Empyrion - Galactic Survival

Empyrion - Galactic Survival

SEA Duckverine
24 Comments
Fireshot 17 Mar, 2024 @ 10:28am 
Heh this thing was a great ship in the past and still has some great perks even now but for the most part it unfortunately is obsolete with all the changes that have been made to the game. Still it is a nice ship for rookies and you could find a spot to add a shield generator and CPU units it can still be used.
Sephrajin  [author] 2 Jun, 2018 @ 9:51am 
Update for Alpha 8:
* Removed plants from blueprint, so it is spawnable in survival now.
Sephrajin  [author] 31 Jan, 2018 @ 1:58pm 
Update:
* Typo: Box L - Ammo_Penta_Prom1
* SV Hangar now opens by either, sensor or ramp switch
* Doors at public hangar
* Crew Quarters
* Found more ventilators I could remove for power saving
Fireshot 22 Jan, 2018 @ 2:34pm 
Well I found a massive Flat Platform in the workshop bases and have turned it into a Repair thing for capital ships. It's freaking HUGE... Several SEA Duckverines could easily fit on top of it Lol.
Sephrajin  [author] 22 Jan, 2018 @ 12:45pm 
Just figured, it would be nice to have the doors included with the 'Public' switch, so here we go! :)
Sephrajin  [author] 22 Jan, 2018 @ 11:51am 
Hotfix: Removed some 2 more ventilators and replaced doors to vent the room.
Hotfix: Moved "Gravity Generator top" to group 'Access' to easy disable it seperatly
Sephrajin  [author] 22 Jan, 2018 @ 11:36am 
Update:
* Changed all windows, so they give a better view to the outside!
* Added box in SV Hangar: Weapons & Mods
* All named boxes (additional to all med stations) can now be made public by switching the 'Public' switch in the control panel
* Replaced 'bridge boxes' (penta, air, fusion cells, stuff, give aways/backup) with larger ones, colored and named
* Removed several ventilators, occasionaly replaced airtight doors with open ones
* Reworked Medic Bay
* Reworked crew sleeping area

Fireshot 21 Jan, 2018 @ 11:07am 
Na I simply enable spawn blueprint with admin commands since I play single player. Im still extreemly new to the game so I have not yet even touched the Multi-player yet.
Sephrajin  [author] 21 Jan, 2018 @ 8:00am 
Expect some updates by monday evening for this blueprint.
So if you currently have it in the factory, you might want to halt it until then.
Sephrajin  [author] 21 Jan, 2018 @ 7:59am 
Great to hear :)

I'm currently working on a planetary 'docking station' (not spawn!) for the Duckverine.
But i'm currently lacking ideas how to fill (all) the space that resulted of that design ^^
Fireshot 21 Jan, 2018 @ 7:13am 
OK I figured out that to encounter anything you have to be in Survival mode now I just need to come up with a large lz that can act as a repair thing for the Duckverine rather than having to go over every external block by hand cause eventualy it will need some repairs if I get serious about hunting down POI's. I already have myself a very nice Hover tank that is perfect for any surface based POI's but the Duckverine is excelent at intercepting stuff in Orbit. I managed to catch a Freighter and loot it even last night thanks to the weaponry the thing has.
Fireshot 20 Jan, 2018 @ 6:45am 
Im in Creative mode and havent seen any hostiles or even wildlife for that matter. Ive been through every system on the map and down to every planet as well. Maybe I need to be in Survival for creatures to show up?
Sephrajin  [author] 19 Jan, 2018 @ 9:47pm 
Ok, guess i'll do a video for it.

He he, try it versus the station @ alien outpost with its satelites :p
Just saying, so you are warned, i was down to 22-24fps during fight I had there, without fight its double.
Fireshot 19 Jan, 2018 @ 7:59pm 
I had a heck of a time finding the bridge but finaly did lol. This is one sweet sweet ship thats for sure! Much better than the ship I was using in Creative which was one of the prefab ships! Heh now I can travel in style and carry tons of stuff as well! Heh now only if I can figure out how to spawn a minor baddie or two to mess around with in Creative I could really see the thing in action! Still I am loving this thing! It has excelent manuvering for a ship of its size thats for sure not to mention I tested out its weapon systems manualy against the piece of crap prefab capital I had been using! I also love how long of a hover lifetime it has even in the atmosphere! I landed it in the lake near Outpost Akua and started moving stuff over into it. This is one sweet sweet ship thats for sure.
Fireshot 19 Jan, 2018 @ 5:56am 
Umm I don't remember off the top of my head but probaly.
Sephrajin  [author] 18 Jan, 2018 @ 7:56pm 
Oh holy...
Do you have shadows on medium (now)?
I do have a decent machine, not high-end though, but setting shadows anything higher than medium slows me down.. everywhere...

Other than that, figured, I'd only be adding stuff... like furniture and maybe even 1 or 2 more npcs, as there are still 2 hallways unused.

I hope you do have a better experience of the SEA Duckverine now.
Fireshot 18 Jan, 2018 @ 7:27pm 
OK I lowered my Graphics settings and that helped greatly. I was getting a frame rate of like 3 before I did so.
Sephrajin  [author] 18 Jan, 2018 @ 6:52pm 
Update:
* Unhid mentioned hallway
* Recolored the 'external warp drive' at the back for better on/off experience
* Added more O2 tanks
Fireshot 17 Jan, 2018 @ 7:22pm 
Lol! Im not sure what the heck my FPS was at the time but it was really bad. Ill have to try and figure out how to display my FPS tommorow sometime. For now though I need to get to bed.
Sephrajin  [author] 17 Jan, 2018 @ 7:14pm 
However, there are 2 more things I want to update, the previous ones were just the most important (turned plots!?!).
After those are done, I might give it a shot, but be aware it'll look empty at places with out them
Also, if my FPS is not changed I will not make it a blueprint.


About the updates, there is a maintainance hallway that got hidden.
And there is an empty hallway, with wich I'm not sure what to do - as I already have a hughe armory included.

See, thats the kind of stuff I can only complete while actually playing it.
Cant wait for it, only 30k sathium to go! :)
Sephrajin  [author] 17 Jan, 2018 @ 7:14pm 
Thanks!

How much FPS please? You can toggle it with F8.
I get 35-45 while inside, 55-60+ while flying with external view and like 22-32 during full combat.
This said I consider any- and everything between 25-60 FPS as 100% playable.

AFAIK: Computer-work wise, sure the NPC count much, so does all the tables, seats, lcd, chests and windows.
There is a reason why the complete ship, hull only, was only 10'ish... the npcs were placed at very last and that only increase by something like 0.5 class-size wise from early 17 to mid 17 counting.
From mid 17 to 18+, as of now, was reached by placing chests, lcd and sensors (last of which not enough yet!!).
And for a ship of this size, one obviously must have a decent gaming machine.
Just saying.
Fireshot 17 Jan, 2018 @ 5:27pm 
Ughhhh all the NPC's lag me like crazy...can we get a version without em please? I couldnt operate with the amount of lag I was having much to my disapointment. I was unable to properly explore her with the amount of lag I was getting :( In fact I barely made it past the hanger X.X
Fireshot 17 Jan, 2018 @ 4:58pm 
OK Im going to check this baby out in creative! Looks impressive!
Sephrajin  [author] 17 Jan, 2018 @ 4:28pm 
Update:
* Steel plots somehow got turned upside down or something... fixed
* cleaned up production group + ranmed to 'access-production' for top listing
* added + labeled chests for bridge+personal use... bridge-air/power/stuff/giveaways/pentaxit

Forgot to mention:
Multi-turrent and drill are covered by rolldoor which open upon CP-Harvest power on