I added 4 cannon turrets to the dome and some science deco blocks. I figure I'm pretty much done tweaking it. I'm right at 999 Tonnes, if I add anything it's going over.
Trying to work out how you did the Thruster + RCS on when in sea.. .. wait a moment..Can pilots seats be set to give out a signal when they're in use? If so, good work. I highly approve of logic setups.^
No, they can't. The current setup is using a glitch with signal logic ticks. The SR latch works like this: the signal on the set node activates it in which case the result of the latch is 1 or on. The signal on the reset node resets it. Whichever signal arrives first overrides the other one, if the reset is active while set is triggered the result will still be 0 (or off). The glitch is that signals reset in the same order they were set, so there is a brief moment (or tick) where MS_EngineStaging (which encompasses the bridge and living quarters behind it) is turned off before MS_Bridge because MS_Bridge was triggered later. In this case MS_Bridge sets the set node and since MS_EngineStaging is off the set node is triggered while the reset latch is already off. Once you leave the seat the reverse happens and the reset is triggered turning everything off. A more robust way would be to have MS_Bridge trigger the set node and have MS_LivingQuarters trigger the reset (and remove MS_EngineStaging) but in that case engines would be on while you are on the bridge, not just when you sit down. But that wouldn't leave anyone wondering how I did it.
Sneaky, me likes! I haven't yet gotten around to playing with timers yet. I was thinking of making a POI powered by logic, to give it extra life and worry the explorers. ^^ Dunno about you, but I'd be nervous if me entering a POI caused the alarms to go off and various warning signs to light up. Could even be fancy and make it a dual exploration poi. Needs 2 people progressing along separate routes to be 'safe'. Muhah..MuHAhaHA..MUHAHAHAHHA *Does Dr Evil pinky laugh* [Edit:
Finished knocking out the last Alien base on Ningues (Rados Missile Silo), and it was a great fight, took a lot of time and resources. It felt like WW2 Pacific Islands type fighting, no problem knocking out the air defenses, but the bad guys were DEEP and inside all kinds of tunnels. I've pacified Akua and it's moon, and now Ningues. The only downside to Ningues is the utter lack of Copper, so I had to be careful about wasting any. Next up, I'll invade Skillion, just gotta repack my SV (Blockade Runner) for the trip.
Give it an alien admin core, and slightly damage each thing people are "allowed" to destroy (make sure to save damage states when creating the blueprint). Add triggers along each of the 2 paths which open doors for instance on the opposite path, requiring people to work together. Traps could be triggered which don't affect the person themselves, but their partner on the other route. Some sections could have timers as well, so if an objective isn't cleared in time, everything slams shut (ultimately resulting in death - only a matter of time before you run out of heals / ammo). Hell, if it's on a planet without atmosphere, the lock-down could also trigger depressurization of the facility (disable the ventilators) - it's not like the aliens need O2
Today the battle raged, and I lost. It's not 7.0 safe... .. but I will have to make it much bigger to make it 7.0 safe. It's not 7.0 safe... and no longer has enough power. ... but I do not want to make it larger and add a second small generator. Round and round she goes. I think you know which argument won. To everyone who subscribed to the original, my apologies. It's 7.0 safe and oxygenated now. Goodbye super teeny-tiny CV.
When I finished my first attempt at a 2 generator CV just now I was amazed at how big it was - even though it would be far from the biggest entry. Now I'm hooked so I'll work up something that doesn't look like a bus with fins.
I thought the CV I built could use a lading pad and this is I come up with. Honestly I have no idea how players can spawn large buildings without trouble in this game. For me it is buried, float, or ready to collapse 90% of the time.
@Ramachandra, nice take on a useful structure. The larger a structure's footprint, the more trouble it is to spawn and it's more likely to develop sudden Structural Integrity problems and fall apart. I always save before I try to spawn a structure because it's a gamble. It would be handy if we could put down a foundation of some kind and then spawn the structure on it.
Gorgeous as always. I am deeply envious of your architectural style. binhthuy's right though, large structures are a royal pain. That's the main reason I focus on vertical space with my BAs, trying to keep the footprint down. Less likely to suffer SI catastrophes.
Thank you. I can say the same about your style. Your strength is the slopes, and that is my weakness. I'm a kind of 2d builder who add some extra layer to things. Yesterday I wanted to build an SW and I figured my brain not mapped for the task. To put more focus on vertical building is a good idea. I just wish we could use gravity generators to create vertical, and upside down gravity in buildings. Just imagine what we could do with it.
I feel your pain, I have a large base that I have put into the bug reporting thread multiple times because of structural stability issues.
Playing around with the 7.5 update on the EXP branch. We're going green!!! with the new Solar panels which work pretty well. This may seem small to a lot of people but it's big to me, it took modders in space engineer to add corner lights before Keen added them in beta. Empyrion just added there version in Alpha and it looks 100 times better. I can't wait to add these to some of the hallways on ships and bases.