The Jinx-Class Explorer is the first known CV that got produced by the so called Scavanger faction at the O Cahan's Claim. A station connected with one of the scavanger leader, namely Benedigt O Cahan as the name suggests. Location unknown... The Jinx-Class is a stong and well armed ship that should be approached carefully. It's hardpoint count rival that of most military destroyers although it lacks their fortified combat hull. No safe approach vector is known. It features a HV hangar, 3 Cargoholds, an adv. production facility and full blown medbay. There are further a refrigerated hold and a 16 plot greenhouse. The scavangers seem to know that a empty stomach is bad in most situations. Specifications: Class: Jinx Explorer Hull: hardened steel (2.925.197 HP) SizeClass: 6 Mass: 9,89 kt Dimensions: 50x94x26m (WxDxH) 25x47x13bl (WxDxH) Hardpoint count: 11 (3x3 retractable) 6 (1x1 retractable) processing: 1 adv. contructor 1 food processor crates: 8 fridge 1 harvest container 2 ammunition container 24 standard container Engine: 4 (max. 200 MW output) Warpdrive: yes Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1561941759 Thanks to @Germanicus for suggestions edit: wrong link, corrected now
I started on a medical room for the foundry POI I'm working on. I wanted to do something "alien" since well, this is a Zirax facility and they have different biology and science than we do therefor whatever medical stuff they use could very well look very different to our own. My theory is that the Zirax would need an advanced medical facility on site to treat the radiation poisoning and heat stroke their guards and workers would inevitably suffer from working in such a harsh environment, even though the rest of the facility is less advanced looking. However, I'm considering scrapping the advanced medical bay on this particular POI and instead going with a simpler, lower tech concept for this particular POI's med bay. While "alien looking" stuff would fit well with the core room (since presumably the alien core is an extremely advanced piece of tech that they would install), it might not fit well for the medical room of an industrial POI. Thoughts? Is this too "flashy" for a foundry? Should I use a simpler concept instead?
That look really cool, real pity it can't move. I remember I did one base like that but with wheels in SE... Well done
I made a small increase in The Tide from @CrazyZ .... https://steamcommunity.com/sharedfiles/filedetails/?id=1555739277 What do you think?
Uh... it can move. It's a CV. It doesn't hover, but it can drag its ass along the ground like a rocket-propelled sled just fine. As long as you don't try to drive it through a forest. Also, it can fly.
Thank you @Siege Inc. Give it a try once you have time. On the number of cargo crates in controlpanel: This gets confusing even more... If you look at the Jinx-Class it states Cargo: 30 Then i counted them manually and got following numbers: 8 fridge 1 harvest container 2 ammunition container 24 standard container 1 adv. contructor 1 food processor There isn't a valid combination to get to the stated 30 crates....
Seems you have the same issues I noted and posted... something in the CP does not count correctly. It always says that you have more than what you actually can find in your device list. And by definition of the Device List Ammo-Boxes and Harvest-Boxes are no Cargo-Containers and therefore have their own separated space. At least when hitting Auto-Sorting.
To underline my statement... Statistics tell me FOURTYNINE (49) while I really have only 45! Several times visually counted
I think so yeah, a little too flashy. A good looking room but not really in keeping with the rest of the interiors
Ok, so much to the theses you need a CV to "transport" HVs from one planet to another and releasing them fine and comfi... How do you get back to your CV?
Either the HV is a spare and you return to your CV with a SV or you create a cheap CV to move HV to nearby moon or planet to use to get the first CV to dock on. Or you just kill yourself and spawn in CV clone chamber.
I was finally able to go out and explore my system in my current SP survival world. Will have to delete the world and start over. Arid starter. Cleared most of the planet and went into space (FA-005 SV). 2 planets in range. One is 14 AU, the other is 18 AU (can't go there). 14 AU planet is an alien planet with sathium and erestrum. Space station in range of it at 18 AU. So now I have access to only 2 planets, neither have the materials to make a CV (neodymium). Fortunately, i've looted just enough from POIs to make a bare-minimum CV (FA-023?) and built myself the FA-026 Lockdown to go diggy diggy hole. Able to traverse the entire system now, I easily find Neodymium 2 planets over on an ice planet. Then I go looking for Zascosium. Surprise! There's no zascosium! Lots of erestrum, sure. But no zascosium. There's a lava planet. But it only has 1 medium-size zascosium deposit (about 700 ore) and that's it for the entire system. No asteroids, no meteorites, nothing. On the bright side, I found some problems with the Lockdown in actual use. The gatling turret on top doesn't fire due to tiny little blocks blocking its view (will hopefully get fixed); The lockdown needs a spotlight on the bottom next to the drill to see down the hole it digs while at night; and it needs stronger armor all over the front.