I love the idea of T2 boosters! Like he said they are fully compatible. Project Eden doesn't contain its own custom config specifically because I wanted it to work with people's custom configs.
Just for fun i started a 100% survival game, as i thought 24 hours before phase 4 gives me enough time to test out the current promethium situation on a temperate starter planet (note to myself, do not start on a large again -.-'). TL;DR it´s quite easily to go around, only really a deal for somebody playing the game the very first time. As soon as you reach level 5 you build a harvester and a fuel station consisting of 5 portable constructors. It was nice though for a change to properly test out and rely on trading. I got the first drill, needed radiation booster (found a mobility booster which sell for an absurd price), some promethium and some other stuff from Polaris. I "did" one of their mission twice, the one to scout for ore deposits, both time i had to finish manually after the mission borked (so technically a cheated survival run but i thought i was testing stuff for 24hrs). I plopped down my version of the survival tent next to the UCH Heidelberg and after placing some more devices i started to loot the wreck. One of the rooms inside with the very white tile-like texturing really made me nauseaus so i actually had to get out asap after being stuck in it for a minute. But that went away and after a quite meager looting run and some salvaging i turned my attention first to mass producing bio fuel and then to ore mining. Interesting thing was, i didn´t once get attacked by anyone, only a few raptors i had to deal with. This is tent enough to not be a threat, even to hostile Zirax. I then used my miner HV in the totally intended way of digging from 300m away underground to two copper deposits which were right below spider nests (thanks for that, world gen), digging once straight through the deposit, just to hop out, plop down 3 portable constructors to start working the ore while i dig it up with the drone and the bought drill. A nice POI gave me a T2 Multi Tool which made correcting the terrible mistake that was a careless placement of my first starter base in orbit less punishing. The picture shows the second station in front perfectly aligned and the one in the back...well... Of course i couldn´t leave it and had to remove it before continuing the game. Also glad i did park my base only 3km from a polaris trading station where i could buy some food and a few more promethium pellets. Those have really become rare but as there are atm enough ways around it i kinda like it the way it is. Then i prepared to go to the moon and despite the fact i do have a light armor with EVA and Radiation boost i kinda felt the need to quickly jump into creative mode to make a little idea i had. Yesterday i already made a cargo module (sv) for my level 7 tank lifter sv, as already early on i already realised that i may not even need to build a lvl 5 starter sv but maybe go for this one instead. The plan was to use this to easier strip down the crashed MS Titan in the middle of a lake. And just now i made the little cargo hatch module (hv, even with only ground repulsors) with cockpit you can stand in and breathe, o2 + ventilation, 2 doors for your drone and some additional light. Idk why but i like the modular style this game made possible.
First practical test of the flamethrower of the day. Too OP needs more work. It's also noisy af. I need to find a way to change the plume from blue to orange as well (and make it bigger). But I don't think the game has an orange-flame asset. Fritz! Get ze flemmenwerfer! EDIT: I solved my problems. Fixed the missing weapon icon, boosted the flame size, balanced ammo and durability consumption and I added the info tag to the top of the weapon from the Work Lights, since it seemed both the best fit and it's funny. "A device used for external illumination" Now this is a flamethrower.
No problem, what level should I shoot for in the nerfining? Level 10? Or pop the warp drive and make it LVL 7? The hull is currently armored thick and combat thin. Drop that to steel thick and armored thin? Nothing but steel? Replace the heavy windows? Nerf the 4 large generators by replacing a few with small generators? Replacing the bulkhead doors is a gimmie, but let me know what other changes you want. Is this better? Maybe move the multitool turret and mount them under the cabin? Second thought, either above or below the cabin. Thank you for trying it, are there any changes you would suggest?
Not sure about the drills on the sides. They look nice there, would have to try them out. As far as top and bottom they would limit your view more. The one thing I would suggest is give it a little more side thrust. It turns very slow. Not a lot more don't need it turning like a light weight SV. Not so noticeable in space but on a planet trying to turn around to go back to look at something, it's a very wide turn. Last thing I would do is move the air refile station, to close to the fuel tank.
Completed a series of 6 miner HVs ranging from this cheep level 7 To the full level 20 version All full cpu and weight/volume ready.
Sometimes just knowing something is possible helps... I eventually found the task setup for them thanks to you proving it was possible, so it seems I have fully functional turrets on SVs now. I feel like I would want to separate turret blocks for the SV (ie make a load of TurretSVxxx blocks) just to give the SV specific ammo (and maybe different level unlocks and different device limits). Really need some pylon mount type turret models too Now I just wish we could combine the HV and SV flight models and remove the distinction entirely...
I consider Level 12 to be a good start level. Warp Drive available, defense available. The other Goodies on the Road. IMO a level 7 CV feels not right.
Echo what @Vermillion says, but I guess it would fit better if all the turrets were retracting. Seems a bit odd maybe for one not to be? Personally, I would avoid having blinkers around the side of the cockpit if they obscure view - I just like my cockpit view to be as unobstructed as possible even if that means I have to compromise the look a bit, but looks good
I think designing for level 7 unlock specifically is pointless (its quick to get to level 10). What I do however think it is very much worth designing the build for is to minimise the initial resources (ie minimise what might be exotic at that game stage). As a side effect, then I may end up with a level 7 unlock for a starter CV just because I want it to be as easy as possible to do the basic build. So my smaller starter CV is a 7 and I even have a version of my larger starter CV as a 7 (but not on workshop). I try to think of the game stage the player will be at when they want to build it (and how for through the game progression it will remain useful and thus how much upgrading to allow) - specifically what resource types they are likely to have available in quantity and what they may only have none of; for eg because they may not have been to even the moon yet (for cobalt), or a neodymium/titanium planet and thus having to rely only on salvaged components etc.
So I started a new survival game on the temperate planet ... name = Omi. So I'm wondering ... is this pronounced "oh-me" ... or "oh-my" for "OH MY GOD I'M GONNA DIE !!!!" ... LOL. Just a little humor to start your day ... Actually love the new mission progression. Finished Robinson Protocol, made contact with the Talon, and now building an SV for heading to the moon. I like they way the missions are inter-related and auto start once you've completed one. Helps the players (ie. ME ;-) understand how the developers intended the story line/game to be played ...