Poll

Best captain drink

Tea
6 (23.1%)
Earl grey tea
3 (11.5%)
Coffee
1 (3.8%)
Scotch
1 (3.8%)
Bloodwine
0 (0%)
Romulan ale
1 (3.8%)
Vulcan tea
3 (11.5%)
Khhhhhhaaaan
11 (42.3%)

Total Members Voted: 26

Author Topic: Blok trek TOS USS Enterprise NCC 1701 project >:D  (Read 38854 times)

Nice also Hello I'm a friend of Plant/The cable guy and I would like to join the project although I'm not very good at building I am good at eventing.
Trekker, I have seen both your eventing and building skills at work and neither are very good. Relays do not count.

That aside, you don't seem to know how we do things either. If you want to add to the ship then it needs to go through me, and right now I am saying no. The eventing on this project works with complex named brick code names unique to each ship. Besides, there isn't much eventing involved at all compared to building.

While I realize you are desperate to help, please know that we are handling things just fine on our own and we don't need more help.

Code names, sounds intense. :D

Code names, sounds intense. :D
It's quite useful. It works so that each ship has a specific codename. A lot of ships in blockland don't have specifically named bricks, so loading variant ships of the same design causes big problems, cause people usually don't bother to have differently named bricks even though its two separate ships; so if you pull a lever in Ship A to fire guns it would also fire the guns on Ship B. With codename bricks, all named bricks that belong to a ship share a coded prefix in the named brick target field, so that this doesnt happen.

For example, on a Seraph class cruiser, the codename would be specific in reference to the ships name, so a seraph class ship named S.S. Eagle would have the named brick prefix of "EAG_", while its sister ship S.S Falcon would have the prefix code "FAL". This way each ship can work independently of themselves without any confusion of named brick targets. I have been using this system for years and it works great.

Unfortunately there is a big drawback as well. If you want to make variants of the same ship class, you would need to painstakingly rename all the named bricks to the new prefix code, as well as changing all the events named brick targets to the new ones as well. In the end though it's worth it, and it also keeps things super organized when selecting named brick targets specific to a ship.

It's quite useful. It works so that each ship has a specific codename. A lot of ships in blockland don't have specifically named bricks, so loading variant ships of the same design causes big problems, cause people usually don't bother to have differently named bricks even though its two separate ships; so if you pull a lever in Ship A to fire guns it would also fire the guns on Ship B. With codename bricks, all named bricks that belong to a ship share a coded prefix in the named brick target field, so that this doesnt happen.

For example, on a Seraph class cruiser, the codename would be specific in reference to the ships name, so a seraph class ship named S.S. Eagle would have the named brick prefix of "EAG_", while its sister ship S.S Falcon would have the prefix code "FAL". This way each ship can work independently of themselves without any confusion of named brick targets. I have been using this system for years and it works great.

Unfortunately there is a big drawback as well. If you want to make variants of the same ship class, you would need to painstakingly rename all the named bricks to the new prefix code, as well as changing all the events named brick targets to the new ones as well. In the end though it's worth it, and it also keeps things super organized when selecting named brick targets specific to a ship.

There is a way to rename all the bricks with a prefix at once thereby creating a duplicate ship.

Progress is unfortunately somewhat slow lately. Captain C has almost literally dissapeared, and I never see him online anymore. School is piling me over with work as well, and I can only get enough time each night to work for 1-2 hours. However, I am unsure of what to add to the ship right now, partially because I am always fooling around and because Captain C isn't around to suggest plans.

Yeah timezone plus school = no match plus were i live is having internet troubles

That is something I don't like. Well this is your project, I'll live with it looking boring and useless.

Well my project I made planr sort of co-creator

Well my project I made planr sort of co-creator
It really doesn't matter. And I said I won't say anything bad and I won't.

Hey cap, we are going to have to do some serious work on the ship now that the new shadow effects will be added soon. We have no interior lighting at ALL in the ship, so we are gonna need to add some, cause if we don't then everything will be pitch black.

Hey cap, we are going to have to do some serious work on the ship now that the new shadow effects will be added soon. We have no interior lighting at ALL in the ship, so we are gonna need to add some, cause if we don't then everything will be pitch black.
welcome to my world x1000



welcome to my world x1000
Thankfully all my other ships have lighting installed from when I built them, it's cool that they will really come in handy now

Maybe you should make a version without lights, to make it seem "abandoned"

Maybe you should make a version without lights, to make it seem "abandoned"
Or we could just flip the switch that turns the lights off. I am doing that you know, having lights on the ship that you can't turn off is dumb.

Maybe you should make a version without lights, to make it seem "abandoned"

That'd be cool.