Building tips

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    To those of you who still build ships, plz pass on some tips and techniques plz.

    I am currently building what I plan to be a black hulled ship, but I am having trouble with seeing the hull blocks because they blend in with space, is there anyway to get pass the vision problem?

    Also, does copy-&-paste and templates ever get larger than 10x10x10?

    If there are any other building tips, plz post them below......
     
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    I would suggest moving your ship to a sector with a brighter background. As for the 10x10x10 limit. I assume your referring to the max size you can make your brush. That’s something you can change in your server.cfg file.
     
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    When i design ships most of the time i do a rough sketch of them first. I also do a story and decide of a purpose (very large in scope sometimes :D ) for them.

    As for the building itself i always build the hull with basic grey hull first. That way i can see individual blocks easy even on dark background. Like Tshara i tend to choose a bright background tho.

    Replacing the grey hull is easy and gives me greater control.
    General shape i do in grey, add-ons are done in basic hull of a different color like pink or cyan and all my "windows" are made of yellow hull.
    I never use standard armor for building as i don't see where a block ends and it make s it too hard for me to count my blocks.
     
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    1. Edit your server.cfg file and change the Max Build Area from 10 to 50 (more is fine, but 50 is enough and not so much that the brush size bar becomes difficult, and all you need for beginner building until you're ready to start doing much bigger capital ships).

    2. For black hulls, sometimes using the advanced build mode Display tab you can lighten your building area, which helps a tiny bit, and also you can turn your ship to catch light from a star at an angle which shows the block lines better, which can also help.

    3. Since your core is how you access the ship, and it's the first element and can't be moved, the first thing many people build is the cockpit or bridge around the core.

    4. While it is totally possible to build a hull that looks the way you want it to, and then fill it in with systems... you may still want to experiment with building systems-first so you can get a better idea of how they relate and can be organized effectively before trying to puzzle out how to squeeze an effective ship systems complex into a good looking hull you've pre-chosen, which can be challenging. Build your bridge/cockpit, then lay out a reactor, chambers, shields, thrusters, and finally weapons (I like this order, but still often vary it), then if you want you can figure out a way to wrap a hull around it and make it look good as a unique creation or just treat it as a naked test platform to experiment with ship systems.

    5. Saved copy-paste templates are extremely useful for common elements like chairs and decorative consoles you use on many ships, as well as hallways, whole rooms, basic hull segments, and even system elements like a reactor+chambers layout you develop that turns out to be very versatile for your build style. It lets you customize a personal set of tools to speed building.

    6. Make sure you experiment with different aspects of symmetry, templates, brush sizes and the build helpers before launching into any remotely serious build project on even a small ship.

    7. Don't be too afraid of the system integrity numbers or let them totally dominate your build decisions. Any integrity over 100 is more than fine for most system shapes because, except in a few circumstances, damage is as likely to raise the system integrity or not affect it at all as it is to tank it. Exceptions might be your reactor and chambers, because you want exceptional integrity for the most vital part of your ship.

    8. Chamber health contributes to total reactor HP, so by placing chambers short distance away from your reactor core you take some of your eggs out of the single basket, but you expose them to the risk of having their conduits severed. It's a trade-off that will be different for each ship type and player style, but you can also run multiple conduits for each chamber to create backup channels and a bit of redundancy for a more resilient ship.

    9. One ship can't simultaneously be amazing at combat, salvage, and fast travel which means you always need a strategy for your ship build. It helps to build a few complimentary versions of successful ship models when possible. When I am happy with an escort, I will typically outfit a long-range (FTL buffs, maybe stealth) and short range (defenses, impulse speed, maybe scan buffs) version of it, one for strong defense near base, the other for hunting abroad. Same for miners. It's so easy to swap out a few bits. Easier than building a ship from scratch for each role. This is also a reason to do your best to keep essential system layouts clean, clear, organized and easy to see as much as possible within your creative vision in order to make versioning and even modifications on-the-fly intuitive and easy.

    10. I recommend starting with a few small, fun projects before launching into a real ship.

    11. Save copies of your ship regularly, but also save versioned copies at different stages of completion so you can back up to an earlier point easily if you decide you've gone astray.

    12. Since you can admin spawn infinite free copies of saved ships, once you've saved a final draft of your ship, start spawning in copies of it to destroy in various ways and see how it behaves. Spawn in pirates to test it against. Spawn in a pirate version of the ship itself for a mirror match. Get an idea of how it handles in combat then consider making adjustments (of course nothing is invincible, so at a certain point you have to accept that it is as good as you can get a ship of that size and style).

    13. Visit the Community Content section here frequently, and start downloading interesting ships. You can spawn them into your solo server for dissection and reverse engineering. This is a very important way to learn about how others build, just make sure the ships you download are built in Power 2.0. When you make a nice ship or project, upload it and share - don't worry about whether it's amazing or gets high ratings; it's as much about collective learning and sharing as it as about competing to build the coolest ship. Many of the best reviewers will give your creations some harsh criticism, but most will also make important suggestions about ways you might improve what you have, and content uploads can be updated with new versions as you improve them.
     
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    1. If you want to be a fast and prolific builder then admin privileges, a large build area and creative mode are essential. Building on a survival server is for noobs and hardcore RP'ers. It's just too slow and too disruptive to the creative process to build that way. Side tracks for resource gathering or worrying about defense are just not on my list of things to help me build well. Get a SP world or get on a build server, remove the pirate BP's and turn on creative and admin. (EDIT* this opinion up for review if and when shipyards become more reliable though build size will still be an issue in survival. ;) )
    2. Familiarize yourself with the build tools available... go through the build tools and figure out what each option does! Every one of them! You can't be a good builder if you're unaware of what the tools at your disposal can do.
    3. F1 F8 to enter a targeted entity, (don't forget to exit the entity you're in first.) Ctrl middle click if it's a docked entity.
    4. Middle mouse click to select the block you're looking at and place in hotbar. (Yeah I know it's an in game tip but it's important.)
    5. `/change_sector_copy x y z' where x y z is the sector you are in. Easy way to make a quick backup without needing to clutter your catalog. I always have at least one recent copy of the ship I'm working on floating nearby. If you're about to make a big change then change_sector_copy. ( `/destroy_entity_dock' to get rid of old entities but be cautious with that command.)
    6. Build in boxes. Ie put a block, (shootout rail's good if you don't want a solid block,) in the corners of your build and at the plane intersections. This facilitates easy mass replacement of blocks, an essential part of building efficiently.
    7. Learn how to copy/paste quickly. Seriously. Never build it twice. Build once, copy/paste. Even a little single block copy/paste can often be quicker then finding the block and orientating it again especially for wedging.
    8. Learn to copy/paste. Copy top front corner, paste bottom rear corner. Put a box around the copy area using planes. Copy from box to box. Learn how to change the orientation of your copy. If it's a useful copy, template it.
    9. Always use undo, don't click remove blocks you just placed. This keeps your undo que clean and useful. If you're going to remove blocks do it in the most efficient way possible. ie One large boundary box and as few clicks as possible.
    10. If you're placing blocks one at a time stop! Use your build sliders and place blocks efficiently in mass. Even going from one block to two blocks halves the number of clicks needed. Again, it also keeps your undo que clean and useful.
    11. If you are removing blocks try and make sure that you use Selection - Remove Replace so you only remove the blocks you want to. This is just a good habit to get into. Once you've accidentally deleted half your complicated logic setup because you were removing blocks on the other side of your ship and forgot you had a plane on you'll understand why... not that I've ever done that. ;)
    12. Build in easy to see colours. I use grey hull for main build. Pink and yellow hull for boundary boxes and marking points, orange hull for detail bits in and around the grey hull. Few clicks to replace it with the colours you want after you get it looking right. Building in black or any type of standard armour just NO. I find building in one flat colour also tends to result in better builds. If you can make it look good in grey hull then it'll look even better when you add some colour afterwards.
    13. Weapon and System modules. Try not to build with them. Once again substitute a coloured block. Place them efficiently. When you're happy with it, C on the command computer and then replace all the coloured blocks in one click linking them all to the computer at the same time. So much easier. Waffle systems especially.
    14. Share your stuff! Don't care what level builder you are. Get on Discord, get on the forums and share. Too many people don't share. It doesn't have to be professional level to warrant sharing! Accept criticism. It's just opinion. Accept praise. It's just opinion. Share it anyway. You'll become a better builder faster with the input and knowledge of the community behind you but you won't get that input if you don't share and open yourself up to criticism. ;)
     
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    Have a core idea what you want to build, and then look what other parts you want to have in your builds. The most complicated part of that build should be tried to built first in regards of detailing. Can you build that ramp from that picture just like you want, or do you need to go bigger in size to get all the details you want in it? Does that cockpit you really crave for in your fighter look good in this size, or would it feel more natural if it only is 3 wide instead of 12? - Then don't build that ship 150m wide, but only 30m wide, so you have that 3m wide cockpit.

    After you are set and done with the overall dimensions of your ship you lay out the wireframe and make the hull.

    At some part in the wireframing process you often allready put in some more details here and there, its totally fine to allready paint some nicer thrusters for example if you feel like it.

    Simmultaneously to the wireframing I also often decide on where I put the points of interest on my ship: where do airlocks, windows, hangars, turrets, bridges belong.

    If you like to build really big for example 150m its good to make a small scale model first where one block equals for example 10 blocks.

    After the hull is done I put in the walkways and rooms, or the systems, depending on wether I built that ship for pvp or rp.

    The former advices are to build a good looking ship that also feels like a ship. If you build for pvp exclusively, ignoring looks, skip all this steps and build systems + turrets first (seek advice from pvpers here on what to build), after that slap any hull you think is cool around it. To decide the ship size, its best to work your way to the top: start at 1k, then go through the size classes: 3k, 5k, 10k, 15, 30, 50, 80, 120, up to 250. Or just build the size you favour the most first, and then add in other sizes to your fleet.

    I personally don't build around mass, I build around dimensions. My fleet starts with ships of 7x12x7, and goes up to 80x40x45 right now. Two ships in the 150m size are in the making. Why do I calculate in dimensions and not in mass? Coz I rather rp than pvp, and for that my parking spots and hangars need to be organised. With my dimensional distribution I can decide on how many ships of this or that class fit into this or that hangar.
     
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    madman Captain

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    If you like to build really big for example 150m its good to make a small scale model first where one block equals for example 10 blocks.
    Really Big? I think you forgot a zero, right? :LOL:


    To those of you who still build ships, plz pass on some tips and techniques plz.

    I am currently building what I plan to be a black hulled ship, but I am having trouble with seeing the hull blocks because they blend in with space, is there anyway to get pass the vision problem?

    Also, does copy-&-paste and templates ever get larger than 10x10x10?

    If there are any other building tips, plz post them below......
    First: If you want build for PvP... dont do it. Shine currently rework weapons armor and stuff related to combat so possible everyting you learn now could useless next week or next month.

    Well here my own tipps:

    1. Dont use black or white as color for large undetailed areas of your ship. Let me explain: Large black areas optical vanishs with the space around it its like looking in a black hole, If you want to use black as color use other colors as details or outlines. Regartless how interesting your shape is, as long your ship is to monocolured (especialy with black or withe colors) irs simply boring. And for Withe colors well... it make no difference if you looking at a large withe plate or direcly into the sun.

    2. My ships more or less grow around a feature or detail. Exsamples:
    I have builded a freighter, the key feature/detail is a external containerbay, so i builded the freightbay first and then the rest of the ship around.


    Here another one: The concept is the one of a Snipertitan It give firesupport from afar, you can see the gigantic nosemounted Railgun and the turretmouted "smaller" (still 600m long) Railguns. To use the enormus size of the ship and its second line nature it also have a maintance bay to act as a retread point for damaged fleet members.


    3. Templates/Copy &Paste. Some people would say its cheap and lazy to use the same asset over and over again but I build industrial themed ships its not an act of lazines its massproduction and so its an essential part of my design.
    No seriosly Assets make your life so much easiser especialy if you try to build an entire fleet in the same artstyle.
     
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    7. Don't be too afraid of the system integrity numbers or let them totally dominate your build decisions. Any integrity over 100 is more than fine for most system shapes because, except in a few circumstances, damage is as likely to raise the system integrity or not affect it at all as it is to tank it. Exceptions might be your reactor and chambers, because you want exceptional integrity for the most vital part of your ship.
    Not great advice. Heavy weapons that leave big holes will not be a problem, but high rate-of-fire weapons will both cause you to burn and lag out the game. A better piece of advice is don't worry about the shape of systems that are smaller than 50ish blocks, since cutting them in half just makes two smaller stable pieces. Systems in the 100-1000 range are generally not too dangerous either since they rarely take much secondary damage before stablizing, but once you get over about 1000 blocks, cube it as much as you can.
     

    jayman38

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    I'm currently having a lot of fun creating massive explore-able RP interiors, with system blocks in the walls as decoration. It's gotten so enjoyable, that I'll stop building for a while and just look around in my own ships. Sure, I can make excuses like "I've got to make sure the hull totally covers the interior!" or "I've got to make sure this entire floor is level and even, with no dips into a lower or higher meter.", or "Was that hallway really over 50 meters long?", but at the end of the day, I find it fun to wander around and be a tourist.

    As for tips in using black hull (hull, armor, etc.), I recommend putting a construction lattice consisting of light blocks all around the ship. This will serve to both illuminate the hull, as well as help count-out distances.

    One last tip from me: Prepare to build your own template library, or download one from the Community Content, to accelerate your building. Keep the template size within your maximum dimensions (I like to make 9x9x9 template pieces.) You can build optimized "modules" and link them together.
     
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    I'm currently having a lot of fun creating massive explore-able RP interiors, with system blocks in the walls as decoration. It's gotten so enjoyable, that I'll stop building for a while and just look around in my own ships. Sure, I can make excuses like "I've got to make sure the hull totally covers the interior!" or "I've got to make sure this entire floor is level and even, with no dips into a lower or higher meter.", or "Was that hallway really over 50 meters long?", but at the end of the day, I find it fun to wander around and be a tourist.

    As for tips in using black hull (hull, armor, etc.), I recommend putting a construction lattice consisting of light blocks all around the ship. This will serve to both illuminate the hull, as well as help count-out distances.

    One last tip from me: Prepare to build your own template library, or download one from the Community Content, to accelerate your building. Keep the template size within your maximum dimensions (I like to make 9x9x9 template pieces.) You can build optimized "modules" and link them together.
    Lol, I was just thinking bout making a template libary
     
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    I'm currently having a lot of fun creating massive explore-able RP interiors, with system blocks in the walls as decoration. It's gotten so enjoyable, that I'll stop building for a while and just look around in my own ships. Sure, I can make excuses like "I've got to make sure the hull totally covers the interior!" or "I've got to make sure this entire floor is level and even, with no dips into a lower or higher meter.", or "Was that hallway really over 50 meters long?", but at the end of the day, I find it fun to wander around and be a tourist.
    build your own template library, or download one from the Community Content, to accelerate your building. Keep the template size within your maximum dimensions (I like to make 9x9x9 template pieces.) You can build optimized "modules" and link them together.

    What a coincidence! - I've been doing the exact same thing lately, in this period of development when there's a high risk of disappointment when building anything that involves systems or even rails (they're kinda bugged out too, it's probably the integrity).

    I decided to try to design a modular interior pack, consisting of whole compartments and connective structures (hallways, stairways, etc), with which one can then construct a completely self-sustained ship or station (one that provides all the essential facilities for a crew, and also recycles its waste water, produces its food, repairs its android workers, etc).

    It's a well-fitting 7x7x7 pack (every not-necessarily-rectangular compartment and connective structure has sides that are natural multiples of 7 meters), and I ended up building 94 pieces in total, of which 43 are the big and detailed compartments needed to perfectly fulfill the self-sustenance criterion, and then some.

    Such standardized template packs make ridiculously fast and gratifying workflows possible. With them, building is basically a sequence of placing whole rooms and snaking hallways instead of individual blocks. I managed to completely fill the space enclosed by the ~350 x 350 station in the spoiler below in 10 days, despite the fact that it's probably the most complex interior I ever seen in the game (releasing it soon).

    And it really is so much fun to go full interior architect mode and design spaces in which even you can get lost. Next up: rail-and-logic-based quests! :^D

    (Sorry for the off-topic)

     
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    Sachys

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    I am currently building what I plan to be a black hulled ship, but I am having trouble with seeing the hull blocks because they blend in with space, is there anyway to get pass the vision problem?
    Build the outer shell using a different colour, then use filtering and symmetry in advanced build mode to change the blocks en masse to black.
     
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    Gah. I'm face palming and wondering if I'm the only one who missed the memo?
    I Just discovered that placing the 'fill tool origin' within an existing block can replace every touching block of that block type, including all slabs,slopes,etc in one click. Just turn on 'Selection - Pick with Camera - Replace with Active Slot.' (Edit: Gah. even worse...) And fill... how did I not know this? This saves a lot of time and I've been oblivious. I thought fill was just for filling voids but nup. "Replace all these blocks. click. Yay! /fiesta_music"
     
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    • As far as aesthetics building, start simple and then refine. As in, make general shapes to rough out what you want, and then go back in and edit them to make details. Don't be afraid to lay blocks you know you're just going to take right back out 10 minutes later if it helps you figure out the overall shape you're aiming for. Go ahead and make big plain looking slabs of hull with no decoration at all, and work out the contours and shapes you want them to be in. Then come back and start cutting recesses into it, adding protrusions, mixing up hull types, etc.
    • When in doubt, slabs. You can turn a solid sheet of the same colored hull into something visually appealing just by varying the size of the slabs. Use 3/4 slabs to sink details into the hull, add 1/4 slabs on top to bring the details up. Even when its the exact same hull type and the exact same color, just varying the surface level can take a section from boring to exciting.
    • Have a "junkyard". By that, I mean have an area where if something pops into your head for a decoration, a room, a part, whatever, you just go build it. Have random hangar bays, decorative reactors, hull pattern swatches, engine cowls, entire nacelles, bridges, and whatever else just out there by themselves with nothing else attached to them. Not only does it give you practice in making components, but they're then available to copy/paste into whatever you're working on later. Re-using the same elements across multiple ships and stations helps to give you a coherent design aesthetic.
    • Try to come up with an idea of how your ships "work". Instead of just building randomly, decide "Okay, my ships work on Star Trek mechanics. They need nacelles that have power transferred to them via conduits running through pylons from an area in the middle back of the main hull." Or "There is a dark grey base for hulls, and then we use normal gray to make plates on top of the dark grey that are riveted or stitched on". Also extends to unified color schemes. That way your ships will start being built around the same design choices, and they'll all look like they belong in the same faction/fleet/etc. Once you get that mindset, designing new ships that look good gets much easier because you've broken it down into components that you already know will look good together.
    • Have an idea of what the ship is supposed to do before you start building it. Seems simple, but if you are constantly thinking "This is a mining ship. Its utility only, its supposed to be kinda rough and ugly and beat up, its not supposed to be sleek and sexy." Then even if you aren't trying to, your form will begin to mirror the function.
    • Unless you're just aiming for joining the hardcore PvP crowd, don't worry overly much about your ship's stats. If it gets the job that you want it to do done, then you built it correctly.
     
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    Gah. I'm face palming and wondering if I'm the only one who missed the memo?
    I Just discovered that placing the 'fill tool origin' within an existing block can replace every touching block of that block type, including all slabs,slopes,etc in one click. Just turn on 'Selection - Pick with Camera - Replace with Active Slot.' (Edit: Gah. even worse...) And fill... how did I not know this? This saves a lot of time and I've been oblivious. I thought fill was just for filling voids but nup. "Replace all these blocks. click. Yay! /fiesta_music"
    Whoah. I had no idea, but it makes sense since that is what fill does in a paint program. So I'm off to test that out now, because -wow- that makes re-coloring ships incredibly convenient!
     
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    Gah. I'm face palming and wondering if I'm the only one who missed the memo?
    I Just discovered that placing the 'fill tool origin' within an existing block can replace every touching block of that block type, including all slabs,slopes,etc in one click. Just turn on 'Selection - Pick with Camera - Replace with Active Slot.' (Edit: Gah. even worse...) And fill... how did I not know this? This saves a lot of time and I've been oblivious. I thought fill was just for filling voids but nup. "Replace all these blocks. click. Yay! /fiesta_music"
    I have struggled with the 'fill tool' and replace blocks tools for so long. Are they even working, I've tried just about everything I can think of to no avail.
     
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    I have struggled with the 'fill tool' and replace blocks tools for so long. Are they even working, I've tried just about everything I can think of to no avail.
    They both work last I checked, but both definitely require a practice to use effectively.
     
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    Whoah. I had no idea, but it makes sense since that is what fill does in a paint program. So I'm off to test that out now, because -wow- that makes re-coloring ships incredibly convenient!
    A couple of guys on our Discord said the same thing so I'm a little relieved... I don't need a special bus or if I do I'll at least have some good company. Paint was one of the first programs I ever used two and a half decades ago and fill worked like that then. /sigh.
    So obvious. So oblivious... I won't lie, I laid awake last night thinking about this and wondering what else in life I'm missing. lol