Space Engineers

Space Engineers

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SAVTec Trucking Hell Freight Yard
   
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Type: Blueprint
File Size
Posted
Updated
2.567 MB
20 Feb, 2019 @ 8:28pm
3 Mar, 2019 @ 5:42pm
3 Change Notes ( view )

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SAVTec Trucking Hell Freight Yard

In 1 collection by cptsavarus
SAVTec Facilities Division
1 item
Description
Welcome to SAV TRUKTec
I don't care what it looks like, I'm gonna truck it after the show...

All the usual quality from SAVTec
  • 100% mod-free
  • No scripts. Build uses 4 pistons, 8 captive wheels and about 16 static rotors for some cool multi-gridding. All well tested & very stable.
  • Nice neat control panel - everything named, grouped & hidden where appropriate
  • All button controlled. No hotkeys needed.
  • Requires mid-level knowledge to build in survival.
  • Practical & fun for new players & seasoned veterans alike!

Truck me SAV, what you gone n built this time?!
As promised, one modular freight yard for use with the SAVTec T6 series of transport trucks.

List of compatible vehicles / builds
For the complete & ever-growing list of compatible trucks, trailers, modules, etc, please click HERE

What the truck does it do?!
The "Trucking Hell" truck-stop is the first in a series of modular planetary base pieces designed specifically for use with my existing vehicles.
Like you'd expect, it's a loading / unloading dock... a rather special one.

It's main feature is the cargo loading arm, which can move up & down the 4 bays to service up to 4 Y.O.U.T.W.A.T's in sequence - or up to 8 smaller vehicles such as the Mk2 S.N.A.T.C.H and Mk4 V.A.G (see screenshots - link to full list of compatible vehicles above)

By rotating the loading arm, trucks can be loaded while facing in either direction.
(There are 2 loading ejectors - one for filling trailers with cargo, another for filling tractors with Ice & Uranium - both operated separately).

Although designed specifically with the T6 series in mind, the loading arm can fill any vehicle that has a dorsal collector & is no higher than 6.0m

All vehicles can of course also unload their cargo into collectors via front, rear or undercarriage mounted connectors / ejectors.

"Trucking Hell" also features the basics...
  • Full conveyor integration as always
  • Antenna, Beacon and Remote Control
  • A small pressurised room for you to fit out as you wish
  • An accessible cargo container Cash-point for whatever you might want it for
  • Perimeter defence turrets for shooting them 'orrible spiders

How the truck does it work!?
The controls are all button-based.
Everything is operated by good old-fashioned timer blocks. No scripts required.
Each loading bay has 4 handy button panels next to it (both sides and both ends for convenience).
  • Blue buttons move the loading arm to the appropriate bay
  • Red buttons rotate the loading arm 180 degrees
  • Green buttons toggle cargo ejection on / off
  • Yellow buttons toggle Ice & Uranium ejection on / off (for refuelling tractors)
There are additional emergency controls at either end of the yard (identified in red). Button #1 shuts off all cargo & fuel ejection. Button #4 toggles turret weapons on / off.

There are no hotkeys because none are needed.

Note: When the loading arm is moving between bays, you'll notice the cargo ejectors are automatically shut off. Cool eh!
Still to do - make them also shut off when the arm is being rotated. Will do that for next time I update. Meantime try not to rotate them while they're ejecting stuff or you'll make a big mess on the floor!

Read this - it's trucking important!
"Trucking Hell" is NOT a survival station or a storage depot. It's a dedicated cargo handling module.
Cargo storage & all that other guff will be handled by other modules.
Yes, there are more modules coming... a whole set of them. I'm publishing them as I finish them though & not in the order they'd normally be constructed in a survival game.

In the meantime you'll need to connect the module to your existing base for cargo storage & survival essentials.

Oh - and SAVTec drives on the correct side of the road, hence the pretty little arrows & no-entry signs. You can drive on whatever side you like though - all 4 bays can load in both directions.

Zero trucks given!
That's right - I couldn't give a truck!
No vehicles included. You must download those separately. Link to the full list of compatible vehicles is given above. More compatible vehicles, trailers, modules & accessories to come!

Can't you build anything without giving it some totally awesome feature!?
No.

Credit where it's due
Loading mechanism inspired by / based on a modified version of LeeTheFlea's tower crane design. Check out his workshop pages HERE...

Feedback
Comments / questions / suggestions / constructive criticism all very welcome.
I've even been known to do the odd request-build from time to time, so if you have an idea, drop me a line. If I like it I may build it.

If you like this build & want to see more, please check out my workshop pages
https://steamhost.cn/steamcommunity_com/profiles/76561198064838288/myworkshopfiles/

For the ever-expanding SAVTec Industries collection click here...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1451430759&savesuccess=1
58 Comments
cptsavarus  [author] 23 Mar, 2022 @ 11:11am 
@Dots...
Sorry took ages to respond. Really busy with work these days, hence haven't been on here for some time.
As for the project - no, it's not dead, just on extended leave!
I do intend to get back to SE & the workshop one day, as I have mountains of new stuff to upload.
Probably wont be for a good while though. My GPU melted some months ago and until I can justify spending out on either a new graphics card (or more sensibly, a whole new machine), I have nothing to play SE on.
I do really miss playing though - and I miss being an active part of the workshop, so I definitely will be back at some point. I just can't say when.
Dots 5 Feb, 2022 @ 9:10am 
more grids where promiced.. about 3 years ago.. project dead?
Mozetronick 22 Jun, 2019 @ 11:36am 
>No scripts. Build uses 4 pistons, 8 captive wheels and about 16 static rotors for some cool multi-gridding.
I can't believe you done this
Six 11 Apr, 2019 @ 2:19pm 
Very cool
cptsavarus  [author] 1 Mar, 2019 @ 5:46pm 
That's a good idea! As long as it can be locked to the voxel somehow, the wind turbines should work. I've already done some testing with wind turbines on vehicles - see my screenshots page.
Also good idea for how the turnout / points would work. That's exactly how I pictured it working myself!

Was thinking that some turnouts / points could move up & down instead of side to side - kind of like a ferris wheel with multiple tracks on it. Could be used for storing trains when not in use, as well as selecting the one you want.
♫ erikhale gaming 🐺 28 Feb, 2019 @ 12:53pm 
recovery train may use wind turbines to recharge battery without solar XD this may to be test
♫ erikhale gaming 🐺 28 Feb, 2019 @ 12:49pm 
what happen if u build train track switch but it need to see how fit with 2 rail move to left and move to right but wheel better not hit the block use catwalk to cross like a wheel be more careful when you stop rail track switcher piston going need slow without break the train
♫ erikhale gaming 🐺 28 Feb, 2019 @ 9:11am 
@cptsavarus tow may great ideal
cptsavarus  [author] 28 Feb, 2019 @ 3:17am 
@erik... All great suggestions! I'm not sure if people would want to sit & wait for batteries to recharge halfway through a trip, as there wouldn't be much to do while you wait - maybe a "recovery train" could be sent to tow broken down trains back to a station.

It should also be possible to build wind turbines on the trains themselves. In the beta tests you could build them on moving grids but they'd only spin if the grid was locked to the voxel by connector / merge block / landing gear. If that still works after the update it'd be a good way for trains to recharge themselves in emergency.

After I've had chance to play with the update this evening, I'll look at building a prototype rail. As long as the concept works without exploding too often there'll be tons of ways to improve it. :steamhappy:
cptsavarus  [author] 28 Feb, 2019 @ 3:10am 
Sure thing @CTH!

@Sebbear... An excellent observation. Well spotted!
I wouldn't exactly call them plans at this stage but I certainly have more than a few ideas for things like that.
With the weapon emplacements, I built them with small grid turrets mainly for gameplay balance. The idea is that since it's not a dedicated military installation, the "as standard" weapons should be in proportion to the most common / persistent threat - IE spiders, wolves & possibly the odd small drone.
It did occur to me though that people would probably want to upgrade them - maybe with turrets of their own design - and I figured it'd be useful if they were all the same, so the same upgrades could be made to all in the same way.

Like you say though - there are more potential uses for the "hardpoints" than just weapons. I hadn't really considered what things people might want to put on them other than weapons but your post has given me some cool ideas.
Nice one! :steamhappy: