Empyrion - Galactic Survival

Empyrion - Galactic Survival

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SM20 Cargo Rack Reforged
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
107.763 KB
7 Feb, 2021 @ 10:48am
30 Jul, 2021 @ 11:49pm
4 Change Notes ( view )

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SM20 Cargo Rack Reforged

Description
CV, T2 (Basic Extender), Unlock Level 10, Class 4

Works only in Reforged Galaxy and Reforged Eden. This version contains solar panels and capacitors. For the vanilla version, please look here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2387830755

The SM20 (Storage Module - 20x) is a cargo expansion module designed for docking into the Helios-MSC by jrandall: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2387666775

The Helios is a Modular Space Carrier designed to expand its capabilities by docking smaller special-purpose CV modules into it. This module will extend the carrier's cargo capacity with 20 320k containers and an assortment of smaller capacity cargo boxes. It is intended to leave attached to the carrier for long-term storage needs. As such it has limited thrust, a lightweight carbon hull to reduce overall weight, and no defenses. However, as long as the module remains docked it will be impervious to enemy damage due to how the game is designed (as of version 1.4), so your cargo will be safe even if it appears to be exposed.

This is an "open space" design. The cockpit is the only oxygenated compartment, so make sure you throw on an EVA booster if you want to manually access the cargo containers. The cargo is separated into two decks, with the top deck accessible by walking through the cockpit. All containers are named such that they can be easily located using the floor number and alphabetic labels.

The ship features a power-conserving docking mode that will automatically turn off the ship when you are not near it. It can be enabled through the control panel by activating the "Dock Mode" switch and turning off the "Oxygen" switch (this suppresses the O2 warning you get when turning off power to the ship).

There is extra generator and CPU capacity to add small constructors if you want to expand the module's use to include minor production. Just attach them anywhere to the truss blocks along the hull, or replace unused cargo pallets with them. If you add constructors you cannot use the "Dock Mode" switch. Just turn off the thrusters manually for the best power savings until your production run is complete.

The SM20 can also be configured for landing and docking to a carrier deck. You will have to install four 1x2x1 landing gears (Landing Gear 1 Retractable) to the truss blocks directly adjacent to the four lift thrusters. A boarding ramp in the front deck will give you access to the ship.

If you wish, container colors can be changed by modifying the six colors in the upper-right of the paint tool's palette.

Construction:
  • Carbon composite, container extensions, truss blocks

Offense/Defense:
  • None

Storage:
  • 20x 320k controllers
  • 16x 16k containers
  • 16x ~5k pallets

Equipment:
  • Detector
  • Wifi
  • Spotlights
22 Comments
Dawnwen 30 Jul, 2022 @ 11:32pm 
This was great for transporting everything from my planet-based base to my new mobile carrier base. Tons of storage space and a neat design. Thanks so much for sharing it!
PyroMancer 23 May, 2022 @ 10:15pm 
Yeah it's a Bug. I did some testing. Put RCS on ship and it can rotate. Take it off and still works fine.

I saved a copy of the BP with the Thrusters ON and OFF by default. Seems if you save BP with thrusters turned off it doesn't add back in the Torque even when you turn the Thrusters back on. So probably wanna save with them on instead.
PyroMancer 23 May, 2022 @ 10:09pm 
BUG?
The ship can't turn. I spawned it in on my creative game to test out and it won't turn. I toggled on thrusters and can move in all 6 directions strafing. But status show 0 torque. Don't know how that is even possible. I tried deleting and respawning but same problem. None of your other ships have issue as far as I can seen as testing the modules.

I checked the Rotation Sensitivity setting as well and it's at 1.0.
Noonga 24 Nov, 2021 @ 12:32pm 
@Garaman so it will basically encumber your ship if you have alot of container extensions, you can still have plenty of mechanical storage boxes but limited extensions
Noonga 24 Nov, 2021 @ 12:30pm 
@Garaman yeah true, but cargo containers use same power as extensions they just have double the volume, and yeah it be annoying to turn power on just to open crate, they should just make it so extensions doesn't consume power, but instead cpu because cpu also eventually drains power if overclocked, the containers should just not use power, thats its advantage, its mechanical. solved mechanic
Garaman  [author] 24 Nov, 2021 @ 10:56am 
@Noonga Any ship that is docked to another (with a latched landing gear) becomes basically invisible to weapons fire. I think the one exception is that planetary bomber drones can do splash damage. But in space, all shots will simply pass through a docked module and impact the hull of the carrier. This seems silly, but it is a workaround to fix an exploit where people were building CV armor panels and attaching them to ships to get around the vanilla CPU cost of armor blocks.

Wifi working with the power off also makes no sense, but from a gameplay perspective is too useful for me to complain about. In theory cargo extensions consume power because of some implicit internal conveyor system, but would you really want the complexity of not being able to access the full cargo volume unless the structure was powered on? I'm willing to suspend my sense of disbelief for these since it makes the game more approachable.
Noonga 24 Nov, 2021 @ 1:03am 
@Garaman Some of the game mechanics are a bit broken, like taking biofuel out of a fuel tank gives you, fuel cells, having a powered off wifi connection works? other small things too that just dont make sense.
Noonga 24 Nov, 2021 @ 1:00am 
@Garaman Yeah I agree, some people just cant stand sorting stuff, me I dont mind, I just have colour coded boxes i never go wrong, and change the type of crate for suited stuff, adds a nice immersion for me :)

I can defintely see this effective as a standalone base without power, which I need to make.

Ah funny you tell me about it being invulnerable while docked, I saw that somewhere but couldnt make sense of it, so thats the way to stop drones from attacking your CV? Does this only work for container extensions?
Garaman  [author] 23 Nov, 2021 @ 11:14pm 
@Noonga Totally depends on your playstyle. I made this because I'm a hoarder. I'll have a 320k filled to capacity with salvaged laser turrets, another with salvaged thrusters, another few dedicated to stacks of voidium. Much easier to manage that with fewer containers. But if you're not taking advantage of the volume (like, storing weapons or small stacks of ingots) then you are right, they have their downsides. A storage module like this sort of cheats some of the drawbacks though, in that it's invulnerable while docked (negates defense) and can be accessed remotely while the module is powered off (negates power consumption).
Noonga 23 Nov, 2021 @ 2:49pm 
Also container extensions lack defence