Empyrion - Galactic Survival

Empyrion - Galactic Survival

SM20 Cargo Rack Reforged
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
Noonga 23 Nov, 2021 @ 2:47pm 
Besides the fact of cargo extensions making inventory management a whole lot easier, they hold half the volume as cargo crates and weigh nearly 3x as much, dont forget the extra power consumption of controllers.

I dont see management too much of a issue, as i just go down in order of the huge list of crates I have haha, can be a pain loading it with large volumes, but generally most cases its worth to just use crates imo.

If anyone can argue a better point to use container extensions, please do
Garaman  [author] 14 Nov, 2021 @ 3:42pm 
@Mister Vertigo: This BP was updated to be compatible with Reforged / RE 1.6. I just verified that it loaded correctly on my current save. If it is not loading for you, you might need to verify your game files through Steam to make sure you're got the latest version.

@Explorer Entity: Thank you, I'm glad you like it!
Mister Vertigo 14 Nov, 2021 @ 2:57pm 
I get a "Contains forbidden block" error in RE when I look at this in my BP list. Is there a way to fix that, or is there an updated version?
Explorer Entity 3 Nov, 2021 @ 2:53pm 
I love the design of this module. Very industrial and real-feeling. Access to everything without wasting air. I really like the use of color too!
Explorer Entity 3 Nov, 2021 @ 2:49pm 
In order to dock, I attached a few medium thrusters around the module so I had some yaw. As I got it lined up with the docking bay, and began to enter, I had to stop, go out and remove the ones near the front. Then I pulled in some more, then went out and removed the ones near the back. There is probably an easier way than this, but it worked pretty well. And I think it kind of fits the concept too. You attach some temporary thrusters to move a module around and then remove them because the module isn't meant to be repositioned often. IRL people do analogous things.
Grollwerk 16 Aug, 2021 @ 9:29am 
Thank you Garman. Yap, learned the hard way about the solar panels. Quite the shoot they dont work anymore. I now park the SM20 and just get the Helios in position. I think it is doable cause usually the SM20 is not docked often. One time in, stays there
Garaman  [author] 15 Aug, 2021 @ 9:37am 
@Grollwerk Yep, it wasn't practical to add enough thrusters for this thing to move well with all cargo units loaded so it just has enough to get the thing parked, albeit slowly.

Solar panels for CVs were removed in the last update and replaced with new "mobile" panels that passively reduce power usage. More details here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2550354956/3057366778465573862/
Grollwerk 15 Aug, 2021 @ 4:27am 
I like this cargo rig. But it can not yaw. Difficult to dock.

Solar panels also not working (Reforged edition). I suppose this is an older build and never got an update
Garaman  [author] 10 Mar, 2021 @ 11:53pm 
Thanks @Morantz, glad you like the look. I had fun with the RP aspects of this design.
Morantz 10 Mar, 2021 @ 1:32pm 
@Garaman This is a fantastic module! I love the appearance of it! Having the different numbers on the 'Containers' is just great. Makes it like a container ship used on the ocean. If @jrandall ever releases a version of the Helios with six bays, I will have more than one of these on mine!
Garaman  [author] 8 Mar, 2021 @ 8:43am 
I added a group name tag for the blueprint. It should now be listed when you search the blueprint list for "Helios".
Kamen Cider 7 Mar, 2021 @ 11:07pm 
really need it renamed to include "Helios" to make it easier to search for in the production list