My first thought is that's epic! Really really love what's there so far! Only things I'd say might need some fixing up is some of the filler blocks overlap some of the platforms so you might need to do some creative tinkering to fix that if that's not an intended look. And disable SI for that POI in the playfield since filler blocks do not support bases otherwise much of the base might collapse. Really awesome! *edit* the colors and trim lighting are really cool looking.
I made a lot of progress on my POI today. 'Course I just ripped out yet another large section to rework it too. I think it's time to take a break though. I've been sitting here staring at the screen for the past 20 minutes. Anyways, here's a couple pics Spoiler Mushroom farm in low light. Not getting back out that way! Well ok you might make it back out with the jet pack. A couple shots of the tunnels in the upper section. One of the egg chambers. Getting closer to the Queen's chamber.
Thank you @ravien_ff for helping and the feedback! Think i know which parts you mean with the overlaping. Wasn't to sure about them, too. Last time i checked in A10.1 or 10.2 the filler blocks added to SI... Maybe it got disabled again, then SI will have to be disabled in the .yaml. So your overall feel is that the exterior is detailed enough?! PS: Have you found some of the alien containers i have hidden? (there are 4 in total) @Siege Inc. Will it be some kind of aliennest or is it part of an larger POI? Whatever it will be, it looks creapy to explore I like it very much! Using round and curvate blocks really adds to the feel of an organic structure. Cant wait to see more from your POI! For ideas: a few pices of tech equipment from an lost exploration or stalactites breaking the ceiling somewhere could add to it.. (if you don't mind)
@Na_Palm It's a part of the Atlas Mine. They dug too greedily and too deep and awoke something in the darkness. So yeah, alien bug nest underneath the mine. I have been playing around somewhat adding columns and windowed parts and differing heights to the ceilings. Part of the rework has been to give the rooms and tunnels a more asymmetrical design so they feel more organic. I was toying with the idea of stalagmites and such but I don't know that I can replicate that to my satisfaction with what we have. Spoiler
from my side you succeded there! The last week was hard, so i didn't got it that it's for your atlas mine. Love the theme you establishing with it and the other buildings you have shown!
It was the only block that looked old because the fuel and oxygen tanks were current. In the picture you see a container and the fuel tank. SP game. Planet Sodeb. Playfield seed 53122. Global seed 788038.
Holiday Villa is complete and available on me workshop... https://steamcommunity.com/sharedfiles/filedetails/?id=1818043970
More progress tonight. Spoiler I moved and redesigned this room somewhat. Originally that room was at the end of the hallway to the left but that didn't work with the flow of the dungeon so I moved it over to the right(where some corridors and egg chambers used to be). All those egg chambers and stuff were deleted mostly. This was going to be the very end of the dungeon but then I had an idea so I moved this room up so that it's just beyond the previous room. That left me with this big empty space. I'm going to try to build a large, natural cavern here with a pool and stalagmites and different levels and maybe some small caves and alcoves and such. This is going to be tough...and time consuming.
That's going to be awesome when it's done! Made a second Rogue Drone Harvester. The Harvesters/Scouts/etc are really easy, while the combat drones will be much harder and armed with laser turrets, rocket launchers, and drone bays. I'm considering adding weak shields to them (HV or SV shield gens).
As RL gets in my way to play/Test EGS my time gets more and more limited to work on the large Base. So only a few Bits and Bobs (while starting a Turf War with the Talons... felt a bit like Avatar.. as the Talons are sitting on some vital Resources..)
Just Remembered about a whole collection of specialized ships I built 6 months ago and never published. Going to go through, update and publish the lot of them. This is my favorite one and it's in the workshop now. I had this idea a year ago after deciding that survival is starting to get really boring for me, that what Empyrion needs is more specialized roles and occupations/classes within the game. Instead of having every player accessing every part/ship/resource/planet/weapon in the game, we need to have some class segregation. I had this vision of Government, Mining corporations, Trading Highways, Criminals, Bounty hunters. All created by the players in the servers rather than the fabric of the game itself. I abandoned this vision after realizing how difficult it is to create a server like this, but who knows maybe someone will see it and pick up where I left off. https://steamcommunity.com/sharedfiles/filedetails/?id=1816871936 (link to the ship)
OK friend! If you let your pet into the station you will be the one to clean what he drops! Ok amigo! Si dejas entrar a tu mascota a la estación serás tu el que limpie lo que deje caer!!!
Starting to build out the cavern. It's still in the Minecraft block stage. Spoiler A couple extra spoilery pics Spoiler What a difference a little lighting makes.
I've been meaning to do a walk around of my vehicles and post it here. So here goes: I've only been playing EGS for a few months and you can literally see the evolution of my build skills. Still a long way to go, especially on interiors. The last few are work in progress.
The mechs look great! It's too bad they don't work (do they?). I used to play MechWarrior a lot. I haven't tried to load it on my current computer. Maybe they will incorporate mechs into EGS someday?
Has anybody noticed that the new cargo controllers and cargo extensions do not register in the Statistics window of the CP? This includes the Ammo Controller as well.