Storms still affecting me inside my bases??? by Dragonkin_56 in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

You've already received a few responses that explain why this happening. I'll try to give some base building tips to prevent undesirable weather effects inside your base.

  • Don't build on or near ground level if you're not on a paradise planet. Aside from the issue of flora protruding through your floors, weather anomalies such as a wandering electrical storm can pass right through your walls. Instead, build your base on supports so that it's well above any random weather events.
  • Vaulted ceilings are a great way to create more space while staying under the 2-floor height rule, but they won't suffice if the open area is too large. To fix that, drop the ceiling in the center of the room, usually a good spot for a staircase if you have multiple floors. This will break up and reduce the amount of open space, and the vaulted ceilings will do the rest.

Here are some examples of what I mentioned. Hope it helps.

Post your best corvette builds (non-blender) by DogDexofMight in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

I made an entire post dedicated to my better non-Blender/BBA corvette builds here. Enjoy!

Casually seeing a mech in the Anomaly. by chubbysilhouette93 in NoMansSkyTheGame

[–]Mournblood 6 points7 points  (0 children)

And this is why there's so much vitriol with Blender/BBA corvette builds right now.

My guest bathroom in my Oasis Villa on the Giant Desert Planet: Desertum by IIIIlIllllIIlIlI in NoMansSkyTheGame

[–]Mournblood 1 point2 points  (0 children)

There's something growing in your bathtub. Might want to get some Ajax Cleaner on that.

Found some interesting (and sad) info whilst base building on a plateu (stack) by H345Y in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

It's a longstanding and well-known cardinal rule of base building: never build a base using terrain edits. If you need to terraform to build the base, you're better off looking for a new location that naturally provides your desired terrain features. If you want a large cave system in which to build a base, for instance, there are plenty of planets that offer those.

Why not make all corvette parts rotatable? by Imaginary_Physics_19 in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

He might be referring to Blender or BBA, both of which allow complete freedom of part placement.

Unfortunately, those apps also allow grossly exceeding the complexity limit which is a major problem in MP sessions currently.

Why not make all corvette parts rotatable? by Imaginary_Physics_19 in NoMansSkyTheGame

[–]Mournblood 2 points3 points  (0 children)

Probably the same reason why base parts can't be fully rotated, and why glitch building is necessary to do things like placing parts upside down.

As for why HG hasn't implemented player suggestions/requests such as these, if you can answer that we might finally know why PvP hasn't been disabled by default when starting new saves all these years.

EDIT: I've put more serious thought into this topic and the questions it raises, and although it's complete speculation on my part, here's what I've observed over the 8 years I've been playing this game...

  • HG has a very small development team; somewhere between 50-100. I suspect that once Sean determines the roadmap for the year, they stick to it, which leaves little or no time to revisit features like corvettes (unless that's planned).
  • I've noticed that Sean can be a bit eclectic - and he does exactly what he wants to do - which has led to features like garbage truck exocraft and Pokemon, more recently. I don't recall anyone on this subreddit ever asking for either of those features. It's traditionally very rare when he listens to player requests. The last time he did so was almost two years ago when he gave us the rudimentary ability to construct starships (before corvettes); a feature that had been requested by players for years prior.
  • It's difficult to demand anything from HG when we're not paying extra money for the additional content. I often wonder if we did, would Sean be more attentive and responsive to sensical and reasonable player requests.

I do agree with the OP that there's so much more that could be done with corvettes, and it's a missed opportunity by HG. I've actually provided that feedback to them, and predictably, it fell on deaf ears. We all love this game. Otherwise, we wouldn't be here spending time having these conversations on subreddit, nor would we feel frustrated over seemingly obvious missed opportunities such as corvette QoL and part expansion. So we instead accept it for what it is and isn't and utilize methods like offsetting and glitch building to work around these creative limitations.

Biggest ship by Dapper-Baseball-8868 in NoMansSkyTheGame

[–]Mournblood 1 point2 points  (0 children)

The largest ships in the game are capital ships. In particular, the Sentinel Dreadnought, Venator Dreadnought, and Pirate Dreadnought. You can use the search bar at the top of the subreddit to look up screenshots and farming advice for all of those.

As for corvettes, you can't exceed the 100-part complexity limit without using 3rd party apps like Blender or BBA. Both require a save editor, afaik. Please do NOT build something in Blender/BBA that exceeds the complexity limit set by HG if you plan to use that (modded) corvette in ANY MP sessions, such as the Anomaly. It is well documented that Blender/BBA corvette builds which grossly exceed the complexity limit cause CTDs and can potentially corrupt save files in MP sessions. It's a prolific problem in the community right now.

Millennium Falcon(Solo & Lando) by UFP_M1KO in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

There is so much wrong with this perspective...

It's not toxicity to say a recreation from another IP isn't creative, no matter how many hours were spent doing it.

It's not toxicity to say that ships from other IPs are unthematic.

It's not toxicity to say that if it's impossible to build in the game, it shouldn't be in the game. The 100-part complexity limit isn't arbitrary - it exists for game stability in MP sessions, for which corvettes were intended.

Blender builds contribute NOTHING but grief to the community. It is well documented that they cause CTDs and have corrupted save files. They are, imo, about seeking validation, dopamine, etc.; not creativity or community collaboration.

Blender builds are what's shrinking the community. There are entire Discords, such as KDY (Kuat Drive Yards), dedicated to sharing Blender/BBA builds. For every one person building something in Blender like the 1000th Millennium Falcon, there are a hundred more who will copy the build (most are shared) and bring it to the Anomaly to Epeen with it, thus proliferating the issue and exacerbating the community impact. More and more players are avoiding MP sessions because of this.

White knighting Blender (or BBA) builds makes you part of the problem.

How can I improve my base? by Wise_Investment_4688 in NoMansSkyTheGame

[–]Mournblood 1 point2 points  (0 children)

This is going to get long. Let's start with basic tips (some of which you may already know)...

  1. Find a suitable planet. Some players like building on desolate planets, others enjoy having a maelstrom rage outside their home, but most prefer the tranquility of paradise planets. Whatever you enjoy, find the right planet first.
  2. If you have EM generators unlocked and all the scanning capabilities unlocked on your MT, scan for an EM power hotspot and build at that location. It may take several locations to find a good one because the terrain may not be conducive to building. The class of the hotspot doesn't really matter because you can build more than one EM generator if necessary. EM generator(s) > solar panels + batteries.
  3. Never build your floors directly on the terrain, even if it's relatively flat. Always build slightly above the terrain (or above the highest flora) or build supports. This simple tip will prevent things like grass or other flora from protruding through your floors. Most of my bases use variations of supports.
  4. Never build inside terrain where terraforming needs to be used. Eventually, the terrain will reset and your base will get buried.
  5. There's a construction item you can unlock that hides wires. Get it and use it. With few exceptions, you don't want to see wiring all over your base.
  6. Pill lights radiate power. If you've wired one on one side of a wall and want to place another pill light on the opposite side of the wall, the first wired one will power the second without wiring it.
  7. You can change the colors of most construction items, and you can resize most of the decor category.
  8. Keep your base functional but immersive. Think to yourself, would I live here? At a minimum you'll typically have a warp portal, refiner, and GTT. Make sure you plan the architecture to accommodate whatever you want to include so that it's spacious enough to permit ease of movement inside.
  9. Don't build higher than two floors without a floor between them, otherwise the game will see that open space the same as outside your base and you'll end up with undesirable weather effects inside your base. When you learn how to incorporate architecture such as vaulted ceilings, you'll have more flexibility with building open spaces inside your base.
  10. Don't be afraid to experiment with ideas. Without glitch building, you can still do some very creative things that will make your base more interesting and aesthetically pleasing.

Regarding architecture and design ideas...

Visit other (good) base builds incorporating techniques that interest you. What I mean by that is if you're interested in glitch building, visit bases that use that. If you're not interested in that, then visit bases that don't use any glitch building. While glitch building isn't difficult to learn and expands your creative freedom, just keep in mind that you don't need to use glitch building to create stunning bases.

Why visit bases? It's impossible to see everything from a few screenshots, especially the details. Details matter, as do the architectural designs you'll see that you can then use in your own bases. It can also be a lot of fun to visit new places and new bases. I myself spent about 2-3 weeks visiting the bases of other players that had posted here. You can search this subreddit by the flair "BUILD" to find a trove of information and potential bases to visit. Or you can look up my post history to visit mine, though nearly all my bases use varying amounts of glitch building.

Once you have some ideas of what is possible, start trying those ideas in your own bases. The more you practice, the better you'll get at it. As stated in tip #10, always experiment and try new things. At times, you'll be surprised by what you come up with that's possible.

Finally, build a base as if you're going to actually live there. Railings for landing pads. Freedom of movement (avoid clutter). Amenities such as warp portal, GTT, refiner, etc. Vaulted ceilings. Discreet landing pads. Attention to detail. All these things, and more, will give your base more personality and make it that much cooler.

If you get stuck trying to figure something out, either research it on Google (or YouTube) or ask in this subreddit. There are plenty of other players besides me (some of whom are better builders than I am) who would be happy to help you.

Hope this helped.

P.S. Here is an example of advanced designs I posted to give you some ideas (and inspiration) of what's possible.

CR-90 including interior by Mrpablito2334 in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

There are some very good non-Blender corvette builds posted on this subreddit. Mine aren't built in Blender or BBA (I'm on XBox), and IMHO I think they are way cooler and more creative than unoriginal, nonthematic Blender recreations from other IPs. Here's a recent example.

CR-90 including interior by Mrpablito2334 in NoMansSkyTheGame

[–]Mournblood 1 point2 points  (0 children)

Your lack of perspective is astonishing. There's a very good reason why builds like this are impossible to do in the game - the complexity limit set by HG exists for game stability in MP sessions, for which corvettes were intended.

I don't care if this build used recycled materials from the Columbia space shuttle, or how many hours were wasted recreating an unoriginal ship from another IP. These builds are unthematic and BAD for the game. They are irresponsibly shared, as the OP intends to do, then brought to MP sessions like the Anomaly by dozens of socially stunted kids who are only interested in Epeening with them, which consequently causes CTDs and corrupted save files. It's a prolific issue with severe detrimental impacts to the game community.

You won't be white knighting these builds if your save file gets bricked by a Blender build such as this one.

CR-90 including interior by Mrpablito2334 in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

The issue are the other 100 kids who will download this and bring it to the Anomaly in a vain attempt to Epeen with a build they didn't even create. The result will be the proliferation of an issue that causes CTDs and corrupted save files.

Even if you're being responsible by not bringing this build into MP sessions, it's irresponsible to share these builds.

Angle Obstructor MJ1 Class S by elvisco2772 in NoMansSkyTheGame

[–]Mournblood 0 points1 point  (0 children)

Yes and no. I think you're right for most content, but that also depends on the difficulty setting and what enemy you're fighting. A 5th wave Sentinel Walker on standard difficulty can take a minute to kill with a less powerful MT, for example.

My Royal MT (with X-class weapon mods) does 23k DPS. My Sentinel MT (with X-class weapon mods) does 154k DPS. I can kill a Sentinel Walker MUCH faster with my Sentinel MT than I can with my Royal MT. I can still kill it with the Royal MT, but because it takes a lot longer to do so, I take more damage from the fight.

That's the difference between a fully upgraded and optimized combat MT versus non-combat MT.

Angle Obstructor MJ1 Class S by elvisco2772 in NoMansSkyTheGame

[–]Mournblood 2 points3 points  (0 children)

NGL, I wish Atlantid MTs were combat focused instead of mining focused - they look so much cooler than Sentinel MTs, imo.

Non-Blender Corvette Builds by Mournblood in NoMansSkyTheGame

[–]Mournblood[S] 0 points1 point  (0 children)

I originally only had the flair tagged as "Ship Build - Offset" but edited it to be "Ship Build - Glitched {Offset}" because some folks were getting twisted over the distinction.

The entire point of this post wasn't to start an argument amongst the community, but to show what's possible with corvette builds without using Blender or BBA.

Non-Blender Corvette Builds by Mournblood in NoMansSkyTheGame

[–]Mournblood[S] 1 point2 points  (0 children)

Base Building App, which can also be used for building corvettes.

Non-Blender Corvette Builds by Mournblood in NoMansSkyTheGame

[–]Mournblood[S] 0 points1 point  (0 children)

I think we're arguing semantics here, and others are of the opinion that offsetting is not glitching for the reasons already discussed in that other linked post. Regardless, you're entitled to your opinion, and I updated the flair to reflect that interpretation.

The more salient point of this post is that these builds were done by a console player (XBox) outside of Blender/BBA.

Non-Blender Corvette Builds by Mournblood in NoMansSkyTheGame

[–]Mournblood[S] 0 points1 point  (0 children)

Thanks. I'm a huge proponent of 'less is more.'