22:30 the sand looks really good. I have that terrain mod, but I never used it. For fixing cratered battlefields though, I prefer to have voxel hands enabled, and in-game I use the K menu option to reset voxels. You can increase the voxel tool size and paint it like a giant eraser. From what I've read, resetting the voxels deletes the data for modified voxels, which can clear out server lag if you've mined a huge amount (some video experiments I've seen from Pandemic Playground or Andrewmangaming have used voxel hands or infinite warheads to mine a tunnel through the entire Earthlike planet, or attempt to destroy an entire planet). Craters and mined out empty spaces all count as some kind of negative voxels which have to be stored as data, so deleting craters, tunnels, etc with the voxel reset reduces the sandbox file size in your savegame. Alternately, if you are going to 1) leave the area, moving 2+ km away, and 2) you don't build anything underground, you can enable voxel cleanup and automatic resetting in the admin tools. This also happens to be a kind of cheesy way to constantly refresh ore deposits. :P
I will say two things, one of those things is that you have made an amazing thing, and have amazing skills to be able to do that. The second thing is that without the concrete bases, the turrets and wind turbines feel a little too clean and streamlined. The concrete base also more effectively communicated your idea that you wouldn't enter through those areas, at least it did to me. I don't know how roleplay heavy your play style is, but I lay it on quite thick, and from personal experience, if you don't make the right way to do something the easiest or only way to do something, someone's going to do it the wrong way. Again, that so depends on how thick you lay on the role-play, because gameplay wise, as the person who built the things, you don't need that visual reinforcement, and you already know what the right way is. Sorry for the long comment, love the video, and despite my nitpicking, I do still love the design. Hope you keep making these and showing us more of your amazing designs
AI Defensive Block does indeed increase AI turret range to match projectile range. It works for any grid size, fixed or mobile. Turn it on, set targeting priority, and activate the AI in the block. It will automatically scan for enemies, target-lock them, and engage at maximum range.
If, like me, you don't like making a huge beam before generating energy underground, but you need to connect the power systems, there is a cool mod: Tethers - Power Poles
Adding to your building skills, editing, and the music choices are all great. Awesome work!
What an awesome series already!
Awesome episode! Outpost looks great. 13:48 Can't unsee it as a hotdog holder now. 😂
I'm loving the way you build, time lapse, design, and everything in-between. I subbed instantly. Can't wait for more videos man... Keep it up
I love the outpost design man
Good stuff. That projector tip is brilliant.
please tell me you're making everything you build a blueprint because some stuff you build is top quality.
It's very cool the fans you used in the wall
22:30 the sand looks really good. I have that terrain mod, but I never used it.
For fixing cratered battlefields though, I prefer to have voxel hands enabled, and in-game I use the K menu option to reset voxels. You can increase the voxel tool size and paint it like a giant eraser. From what I've read, resetting the voxels deletes the data for modified voxels, which can clear out server lag if you've mined a huge amount (some video experiments I've seen from Pandemic Playground or Andrewmangaming have used voxel hands or infinite warheads to mine a tunnel through the entire Earthlike planet, or attempt to destroy an entire planet).
Craters and mined out empty spaces all count as some kind of negative voxels which have to be stored as data, so deleting craters, tunnels, etc with the voxel reset reduces the sandbox file size in your savegame.
Alternately, if you are going to 1) leave the area, moving 2+ km away, and 2) you don't build anything underground, you can enable voxel cleanup and automatic resetting in the admin tools. This also happens to be a kind of cheesy way to constantly refresh ore deposits. :P
I will say two things, one of those things is that you have made an amazing thing, and have amazing skills to be able to do that.
The second thing is that without the concrete bases, the turrets and wind turbines feel a little too clean and streamlined. The concrete base also more effectively communicated your idea that you wouldn't enter through those areas, at least it did to me.
I don't know how roleplay heavy your play style is, but I lay it on quite thick, and from personal experience, if you don't make the right way to do something the easiest or only way to do something, someone's going to do it the wrong way.
Again, that so depends on how thick you lay on the role-play, because gameplay wise, as the person who built the things, you don't need that visual reinforcement, and you already know what the right way is.
Sorry for the long comment, love the video, and despite my nitpicking, I do still love the design. Hope you keep making these and showing us more of your amazing designs
Great job
Your builds are awesome, I love the industrial look. Can you make building tips videos???
AI Defensive Block does indeed increase AI turret range to match projectile range. It works for any grid size, fixed or mobile. Turn it on, set targeting priority, and activate the AI in the block. It will automatically scan for enemies, target-lock them, and engage at maximum range.
You put class in classic. Great video.
If, like me, you don't like making a huge beam before generating energy underground, but you need to connect the power systems, there is a cool mod: Tethers - Power Poles
what's the music in the final cinematic of this episode?
How did you make the circles?
Pure eyeballing?
i wish!, google pixel circle generator. ;)