I'm on Frontiers, on a planet with a class S EM field that's 1,100u from a Stargate on that planet. I was able to get as far as visual distance of 126u from the Stargate when it tells me that I can't expand anymore and I'm using the 20x one through Vortex. I may have to uninstall Vortex and install the old Nexus Mod program and see if it works with that instead. Because if this is working for Frontiers I should be able to get the last generator within 50u of the Stargate and then build up a base and a transporter. You call it "Portal" I call it "Stargate"
All that we need is a mod that allows you to reposition the base computer. We have until now the 2 global bug: 1. Reposition the base computer at start. An exception is, if you have already created the 1st starting point of the base, then we continue to use the Base boundary mod, which allows you to activate the base geo-point at a long distance by performing the 1st transfer of the base geo-point. 2. There are no active building snap points into constructor before creating the 1st base geo-point. As practice shown for us, during the initial creation of a geo-point need at least 5 building elements with active snap points, are enough to determine the required height along the X, Y, Z axes. 3. And finally, we have futured non-existent building elements (construction template) which help for us to solve this problem. Well, Hello Games, please fix this "global" error. The trick, on how to get around this limitation, was described above.
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We have until now the 2 global bug:
1. Reposition the base computer at start. An exception is, if you have already created the 1st starting point of the base, then we continue to use the Base boundary mod, which allows you to activate the base geo-point at a long distance by performing the 1st transfer of the base geo-point.
2. There are no active building snap points into constructor before creating the 1st base geo-point. As practice shown for us, during the initial creation of a geo-point need at least 5 building elements with active snap points, are enough to determine the required height along the X, Y, Z axes.
3. And finally, we have futured non-existent building elements (construction template) which help for us to solve this problem.
Well, Hello Games, please fix this "global" error. The trick, on how to get around this limitation, was described above.
Better Buildings Scans has optional files that include BBP (two options).
I'm using with NMS Origins (the x10 BBP merged option) and things appear to be working fine.