You've had a lot of time-consuming tasks with the boats, and you've also solved the problem with the second builder .. It's a lot of trouble to build ... it would be a shame not to finish them. Symmetry tool and build editor via key: N ... I can not use When I was building a ship, I was running with a donkey and I'm testing my memory and I plan the blocks It's only a few days since I built my latest CV I've really had a lot of work and I've thrown away my creativity You are doing very nice work
NAIL ON HEAD ! I like the view now from this window. It is not as cute looking as the 1st example but gives a nice view, the exterior is not so badly affected either, I think I am going to stick with these now Thanks for the idea. Was not able to lead off from that triangle peice though and keep to the body of the vessel due to the shape of its front. So just used these pieces instead
I got a name for my new battleship. Rather than saying it, how about I show it? I thought it fits the design quite well. I took some great inspiration from the iconic star destroyers, and did my own take on the concept. Don't worry though, there's a secondary bridge that's less exposed, so in a fight you won't be taken down in that all too familiar way. I can't wait until I can take this bad boy into a duel with the orbital patrol vessel, I've got a bone to pick with it..
Nice design, I saw the name Menace and instantly thought of the movie menace to society XD Pictured it on the side of your vessel and it works, you should have had it !
Finished up and posted the Artemis-class scout vessel: https://steamcommunity.com/sharedfiles/filedetails/?id=1436556748
I call it the _ _ _ _ _ You can guess by the pic perhaps. She is fast for her large size, check those stats, gonna add some rcs.
Nexus Station progress report: So I've been working on the city levels of the station. I changed some of the elevators for starters. Originally I had 8 of them on the main level baggage claim/waiting area and they all went up to the second level lounge or down to the city. I broke them up so half go to the lounge and half go to the city. This let me remove the elevator tubes from an underutilized section of the city blocks. I then relocated some doors near those elevators that allowed access to the baggage corridors. The result was room to expand on those underutilized sections so instead of a dead end corridor with a redundant elevator I have a larger space for more interesting things. That turned out pretty well. It let me expand on the shops there and do some more interesting stuff. I've been playing around with adding more stairs in the city areas too. I had a couple elevators placed around but the stairs are more interesting visually and they facilitate movement around the city better. It also let me convert another dead end corridor into apartments instead. I still need to texture and paint it and I completely tore down the shops in the second half of the city level last night. There was nothing there worth saving really. I need to come up with something interesting. That half of the city level has a slightly different layout so I'm having do things a little differently with the stairs there. Still playing around with that. Still not entirely happy with how the theater turned out. I may revisit that. I'm going to see about redoing the residential apartments after that. I want to introduce more sci fi elements to them so it's a mix of space age and modern day. I really like how the crew quarters turned out so something along those lines. Then I'll see about maybe redoing some of the stuff in the central core of the station. The cafeteria is prolly going to be axed. I may redo the captain's/first officer quarters and med level. Might possibly move the detention center to the core and move the officer's quarters to where the detention center is now. I don't know yet. No pics this time, sorry. Not that anyone reads my crap but writing it down helps me organize my thoughts.
I was up to 3 am last working on updating the HPOD's for version 8.x. All my "mobile base" CV's now have full medical bays, and all of my BA's now have solar power. Some things I found out: It seems that you cannot change the orientation of the repair block any more. If you have an upside-down (or sideways) mounted repair block, and want to upgrade it, use this command. replaceblocks xxxx RepairBayBA RepairBayBAT2 replaceblocks xxxx RepairBayCV RepairBayCVT2 You cannot have a BA with any medical equipment and keep it below LVL 10. Since the medical devices have been rolled together with the medical chamber, using any of them raises the build level to LVL 10. No more BA's with medical devices and a clone chamber to keep the LVL requirement down. I am debating on deleting my CV Mobile Spawn Points, having a small CV with a clone chamber is kind of a moot point now that we can mount clone chambers and medical stations in HV's. Side note, since the HPOD's were intended as low level/resource starter CV's. I am debating on downgrading them from Combat Steel to Hardened Steel. <sigh> now to wait for inspiration for my next build.
With the new rarity of Sathium in the starter systems I decided to try a Sathium-free version of the warp-jumping Weta. Problem is, I do not like the extremely low HP value of glass, so I tried retractable shutters over the windows as a solution. Closed it looks fine. Open, not so much. I never thought I would be annoyed with the forcefields included with shutters. Maybe I will keep it that way, decisions decisions.
Today I made this beautiful base: The Blue Marine Resource Processing. It come with 4 Advanced Constructors and 10 Furnaces, and I saved two versions of it: normal version and defensive version. I'm thinking about share it in the Steam Workshop.
Anyone have an hypothesis why this in my Config.ecf Code: { Template Name: EmergencyRations CraftTime: 60 Target: FoodP { Child Inputs WaterBottle: 1 EnergyDrink: 1 FruitJuice: 2 PowerBar: 6 Salami: 3 } would NOT successfully change out HotBeverage as a required ingredient and replace with EnergyDrink? The changes I made to "AllowAt" for all the CV weapons to function on planets work fine, but that change doesn't seem to have taken. Also: is it not possible to create alternate versions of game entities? So for example have half-dozen different EmergencyRations, each of which uses slightly different ingredients? You know, like MREs come in a bunch of different configurations!?
I hope the fact that they made this recipe include all "domesticate" plant ingredients (HAH! even veggie meat now!! ) EXCEPT for one ingredient (Buds to make HotBeverage) was just an oversight. EnergyDrink (which uses the Space Kavae product "natural stimulant") frankly makes more sense for a vacuum packed emergency ration anyway.