Hated to give up my old game as the planet I started on was Urex ... I'll let you figure out the relation to my moniker New game to level 10 and purchased my little L10 fighter Intrepid from the factory (2 gats, 2 rockets, and warp ). Calling it a day and to paraphrase a well know Disney character ... "Tommowo, we go wabbit ... er, Zirax hunting ! "
Fresh start on arid. After some wandering around the wilderness while living out of a shack/hv found this nice little spot to set up shop
Today I created...The Orb. No one knows who built the orb or why. Some say it is a beacon pointing the way to a mighty weapon destined to be wielded by the legendary space hero. Others say it holds a artifact that grants wishes. Still others say its just a advertisement for an old video game that was lost in space. Who can say what the truth really is? But beware! This artifact will defend is secrets to the last! It even has shields.
Had a bit of time this evening to finish up the POD design for the new freighter I've been working on. Freighter is next,... The PODs are basically deployable mini-bases that have the basic survival necessities.
Continued working on the CV and after many tries and redos I finally landed on a basic shape of the front I like... fueled by the power of sea shanties from AC Black Flag I wonder if it had an effect on the shape... Designs like these make me sad one can't have SV/HV docked in the POD while it is being transported by mothership.
Worked on the galaxy config for my scenario today. There's a missing star region shape that I hope can be added but for now this is what I have so far: It's a bit of a hybrid spiral/elliptical galaxy at the moment, though I may make it a straight spiral galaxy. Added the proof of concept for Kriel space: They get their own star cluster just outside the main galaxy, with a highway of empty neutron star systems leading to it. When you warp to those neutron stars there will be 2 ancient warp gates near you pointing towards the other neutron stars. They of course don't do anything yet, but it's just there to look cool and add some mystery. Right now the Kriel territory uses the standard star configs, but my plan is to replace those stars with a few custom ones that have some unique Kriel planets to find there. Eventually I want to add many star clusters and maybe even smaller satellite galaxies that orbit the main one. By using a combination of star regions and fixed star systems, there is a lot of cool possibilities! Just need that "ring" star region shape now...
Put the finishing touches on Reforged Galaxy. Which took most of the day. Hit a massive cascading error that forced me to run from a backup of RG since I couldn't find the problem and the stupid error logs kept pointing at things that hadn't been changed or broken. Opted to remove the Gauss Cannon since it's not really that much use and I want to avoid corrupting the game or having people's games break if there's an update that overwrites the mod so i'm keeping custom stuff to the minimum. Fixed the Pentaxid Seed Crystals with a proper model. It's not the one I wanted, but it'll do, and comes with a snazzy icon. Finally, I started a survival run with survival gameplay settings on normal for everything except the enemies because I need to see how deadly they are with the improved AI. Looking for playability issues, dragging points, bugs and things that are OP/broken. First issue: Handheld drill has too much ammo. 750 ammo is the old default and it consumes 2 ammo a second which is 6.25 minutes of mining per biofuel. That's excessive and is also found in the regular vanilla drill. So far, that's all. Everything's been running perfectly, the first couple of earlygame factory recipes I looked at were all easily achievable on the ground. The replacement of all Buds in the game with Herbal Leaves means the few big flowers around the crashsite allow players to make and familiarize themselves with medicines early. Which should really be in vanilla since Buds are used only for Hot Drinks. But what the hell is this!? Why are there so many food plants? Without RG, there'd be thousands of plant protein in the crashsite (5-3 PP per plant in vanilla; 1-2 RG like the old A11 days). Ran into a Pangolin over the rise too. They're classed as a predator now, so I had to run for my life because they're basically a walking tank with teeth. A final idea: I think I might merge the Detector with the Survival tool so I don't need to keep switching items, it streamlines the earlygame scanning process and I can free up a slot in the suit constructor for crafting something else. Another idea for vanilla.
This could be the birth of a new Sport... Escape Pod Basketball! I wonder if it's possible to rig a Basketball Hoop Structure with Sensors inside the Hoop that can detect if a Escape Pod flies or bumbles through, & activates a Signal...? I vote that one, in the Giga-Sized Text.
Kept hammering on the CV and it starts to come up together rather nicely, it will probably be the best looking thing I built so far. I finished up the hull shape, attached the thruster pods and tinkered with their front sides. Then I mounted all the thrusters and weapons I eventually want to have on the ship, even though I will have to take them out at the end of the building phase, 'cause I want this to be T3 upgradable to T4 and that will unfortunately mean I will have to cripple it a bit in the end. The main shape is basically done, now I need to figure out the finer details and greebling because the basic shape has a lot of flat surfaces. And here is the underside with the docking slots for Grungi ( present in in the picture) and future lander (as this ship won't be capable of landing on planets). The finished ship will have some kind of holographic docking assist, similar to what I made on my earlier pre-CPU build (now hopelessly crippled) I like to think I really stepped up my game from the time of the previous ship As you can see there's a lot of rather large flat surfaces to work on.
Thanks... It took some figuring out how I want to do it. To be honest I didn't really have an idea how I want it to look I just know I want to have separate "thruster pods" and main hull and I need a docking bay and docking slots. Then I noticed I built the front just like a regular ship and didn't like it so I thought, what if I reverse it? And that's what worked eventually. I even altered the front of the thruster pods to fit in with the nose shape. I burn a lot of time iterating on parts of the ship, which is probably what separates this built from my previous ships, where I kinda went with the first attempt even though it deffinitely wasn't as good. The detailing will probably take a me a helluwa lot of time, because I never really did that much detailing but I really want this ship to shine, I sunk too much time into it to accept a "mediocre" result.