Needs to be rebalanced though Simply because there wouldn't be a need to have more or bigger fuel tanks except you plan on running 20+ advanced constructors. And as i said: i don't expect cells to keep the stack size. the P-menu might be changed as it just takes out to many gameplay mechanics for the future and is right now more of a bandaid fix. And with automatization.... well what would be reason to have more than one T1 fueltank if you could produce and transfer fuelcells from raw materials through the constructor right into the fueltanks. Oh right, i forgot: in case it gets blown up in a fight. Ok, what would be the reason to build more than 3 tier one fuel tanks? The only way to have that solved would be to have fuel only produced at a base and transfered via repair and refit block (or other transfer blocks) directly into the tank of other vessels. I guess the fuel system needs to be a bit more streamlined. Right now, longrange exploration can be done by a vessel that has only one fuel tank, which makes in in no way shape or form different from any short range ship.
Well, if inventories had mass, and the mass of a fuel tank actually reflected the amount of fuel in it, then things would already be different. Combine this with physically-motivated stack sizes (basically, determine the volume that a fuel item would consume, and then set the stack size based on the number of slots in a cargo box) that give a volume penalty to fuel stored in a cargo box versus in a fuel tank, and you might see people putting more fuel tanks into their ships. Notably, this setup would not be broken by the addition of an automation system that could refuel fuel tanks from cargo boxes (since cargo boxes would be an inefficient way to store fuel).
That reminds me.. Who of us haven't joked around carrying 999 stacks of 2x2x2m solid steel cubes in our packs holding a motorcycle somewhere between them and a SV stuffed somewhere in your pocket? I think (hope) we shouldn't aim for actual proportions of mass, volume etc for the sake of the gameplay. Thank you @Fractalite for your kind words. I really hope you enjoy the CV if you want to give her a spin. Don't hesitate to critique it either!
Pocket SVs are hopefully history relatively soon, given what we've heard about the repair-to-blueprint feature in 8.0; it's the first step in tying the blueprint factory to a physical object. There may be nothing that can be done about a player walking around with stacks of massive objects in their inventory, but I think that it should count against the performance of the ship that they're seated in when they sit down. More realistic stack sizes and inventories with mass would make cargo space a nontrivial matter, which would encourage some specialization in ship design. I often describe Empyrion as "Minecraft in space" to my friends, but this is one aspect of Minecraft that I'd like to see largely eliminated from Empyrion. But, to be clear, I don't want to go completely in the direction SE has, where the player's inventory affects their movement when not in a ship.
Thanks! Hope you will like it! One day we will start releasing the rest of the Wyvern fleet and ofcourse the flagship herself
I've finished my mining car hover thing Ended up calling it Duster, don't like the name all that much but it's the best I could come up with. Naming things seems to be harder than building them sometimes. workshop I'll attach it's blueprint file to my post in the Hover Vessels thread. Spoiler: more pics Now that I'm finally done with that thing I think I'm going to rework Intermission (my SV from ZeroG challenge) without the build limitations, I felt it was a bit slow for my tastes (I've built HV's that have better acceleration heh), and armor up some areas that were lacking.
REALLLLY wish there was a good build of a X-304 only 1 on workshop and its sooo not good, it cant even get off Omnicron let alone akua with 80% of fuel gone unless i put some HARD work in redoing "his" design but then there is also the turret limits that always kill me i need 12 minigun turrets and can only use half that on any given server im been so bored lately tried Avorion good game but its no Empyrion idk guess ill keep waiting for 8.0 before staring anything, have fun building everyone im going to take a much needed break PSA as for my post on my workshop content not getting any revinue after so many damn hours in creative building thos ships, ill be forever giving up importing models, and i wont be building for the workshop anymore only for friends and private use.
Settle pettle its not the end of the world, Theres no need to be nasty at other builders dude you can always build it yourself to perfection...... Why would you expect revenue for importing models into the game ? Anyone can do it if they try, given some will need to read and learn first but still... A lot of builders see Imported models as cheating also dude, Im not one of them but you can pretty much rule out any of them downloading your stuff that's imported. Anyway no need to get snappy about it. Makes you feel any better Ive downloaded a fair few of your builds dude.
Started on a possible entry for @Jenniphurr 's 2nd challenge. As I said in that thread, I find building a mini-tank much easier. But I had already made a sketch of a possible tank with a bit more volume to it. Challenge lists max block sizes, not minimum, so I will be coming in a bit under... if I can finish this on time. At least O2 is working at the moment, until I mess it up again making other adjustments. Spoiler: Thunder Naiad in progress [edit] Thought I was totally failing. I really don't want to make it bigger to add fuel tanks, then I realized I was parked at a slant. It wasn't truly idling, but rather constantly defying the pull of gravity down the hill. Moved to a more level spot and I think the time remaining shown meets the requirement.
wish i was warned before using the tool, even if i made a good project right now without a model import the damage is done so fuck it i know i need to work on them im not mad at my failure to do a proper build im made that i tried for 500 hours and NONE of my builds where even liked or givien a rating ,maybe that was my mistake trying to become a popular builder, oh well im shunned and not even liked as a builder anyway do to the model imports so
I think you'll find that is what most people experience with steam workshop. I've put in 700+ hours and none of my uploads have gathered enough attention to show any ratings. They could easily HAVE likes, or dislikes. It's only once you pass some hidden threshold that steam will suddenly show you statistics.
700 hours oh im sorry man that hurts hard, ya it was for me at first just wanted my ships in the lime light but never happened so im just frustrated and have given up not waisting any more of my life on this as the saying goes,
You're not alone. 2300 hours here, ~100 uploads, and only 3 in the stars. And I still believe I have performant and very utility rich vessels out there (ranging from early starters to end game, HVs, SVs, CVs and BAs) outperforming many higher ranked ones for sure... but that's life... eh.... internet. (but I'm a bit frustrated too)