Space Engineers

Space Engineers

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Warforge MKII
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
1.715 MB
23 Jun, 2018 @ 11:54am
11 Aug, 2018 @ 8:20am
3 Change Notes ( view )

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Warforge MKII

Description
Updated to 1.187.1 compatible + tested.

This is an update to Captain Shack and Texfire's Warforge design. I've watched many of their SE cooperative series and thoroughly enjoyed them - I wanted to spend some time climbing around in their design to see what I might do with it and see what I might learn from it. Using the design definitely invoked feelings like "digging around in someone elses stuff"!!!

The original saved game/world for this design is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1408409326

Captain Shack's profile is: https://steamhost.cn/steamcommunity_com/profiles/76561197964214343

Texfire's profile is: https://steamhost.cn/steamcommunity_com/profiles/76561197975832292

A world/savegame with the current design is published at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1420215746

I orignally created this as a "suggestion box" of design updates, but that is now purposeless because the Captain and Tex have taken their series in a new direction and ended their play with the Warforge. So, this design is now simply the Warforge MKII, following the Captains Warforge MKI. I have itemized the major changes to the design and the rationale behind them here in the description.

Modification -> don't separate the production facilities - keeping track of where resources are located and whether or not the guns can load ammo that is manufactured is very time consuming when there are 2 separate production facilities. I deeply apologize to Tex for disassembling the industrial area from the far side of the hangar bay and relocating it to be directly adjacent to the bridge and existing production, but when looking at the ship, it seemed like putting industry/production on one side and putting flight ops on the other side seemed like a natural evolution. The forward industrial area is now an extension to the hangar bay - this may make the ship design more multi-player friendly as there is more room to work on a couple of ships simultaneously.

Modification -> add guns that are "bread and butter" in the sense that they are easy to keep fed and reasonably dangerous to attackers - these guns should be low maintenance and should not require a scramble to keep working/loaded every time a reaver comes looking for you. Then, use the big fancy guns for entertainment and use them as the fun in addition to the "bread and butter" guns. There are currently 40 of Korvo's update to OKI's quad turret - the ammo is relatively cheap and guns seem about 4-10 times as mean as a vanilla turret. I am curious to hear opinions of these turrets as they seem like they may be a bit "OP" when used en-masse like this, but when when I have used them individually in the past, they seemed pretty well balanced.

Modification -> spotlights - minimize the use of spotlights because they are very CPU/GPU intensive - the game is busily trying to calculate their effect on tens to hundreds of neighboring voxels and it does not accurately take occlusion into account (light is not blocked by opaque blocks). So, I believe that these are an easy item to "throw overboard" when the GPU ship seems like its getting a bit heavy. Note that the interior lights do not throw shadows, so they are not CPU/GPU killers.

Modification -> put 10 automated builders on the Warforge - it will tear up salvage faster and seems well worth the extra volume/space - I expanded the the array of 4 underneath the flight bay to be 10 - also, adding a small cargo container as the connection point betwen the builder and the reast of the conveyor network may help keep the builders auto-gather and auto-push working well even when the conveyor network gets to be very large.

Modification -> consolidate your engines to just the engine bays - the hydrogen engines are very powerful, but they use an immense amount of volume in terms of conveyers and hydrogen storage. Also, I find that mining to feed the engines to be a rather droll use of time - I would rather steal the uranium from dead reavers and use the energy to power ion thrusters. This has the potential to change the amount of your time spent reloading your engines to virtually zero as the reactors automatically grab uranium from salvage. I modified your engine pods to be a bit larger, used 4x large T2 ions for forward and reverse - and modified most of the other ions to be T2. I like the results - the ship flys well without feeling like it is "OP" or unrealistic.

Modification -> fix radar for small ships by changing Mod order and install a radar on your Warforge and your combat ships. If you get radar working, then pirates can't hide from you by turning off their antenna - and - when your guns knock out the power or antenna of a future-salvage-nom-nom, you can still track it even when the lighting is poor. I am not a 100% expert here, but it seems like you have to have two mods go get the small ship radar to appear in the build inventory then work as designed -> 1. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=720686764 and then 2. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1150255096 (the order is very important here, make certain that 1 appears in the modlist first, then 2 - also, move the radar mods down untile you are sure that they appear after any other mods that may attempt to implement radar blocks).

The ship will fly in .25G (with a decent load of cargo - say 2M units of iron - 6M Kg mass reported on the UI), but be very careful about downward momentum. Flying into 0.10G is no problem. Of course, if you fly into 1.0G (a regular planet), it will be very crashy and visually exciting! :) :) :)

As of Aug 2018, the ship can stand off the waves of spawns that the Corruption Mod Hive ship creates, then go after the hive ship itself. I am curious to hear opinions of whether this is "OP" or appropriate for this design.

Shack and Tex: keep up the great work - I will continue to enjoy your series and I am very curous to see your future works.

Happy Hunting!!!

3 Comments
Nick The Duck King 23 Nov, 2020 @ 8:18pm 
OwO
Buffdiver  [author] 11 Aug, 2018 @ 9:46am 
Updated! Tested with 1.187.1. Enjoy!
Buffdiver  [author] 8 Aug, 2018 @ 6:07pm 
I am working on an update to the design; to finish off my suggestions and play with the ship to see how well it stands off the corruption mod generated pirates. I have finished with the brain-drain parts of the work (some relocating of key components in the center of the ship, extending the flight ops so that there are 2 bays of similar size, and a horizontal flight door in the front of the ship). I have to replicate some of my flight bay work from one side of the ship to the other, then finish up some work on the underside (I don't like exposed piping and machinery, especially in a design that uses automated builders). I will likely finish with this work/play sometime this weekend (8/11 or so) and publish it then!