please add an undo-command. Im clumsy and keep drag-placing the beams wrongly and then im cursing because i placed a ton of thin planks wrongly
Posts by Avanar
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When docking a beam to a already existing one and hitting right ctrl key to lock it in place and i change the setp function via console the lock is lifted and the beam turns on a 45 degree angle. Thats quite annoying when trying to build precisely.
If the precision is changed via the radial menu that doesn´t happen
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I feel like i owe this to red51
I am currently playing only creative mode. I want to get back to a level where i feel secure with building. But once a new world generation and Mulitplayer are available ill go to Survival as well. However since there was such a huge discussion if changing block shapes in inventory should be in the game or not i wanted to share my opinion now that i have played with it a bit.
In creative its definitely a huge plus. I use it quite often and im happy i dont have to fly back to the work bench every few seconds just to get this texture with a different shape. So its really a well thought addition.
As for survival im still not sure. Im sure it will feel more comfortable. But probably also a bit like cheating. If you could add some tool that allows this (i.e. a saw, a hammer, a chisel...) i can imagine this function also in survival and a very helpful one.
Im not against it anymore. Its really a good addition to the game. Just maybe for survival something that keeps the immersion
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Now that the bullding update has arrived and we start to learn its possibilities how about we also get a measuring tool to measure distances?
With the introduction of docking points it should be easy to measure a straight line between 2 docking points. We could mark at least 2 of them and then some indication on the UI shows the dimension. Even if we mark at least 3 we could get a 2D / 3D calculation of sqm / cbm.
At least to measure the distance would improve building even more, i think.
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Thanks for the reply red! I do see what you mean when it comes to placing directly on land to work as a foundation, as blocks work in java. However as someone who mainly builds with beams in java, the behaviour is very different. Maybe if there was a toggle or something?
In reply to above, in java with beams the behaviour is definitely not the same. In Java if you stand on a flat surface with the grid on, the object will sit flush against the nearest grid line in Z dimension. If that aligns with the floor, it will be flush (see the screenshot from the java version for proof, grid on left, no grid on right, both beams are same height above ground). In the unity this is not the case. It also has nothing to do with grid size, in the bottom image from the unity version I have demonstrated this. The left beam is with grid off, then the remainders are with grid on but with each different grid size (from max on left to min on right). As you can see, grid size has nothing to do with the positioning in the Z dimension here.
Of course you can freeze the object with ctrl and then manually position it how you want it, but that is a ton of work compared to how the java system worked, its not the best option.i am pretty sure that depending on the height of the terrain the beam in java version was also sinking into the ground. But maybe you don´t speak about "beams" but "blocks"? that is different of course, i agree here.
Though its a matter of getting used to it. The unity blocks/beams are by default set to the grid in the world. The difference is that you can move it freely. So you could just place anywhere you want and along with the docking points (or just aim at a free spot between the dots to connect the beams as well) you can get a straight line without wondering about the specialities of the new building system.
Alternatively just use the grid, place the beam and then add one on top until you are at the surface and then dock beams on the sides. Its a little workaround.After all i can understand that if someone was used to block-building its now a lot more difficult. But i ask you to have some patience and get used to the new system. To give it a fair chance. To not compare it to the building in the old version but see it as a new way to do the same. If you use the additional freedom it gives you or not is up to you.
I didn´t build with normal blocks in Java version for years and i think i was pretty PnB-secure. But now i feel like getting thrown back into first grade. Its a learning curve and it takes a while. I envy those who can adjust to the new system so fast. But i am glad they do as that way others can learn from them.
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Yes. That's what i meant.
I lock in place with right ctrl and then, in java, i had to use right ctrl + arrow keys or pgup/dn to rotate.
Now in unity the same is moving the element instead of rotating it. Only after i hit right ctrl once more it works as I'm used to
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Its not bad when drawing a floor for i. E. A pier or such. But it's not a big deal, for me at least
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I don't think he meant the grid. More like drawing a line of blocks. In java with +/- you could control the space between the blocks
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Hm. So you say even in java i never had to hit right ctrl to rotate?
I think after fixing a pnb i still had to use right ctrl+arrow keys to rotate.
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Ja, da stimme ich zu. Die Andockpunkte sind zwar gewöhnungsbedürftig aber ich sehe die Vorteile. Nur bei der Skalierung haperts noch. Sehr große Bauteile = winzige Punkte // kleine Bauteile = überdimensional groß.
Und wenn man mehrere ineinander verschachtelt kaum zu unterscheiden
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Ah and yes, old version is with java
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About the blur effect... Change or turn off FoV. That will do the trick.
I usually turn it off as i can't stand this annoying blur effect
As for the resolution. Try to do fullscreen or if you have that already, the opposite, borderlands window mode. Usually that does it.
But in this older version i think the ui isn't scalable. red51 could tell more.
The new version,
for which just a patch came out, should provide a better control. However its not yet in a state to replace the old version.Both are extremely fun to play though, if you enjoy building
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Also just a pet peeve difference in construction between java and the new version. When you hold a construction element, say a beam, with the grid turned off by default it sits flush with the surface you are pointing at - this is like the java version and I like it. However if you turn grid on, the beam goes through the surface you aim at, leaving approximately half the beam above and half below your cursor. This makes it really annoying to place vertical beams of the desired height when the grid is on. In the image attached, the two vertical beams are the same length. The one on the left is placed with grid on, right with grid off.
In Java it's the same. To avoid this either use a smaller grid, as Groovaholic suggested, just make a shorter beam or simply use pgup until its above ground
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Shift + Backspace doesnt reset the shape of the rounded edge block. neither right ctrl + backspace
Edit - it works but ALT GR has to be activated or otherwise it doesn´t reset the modification. would be nice though if that wasnt necessary. even changing the shape didn´t help. -
i truly love the stone with curved edges. its something i wanted in this game for a very long time. its too bad the docking points dont work for it but maybe at some later point?
when using ALT GR i can stretch the surface but it isnt working out well. though it looks quite "spacey". it has something -
And some more : when i have a construction element in my hand i can see on the left the size of it, when changing also middle lower screen and the size of the element in looking at on the lower left end of the screen.
But when i lock my current element with right ctrl key i see only the size of the current element. Lower left is not changing anymore when looking at another element
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Keine Chance gegen die Bauten von so manch anderem hier aber das ist mein erster Versuch eines kleinen Hauses:
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Add: When activating modular docking the right ctrl key is not set to change the rotation but the sizing. only once i hit the right ctrl key a second time it does what it should
also i find the docking yet quite difficult. its not always attaching to the docking points, sometimes its changing the rotation (i.e. a 2x4 part is then rotated to a 4x2 part)