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Posted
On 11/10/2025 at 5:35 PM, The Curator said:

Supergroup Bases

 

One more thing needs to be added to the Patch Notes: Tailors in your base are now usable by Praetorian characters.  It was adjusted this Page but not added to the patch notes.

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Posted
4 hours ago, ShardWarrior said:

If on the off chance we ever do get new objects in the base editor, would it be possible to attach a #New keyword to them?  Would make it much easier to find anything new via the search and negate the necessity for an additional tab solely to list new items.

I should think that the keyword system is ideal for such, yes.

 

If you're reading this and haven't given feedback, please do. If you've given feedback, please encourage others to weigh in. If changes are to be made, NOW is the time to let them know! It's not like I would expect every suggestion to be implemented, because things like programming restrictions and considerations of what's usable for the most people will weigh in, but that's exactly why hearing from people is so valuable. 

 

Posted
16 hours ago, Dacy said:

I find the info tab very helpful; if you have questions about either how to find something, or what uses it has, or special features, check the info tab! And if you do on control items, you will see that they are not needed to run a base, like they were on Live, and any of the main power items also already has the control needed. The only items that actually need power to run are medical items (with the exception of the nurse NPC). You can run the entire base without power if you do not have medical included.

 

That is, I think, the thing I like most: the amount of information in the info tab. Take a look!

Oh okay thank you Dacy, I thought control was needed, last night the Tree of Wonders when I placed it did not work until I placed a control item in the base, but I just tried it again and it worked with the leytap. I don't build elaborate bases but I used to build them/revamp them for hours on live when I had insomnia bouts - which is how I knew about the control aspects; I didn't realize that control had been added to the power items. 

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Buddy the Elf makes debut for HUB Late Night

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Posted (edited)
1 hour ago, Zappalina said:

I thought control was needed, last night the Tree of Wonders when I placed it did not work until I placed a control item in the base, but I just tried it again and it worked with the leytap.

You know? I had some problems with that object when placing it once on test. It looked like the inactive version. I double checked...yep, it was supposed to be active. Hmm. I replaced it. Still nothing. I checked power...yeah, I had power. I think I got out of edit mode to see if it was like that outside of editing, and it was. Then entered edit again, and poof, it was working! And I did not jigger the power structure. So there may just be a weirdness with that piece. Some pieces have...idiosyncracies. Recently discovered, thanks to someone who reported it, that the Loremaster trainer did not function if the room was less than 2x2, or if he was in a doorway.  Weird. And am currently trying to figure out what the heck with a base where all the placed skies are Nightward in one area in a base where the overall sky used to be Cimerora,  The overall sky was switched to Space, and now suddenly, the Nightward section is showing as Cimerora...but only for a while. Bases be weird sometimes. 🙂 

 

But back to the editor. I notice there are two power crystals. One is an actual  power object, a table with a crystal, and one is a defunct defense item. Seems like we should change the name of one of them. Which one, do you think? There are six of the obsolete power crystals from defense, differing in size and the active ones spin slowly and the inactive ones sway, and only one power item, like I said, a small table with a crystal on it. Which should be renamed, and to what, do you think? 

Edited by Dacy
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Posted
4 hours ago, Dacy said:

You know? I had some problems with that object when placing it once on test. It looked like the inactive version. I double checked...yep, it was supposed to be active. Hmm. I replaced it. Still nothing. I checked power...yeah, I had power. I think I got out of edit mode to see if it was like that outside of editing, and it was. Then entered edit again, and poof, it was working! And I did not jigger the power structure. So there may just be a weirdness with that piece. Some pieces have...idiosyncracies. Recently discovered, thanks to someone who reported it, that the Loremaster trainer did not function if the room was less than 2x2, or if he was in a doorway.  Weird. And am currently trying to figure out what the heck with a base where all the placed skies are Nightward in one area in a base where the overall sky used to be Cimerora,  The overall sky was switched to Space, and now suddenly, the Nightward section is showing as Cimerora...but only for a while. Bases be weird sometimes. 🙂 

 

But back to the editor. I notice there are two power crystals. One is an actual  power object, a table with a crystal, and one is a defunct defense item. Seems like we should change the name of one of them. Which one, do you think? There are six of the obsolete power crystals from defense, differing in size and the active ones spin slowly and the inactive ones sway, and only one power item, like I said, a small table with a crystal on it. Which should be renamed, and to what, do you think? 

The internet calls the spiritual tables, Altar tables.  If it's a gazing crystal then it would be a scrying table or crystal gazing table - the internet also has this, though I've never heard of it "Crystallomancy: A more technical term that refers to the use of crystals for divination"  You could also call it the divination table. 

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Buddy the Elf makes debut for HUB Late Night

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Posted

If you have not checked out the the new base editor on the beta...do it now! it is amazing! If you do find something amiss please share it so it can be fixed.  Overall  this the best thing that hes happened to base-buiding since the release of items to build with.

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Posted
4 hours ago, ZamuelNow said:

I'd assume the broken one should be changed but I don't know what it should be changed to.

There isn't a broken one, but there is one that does not have a function in bases now. Is that what you meant?

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Posted
2 hours ago, Wildoak said:

Just because something maybe outdated does not make it irrelevant.  I have been playing this game (when avilable)  since 2005.  I recognize and can still  interact with the Fateweaver and analyst, and I am sure (actually know) there are others like me. I am all for the changes to the new editor (and helped in a small way) but do not take away things that do not NEED to be removed.  I, like many others I have talked to prefer to interact with a character rather than using an informal chat-line command.

I've double checked to be sure,  just wanted to be sure that everyone knows that nothing has been removed from the editor. In this example, the notoriety contacts are exactly where they always have been: in the NPC tab.  The base services tab is what is new, here, and from what I can see, it is only listing things that are needed to set up services, although technically, the two lower tier buff machines are not needed, since they are just items that dispense fewer buffs than the largest one does. They are things that used to be built from personal salvage (anyone remember those days?) and you had to build the first tier, then build up to the second and so forth. Now you can just go top tier for free! So maybe those should be removed, to keep it consistent.

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Posted

I like the way things are organized.  There are pieces I never knew existed that are now sensibly in the places they should be (and therefore findable).  

 

I noticed that the swimming sharks actually do seem to have been entirely removed.  If you search for 'shark' you only get the shark fin, and in the water tab, it is only the shark fin that is listed.  

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Posted
3 hours ago, ssutcliffe said:

I noticed that the swimming sharks actually do seem to have been entirely removed.  If you search for 'shark' you only get the shark fin, and in the water tab, it is only the shark fin that is listed.  

 

Confirming this.  The Circling Shark object seems to have disappeared from the editor.  

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Posted
On 11/12/2025 at 12:46 PM, Dacy said:

That is an awesome idea! Have no idea if they could do it, but it would not only be helpful for new people, it would reduce overall item count. However, you'd have to get agreement on how the zones were to be organized! 🙂 Which might not be a small feat, but as long as the other option to create your own remained, I think it would be fine to do it however. I DO know, however, that without major reprogramming, no more teleport points will ever be available , sadly. But we can hope that at some point, they are able to do the reprogramming.  Cobalt was able to remove the star texture (YAY, COBALT!!) very quickly, perhaps he'd be willing to consider putting together some teleporters with beacons, if that is even possible. Without a dedicated base artist, item creation has had to take a way, way back seat. 

I think how I would like to see it done is to have some new Beacon items that function as a Beacon Package. For instance, a Rogue Isles Beacon Package that allows a teleport device to service all Rogue Isles zones (perhaps including Striga Isle). Another for Hazard Zone Beacon Package. Shadow Shard Beacon Package (including Echo Plaza). Cooperative Zones Beacon Package (Including gold zones). These all reflect how I and seemingly many others already organize our base teleporters... but with no need to place as many beacon objects which can be beneficial not only for sorting, but also cosmetics.

The foremost hiccup I see here is that for standard blueside non-hazard zones, there are more than 10, which would (preferably) require increasing the limit on how many zones a teleporter can connect to. I would make them so if you connect a Beacon Package to a teleporter item, you can only connect 1, and cannot connect any additional beacons. I don't mind scrolling a list a little bit (for all blue zones for instance) but wouldn't want it to get out of hand.
 

On 11/10/2025 at 2:35 PM, The Curator said:

Supergroup Bases

  • Removed the star texture from the Surface Tile (Col) base objects.
  • Base editor items have been reorganized and re-categorized.
  • Added Base Editor Help and Search keywords.
  • Control Points for base raids and enhanced Lua raid functionality added.
  • Search now works off DisplayHelp and uses a comma-separated list of tokens.
  • Search field now has a placeholder text to indicate its purpose.
  • Add Help and Tips to the Options menu
  • Fix the "Category" display for items always showing an error string.
  • Add a Help button to the Base Raid window.
  • Supergroup Raid window has been revamped.

So this isn't focused so much on changes that were made, but on something I find notably missing. Keybinds for Base commands. 

For context, I use a lot of extensive keybind overhauls for general gameplay to accommodate playing mostly with a gamepad (and trackball). I almost never use the keyboard for anything but communication or rarely used utility binds. Unfortunately, the combination of keybinds I use has some overlap with default base keybinds. If I use my bind that relaods my binds and UI (something I made to reset things in case an error was made, something disappeared that shouldn't, or a string of binds just got hung up on a bad ping... and have years of using by habit now), gameplay binds end up overwriting base command default binds. 

So this wouldn't be so bad except there seems to be an inability to simply rebind base commands. Once that default bind is lost, it's gone for good, barring a complete deletion of some bind files and hard reset of all keybinds (sometimes that isn't sufficient. Had to do a full reinstall a couple times to get base default binds restored). 

I can still build a base with all the services and teleporters I need to use as a Utility Hub, but a lot of more decorative effects work much better, sometimes only work, when using the default binds for object manipulation. And my only access to those without a lot of file manipulation and maybe a complete reinstall, is a level 1 character I made specifically before installing any custom binds into the game. Even that doesn't work great because movement is a pain, no fight, etc (y'know, unrelated to keybinds, but having access to a unlimited Fly temp power when editing a base would be handy... I'll try to remember to jot that down in standard suggestions)

But ultimately, basebuilding/decorating would be a lot more accessible to me if base commands were just naturally bindable. Instead of "You can access these binds some times, and other binds other times, and you can't really control which or when" just make basebinds always accessible to bind and those of us who use complex keybinds can figure out when and where to utilize them best.

I know it's unlikely for any headway to be made on this during this page, but I've posted on this subject before, and it just doesn't effect enough people, and gets lost in the scroll before anyone relevant can get eyes on it.

On 11/12/2025 at 12:58 PM, Dacy said:

Okay, so, feedback people! Let's let them know, because there's been a bit of a disagreement on the base services tab as to organization. Obviously, we'd like it organized in a way that suits the majority of people and how they think, but the only way to determine that is to let them HEAR from a lot of people as to what they think! (So sue me, I really prioritize usability!) So. Things to consider:

  • What order do you want to see things in? Objects such as storage first, items such as base buffs/tip mission devices and such first, NPC services first, medical and power first?
  • Which do you think works better, having all the arcane items together and then all the tech items together, to save bouncing all over the tab when you're doing things thematically? Or having items with the same function together so you can see what your options are for that sort of equipment?

Let's let thoughts be known so that it's logical and usable for as many of us as possible. (Hopefully 🙂) And of course, any other thoughts you have on the organization. The editor has been complained about for a long time, it's organization has been a bit chaotic, this is a move in the right direction, I think, and here is our chance to fine tune anything that's not quite right yet.

I like the idea of having all functional base services objects in the Base Services tab, I don't care so much what order they're in, alphabetical, theme, function, etc. Even though it makes for duplicate locations, I think functional Arcane items should also remain listed in Arcane, same with Tech. And then it's just a further advantage if you can search #Arcane, #Tech, #Services, etc (non functional objects should probably not get a #Services tag). Having multiple ways to find the same things is good. Moving some out of categories they've been in for a long time might confuse returning players who used to play a lot but have been away for a few years or longer.

 

On 11/13/2025 at 7:38 AM, ShardWarrior said:

 

If on the off chance we ever do get new objects in the base editor, would it be possible to attach a #New keyword to them?  Would make it much easier to find anything new via the search and negate the necessity for an additional tab solely to list new items.

The idea of a #New tag is useful, but probably best if there's a way to tie it to a variable date (this issue, this page, the last year, something to that effect) so that someone doesn't need to go in and manually remove the #New tag from items as newer items come in later.

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Posted
41 minutes ago, Starhammer said:

The idea of a #New tag is useful, but probably best if there's a way to tie it to a variable date (this issue, this page, the last year, something to that effect) so that someone doesn't need to go in and manually remove the #New tag from items as newer items come in later.

This is the way New tags have worked in the past. When new items come in, items that were previously the "new" ones lose the tag, and it's given to the incoming items. So I imagine that they will continue to be noted like that, only this time as keywords instead of as (new) in the name.

 

As far as the bindable base commands go, there is a list of commands on the forums, so you definitely can bind those if you need to, but I think they might need to be specific as to what anglesnap degree you wanted, or what gridsnap you need, unless there's a way to increment it with a bind, but I do not know enough of binds to be able to answer that.  You will find these in the "cheat sheet" section under the pinned "Base Building Guide & Community Base Directory" topic in base building. Here are the commands you can bind:

/edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off

/grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1

/angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5

/room_clip [1/0] -- 0 = In parent room, 1 = no constraints

/see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off

 

I hope these help.

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Posted
9 minutes ago, Dacy said:

 

As far as the bindable base commands go, there is a list of commands on the forums, so you definitely can bind those if you need to, but I think they might need to be specific as to what anglesnap degree you wanted, or what gridsnap you need, unless there's a way to increment it with a bind, but I do not know enough of binds to be able to answer that.  You will find these in the "cheat sheet" section under the pinned "Base Building Guide & Community Base Directory" topic in base building. Here are the commands you can bind:

/edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off

/grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1

/angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5

/room_clip [1/0] -- 0 = In parent room, 1 = no constraints

/see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off

 

I hope these help.

There's some problem with binding most of those commands. As if being in the base editor changes how keybinding works, or what keys can be bound/rebound, or something to that effect. I know keybinding pretty well, but that shallow puddle represents the depth of my understanding of most coding, so I don't know where the issue comes from specifically. We've discussed it it the past.

Posted
2 hours ago, Starhammer said:

I think how I would like to see it done is to have some new Beacon items that function as a Beacon Package. For instance, a Rogue Isles Beacon Package that allows a teleport device to service all Rogue Isles zones (perhaps including Striga Isle). Another for Hazard Zone Beacon Package. Shadow Shard Beacon Package (including Echo Plaza). Cooperative Zones Beacon Package (Including gold zones). These all reflect how I and seemingly many others already organize our base teleporters... but with no need to place as many beacon objects which can be beneficial not only for sorting, but also cosmetics.

 

This sorting and organizing can already be achieved using the existing objects.  Cosmetics are dependent on whether the builder(s) want to display the beacons or hide them.

 

I think it preferable to have single teleporter objects that are automatically tied to every zone as that eliminates placing any beacons and multiple teleporter objects.  Essentially, just take the LRT code and attach it to a teleporter base object instead of a power icon.  Just my personal preference, but I would like to see future base editor work focus on reducing item counts.  

 

2 hours ago, Starhammer said:

The idea of a #New tag is useful, but probably best if there's a way to tie it to a variable date (this issue, this page, the last year, something to that effect) so that someone doesn't need to go in and manually remove the #New tag from items as newer items come in later.

 

On the very remote chance new objects are added to the editor, someone is in there anyway to add the new items.  Updating tags can be done at that time.  

Posted

On Teleport beacons, an easier way to attach would be nice, but with an item that has X beacons already attached, a lot of people have different ideas on what category.  Though I doubt they'd remove the current way even if they did add them.

 

Beacon organization seems to be:

Alphabetical

Destination categories: Red, Blue, Hazard, Co-op, Gold, Shadow Shard

Popularity

 

And with categories, places like Striga that went from Blue side (or hazard) to Co-Op messes up some schemes.  I still have Striga under hazard, but added it to co-op.

 

Though adding a super beacon that just opened a Long Range TP like list would solve a lot of issues there.   And as long as the old version still was available, could solve issues.

 

I would love "invisible" interactive items that can just be placed into whatever decorative items we prefer.  Having to spin stuff inside walls or floors to make an item is my least favorite activity.

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Posted

Okay! New update on Test! Looks like concerns were listened to...check it out! Also, this on patch notes, don't know if anyone noticed, bc they weren't there on the first ones:

 

The editor items have been reorganized and search functions have been added. The reorganization focused on categorizing items according to function as much as possible, while also disturbing the familiar order of things as little as possible. A great deal of information about items was added into the Info tab. The improved search features include a visible marker that there actually is a search field, a detail that had escaped the attention of some, plus being able to search with two terms, and a vast expansion of what is searchable. Requests for more information on editing commands has also been heard, with information on both editing and searching now available under Options on the editor menu.


The reorganization focused on categorizing items according to function as much as possible, while still adhering to the familiar structure overall.Emphasis was put on reducing the number of tabs, based on player feedback, and wherever possible the number of items within each tab was kept within a consistent range, which also kept the number of tabs overall lower. To help newer builders understand which items are actually needed in a services base, only the items that are functional and not duplicated were pulled into the Base Services tab, in both arcane and tech styles. Items that are functional but not strictly necessary due to changes from Live have "Legacy" added to their names. Items that used to have a function but now do not are labeled "obsolete". The obsolete, legacy, and inactive items were dispersed to tabs according to their style or perceived function, and may still be used by those that prefer to use them.

 

There was a massive amount of information added to the "Info" tab, and this is the field the search uses, and also there was more information added in the "Object" window. All is searchable; your search will return anything with the word or part of the word that you type without a #, and only things with those keywords if you use a #. Characteristics that were catalogued and are searchable include:


    Size: Tiny, Small, Large, and Huge. Only the smallest and largest sizes to keep it easy to remember. Tiny is less than 1' in any dimension. Small is less than 2' in any dimension. Large is larger than 64' in any direction, but not over 128'. Huge is over 128' or requires clipping to be enabled to place.
    Appearance: Materials item seems to be made of, such as metal, wood, stone.
    Functions: What the item is and what it is used for, including how experienced builders might commonly use it.
    Color: Major color or colors of item, and whether it is tintable, and what parts may be colored if so.
    Shape: Basic shape of object or of accessible sides.
    Mesh coverage: Is the object complete, one sided, or complete on most sides?
    Sound: Does the object make any noise, and is it loud or subtle?
    FX: Does the item have FX, or, are parts of the item processed as FX that disappear or change behind things that block fx, such as some water tiles or some glass?
    Light: Does the item work as a light source? Is the light colored? Does it come on at night?


Further information was also given in the Info tab, such as special uses the item might have, and tips on using the item in unique ways if applicable, and unique characteristics, such as items that have no collision. Some of this information is also noted in the Object window, as well as things such as where the object will attach, and if it functions as a floor or wall, etc. All of these things are searchable by #keywords, one to two characteristics at a time, and the applicable keywords are all listed, as well as the object name and tab location.

The improved search field now has the word "Search" that calls attention to the field's presence. The search will match whatever string you type in by returning anything that matches your input exactly, so, for example if you type in "table" you get tables, but you also get anything listed as "tintable". However, if you use the # in front of your word, you will only get the items with that search term; in this case, #table would only return tables. Items that have been moved from familiar tabs can usually be gathered together by typing "#item" such as, #NPC, which will bring up all the NPCs. #Bar would bring up all bar related items, regardless of whether "bar" was in the object name or not. #Tint, #flat would bring up all items that may be tinted and have at least one flat side, and so forth.

 

I can see several differences. What do you think?

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Posted

The changes to the base building interface are fantastic. The improved search functionality, combined with very thoughtful labeling and tagging, are an incredible improvement over what we had before. People can quibble with how things are tagged or categorized. There will never be any perfect labels, but the old system had the same problems (i.e., objects in weird categories that were hard to find). Now we won't have to rely entirely on remembering an odd object name. We can search for properties.

Sure, there will be a learning curve, but not as steep as the previous version. The main new thing to learn is what terms are available to hashtag search.

Well done and kudos to the clearly massive amount of good effort that went into this!

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