MPR = 9 construction grid squares (including room for connection/hatch stubs on every side.) The MPR under some conditions will accept a corridor connecton on a non-primary side. Then, when positioning the MPR, see if you can rotate it 45 deg. (without a mod it can only be placed in one orientation anyway. If you have at least one tube in the connecting corridor, then you can put a Bulkhead and a pressure door between the Moonpool and the rest of the base, limiting flood potential. Moonpools seem to attract more dings and collision breaches than any other part of a base. I always find it best to stand off a Moonpool from the rest of the base by 1 I-tube or more. If you have the room, you could try offsetting either the Moonpool or the MPR by another I-tube on the corridor you DO want to connect, so that the connection points don't match up. ![]() the length of 1 full I-tube), between the point where an MPR hatch stub would reach to (about half an I-tube length) and the point where a Moonpool hatch stub would reach. The MPR should not attempt to connect to the side of the Moonpool, AS LONG AS the distance is at least one full construction grid square (i.e. Strange that it has no problem deleting a walter filtration machine, reinforcement, window, hatch, and just about everything else, without giving you a refund, but a locker, no, it wont auto delete that, it just wont let you add the new room all together.ĭoes anyone know any way around this at all? Then i tried placing a locker on the inside of that wall, but now the game just wont let me place the new room. Ok, I tried placing a window on that wall, and still the new room auto connects, deleting the window without refund. Some rooms you may not WANT to connect, as in my case, I absolutely need that wall that the game seems to want to force a room connection on me.ĮDIT: I even tried adding a hatch to that wall, and again, the new multipurpose room decided that I should not have the hatch there, but rather a corridor connection, once again DELETING my hatch, and not refunding the materials it took to build it.Įdit: Odd. Is there any way to stop a multi-purpose room from automatically throwing up corridors to connect to every single available room? I also tried to set up a temporary water refiner on that wall, and still the new multipurpose room auto-connected and deleted my water refiner (again, deleting it WITHOUT refunding the materials it cost to build it). I have tried putting a reinforcement on that wall, and the new room still auto connects, deleting my reinforcement (and I lost the 3 titanium and 1 lithium that reinforcement cost). I need all 7 walls in the other room, and a connection to the new room would remove that 7th wall. So I do not want a corridor connection between that one and the new one I am trying to construct. My problem is, I need to build one multipurpose room off of another, and there is a 3rd multi purpose room near by that I I have a specific intent for. But this one is in a somewhat tight location, so I had to alter my design a little. Has to be scanned from the outside, from pretty close up.I am building an outpost (4th outpost apart from my main base) and I generally use a set layout for my outposts. I'll give that a try, I never saw a prompt for it when aiming at them with my scanner though. I must be stupid, I had no idea I could scan the buildings. ![]() Originally posted by ImHelping:Silly question. It's a very real possibility something has gone wrong. You used to be able to see the rooms render 500+ kilometers before the island itself rendered).īut if you can't see them from where you are standing, and it's the correct island. If you are on the correct island, then, NORMALLY, the mountain top bases in particular would be visible from many parts of the island (unless they cut down the draw distance even more since I last considered that. But with the odd state the game is still in, more details are needed than "So I looked on an island a lot" So it is still possible you're having real problems and not just "LOL learn 2 play CoD boy" as some idiots would put it. I mean I've seen people posting in the bugs forums that floater island isn't even rendering for them, falling through base terrain, even one where NOTHING is spawning anywhere in the safe shallows from resources to coral. Is it the island with or without the Giant alien gun for a base? No MP rooms on that island? Because there are two islands. Are you scanning the buildings?ĭumb question the second.
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