Today I put together and posted a little scratchpad environment tool for prototyping dynamic displays and logic circuits. Instead of dealing with the [major] hassle of renaming and replacing circuits and signals in a long signal chain when debugging, I reasoned that I could get stuff done much more quickly and easily if I had a separate 'disposable' scratchpad to prototype and test with. https://steamcommunity.com/sharedfiles/filedetails/?id=1886139548
This is a bit off topic I know but seeing @jmtc test tool reminded me of what I did a number of years ago when I was trying to make a random generator work with physics of a dropped ball on a spinning cone to fall off onto trigger plates to change the dice face It did work too by the way Edit PS I did take the photo's today so got part of it right.
Seems I have a name for my CV...Salvage One...yesterday I salvaged several wrecks in Orbit of the Snow Planet. It is still far from finished but already weighs about 35kt. So I landed on the Snow World shoved in more loot and tried to lift off...45kt...no Problem...just turning gets painful. No,no...I keep my ship names in Line...(CV) MH-Hercules
Making slow progress on the first POI for these aliens who live on the Hell planet. Made a room where you have to throw a switch to advance, but that also activates 2 portals and enemies start streaming out of them that you have to fight off. No pictures cause I forgot right now.
Installed the final iteration of the timer/detonator project I'd been working on via the use of the test tool mentioned earlier. This is installed in somebody else's work-in-progress ship which I can't share here, but this is my little part of it.
Working on the CV-Hercules... Groundlevel Lights Needed a way to access the upper Hull of the Vessel soooo...changed the Bridge again Changed the inside of the Hangar Bay, forward service Area, as well as the Door configurations Turret on Top "mounted"
much digging and building. More to come though but heres a first iteration of the underground dwemer base. Might have less than optimal structural integrity when spawned normally - its meant to be inside a mountain
Decided to jump into Empyrion this afternoon and work on the SCT-02 a bit. Exterior is pretty much done, just tweaking the interior a bit and finalizing the build. Next project to finish up, the CENTAUR,...
Beautiful! I know I stirring into a Hornets Nest but what does the CPU-Count says in their respective CPs?
To be honest, I pay no attention to CPU Count. If CPU Count becomes a fully-enforced limit to what you can build within the game, I would probably be done with EGS. CPU Count is just another artificial limit that needs to be removed from the game. I already do not play the game as much as I used to, this can be attributed to the many other infuriating limitations they have built into the game in order to cripple your abilities, progression-rate, and in an attempt to control progression-path. Artificial limitations that are intended to control progression rate and path are far more frustrating than any valid in-game challenges could ever be. Obvious examples of this B.S. include illogical limitations on where and how you can use the tools/weapons at your disposal (e.g. These weapons/tools only work in space, these only work on planets, you cannot use a multi-tool turret on an HV when said HV is docked to a CV, drill modules can only be placed horizontally, etc.). EGS is not what I would call a true sandbox game anymore. The DEVs are systematically replacing the fun with frustration.
Well...than "Brace yourself" as CPU will get into action pretty soon - I suggest you take a look at it in @spanj or @XCaliber last Videos...and hope for the best
Well good news is the devs are going to adjust some of the CPU numbers and when 10.6 goes public we all have the ability to turn the CPU limits off and from what the devs posted this morning the CPU limits will be off by default til Alpha 11. I have to agree with you everything you said but since this will be optional we can still build what we want and I'm sure there will still be a few Servers out there who will turn these restrictions off as well.
working, buildings, finishing, updating and lifting my own normandy ship, called SR 3 for empyrion, its a cv class6 with 105 millions cpu ..., just hope that futur cpu limit will not kill my ship ...
There is a workshop scenario called Zirax Blast 8.6+. Unfortunately it seems the creator have abandoned it, so do not work properly for 10.x. I found out how to fix the main issues, no traders and playfields are missing POI "Faction" element. I do not know much about all the details for scenarios, but if manage to modify to a playable version I post it (with cred). Have done that the last days, trying it out. See how much I fix/adjust stuff, because I like to play the game, not make it.