Added some more ruined POIs to the escape rocket complex for my dead planets: Little oxygen and fuel tanks you can scavenge from if you're running low: Other random ruined buildings for decoration or to salvage: Due to some bugs as well to add more challenge, all ruins have a core and are set as Alien faction. Some cores are pretty out in the open, but some might require you to do some digging around to find before you can salvage them. This planet has some pretty sunsets:
As requested. I’ve expanded upon my idea of different drive system for ships in Empyrion. You can view it in the suggestions part of the forum. Unfortunately, I can’t link it here.
Today I used replaceblocks to make the LVL1 BA concrete, I am debating on uploading it since the devs said they expect the player to be LVL 3 (or above) at the end of the Robinson protocol. I also updated my online localization file to version 9.2, replaced the large constructors in my LVL 3 BA's with small constructors so they will be LVL 3 after 9.2 drops. Now, after loosing a substantial amount of sleep squeezing large/advanced constructors into my micro CV builds, I am looking them over to see which ones would benefit from the new small constructor. Critter not included.
IMHO #3 & #5 Contest each other for First Place. #3 has a cool unique Nacelle Shape that looks awesomely original, & I like the 'sleekness' of how ya did the 2 side ones blending them into the Main Shape of the Ship in a not unsturdy lookin way, but #5 looks cool & Sci-Fi while also looking like a sturdier & harder to blow up Design Brawn-wise which is my cup of tea. Hmm... in this case, I would calculate that #5 pulls this criteria off more then #3, so #5 might be the winner after all.
I have been experimenting in Freedom mode. Think Creative, with a custom seed and critters, but no POI's. *** I revisited an old experiment and figured some things out about the game engine. A while ago I hacked a SV "mine" using the BA's exploding blocks. The idea was to make a trap like the rolling bolder trap in Indiana Jones and the Temple of Doom. Put the SV behind a trap door above a slope and have it drop/roll into players when triggered. Through testing I found out that sensors do not triggers for critters, or when a build rolls into a player. They only trigger if the build is completely stationary and players move into their range. So the rolling mine build is a complete bust, just like the CV that was to drop active HV's on targets that I tried (the HV's stayed docked and hovering next to the CV when the exploding blocks they were docked to were triggered). I will come up with another experiment sometime, in the meantime, back to updating my old builds for 9.2.
Today I published my first Empyrion blueprint. The general design / idea was based on HurtfulPlayer97's work with the Underground_Hangar, but with some changes. Kept the level req at 5. Underground Hangar Redux
The "problem" i had with #3 was that the main body, the triangular "saucer", looks way too heavy without having anything at the rear to balance it. That's what i find so elegant about classic Star Trek nacelles, you can fine tune their position relative to the main Body of the ship to archieve a perfect overal balance. (which sadly not every Star Trek producer does, see the 2009 enterprise for example) Anyways, i've worked a bit on #5 last night. Trying to make the overal design look a bit sturdier and more like a unified shape. (...and added a shuttle bay.) @everyone, what do you think?