I assume only manual control due to silly hard coding? <insert hatred filled rant over this> Nice. Not ideal, but very nice given what you have to work with - well done.
Nice CV. Could you eventually upload a version without Laser and Drills too? Not only would it lower the CPU-Tier but you could have Truss Blocks as Placeholders instead of the Devices. Would make the CV earlier available and upgradeable.
I did a test to see how lots of water looked on this planet: So I tweaked it so it has a chance of having a lot of water, a little water, or none at all.
Hardcode in the PAST. I'm fairly confident I can get the turret functional on automatics. Which is to say i've already done it, but haven't tested it yet. I'll do that soon. I also made grenades. But they're... clunky. Might be better as a grenade launcher than thrown since I can only get them to bounce once before they explode.
Building an new neatly realistic Scenario with reworked templates for crafting, techtree and Traders and fill the playfield templates for more different planets for a random multiplayer map and so on
Yes i was also having a quick look at creating own playfields and planets, doesn´t seem to be too hard to get a hang of. I am just fooling around a little bit.
I am trying to reconstruct an unusually large small vessel which I found in orbit. It's probably very old.
Today I spent a lot of the day testing and rebuilding Reforged Galaxy. I tried to make those damn dead trees destructible to impacts by HVs but have so far had no success. I'll try a different tactic tomorrow. I tried to make a new Co-Pilot NPC for HV and SV. It worked, but the model scaling options don't seem to have any purpose since he always ended up about 30cm tall and he doesn't stretch to fit the bounding box dimensions. I might re-add other people as bobbleheads for HV/SV dashboard if I can't find a way to make them full-sized. I keep forgetting to screenshot my failed attempts. Let's see... I ran a test on SV-equipped turrets to see if they're automatic now, which was long overdue. They work with no issues. They're actually faster at reacting than CV turrets. Screenshot is back a couple of posts. I spent most of the day rebalancing Energy in/out and CPU. They're both interconnected and more vital for CPU now instead of some abstract number you don't care about until you start up a shield generator. Power production and consumption is lower overall to fit perfectly into the generators output, so fuel lasts longer with little waste. I started with SV and just finished calculating all the values for HV. I'll be moving onto CV and BA tomorrow. I think I might also make some placeable smallish trees for BA since that seems easy. I could make them a bit more complicated though by making them only plantable in grow plots.
Well done And your next mission, should you choose to accept it: Hybrid SV + HV (Ie get rid of the difference between SV and HV and only have a small block vessel) I suspect this one is unfortunately impossible. An alternative - all mining drills and tool turrets working on SVs so we can make SE style flying miners
Ya keep this up & ya might become the Yoraiz0r of Empyrion! Now the Devs really might be strongarmed into giving SVs Turrets of at least some kind in Vanilla, or this could become like the Empyrion equivalent of Ark's Mod that restores Flying Tamed Dinos to their PROPER Glory being widely considered a Mandatory Mod & Vanilla nigh-unplayable. A person could read all this & wonder if ya are tryin to give Terraria's week away (As of the time of this Post.) 1.4 Update a run for its money... This idea shows up on this Forum from time to time, & every time without fail, it reminds me of the Vehicles ya use in the old NES Game, "Wurm: Journey to the Center of the Earth". If this ever got pulled off, I might not be able to settle for Vanilla anymore... (Mining HV with Roof-Mounted SV Aerial Underground Hole/Cave Ceiling Driller Outer... hell yeah...)
Continuing with the work on alien POI for the Project Eden - exterior is finished, now I have to come up with a proper interior
I haven't done anything yet today. It's only 4:30am. I do plan on trying out that CV @Robot Shark created the Treefrog as soon as I have a second cup of coffee.
Well for me - this is what I have been used to for a long time. SV and HV not being one and the same thing is utterly alien to me. I used to play SE with a bunch of mods - one of which was very good hover engines like those in EGS. All mining vessels in SE are flyers, in fact wheel/hover miners just don't work well (due to ground distance being to hard to keep consistent around drilling) at all and only sort of work in this because of the special hack drilling mode that basically bypasses all normal and reasonable hover/flight mechanics - effectively forcing the hover height and drill clearance to be treated as if the same even when not as well as restricted speed to cope with the voxel chewing range and drill zone advancement behaviour. While I have some very good mining HVs in this - I still mostly hate them compared to my SE miner designs - the once exception is the CV mining lasers.
That was the idea. I wanted to make it in a way you can look at it and immediately think: "Yup, that's alien sh*t right here." Though I'm toying with the idea to change the "light" to purple for some reason.
Gotta agree with the miner thing with SV and HV's in EGS and SE. One of the first things in SE I would get would be a miner vessel set up for planetary mining or orbital mining. Main thing I would make for a mining vessel is a triangle shaped miner with the drill heads on the bottom of the ship for easy mining. Go to your marked deposit area and then just mine downwards, once your almost near the max weight for the ship you just lift off and head back to base to unload all the material you mined for processing.