Space Engineers

Space Engineers

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BlueStar01 <WIP>
   
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Type: World
Mod category: Exploration
File Size
Posted
Updated
9.002 MB
26 Apr, 2015 @ 10:19am
26 Apr, 2015 @ 3:58pm
2 Change Notes ( view )

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BlueStar01 <WIP>

Description
BlueStar01 - <WIP>

Is it a giant piñata? Maybe it's more like another impractically large ball of encased oxygen based on my earliest project called YellowStar01, and it is most definitely a lag monster. This one turned out much larger than I anticipated, but has been fun to build none-the-less. I am looking forward to hearing anyone's feedback, and seeing if anyone modifies it to suit their own uses or scenarios.

As our real world makes it's first steps into space, I've often wondered how long I could live in tiny tin can with up to 16 other people and not go postal. My answer is to make the structure large enough that someone can avoid the people they may dislike, and have enough pressurized open space areas that one could go and not feel clausterphobic. As I mentioned above, the final size got away from me, but I keep thinking it could be a good set for something like hide-and-seek, or it would make for some interesting scenarios. I have not tried to play this in survival mode yet, but I have tried to be conscious of resource consumption as I am sure the project would've consumed the entire asteroid field to contruct. The small reactor so far has only been used to recharge the 39 batteries, and the one solar array seems to trickle-charge enough power to keep everything running. I have not added any lighting yet so I'm sure the power consumption will change dramatically in the future.

It's basically composed of six pyramids with their bottoms fused together to form a completely sealed structure then sub-divided into 22 levels with pressurized compartments. I recommend using the airlocks (manual system), and not allowing the interior structure to depressurize since takes 25 minutes for all areas to become fully-pressurized.

The <WIP> version has only 2 mods (listed at the end), no lighting, no furnishings, and no scripts in the hopes of minimizing lag as much as possible. You can explore the entire inside without your helmet, but you'll definitely need
your flashlight. If you have any severe lag issues, try lowering your graphics settings, draw distance, and/or the world size. With a 4 GB graphics card, I usually keep graphics settings set to High with the Draw Distance set to 7 km, and that keeps the lag to something livable for me.

BlueStar01 - 378 Rooms
Deck 1 - Upper Observation Deck
Deck 2 - 4 Rooms - Control Room located in forward compartement
Deck 3 - 8 Rooms
Deck 4 - 8 Rooms
Deck 5 - 22 Rooms
Deck 6 - 24 Rooms
Deck 7 - Promenade Level a 16 Rooms
Deck 8 - Promenade Level b 16 Rooms
Deck 9 - Docking Bay 13 Rooms (6 airtight hangars & 16 landing pads)
Deck 10 - Engineering 15 Rooms
Deck 11 - Atrium Level a 40 Rooms
Deck 12 - Atrium Level b 40 Rooms
Deck 13 - Atrium Level c 40 Rooms
Deck 14 - Atrium Level d 32 Rooms
Deck 15 - Atrium Level e 32 Rooms
Deck 16 - Atrium Level f Open Space
Deck 17 - 26 Rooms
Deck 18 - 22 Rooms
Deck 19 - 8 Rooms
Deck 20 - 8 Rooms
Deck 21 - Lower Observation Deck A
Deck 22 - Lower Observation Deck B

Notes:
Control Room is sparse, but planning on adding LCD's displaying stats and additional firing control stations.

Engineering Deck is mostly empty space with oxygen production and a small reactor near the center, and 12 large workshops around the edges. I'm planning on suspending all the manufacturing and cargo sorting systems from the ceiling, and keeping the floor area open for wheeled vehicles.

Atrium level F I'm planning on using a tree block mod and placing a park/forest.

Mods used:
TVSI-Tech Interior Glass
Elevator Button Pad+Catwalks (only for the single button pad)