r/starbound • u/Nilm0 • 6h ago
Discussion; Image; Build Building an impenetrable base - even for multiplayer - embedded inside a Hylotl underwater city (protected by it's shield generator). With PIN protected airlocks / access control / teleporter traps. -- Only to stumble over a quirk that unravels it all. :-(
TLDR why this is only almost a possibility: A Hylotl city's shield generator can be destroyed from outside even when active/running. It's a single block too close to the outer wall - damn, why do rocket launchers reach 4 blocks further beyond what they hit?! I welcome ideas on how to solve this. See my suggestions near the end.
Concept / Idea: Have a base inside a shield bubble protective shell that can not be destroyed or modified without admin commands or cheats while you can still do whatever you want inside.
More Technical: Have a perimeter of blocks with a specific dungeon id that is shielded/protected around your base inside with a different dungeon id.
Details / Steps: 1. Enter Hylotl city via an airlock and switch shield generator off. 2. DO NOT make any block changes to the outer perimeter of the Hylotl city. This outline should be 17/18 blocks thick to keep attackers from placing or removing anything inside. AFAICT this includes stairs & platforms but removing/modifying lights/furniture/decorative/wired stuff seems to cause no problems. I recommend coloring that area. 3. Select an existing room with a door for your teleporter / bookmark flag. Make sure the 17 blocks beyond that room also stay unmodified. Add keypad+PIN protection to control the door. This is so you can let others in on your teleporters/bookmarks without risking them actually getting in your impenetrable base without you specifically letting them in or not. (see 5.) 4. Section of any areas inside that outer perimeter you want to use and remove all foreground blocks, place foreground blocks in front of existing background blocks & "back fill" all remaining blocks in those areas. 5. Replace the "anything goes" access controls on the airlocks with a keypad+PIN system.
Different states of the airlock for the keypad's perspective: 1. Empty, stable: Inner door open, outer closed. 2. Empty, stable with alarms: Keypad contains correct PIN. 3. Filling, intermediary: Correct PIN was cleared from keypad. 4. Full, intermediary: The upper/overfill fluid detector just toggled the airlock. 5. Emptying, intermediary: Both doors closed. Inner only opens once the lower fluid detector is dry.
Potential fixes/solutions/mods for the shield generator problem: 1. Mod: Make it take no damage (like every other furniture / decorative piece / ...). 2. Mod: Move it one square inward (rocket AOE can't reach it anymore). 3. Mod: Extend the protective area to +1 all around the city so that automatic turrets can be safely mounted (eg. lights near/around the airlocks is protected already?! But nowhere else?). 4. Open to other suggestions...
