Zeno~SPARTA~ Posted August 17, 2019 Share Posted August 17, 2019 Actually Adder and I have had a bit of an arms race, which I always lose. Whatever I come up with Adder anticipates and counters. I would have to build a death star to beat Adders Dreadnought, however a brace of smaller ships, like the Broadsword. do have a chance. Having said that Adder has probably already devised a counter for that too. Still having problems with my guns hitting my own ship!!! Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted August 21, 2019 Share Posted August 21, 2019 Adder has been working on an energy weapon mod. It is big and in some forms capable of orbital annihilation. Here is one we shoehorned into one of my destroyers (a broadsword replacement). This includes a lot of reactors in as compact a form as we could manage. This is the ship we squeezed it into. Its is a tight fit This is the business end In testing it proved very destructive, I'll let Adder discuss its potential. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted August 30, 2019 Share Posted August 30, 2019 Adder and I have been working on a space station. Using a combination of his modular blocks and an octagonal "pod" we have come up with this so far. Four "arms" will extend from the ring for docking ships. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted August 31, 2019 Share Posted August 31, 2019 I have more than doubled the number of pods and added a refinery complex to the bottom as well as a control tower pod at the top. There are dedicated docking ports at the bottom of the refinery complex for refined products. Link to comment Share on other sites More sharing options...
adder360~SPARTA~ Posted September 1, 2019 Share Posted September 1, 2019 Nice work! Have you put a safe zone genrator in it? Intrested in having a look at this when i get a chance! How is it performance wise? Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted September 1, 2019 Share Posted September 1, 2019 I haven't added a safe zone yet. J and I worked on some interiors (crew quarters) and I didn't notice any slow down. I added the latest elevators by VCZ, its really cool. I was thinking of scrapping the refinery complex and replacing it with the a turret for your gun so we can shoot the planet. Latest update, added docking extensions. Link to comment Share on other sites More sharing options...
adder360~SPARTA~ Posted September 2, 2019 Share Posted September 2, 2019 Nice! looking cool, could all ways add the refinery complex as a module on one of the arms. im planning to build a rotor turret for the gun so that would be cool, make it an orbital base strike station. very bond vilian! Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted September 2, 2019 Share Posted September 2, 2019 There are a bunch of refineries in one of the pods so we can scrap the complex. Look forward to adding the turret. I have been working on the glass sections between the upper and lower pods, using them to add a barracks with beds, bathrooms, armoury, kitchen and large dining area in the outer sections and a large cryo area in the center section. All of the glass sections are connected directly to the center via passageways. Link to comment Share on other sites More sharing options...
adder360~SPARTA~ Posted September 4, 2019 Share Posted September 4, 2019 https://steamcommunity.com/sharedfiles/filedetails/?id=1853693799 ZENO i put the BP for where we got to with the station in case you didn't gt one Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted September 5, 2019 Share Posted September 5, 2019 Thanks Adder I didnt manage to snag it yesterday. Worked on it a bit more. added a bunch of chargers for your weapon and tested it. As I think about it though it is a relatively limited weapon (the station) since it can only hit the planet. So maybe I should put one on top as well. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted September 10, 2019 Share Posted September 10, 2019 There is a new rotor mod with a central passage, this has some interesting potential!! https://steamcommunity.com/workshop/filedetails/?id=1851669773 Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted September 10, 2019 Share Posted September 10, 2019 I am continuing to work on the "Ring" station. I have added 1 small ship landing pad (and will probably add 3 more) I have added an internal refinery complex using Adders 10x refineries and sorters I have added several "barracks" with beds. bathrooms, mess hall, lockers and armories. As one would expect there is an area for more senior staff with individual quarters and dining area. There is an area dedicated to cryo chambers, but I wonder if it is appropriate for a fixed station. Finally there is a medical ward, although this is a work in progress. Link to comment Share on other sites More sharing options...
adder360~SPARTA~ Posted September 10, 2019 Share Posted September 10, 2019 Nice work man! Yer i had thought a gun on the top could be useful, maybe using short range charges and pulse as an anti ship defense weapon. There was an older version of the rotor mod which had looked at before. could be cool for building rotating stations you can fly though. looking big inside now, gonna have to throw up a few maps and some way to not get lost ha ha! Link to comment Share on other sites More sharing options...
Cent~SPARTA~ Posted September 21, 2019 Share Posted September 21, 2019 You guys really have been busy! Ill have to get the game updated and have a nose around Link to comment Share on other sites More sharing options...
Cent~SPARTA~ Posted March 17, 2020 Share Posted March 17, 2020 OK Custard - I have been somewhat busy at the starting base. I have built a small rover and have found several iron and nickel deposits. We need magnesium and silver for metal grates/medical supplies etc. I like the new research mechanic! Although an easy way to cheat is to partly disassemble something in the tech tree that you don't have - then rebuild it Grants you auto access. Link to comment Share on other sites More sharing options...
Cent~SPARTA~ Posted March 18, 2020 Share Posted March 18, 2020 Recovered my vehicle Custard. Need to concentrate on Power & Storage next! Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted March 19, 2020 Author Share Posted March 19, 2020 Roj Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted March 19, 2020 Author Share Posted March 19, 2020 We are mobile Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted March 27, 2020 Author Share Posted March 27, 2020 Things have progressed. We now have bases on Earth and on an Asteroid above Earth I am continually amazed at what Cent and Hunter build and what they are able to teach me about the game 😀 @Cent~SPARTA~ and @Hunter~SPARTA~ I am going to ask @Luggage~SPARTA~ for the following changes and mods if you do not agree or have any additional mods or changes let me know/put them here. Increase block inventory to 3x (we always use to have both inventories at 3x and it's what most of our ships were built for, I think) Increase Sun rotation time to 480 minutes (it bothers me looking at a solar array moving too fast whilst chasing the Sun) 570766287 midspace's small ship speed 500m/s mod 570767389 midspace's large ship speed 400m/s mod 1711861968 VCZ cargo lift 1154898843 VCZ lift 1359954841 Rotary airlock door 415051704 Large armoured gates As it is highly unlikely Luggs will read this or indeed 'make a post' I will send a pm via Steam 👍 Link to comment Share on other sites More sharing options...
Hunter~SPARTA~ Posted March 28, 2020 Share Posted March 28, 2020 I hit the PCU limit, probably going to need to bump that up. Related, there are now proper quarters on the asteroid base. Claim your rooms and park your bodies over there so I can repurpose that current cryo room Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted March 28, 2020 Author Share Posted March 28, 2020 Luggs has just doubled the PCU limit Dibs on room with super kingsize bed Link to comment Share on other sites More sharing options...
Forrester~SPARTA~ Posted March 30, 2020 Share Posted March 30, 2020 I cant look at these pictures, man there be a lot to do for me..... (un) fortunately im very busy at work atm. I'd like a simple base where I can experiment, and ask for help if needed. Offline I tried some things but I destroy too many vehicles, and my materials are running short (cant find gold for instance, and since I dont have the ore detector 101...…) Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted March 30, 2020 Share Posted March 30, 2020 If I were you, I would learn how to build by setting the world to Survival, then, using the admin feature, enable creative tools. This will allow you to learn all the mechanics realistically but forego hunting for minerals and welding. This will speed up your learning process. Use it as a learning tool, so that you can participate in survival from a better knowledge base. Link to comment Share on other sites More sharing options...
Hunter~SPARTA~ Posted March 31, 2020 Share Posted March 31, 2020 Yep, survival with creative tools is definitely the way to get a feel for the game without the complexity of managing resources. Even for an experienced player, managing a survival game while playing solo is very tedious. Just starting out, you're absolutely going to crash a lot of ships. We all did. Even when the game is working perfectly, ships don't always perform the way you think they're going to. There are also massive margins for human error. Plus the mandatory sacrifices to the diety Clang. If you already have a survival save started, load it up, hit ALT+F10 to open the Admin Menu, and then check the "Enable creative mode tools" and I would also suggest the "Invulnerable" box as well. With creative tools, you don't need materials in your inventory, when you place an object it is automatically complete. No welding required. You can also right click a block to instantly remove it. With Invulnerable, you don't have to worry about oxygen or energy for your character; the bars can be completely empty and everything is still fine. You can also use Shift+F10 to open the Spawn Item menu. You can use this to fill ship inventories to get a feel for how it will perform fully laden. Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted April 1, 2020 Author Share Posted April 1, 2020 On 3/30/2020 at 12:04 PM, Forrester~SPARTA~ said: I cant look at these pictures, man there be a lot to do for me..... (un) fortunately im very busy at work atm. I'd like a simple base where I can experiment, and ask for help if needed. Offline I tried some things but I destroy too many vehicles, and my materials are running short (cant find gold for instance, and since I dont have the ore detector 101...…) https://steamcommunity.com/sharedfiles/filedetails/?id=1441610076 This is a link to Adders mod that includers the ore detector with longer range, subscribe to it and add it to your offline save Link to comment Share on other sites More sharing options...
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