Nautikin Adventures

Nautikin Adventures

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How to make a Structure
By Revmatek
This guide tells you how to build structures (i.e. bases, houses, oil rigs, etc.) on the map.
   
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Prerequisites
If you are familiar with the build system and inventory you are probably ready. If not, before proceeding with this guide it will be helpful to read these:
Build area kit
The first thing you need in order to build is a build area kit. You can find build area kits at the Portus buy shack (In campaign, it will be expensive).

Once you have the item, you can take it with you in your inventory anywhere you want. This is a one time use item, so you can only deploy it once.

Once you have found a location where you want to build, you can use the item from your inventory.
Now that you have used the item you will hear a sound, nothing will happen, but it is deployed. In order to access the build area you need to open the map and interact with the new icon that has appeared.
Using the build area
You can now interact with the build area to build. If you no longer want the build area you can select Destroy, it will be destroyed and will not return to your inventory.
In build mode, building a structure will work the same a building a boat with a few exceptions / rules.
  • Root parts can be basic shapes besides buoyant parts, but not moving parts like network parts.
  • Ghost camera will be the default option because Rail camera doesn't make a lot of sense.
  • Center of mass is off, because the deployed structure will be static/fixed.
  • Parts placed in the void (anywhere on the terrain or map not directly attached to the structure) will be valid and parented to the root part so that you can build multiple structures per build area.
  • The build area is 300 meters cubed.
  • Build areas must be at least 300 meters apart.
  • When you deploy the structure it will update the currently deployed structure (destroy and respawn)
  • Any Nautikins in seats on the structure will exit the seats when the structure is redeployed.
Notes
Features like mirror mode and align center are less useful due to the non uniform build area. This may be improved in the future.

Tip
It can be helpful to mark your root part with a color or place it in an out of the way location so that you can easily identify it later if for some reason you need to move it.

For the purposes of this guide, I am going to load something I already made, a basic oil rig with a fuel pump.
Now I can deploy my oil rig.
Deployed structure
I have now deployed my structure. It will exist on the map in the same way other vessels do, except it is fixed and does not move. I can get in seats and activate various things like smoke and lights.
Special parts
There are a couple special parts that only exist for structures. The reason for this is that these parts generally interact with the map in a predetermined way that would not be valid on a moving vessel.

Some examples of special parts:
  • FuelPump
  • Pillar
The fuel pump, when attached to a structure with a fuel tank, will pump fuel from the ground when needed at a slow rate, this is useful for refueling vessels in remote locations or operating equipment such as harpoons or cranes. The structure will start with a full tank of fuel, but in campaign, redeploying will cost you for fuel, it is free when it comes from the pump.

Pillars and fuel pumps will activate connections to the sea floor or terrain once deployed. For the fuel pump this is required for pumping fuel, for pillars it is cosmetic.