@rainyday just discovered your Exodus... hey, why you've not told me?? ;-) haha That one's even better as a mobile base. Same size, but with growing pots (expandable to a lot more, get rid of some of the windows) (one question though, it's not exactly symmetrical (crew quarters only on one side), were there a reason for it? Now I've put a few interesting ships of the same size side by side to better see what will fitt best...
Looks great!!! I have some 100% built in survival CVs that are smaller but I get bored with those after a while. I like to build CVs that turn into a project that last for a month or so. This ship I'm building isn't even big by standards. lol I have a Carrier that is almost double the size of this ship but I love building. The survival part of this game is amazing and I spend a lot of itme in survival but I usually spend more time building. I do believe the painting and texturing part of this game needs a update because I know in other games you can paint entire sections of a ship. This paint block by block stuff is kind of weird to see in a 2017 building game.
@rucky Yeah, that was designed as starter CV/mobile base Normal steel and thin blocks though - so it's fragile! It's asymmetrical design, yeah. I really like 'em. Small crew, no need for bigger crew quarters. It's supposed to act as a support vessel for other vessels in the fleet.
A couple shots of the city blocks I'm creating on the subfloor of the station. Spoiler In the middle is a 4-way intersection. The left/right axis in this pic leads toward the center of the station or the outer ring respectively. On the left side are shops. Right side is two story apartments with balcony walkways. The north/south axis lead to T intersections with more apartments. Shops. There are stairs leading to the roof level of the shops. Not sure what I'm going to put up there yet. A tunnel goes through the wall in the back there and leads to the dead end street on the right. Another walkway on the right there loops around and connects up with the apartments. Apartments I still have another half section to build. That side will probably feature more apartments plus things like a theater, a club, maybe a cafeteria or something. Since the middle is bisected by the baggage handling corridors which separate the two halves I'm thinking of making the street slope down and under that so people can walk between the two sides without having to go through the baggage area. And I've created an experimental branch to try something out. I put a lot of work into adding cargo pods beneath the station. I like them very much but they don't flow very well with the overall station design so I'm looking into creating these sloping spires. I'm going to keep the vertical shaft housing the elevators. I need them and it would be a pain to move them plus they break up the flat plane of the spire nicely. I'm thinking of adding a docking port at the bottom of them and giving the cargo pods a spiritual successor in the form of luxury apartments that bisect and stick out from the spire. At the bottom of the spire will be a glass walkway leading to the casino. Going to try and stick some glass observation room/s in there somewhere. Should be cool and I just created a ton of work for myself in the process. Spoiler
I saw a Slime fall into the mining pit. It was funny but sad. I helped him get free. He scurried out of the mine, then briefly looked back as if to say thanks
@Siege Inc. WOAH! When do you think you're finished? Anything in the next 10 years would be record breaking! ;-) This thing must be gigantic! @Starwing6 Are Autominers worth the hassle? I've made a MiningMachine in which I completely deplete a planetary 7000 ore deposit in - uhm... half an hour? hour? uhm okay... but I've heard AutoMiners (even level 3 ones) get (way) less ore than the deposit would hold when self mining (plus self mining will yield even more ore, as I every time seen the amount left gone to null/disappearing and I still mined a few 100 ores...)
Well I only use Auto miners on resources I don't need at the moment . The HV drills and drill turrets are so powerful that I rarely use a Autominer now of days. If some it's something I know I will need later then I will put one down.
I definitely need to revisit HV drills. Early on they just weren't very useful and I forgot about them. Good stuff!
Akua SP (seed=2), almost done the first transformation step of the Engine Compartment starter POI. Not added defense since no PV here. The elevators on the walls outside is for easily attacking any prey that is aggroed. Another building trick is that by placing two fridges (T2) fronting each other, you can easily go between them. The inner elevators to the roof are airtight by placing the smallest "full block" I could find so easy access. Planning to build a farm roof, after the POI Farm. Before that building a SV and explore and maybe take out some POI's. Almost level 15 (easy though), 4 Solo Missions done. A few pictures from different angles outside and inside.
So the original Pioneer Warp Sled for 6.0: http://steamcommunity.com/sharedfiles/filedetails/?id=941566426 (600 iron) Just met its older, more advanced brother: http://steamcommunity.com/sharedfiles/filedetails/?id=944023621 (1000+ iron)
Yeah, the HV drill gives you much ore in little time. If there is any... try playing with poor ressources: 7 or 8 deposits of about 250 (80..1280) ores each. Those caves are so little, your mining machine will not even dive a turn in them. Auto Miners, OTOH may be slow - but they give unlimited ressources. And you will need them...[/user]
Times like this I could *really* use the ability to construct on multiple mirror planes. This is gonna take awhile.
When you're not able to build a drill turret, Auto Miners help so much. I'm a fan of auto miners though because I can muck around doing silly things while the machine works. It can take two or three times as long if I'm having a lot of fun
They give *unlimited* resources?! Really? Okay. THAT's an important fact, I didn't know yet, thanx for that info! Yes, I haven't placed an auto miner yet, have to do so. So basicaly you could mine 90% of the deposit yourself, then place an autominer at the rest and get unlimited ressources after? (max 400 ores/hour I've seen in the description) With the above explanation I now can see the benefit! ;-) thanx!
right. the rate depends on the "source quality". Thats the magnitude of the deposit in relation to how big it (under given parameters: rich, poor) it can spawn at best. The latter depends on the mineral type, too (see the playfield.yaml on this) and on Pr the max. quality is at 25% (i think). So, for iron on poor (can get as big as ~1800units) this autominer over a deposit of 1200 original size would mine about 260 ores/h. (The original size counts, not whats left after depletion.) Happy mining
We decided to organise the shipyard tonight, work out just what we'd got in what state, where and how much work we're going to need to do to get it all 6.0 ready..... I think I fainted at one point. More work has been done on Midgard station, some of the fleshing out of the main reception area, which, although large, is starting to feel a little... small compared to some other creations*. I'm not sure whether I need to take a floor or two out we still have to work some kinks out of the docking clamps, and work out how to dock some of our ships to said clamps. This will probably involve some hull surgery and slight alterations to a few of our ships, although if the modifications do make significant changes, we'll possibly think of new versions of the ships, and put the old ones into legacy. We're not ready to release any screens yet of the station, it's full of holes and nowhere near structure complete, so you'll have to make do with... On the 6.0 Ready front, here's some stats.... Spoiler: The MoelWerks Shipyard - CV Manifest * Yes, I'm looking at you @Siege Inc.