build beam

  1. S_JP

    [1.0.2.8]Please be set the block from Tech inside

    I made a video for clarity. youtube ※It may be strange because it is google translation. What is fatal? As it is, it is very difficult to adjust the center of gravity and thrust. Players can not attract multiplay if there is no romance to make big Tech or use it It is annoying and difficult...
  2. ZeroGravitas

    [0.8.1.1] Build beam rotation off centre (at starting cab's location)

    Just making a separate thread for this to be sure it's seen, as I've only added it as a comment here, from seeing it happen in the special instance of tech splitting, but it's more general than that: But I'd figure you QA devs must have seen and logged this glaring flaw already, right, @kae...
  3. ZeroGravitas

    [0.8.1] Easy tech intersection using build beam rotation

    So, the new, faster rotating build beam has the added bonus of being able to easily insert one tech into another (anchored tech)... The tech doesn't even have to be very wide (for fast tip speed), as shown mid-video. You can even anchor techs inside each other (shown around 0m55s). I'm kind...
  4. ZeroGravitas

    [0.7.7.7] Trading station with build beam stuck on... (minor curiosity)

    So, I went cruising around a new Creative world at 300 to 350mph, in the "Super Speed" tech that @GKJ uploaded here, and came across this weird situation: Save and log attached. Appears to actually re-load with beam still on...
  5. nikitaign

    0.7.7.5 Build Beam Bug {Stuck on pressing B and Anchor Tech simultaneously}

    I mentioned a thing, that the blue verical line doesnt disapear. 1) Go to any ground where you can anchor, flat ground recommended 2) You should have an anchor under you so you can anchor, but don't do it right now 3) Quickly press B and "Anchor Tech" button at the same time 4) You should drive...
  6. ZeroGravitas

    [0.7.6.0] Build beam rotation axis set by original tech orientation, not cab's current orientation.

    Result is that trying to rotate your tech, after re-orienting it's cab, can result in tipping the tech back and forwards instead. To replicate: Make a new tech (with at least 1 block other than cab). Add a second cab, so you can reorient the first one. Change the cab's orientation to face up...
  7. Zed

    [0.7.6] Build Beam Visible on non-operated Player Tech

    I Realize there have been a few build beam bugs covered over the past few weeks however a quick search through the forums did not immediately show that this one had been mentioned. As can been seen , the player tech in the background has a build beam visible yet the tech is not being...
  8. Lord_Chaos

    Another build beam bug #ABBB

    Ok, so with large entities, usually entities touching other entities, disengaging build beam even after a long time/editing has a small/medium chance of leaving the build beam effect on. to remove the effect while still on the same entity requires re-entering and exiting build beam. Happened to...
  9. Chrii_the_Vieh

    [0.7.5.2] Buildbeambug shown in R&D

    Hi there, @DerNiepe, @Darkdc119 and I found a nice bug with a persisting buildbeam animation and strange light in R&D: Have fun fixing it!
  10. Lord Zarnox

    MY PEOPLE NEED ME - Funny Mobile SCU Bug

    Edit: photographic proof that aliens exist (Cue X-Files music) I'll simply list what you need to do to (hopefully) reproduce this fun bug. You will need: 1 Venture Mobile SCU Storage Device 1 Cab (any will do) 1 or more of any other block Instructions: Activate build beam on cab block...
  11. Nocallia

    [0.7.3.1] Build Beam Problems

    I seem to have the problem of sometimes when entering R&D, pressing the B Button seems to not work for releasing the build beam, until you pause and unpause the game. I do not have methods of recreation, but I will try and find out when I have more time. It seems to only happen when you...