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Base creation limitations


Eoghnved

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Well, I tried moving the portal from the starting room on a base I was working on, and it resisted moving past a certain point and left glitched duplicates behind.  Leaving it empty to reset didn't work, a GM tried kicking it and that did nothing.  So I guess I have to abandon that project, and probably most other ones.

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  • 3 weeks later

The trick to fixing this is:

  1. Move the actual initial starting room to a side location.
  2. Set up a teleporter in the starting room to the Aleph Point.
  3. Set up a room to take the entrance portal.
  4. Put the Aleph Point in the new room.
  5. Move the entrance portal to the new room.
  6. Wall off the starting room.
  7. Exit editbase mode.  You'll be in the starting room.
  8. Take the teleporter to the Aleph Point to get out.
  9. When you want to edit the base, use the slash command "/editbase 1".
  10. Edit the base.
  11. Jump to 7.

Here's my current simple base.  I've made several of these for myself and friends.  Takes me well under an hour.  (Still some details that only make sense under the pre-2012 Base rules.)

 

The true initial starting room is the one lowest in the centre.  The room immediately above it contains the entrance portal on the big floor feature lower right.  The Aleph Point is in the centre of the lower left square that's hitlighted in blue.

 

screenshot_201125-13-53-58.thumb.jpg.1c53a587576f9b9add30e429b9ca6910.jpg

Edited by Jacke
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