Empyrion - Galactic Survival

Empyrion - Galactic Survival

Port Argo Navis
101 Comments
Argetlam 13 Mar, 2024 @ 4:22am 
Been looking for a ship port station like this for so long. Others like these are just too small or just too impractical. Thank you for making this!
Krush 29 Jan, 2024 @ 2:30pm 
Updated to work with Reforged Eden CPU limits. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3150036994

Still working on where we might add the potential Quantum Cores to get the CPU back to fit all the removed turrets
Cinerite  [author] 4 Jun, 2021 @ 6:43pm 
Looking forward to it, HeckenDiver.
HeckenDiver 4 Jun, 2021 @ 10:27am 
Ok, ill give it a go,... ^^
Cinerite  [author] 4 Jun, 2021 @ 7:27am 
@HeckenDiver Your offer really makes me feel very happy about this work. Never thought it'd stand the test of time, let alone sparking interest in the two very talented creators that I know I'll be very impressed by the styles brought into this space port.
HeckenDiver 4 Jun, 2021 @ 4:20am 
Damn Escarli was faster i just notice lol^^, i wanted to ask you if im maybe allowed to turn this one into a ARC build xD. Anyway, you managed to build a awesome and stunning looking thing, i spawn it in creative some times to get inspired, just awesome!!!
Cinerite  [author] 28 Apr, 2021 @ 11:54am 
@Es'carli It'd be my honor. Thank you, Es'carli.
Es'carli 28 Apr, 2021 @ 5:26am 
@Cinerite would you mind if I took a look at this particular build in the view to converting it for a space poi for the Warlord faction? I love the build and would be cool to see it ingame :)
Cinerite  [author] 27 Apr, 2021 @ 9:51pm 
@Es'carli There is a plan to revise the entrance to increase the distance from the core and some NPC placement, but the Kinnator faction project has been stagnant for the past year that even many core POIs are still in the draft. It's just much more difficult to satisfy myself with a player-interactive design as opposed to the usual player-controlled designs.

The short answer is sadly no.

This year even a couple carefree hours per week would be a blessing. It's similar to what I've always been saying, but the second point is: totally investing those into the project I love is ideal but would burn me out more than already am. So the Kinnator project is going to be indefinitely postponed. Sorry for not updating the post.
Es'carli 27 Apr, 2021 @ 2:33pm 
@Cinerite Did you ever do a poi version of this? (refering to your faction post)
johnwhile 28 Feb, 2021 @ 7:55am 
Impressive ! :steamthumbsup:
Wingman 7 Jan, 2021 @ 9:14am 
Excellent Job Sir! I did make some inside to suit my personal taste but overall this port is exceptional. I am currently gathering mats to bring in two more of these to service our capitol ships.
Cinerite  [author] 20 Jun, 2020 @ 8:07pm 
Inside Module Carina, lower floor, above the armor locker.
https://imgur.com/b0G9tGh

Alternatively, open Control Panel >> 'Devices' tab >> go to 'Device-Carina' group. The 'Core-Carina' should be on the top of the list. Then check the 'Show on HUD' slider on the upper right corner.

Though I might instead suggest that you put down the capital vessel starter block in the creative mode, then copy the whole base with the selection tool, then click anywhere on the starter block and click 'paste' for the green bounding box to appear, and make it cover all of the starter block before pasting it. As far as I've tested, replacing the core won't reclassify the structure.
=PgT= Zero_CN_Reaper 20 Jun, 2020 @ 2:41pm 
Where is the Base Core located?


Was wanting to switch it out with a Capital Class Core and turn it into a mobile base port instead of stationary. Limited to space use only though.




I don't know how the CPU thing works in this game.
ST AR-15 11 May, 2020 @ 1:05am 
The Space Battleship Yamato has like 2-3 meters to spare but it fits snugly. thanks for this awesome build Cinerite. 10/10 would (if i had them) spend my resources again!
Vedaire69 18 Apr, 2020 @ 1:52am 
sadly for me i have the patience just not the design ability drives me crazy cause I can Picture things I just cant get them from my brain to the screen and have them look like what i see
Vedaire69 18 Apr, 2020 @ 1:50am 
yep i just discovred that the ship is only slightly longer for some reason I thought it wouldnt fit width and height wise at first
Cinerite  [author] 18 Apr, 2020 @ 1:19am 
For Argo Navis, I won't. Revolution class was actually designed with this port in mind, although the length exceeds what was expected. Still, their beam and height perfectly fit in the port, as shown here: https://imgur.com/GjsNiyP .
You might notice the larger structure behind. That's my indefinitely postponed, 500m long Port Tiphereth. From what I've learned from building the battleship, this project is going to be 600hr+ to be up to other blueprints' standard, and I've already decided that my patience cannot keep up with that. So, unfortunately, anything larger than Argo Navis is unlikely.
Vedaire69 17 Apr, 2020 @ 11:35pm 
Do you have plans to boost its dry dock size to include the new kn revolution class since i run my own server i don't run the cpu stuff so just curious
Cinerite  [author] 12 Mar, 2020 @ 10:42am 
There will. I'm planning to revisit this after Alpha 12 Ext comes, but I may be doing a bit of redecorating to add a shield generator and the extenders this weekend, plus converting all steel blocks into carbon ones and cannons into miniguns to reduce CPU a fair bit. Please note that CPU will remain above current limit since, to my knowledge, A12 might remove CPU penalty and expand the CPU range. The exceeding CPU will probably be quite insignificant too, around below 75k (5%) with penalty less than 8%.
stevehl 12 Mar, 2020 @ 2:45am 
this is not CPU compliant any more. Well there Be A update?
Cinerite  [author] 4 Jul, 2019 @ 9:17pm 
Thank you, Wraith235. I believe Tim88 has already built a size class 7 version of the port with some tweaks to the color theme and deco to spice it up as well.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1737608799
Or if you prefer it DIY way, then I can guide on it in general.
> At least 1.5 size class value reduction is required, so removing or substituting glass blocks and round blocks with low polygon count ones can help quite nicely.
> Removing a middle drydock ring can reduce the number by 0.72 IIRC, though this'll obviously give it a more hollowed look.
> Since the last update, grow lights' luminosity gets buffed significantly, so some lights in the greenhouse can also be removed, each reduces by 0.02.
> The small prop on each cannon turret's corner can also be removed.
More reduction may require some remodeling/cutting off where you find it acceptable, and it'll be quite a work.
Wraith235 4 Jul, 2019 @ 1:38pm 
I love this .... tho is there any way to drop it to a size class 10 ?
Jedil 20 Mar, 2019 @ 5:46pm 
I have just learned that the "Galaxy" CV perfectly fits on the drydock
Cinerite  [author] 14 Mar, 2019 @ 12:14am 
@Incubuzz Thank you! After some hours of improvisation, the resulting energy joints were pretty satisfying for me and I glad it is for you too :)
Incubuzz 13 Mar, 2019 @ 1:18pm 
This is an awesome build. So much attention to detail.I was sold when I saw the hooks/arms which look like they are articulated. It is huge and it looks like everything belongs in it's place. Great work!
Spaghettioz 10 Mar, 2019 @ 8:05am 
Thank you for the replies, and thank you again for this amazing piece of work!
Cinerite  [author] 10 Mar, 2019 @ 12:07am 
@Spaghettioz P.s. They're probably not going to be gunships' belly, since I'll have to either place them asymmetrically (8 corners vs only 4 guns allowed) or exceed the limit, so my apologies. I'll also choose the position where I find their firing angle to be effective enough too.
Cinerite  [author] 9 Mar, 2019 @ 11:54pm 
@Spaghettioz Received. I'll make sure that once I start working on Argo Navis ' larger, expandable port, it will have a max cannon/sentry gun count by default, or at least a dedicated place for them like near the modules to have more close-in dpm. I really thank you for your time on the feedback.

Currently (and going to be for the sister port as well) the "easiest" way to make rooms for more turrets without editing block-by-block is using N KEY MENU, check the SELECTION checkbox, and click on the gunship to start selecting and copy/paste them to any position (and swap the turret type if needed be.) If you don't find this method too awkward then I recommend it for placing more heavy turrets too.

I'll see if I can add more guns in this version too. There'll be extra cost, but I'm sure not so much compared to the old numbers.
Spaghettioz 9 Mar, 2019 @ 10:07pm 
Seeing as I am quite satisfied with projectile turret damage in fights with enemy fighters and CVs, I will add those then. I hate to admit it, but I did turn off some of the games features like weight, block limit, etc. A crowd of projectile turrets on the Perses seems to handle a swarm of enemy fighters quite handily, and in 9.4 seems to handle a mob of them attacking a base with no issues.
Cinerite  [author] 9 Mar, 2019 @ 9:11pm 
@Spaghettioz I can indeed, and really would like to add more guns, but any more "heavy hitting" turrets will exceed the limit by vanilla game rules (which ofc can be turned off in the difficulty setting; block limit - false, IIRC.) There're still rooms for projectile turrets, whose lowest base DPM and even lower damage multiplier at the same 5PU are not too interesting to be included at the time.

I'm afraid I can't help much about the Custom switches, however, if it can turn itself off (which is not supposed to, because none of the related devices have any automatic signals.)

The custom switch acts as the ON/OFF switch/light for any amount of Device Group (in the Device Tab) shortcut-ed to the switch. If a switch starting with "Gunship..." is OFF, then the corresponding turret group is also offline.

I hope this can answer your question and apologize if there's something that I missed.
Spaghettioz 9 Mar, 2019 @ 10:20am 
Question too, as I am still kind of new to the game. I notice all the "Custom" switches always go off when I leave the station. Does that turn off all the weapons stuff too?
Spaghettioz 9 Mar, 2019 @ 10:08am 
Just built it. Un-freaking-believable. Only thing I may add, if there is still room, are some more guns on the outside surfaces of the out turret ship thingies. Still, thats an amazing and super detailed work you have done. Now my Perses has a second home!
Cinerite  [author] 6 Mar, 2019 @ 7:45am 
Was really enjoy taking a screenshot especially with that one ;) @sarge5186
(A.S.S.) sarge5186 6 Mar, 2019 @ 2:11am 
from one pic it looks like its being torn apart by an black hole in space LOL
Cinerite  [author] 2 Mar, 2019 @ 11:59pm 
Glad to hear it @Fractalite :)
Fractalite 2 Mar, 2019 @ 8:44pm 
Wooooooooowwww www. .. Incredible!
Cinerite  [author] 27 Feb, 2019 @ 7:14pm 
Thank you :D @ExeSsy
Orion 26 Feb, 2019 @ 1:02am 
Cool!!!:steammocking:
Cinerite  [author] 23 Feb, 2019 @ 8:33am 
@cale Gotta find something to keep me awake while quality-checking every corners of the port so I thought might as well start naming things I checked lol :P
cale 9 Feb, 2019 @ 3:59pm 
This is a detailed and huge shipyard, this person even NAMED and categorized everything in the devices.
Cinerite  [author] 7 Feb, 2019 @ 12:21am 
Thank you ei8htx, NohMerci, NohMerci, JDaremo Fireheart.

@crocodile Having been playing with the modular base concept lately, I see some possibility to create an extendable drydock ring using the N key menu. Judging by many pending projects and my progressively less time, however, it'd be a very long for Argo Navis' larger sister port.

@JDaremo Fireheart Quite embarassing to say but my PC's performance (and time) is (and probably would still be) not really great. Though I will try to learn about making videos in the mean time.
About how modules work: Essentially they're assigned workspaces filled with the usual in-game devices/blocks that can be interacted with (manually or thru P button menu or Logistics for fuel/O2,) like in other workshop blueprints. Entrances can be noticed in the 8th picture (upper-mid luminescence) and the 9th (stairways sticking out of the landing pad near Module Puppis. Please see the signs for which module you're entering.
JDaremo Fireheart 6 Feb, 2019 @ 6:28pm 
WOW!! Looks fantastic. I love the detail.
With the Modules, it may be best if you made a video showing it off and how it works.
crocodile 5 Feb, 2019 @ 2:29pm 
Allow for heights greater than 300m. Widths greater than 300m. Or space for pieces to extend above or below, or out to the sides, of the rings. It is fantastic though, I love the battery piece especially.
NohMerci 1 Feb, 2019 @ 6:24am 
Oh wow. This looks absolutely AMAZING. Great work.
ei8htx 19 Jan, 2019 @ 10:16am 
Finally, someone else who writes change notes :)

Great design!
Cinerite  [author] 13 Jan, 2019 @ 12:12am 
@Nosta Please check if there's anything I may miss for Argo Navis's A9.1 updates:
> Replace old ramp with the compatible one. Red-out blueprint problem should be fixed now.
> Texture some CE.
AFAIK, A9.1 has little to do with BA blueprints (unlike probably thousands of SV/HV affected by the solution to the cockpit exploit smh.) Please correct me if I'm wrong.
Cinerite  [author] 12 Jan, 2019 @ 11:59pm 
@TonyEMME| R.I.P X The following instructions are those specific to Argo Navis only. Please inquire CHI if the question aims at core game mechanics or other unmentioned functionalities.
[list][*]For drydock function, please land your vessel above the repair bay on the landing pad, marked with its green luminescence. The vessel's block above the bay block must not be further than 8m away (see the last preview figure). The repair console is located in the Module Canopus.
[*]For control panel slider:
[list][*] "ArtificialGravity" controls the gravity generators on both ends. Switching this off can save 200MPU.
[*] "Ventilator" refers to all 4 ventilators across the board. Switching this off can save 80MPU.
[*] "GunshipAA" controls 8 cannons and 2 laser turrets with no blindspot. Similarly, "GunshipMissile" controls 10 rocket turrets, and "GunshipHeavyOrd" controls 8 plasma turrets and 2 artillery turrets.[/list][/list]
Nosta 12 Jan, 2019 @ 7:34am 
update to 9.1.0 plz
itsMarra 11 Jan, 2019 @ 4:32pm 
how to use it