Making the pillars too long beforehand can cause problems because SI is based in part on distance. Vertical distance has its own set of effects. Most of the time I can use shorter pillars in trouble spots to get a BA to spawn. I add more support as necessary after that.
I've been staring at Nexus Station for a couple days trying to decide what to do with it now that I've got the monorail done. I think I'm going to get rid of a couple elevators and set up some stairs in the city blocks. I still want to redo the shops there. Maybe the homes too. Trying to decide how involved I want that part of the rebuild to be. I started renovating the engineering sections a bit. Mostly the warehouse side which I was never entirely happy with. Rebuilding it to look more like an actual warehouse type deal with constructors and truss blocks overhead and a kind of crane to pick up and move cargo boxes. The other side of Engineering is still the power plant and I'm going leave the furnaces in the middle. Might need to work on the furnace access though. That platform/area could use a little facelift. Spoiler I had another room on the station that was leftover space. I ran out of ideas at that point so I turned it into a warehouse of sorts. It was kind of crap to be honest. The baggage handling needs something to move all that cargo around so I'm going turn that space into a garage and build an SV forklift/sled for moving cargo.
WIP Imperial Outpost: Several Pictures from different angles, GM Perspective Want to save a Vanilla Version and a completed Version. Structures leave space enough to be utilized as PvE and PvP.
Today's upgrade to 8.x project was the Janus series. I went over the Light, Medium, & Heavy versions. All of them now have full medical bays. Since the force-field blocks are part of the design of the Medium, and they now require rare ores, I went ahead and upgraded the RCS units to T2 and added a T1 repair bay. I also added a faux forward weapons array to both the light and medium versions of the ship. Just replace them with pulse lasers/rocket launchers when you get them.
Fetzenflieger is a fully equipped long range scout. The single row of hover motors gives it outstanding performance in forests and other cluttered landscapes. I found that balancing an HV so that it's slightly nose up makes it handle uneven ground worlds better. This one is not designed to slug it out with a POI - the idea is to find the POI's and then deal with them later.
I've got a new base. Towers included. Spoiler Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1426607051
Looks great so far! Love the railing on the Cargo box, 'holding gear' - great! This is/this…. an optical Illusion? Nice! Cant wait to see this done! Looks VERY promising!
According to the last Hot Fix...Bug Reports here: https://empyriononline.com/threads/...lay-read-introduction-before-reporting.38401/
Today after realising that motorbikes and HV do not function in heavily overpopulated servers, such as HWS. I put this little thing together to replace the bike at least and screw the HV and skim around the planet surface at higher speed. Its an SV, you can use it to hug the ground and skim through forests at high speed avoiding trees much easier than in hv or bike. You can fly it if you want but its much more fun to ride on the ground it costs . 84 copper 56 iron 65 silicon So here's the pic of my little sv, its actually pretty cool looking and yet another build i have to had to build to work around frikkin game breaking issues. It sucks that HWS starter planet is so bad and unplayable, to the point I have had to retire from attempting to play the server any further. Only managed a few hours in total across 2 or 3 days, clearly the server or starter playfield's cannot handle the load, giving an absolutely ridiculous pathetic performance for new players. Dont get me wrong its a brilliant setup of a server, and I really want to play there, but it is clearly overloaded to the point that starter planets are unplayable so it is kind of pointless to be a new player there. Bike constantly stops, weapon reload freeze. HV constantly sinks (this was the first time in a server i have witnessed this, absolutely dreadful, never seen it happen in my server and i got boats all over the water. I ride around at max speed no issue never sink on my own server, granted, the server is empty, but if the cost to be around a large group of players is, no bike, no hv, freezed weapon reloads, then I will just continue to play alone or in very small groups until Empyrion Galactic Survival does finally reach a day where its server dedicated code can actually legitimately handle more than 50 players online in a server I see the numbers in these big servers and can only laugh at the idiocy of it, honestly it just feels like you got 137 people crammed into the virtual code equivelant of a 2 bedroom flat.
Long time, no Internet... Some progress on the boat... Spoiler: Pics Checking the limits... Dammit... Well, the next one will be twice this size trimaran...
That's a beautiful, um, boat. It's cool, in the USN we called any vessel on which we served "The Boat."
Awesome , I love that transformation when its painted too I love the shapes we can get from large builds, I don't think I am ready to go that large yet though but this work is inspiring xD
Was looking on workshop to see what other boats there are, this is an SV but damn its a beautiful take on a real sort of boat, would love the creator to make a HV version and give it the little known water hover method I did slip a mention in xD https://steamcommunity.com/sharedfiles/filedetails/?id=1220837678