report that you can't build around your ship anymore, even if it's quite far away. So you always have to place your ship far from your base if you want to build anything around the landing pad. They haven't fixed that one yet.
Eventually I made peace with the complicated building system and see it as a challenge, and it also helps to lower expectations about things having to be perfect. But that's just my take, of course.
*Edit: forgot something. At the Anomaly multitool guy you can unlock a visor which will let you find hotspots. Build your base next to an electricity hotspot and you don't need to place any solar panels and batteries.
Stair case+floor tile+stair case. 90 deg or even 180 deg turns.
https://steamcommunity.com/sharedfiles/filedetails/?id=2818969575
Speaking of which, this is just with the controller. When I play in VR, half the normal options are missing, including recolouring.
i especially use the build camera when i'm building during storms and my toon is hiding in a cubical room for safety... i definitely use the build camera when stacking extractors and storage silos on top of each other... the trick, here, is to be sure you have all the mats needed before stacking so you can stack 4 or 5 in one go without moving...
[edit: ninjad by wkitty42!]
Adding snap points to every asset is time consuming, too. They are probably building these in Blender or something like that, not via a game-like interface.
doesnt work with access ramps. Also if you use half wide stairs you cant put them against the wall, If you place the wall the stair wont snap, and vice versa.
The alternative is to use the full width stairs which I guess is what you are suggesting , which look awful, and end up building rooms twice the size you intend simply to accommodate stairs
I am aware terrain can get back into shape, that's why I never build ground level. BUT, I just dont know at which point that happens. Is when you leave system? Reach build limit? when terrain get back to normal? Let's say for example, a small area you made flat.
The pieces seem to have slightly oversized hitboxes and overlapping parts can also be particularly problematic, stairs tend to suffer from this regularly. The new freighter stair parts seem to be the best so far. Then there's what those imperfections add to the base complexity and the sheer number of snap points that can be in a small area.
Yeah, it's a flawed system, but it's made steady improvements over the years. It's definitely not been neglected and you can be assured that there's a technical issue in this case that they just haven't found a better way to code yet. If you compare it to FO76's CAMP system, probably the closest match out there, it's pretty similar with different quirks, but you also see similar problems. Bethesda has actually answered some of these questions, or at least, the systems are similar enough that it's probably the same problem.