I typically start a new game every time an update comes out, so I haven't gotten to build a CV in a pretty long time. I was quite surprised to find that there doesn't appear to be a version of the ATM for CVs. Also, no deconstructor that I can see. So my question is - how do you deal with this? Do you keep at least one base somewhere that you can return to when you need these facilities? Do you build multiple bases around the galaxy just for this? Thanks for your input Brian
I modify the config files to allow them. I hate arbitrary limitations, which is exactly what it is. I would prefer it if the game were more like Space Engineers, where basically all blocks work on either grid size. If I want to build a large grid hover vessel I should be able to, IMO.
That is correct - ATM's, Deconstructors and Furnaces cannot be placed on CV's. I know, some people will (and have) decried this as some sort of arbitrary limit, but realistically, without some BA-only items, there is no point in constructing a base at all, hence some items are restricted. Yes, you can modify the game files to change this, but in the end, you're only hurting yourself by limiting your ability to think and plan.
I disagree. Just like in my example above, I don't NEED a large grid hover vessel, but if it were possible to build one, I still would.... Just because I have enabled the deconstructor or ATM to be placeable on CV's doesn't mean I still don't have a base (or multiple bases) with those items as well. I definitely still build those as well (and still use them too). One could argue that there already is no point in building a Base at all. You can bypass it entirely with the factory. You don't NEED a deconstructor, or a furnace, or a longer range teleporter. You can get by without them entirely. Yet, even though players don't really need to build a base, they still do. My ability to "think and plan" has nothing at all to do with a couple items that I don't even really need to play the game at all.
I use a dropbase for these 2, deconstructor and furnace, it's a mini-base that only has these 2 plus containers, you can place and dismantle it very quickly if necessary. It's on the JRandall workshop. I see no utility to have these devices in my CV, also because from mid-game on my CV containers are full to the raft with constructor ressources and ores already.
I do. I do not like to go back and forth between loot and BAs. Just one trip and salvage deconstruct on site is enough. Empyrion is not a second job.
Then why bother enabling them or using them at all? And you do realize, of course, the Factory is only a placeholder and is going to be replaced with something less abusable, right?
The same exact reason you would use them on a base.... Because I can.... We've been hearing that for years now and they still haven't made any progress on that. I'll believe it when I see it. As for it being "less abusable", once again, I'll believe it when I see it. They have still not released any specifics on how it'll work, so you can't possibly say it'll be less abusable when you don't even know how it'll function. Even without the factory you only need a base long enough to construct a CV starter block or a micro CV and you never NEED a base again. You only keep using it because you want to, not because you need to.
While I do own Space Engineers, I did not play more than one hour long time ago. But just for my own education here : how does this work with "all blocks fit on all grids" when it comes to bunkbeds, toilets or any other "scaled" object that would obviously become a miniature or enlarged version in Empyrion when changing grid size ?
Things do not scale like that in SE. It is either a small block or a large block and they have their own stats/functions that go along with that. When you place a solar panel, for instance, as a large block then it is a large solar panel and requires the resources to weld it commensurate with a large solar panel. Same thing when you place a smaller one. The grid system is SE is totally different than here. You can break them up and combine them at will. It is impossible to have floating turrets as once they are cut from the ship they become totally separate grids themselves. TBH, the system there is FAR superior than the one here but, of course, comes with some drawbacks in the performance area.
Ok. Thanks for the explanation @fa_q2 . In other words, different grids = different blocks/ models with their own datasets. That would equate to complete duplicates in Empyrion, while for some non-scaled objects (windows shapes, "clueless" devices with no noticeable knobs of buttons...) we can simply add the "allow placing at" line and "scale" means nothing. Many devices would not suffer from a scale change because they don't have any part which would show the discrepancy (control panel, handles, etc) but for many blocks and devices this would mean lots of additional work to adapt them for both grids. Space Engineers uses a home made game engine, so right there it should be enough to indicate that any comparison between SE and Empyrion can't be used to show what could be done in Empyrion apart from a very superficial standpoint. I guess the devs must often take all these suggestions derived from other games with a heavy grain of salt, but they can't prevent players from making these comparisons... As for the OP's question : how to deal with BA or CV restricted devices like the ATM or deconstructor ? Simply put : eveything has its usage, but using cheat codes is far easier than modding the configs so when I see I need to waste lots of time to get something done I just use console codes. Why not ? The game is not completed, still bugged, and I have re-started so many times I don't need to see the n'th iteration of mining/ salvaging/ swapping inventory/ devices around anymore. Same for "balance" issues and anything preventing me from progressing in a quest : I don't waste my time on things that were never really balanced in the first place, I just hit the console and get going. The devices restrictions and resources scarcity things are just there to stretch content in a definite setup, but it's up to us to go with it or not. I don't build castles because they require too much grind to maintain, and I don't make mammoth CVs for the same reason. Far easier to have a very powerful multi-tool I can use anywhere than a fixed deconstructor stuck in a ship. My playstyle.
Not at all. See: https://empyriononline.com/threads/alpha-experimental-10-part-iv.49696/page-4#post-311992 Taelyn has stated, and I quote: "Both the Factory and the Techtree are nothing more a temp thing waiting for a better system. We just have other priorities first that need attention" Hummel-o-War has fielded: https://empyriononline.com/threads/...to-be-used-like-this.12351/page-4#post-146718 as a proposal to change the Factory as well. So no, not any sort of assumption. As for when this will come to pass, it's hard to say, but it very likely will in the near future.
"very likely in the near future" First link is 2 years old and the second is 4 years old. This is why trust that these systems will be completed is getting thin.