Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Astra Repair Module - Reforged Eden 2
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
72.363 KB
1 Sep, 2024 @ 1:41pm
2 Sep, 2024 @ 11:31am
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Astra Repair Module - Reforged Eden 2

Description
Built for Reforged Eden 2 (Beta)

Type: Astra Module
Core 2
Complexity: 1 (0,76)
Unlock Level: 25

There is now a MK2 Update of this module:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3414408406

Note that Reforged Eden 2 is still a Beta. As it continues to upgrade towards its release, this ship may get broken.

This is an Astra type module with a repair platform on top. Secondary function is decon and some food/small constructor business. It can run its two decons fully passively, for the repair platform it will need the generator though.
Can also change a decon for an adv. constructor and use it to build fuel.

Note you do not need to undock this to repair the CV it is docked to. All you need to do is set repair to automatic and get out of the repair area. (And fight the buggy repair function, as is custom)

Equipment:
2x Decon
3x small constructor
1x Food processor
Fridge
Repair Platform + Console

Storage:
2x 640k Storage

Works with my recent color schemes for Hydra/Warlord.

Default color scheme:
|0#0#0#0#0|1#0#220#220#166|2#0#85#85#85|3#0#83#83#83|4#0#77#93#89|5#0#105#171#255|6#0#34#53#43|7#0#85#63#51|0#1#220#220#220|1#1#92#95#101|2#1#72#72#72|3#1#102#0#0|4#1#77#81#89|5#1#206#64#64|6#1#55#45#40|7#1#123#73#46|0#2#170#170#170|1#2#168#126#36|2#2#51#51#51|3#2#171#32#161|4#2#116#121#127|5#2#85#225#116|6#2#82#82#82|7#2#62#30#10|0#3#110#110#110|1#3#95#154#230|2#3#47#71#104|3#3#188#115#54|4#3#102#0#0|5#3#42#64#93|6#3#215#215#217|7#3#10#10#10

Filbert Style Astra Color Scheme:
|0#0#0#0#0|1#0#220#220#166|2#0#165#165#165|3#0#83#83#83|4#0#77#93#89|5#0#155#206#255|6#0#34#53#43|7#0#85#63#51|0#1#165#165#165|1#1#92#95#101|2#1#103#103#103|3#1#102#0#0|4#1#77#81#89|5#1#155#206#255|6#1#55#45#40|7#1#123#73#46|0#2#170#170#170|1#2#192#192#192|2#2#51#51#51|3#2#171#32#161|4#2#116#121#127|5#2#155#206#255|6#2#142#142#142|7#2#104#114#121|0#3#110#110#110|1#3#95#154#230|2#3#165#165#165|3#3#12#12#12|4#3#102#0#0|5#3#190#190#190|6#3#215#215#217|7#3#10#10#10


Took quite some C&P from Filbertfarmer's T1 Factory module, to keep it in a similar visual style, so all glory to him for that:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304975056
14 Comments
Dadrick 3 Jan @ 2:26pm 
Don't know how I missed this gem. Very useful, thanks!
ACEighty7 8 Sep, 2024 @ 5:44pm 
@ Ente Yeah... No Dice. Just kept picking up the Warlord. Only tried wit SVs atm. was going to "dock" a HV to the pad and see if it worked
Ente  [author] 8 Sep, 2024 @ 5:42am 
@ACEighty7: Did you open the shutters?
ACEighty7 8 Sep, 2024 @ 5:38am 
Awesome. I tried to build one based on Filbert's design. Cannot get it to work in the Warlord while in the bay. it just picks up the Warlord and nothing above the shutters
Takel 4 Sep, 2024 @ 8:04pm 
Personally, I could never square away the idea of using modules as detachable vessels outside of being a way to augment the carrier's functions. I will admit that the idea of a vessel that parks in the module docks is a cool idea, but the restrictions imposed on a build to have a vessel dock within those bays doesn't feel like it's a good use compared to consuming the bay for a functional module. Such as production to take advantage of using more turbines or preventing going above core 7 on the mothership.

I mean, you have deck space, and the Astra Mk.V has enough deck space for proper armed miners, one of Artemis Rogue's core 7 fast battleships with left over space for an Argo for high grav work and a collection of SV/HVs
Ente  [author] 4 Sep, 2024 @ 10:01am 
Maybe a farm module, but I don't see much point in the other ones.
ПЕТАР 4 Sep, 2024 @ 9:30am 
jetzt nur noch ein Farm,stoarge,Minig und Drop ship Module in Ente Syile :D
Ente  [author] 3 Sep, 2024 @ 9:08am 
Thanks Garaman and Takel! :)
@Takel: Weee someone noticed! :D
Takel 3 Sep, 2024 @ 5:03am 
Now that I think about it, this pairs very well with your heavy production module as the latter doesn't have ZFP capability. And it's not like this is lacking in any way with doing two roles as it has 6kW+ of standby power. That's enough to run any two combination of a deconstructor, adv. constructor, or the three small constructors and food processor.

Meanwhile your T3 production module, free from trying to fit the larger turbines in a restricted volume, are absolutely loaded with constructors for when you want to crank out stuff. It's almost as if they were designed as a pair :P

Love the deco and styling. It and your production module are dense and feels busy, but at the same time it's not overwhelming with clear paths to move around in them.
Garaman 2 Sep, 2024 @ 9:11pm 
Perfect, love that it runs decons when it's not repairing. As soon as I figure out where to find robotics I'm bringing this in.