What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. Germanicus

    Germanicus Rear Admiral

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    I believe the last Erestrum gave about 800-1100 Ore. it takes about 15min to mine it, even with an epic Drill:rolleyes:.

    EDIT:
    aprox. 1100 Ore. Still had the Erestrom of 3 small Deposits in my CC which is 360. Now I have a 999 Stack in the Cargo Box and produced 2 Large Truster...so a bit I reduced the stock.
     
    #18361
    Last edited: Aug 12, 2019
  2. Germanicus

    Germanicus Rear Admiral

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    Those sendings-from Space spares me the embarrassing moment when I try to land AND to Lift-Off from the Planet with 3,6G and my Brick wont lift off:eek::D
     
    #18362
    Last edited: Aug 12, 2019
  3. Germanicus

    Germanicus Rear Admiral

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    This Picture speaks for itself ;)
    The Last Days_2019-08-12_06-45-29.png
     
    #18363
  4. ravien_ff

    ravien_ff Rear Admiral

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    Awesome to hear! Yeah they really need to speed up meteor mining a bit, but I'm glad it doesn't drop like 500,000 ore or something crazy like that. :D Thanks!
     
    #18364
  5. Na_Palm

    Na_Palm Captain

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    so a few first screens from the Scarab-Class Escortcarrier:

    the back with entry to repairpad and production
    A10.4 2545 C_2019-08-12_07-30-25.jpg

    sideview with launchtube on top and underlying HV-Bay
    A10.4 2545 C_2019-08-12_07-31-23.jpg

    the HV-Bay
    A10.4 2545 C_2019-08-12_07-31-46.jpg
    and the inside of the left launchtube
    A10.4 2545 C_2019-08-12_07-33-13.jpg
    Mainbridge is also mostly done, but as the rest of the nose and the toplevels has to be created i sparce screenies of them for now.
     
    #18365
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  6. ravien_ff

    ravien_ff Rear Admiral

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    Today I just did some more fixes and tweaks to some POIs. Fixed up the Foundry so it's airtight again. Fixed some floating POIs. Gave Ore Silos back their ore. And did a lot of bug testing and reporting. :D
     
    #18366
  7. Ooobernoob

    Ooobernoob Lieutenant

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    I love exploring old wrecks, but am always disappointed when finding the hangar bay empty :( is it possible to place or put a broken hv in these areas, or with it being two "entities" impossible to get the desired outcome spawned into the playfield. it sure would be cool to try and piece together bits and pieces that you come across in some of these locations. maybe in the future the developer could make a spawn pad that could be utilized that could trigger items / quest rewards that blend into the content creation tools.
     
    #18367
    Last edited: Aug 12, 2019
  8. Germanicus

    Germanicus Rear Admiral

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    Finished texturing my CV on the inside. Changed that way the layout of the Hangar Floor Level too.Had to raise it one Block to establish the large ramp... that lead to the door position changes of the lower floor rooms too. At least I could change large areas of that improvised floor design too from Carbon Composite to Hardened Steel.
    Next step will be to draw the protruding M-Truster one block to the inside of the CV-Hull and design the fuel Pipes too.
    When finished that I hope I found an easy way to change the Back Truster from XL to Large ones without redesigning the whole wing section:rolleyes:.

    The Last Days_2019-08-13_06-44-09.png The Last Days_2019-08-13_06-44-02.png The Last Days_2019-08-13_06-26-26.png

    Small Changes done to the Bridge

    The Last Days_2019-08-13_06-43-38.png The Last Days_2019-08-13_06-43-27.png The Last Days_2019-08-13_06-43-07.png
    The Last Days_2019-08-13_07-00-59.png
     
    #18368
  9. khulkhuum

    khulkhuum Lieutenant

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    Started my first grand build. Citadel Station. Considering the dimensions will be smaller than what it actually is - over 400m equals to over 200 blocks in length, meaning an average of 20 blocks per level (10 levels including the reactor). This of course doesn't take into consideration the big mining laser (which i presume is at least 40-60m long), as well as some smaller connections between levels.

    Each level is supposed to be round (the station rotates on its axis) with a diameter between 24-30 m on intersections, 95 m on the bridge level, 104 m on lower and mid sections and up to 226 m on the upper section. You can look up Citadel Station on the internet to see how it's diameter changes.

    So for starters, decided to make 10 levels of 61 x 61 blocks, with a space of 4 blocks in between. Shifting the upper section on a 2 level high intersection and lower down a bit also after the upper section. I'm pretty sure i'll have to expand on it, but checking first how big it all will be.

    Gonna put up some screenshots later on.
     
    #18369
  10. Vermillion

    Vermillion Rear Admiral

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    I think i'm finished with the front end of the new crashed titan.
    Added the "base" to it, that functions as the crater the ship would've made with its final impact. Includes a trail of debris, rocks and the two forward stabilizers that snapped off.
    13 Chrono_2019-08-14_03-07-02.png
    Those blue tile blocks are Filler blocks. When spawned as a POI they'll be replaced with dirt. It's got a depth offset so half the botton will be submerged in the ground, but if spawned on uneven terrain the whole wake should be visible.
    Every time I go and take a look around, I keep finding spots i've missed. Damaged blocks that haven't been textured on one side or a pristine room that doesn't have a hint of fire or damage.
    13 Chrono_2019-08-14_03-07-38.png
    An interior corridor. There's a loot container in the blocked room but no way to fit the player in. The player's drone will fit through the gap though.

    I'll hopefully start on smashing up the mid section tomorrow. Assuming I don't find more faults with the front end.
     
    #18370
  11. khulkhuum

    khulkhuum Lieutenant

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    The full view of the 61x61 per level station with 9 levels of said size and an extension between the "bridge" (which contains an additional medium sized level attached) and the rest. Doesn't look so grand, nor big enough for so many different things i want to put there...
    Citadel Building_2019-08-13_00-00-29.png
     
    #18371
  12. Na_Palm

    Na_Palm Captain

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    Simply love the work you have put into the destruction details! The fillerblocks will give the crashsite the final touch. WOW:cool:

    Don't underestimate the space you have to fill with all kinds of cool stuff. Each level has what, 5 CV block high rooms with floor counted?!
    Thats a big station! Wish you endurance to finish it!
     
    #18372
  13. khulkhuum

    khulkhuum Lieutenant

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    Decided to start from scratch or rather from the Reactor level. Testing out the gravity generating device it turns out i have to have everything in a specific range, so i ended with a range of 30 blocks from the central "pillar". Prepared the reactor room, entrance chamber, preparation corridor with showers, toilets and wardrobes, as well as the beginning of a roundabout corridor and a first room for robot charging and repair.

    Each room will have the ceiling on top, but temporarily leaving it as is to see the layout. On the last screen you can see the look of the whole level.
    Citadel Building_2019-08-13_22-49-43.png Citadel Building_2019-08-13_22-50-25.png Citadel Building_2019-08-13_22-50-42.png Citadel Building_2019-08-13_23-14-55.png Citadel Building_2019-08-13_23-15-10.png Citadel Building_2019-08-13_23-15-18.png Citadel Building_2019-08-13_23-15-33.png Citadel Building_2019-08-13_23-18-42.png Citadel Building_2019-08-13_23-25-01.png Citadel Building_2019-08-13_23-32-38.png
     
    #18373
  14. Booyaah

    Booyaah Captain

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    Random question: Why does the Epic EM Pulse Rifle and Laser Minigun, which use laser ammunition, lose range in atmo? Since they are energy weapons, they should not be affected by atmospheric density, just like the laser rifle.
     
    #18374
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  15. ravien_ff

    ravien_ff Rear Admiral

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    Oh no, the bots have infiltrated this thread! And they're getting smarter!
     
    #18375
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  16. Germanicus

    Germanicus Rear Admiral

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    What you call a BOT must be Human in Nature as IT makes itself even a STEAM account to post in here and spread happiness among the Forum Visitors;).
     
    #18376
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  17. ravien_ff

    ravien_ff Rear Admiral

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    I blame the Zirax. They made an AI to infiltrate our ranks and study Humans to find our weakness. :eek:
     
    #18377
  18. Germanicus

    Germanicus Rear Admiral

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    While changing Devices within my CV it occured to me, again, that there is huge discrepancy between W/V of O²-Tanks and Fuel Tanks.

    A T2 Fuel Tank weighs 75 tons, has 1 PU input and "consumes" 80 CPU, 2700 Liters vol.
    A T2 O² Tank weighs 2 tons, has 5 PU input and consumes NO CPU, 2000 Liters vol.

    Compare the above against the following stats from reality

    3000 l fuel Tank - https://www.equipco.com.au/new-desi...bunded-fuel-tank-for-combustible-liquids.html
    SMALLER , more Volume AND weighs only 1,75 tons

    2000l COMPRESSED Air Tank - https://www.alibaba.com/product-det...pm=a2700.7724857.normalList.91.355f29beIoolkJ
     
    #18378
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  19. khulkhuum

    khulkhuum Lieutenant

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    I'm wondering if there is any information in the files about all of the items, devices, etc. 7 Days to Die has everything defined in config files, allowing to add and modify any item, placeable, etc.

    Having access to every item and placeable in the game would allow players to balance W/V. I'm pretty sure we would have lots of people working on it and the Devs could use some of these rebalances in the core game.
     
    #18379
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  20. ravien_ff

    ravien_ff Rear Admiral

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    Yes, there is. You can change almost any stat on any item or block in the config.ecf file. :D
     
    #18380
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