Empyrion - Galactic Survival

Empyrion - Galactic Survival

8MCb Gaia Carrier - 8 Module Helios Compatible Carrier For Reforged Eden (RE)
24 Comments
Mad 7 Mar @ 9:55am 
Problem found - missing Windows on the top. WTF never had that before. 1 * for me.
Mad 7 Mar @ 9:41am 
O2 dont works for me and its cold. Probaly a hole in it and cant find it.
poetryofstrings  [author] 7 Aug, 2024 @ 9:58am 
Wrane, I saw your note on the Kyrios page, but accidentally deleted the comment. I'll see what I can do. I like a good challenge. Though I have a carrier template which could be easily adjusted and filled. In fact, I think I'll do just that when I got to do the build.
Wrane 14 Apr, 2024 @ 9:13pm 
Anychance your working on a helios carrier just under size 25 comparable to this one please you do really nice work but i cant spawn any of these they are too big.... :(
poetryofstrings  [author] 27 Sep, 2023 @ 5:13am 
Alright, major update done, I'm happier with the maneuverability, but may still reduce the central channel to carbon for a greater improvement. Thanks for checking it out, and enjoy!
poetryofstrings  [author] 21 Sep, 2023 @ 1:31pm 
@PapaPwn3d - Gotcha, I'm so overdue for another look at the Gaia. I may update the RE version to a carbon version and put space for shield arrays. Last time I attempted that it was way off balance and lost a ton of maneuverability, so I may see if I can get in the arrays without the mass imbalance. The mass imbalance was the reason for building the Kurma carrier. I built that carrier around the shield arrays so they can be placed and loss almost no maneuverability.

I'll see if I can get you an upgrade list and put one in the carrier somewhere for a future update.

I typically use black carbon blocks with colored lights on the edges to fill the basic shapes of the upgrades, and use green lighting for shields and cyan for fuel and generators. The CPU upgrades all go in the server channel that runs along the floor of the main hangar corridor. Thruster spots I usually use shutter doors and windows to mark future expansion, but I'll double-check it. Hope that helps.
Grizz87 16 Sep, 2023 @ 9:13pm 
awesome! thank you! also, is there a listing of the upgrade parts for the Gaia? i see the spots but unsure of what would fit there
poetryofstrings  [author] 15 Sep, 2023 @ 3:41pm 
@PapaPwn3d - Here's the carrier you requested.
I just finished a similar, size-5 version, it can carry a dropship and two mini modules, I'll probably make one similar to the Aroura Carrier eventually, but this has some great options for a little carrier. Enjoy!

Here's the link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3035216046
poetryofstrings  [author] 10 Sep, 2023 @ 5:56pm 
PapaPwn3d - Just got back to you on the Kurma's page, I'll make the attempt on a size 5-or-less version, but for now, check out the Eon, which is a carrier of the Helios-size mini modules, several of which I've got in my workshop.

T2 version - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018949538

Lv. 7 - Super stripped version - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022495724
Grizz87 10 Sep, 2023 @ 10:43am 
i love the Gaia and the Kurma but unfortunately the Kurma is size 50 cant load in to the server i play on
poetryofstrings  [author] 31 Jul, 2023 @ 6:58pm 
Sorry to miss the comment, I just completed an RE carbon carrier that performs much better. I hated to leave the Gaia behind because I put a lot of time into her. But I'm happy with the replacement, and there are certainly ways I like the new one better. It's certainly more practical.

Here's the link to the new Kurma Carrier, in case you haven't found it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006865194

It's got a similar style, but has 22 pitch and 22 yaw and is half again as big with room for all the shield upgrades.
masterstrampe 19 Jul, 2023 @ 7:31pm 
This is an absolutely beautiful ship! I am currently trying to figure out how to make it fit my needs even if it means replacing all of the steel blocks with carbon ones to get more speed out of it when my exploration CV is docked to it. (speed went down to 48...), but the ship itself is a work of art!
poetryofstrings  [author] 29 Jun, 2023 @ 7:31pm 
Been a while since I played, and I'm looking to add a shield array section in place of one of the four small bays. This will have room for maximum shield arrays and 2 fusion reactors.

After playing for a while with this ship, I decided it needs a dedicated place for more shield upgrades. I might also move some of the fuel storage in the engine pods over so there's more room for thruster expansion.

I may also find a better place for the solar panels, but not 100% sure I want to change them.
Jᴧgᴧ 2 Feb, 2023 @ 5:11pm 
I've found most ships do just fine operating at even 94-95% CPU. Calculating that against the full CPU loadout of 2.1m, means you can probably go as high as 2,225,000 CPU with installed blueprint devices. That extra 138k CPU (over current) might give you two more thrusters to install if you wanted to. I'd have no issues at all flying a 93/94/95% ship for a hundred hours while farming for Aux cores. Just tossing it out there if it helps. You could even add in a few human/alien NPC crew as a requirement - each knocks off 2,500 CPU, so you could fine tune using them.

And while you didn't truly need to remove the aux core requirements, it just widens your potential download audience by offering a ship that can be flown without them, and upgraded as their games progress. I always try to make ships/bases minimal as blueprints, but give upgrade space/paths for that reason.

She's looking much better now though, will be great with upgrade labels and so on. :steamthumbsup:
poetryofstrings  [author] 2 Feb, 2023 @ 8:20am 
I found that the space of 4 was a constructor, added that back in and some of the upgrade labels. Added a couple drive thrusters back in and it's more manageable, but obviously won't turn on a dime.
poetryofstrings  [author] 2 Feb, 2023 @ 7:24am 
I'll tweak the CPU, there's plenty of room in the central CPU channel, so I'll fill those out and modify the thruster count, and add those basic turrets back.
Jᴧgᴧ 1 Feb, 2023 @ 9:30pm 
Also - 4 missing container extension blocks at rear of main bridge. You probably just forgot to re-add them when making changes. An easy fix.
Jᴧgᴧ 1 Feb, 2023 @ 8:57pm 
Spawned her in and took a look tonight. She was missing a Basic CPU Extender (200000 CPU), and an Advanced CPU Extender (250000 CPU). Adding those in brought her stats to 1,648,578 of 2,100,000. If you toss those in to the blueprint, it will give you room for thrusters, turrets, or perhaps both. I'd go for at least 6 miniguns stock (for drones), and then thrusters if there's room leftover. She's sluggish due to the hardened steel, but she *does* fly. Thanks for the effort making her available earlier in the game.
poetryofstrings  [author] 1 Feb, 2023 @ 1:50pm 
Okay, stripped it down to CPU compliance, but still need to put in the indicators for where the upgrades go. I wasn't sure was the policy was for RE blueprints. I figured you would spawn a CPU non-compliant blueprint with the aux cores in hand to make it compliant. I'll fill out the markers as soon as I can get in another session. Makes the maneuverability passable once you upgrade.
Jᴧgᴧ 31 Jan, 2023 @ 7:05pm 
:steamthumbsup:
poetryofstrings  [author] 31 Jan, 2023 @ 7:03pm 
Hey folks, just getting back at this. I'll see if I can figure out this one this week. It is supposed to be a ship for use after you have access to drone cores, but I may be able to create a stripped down version with upgrade spots. Thanks for your patience with the oversight!
Jᴧgᴧ 30 Jan, 2023 @ 6:17pm 
The text reads: "With 8 Aux Cores, CPU is 1,332,078/1,650,000", not that they are required after building in the factory to run the ship. It also says "room for more...", which infers that adding the aux cores gives you room for *more*, not that they are required to run what is there.

Clearly noting that a ship requires upgrades after building to be usable is a pretty important inclusion for anything on the workshop.

Additionally, I found that it had ALL the shield upgrades installed. The text I quoted infers more can be added. I know he felt rushed building a RE version, so I assumed it was oversight on his part. If it does in fact require aux cores/etc, the description should probably reflect all those things clearly.

As it stands, if the above is assumed correctly, I won't be able to use the ship in my game.
Pwnocchio 30 Jan, 2023 @ 5:50am 
He noted that 8 Aux Cores are required in the initial build
Jᴧgᴧ 29 Jan, 2023 @ 5:01pm 
Re-posting and re-wording this comment because I don't think I was clear the first time around, and it may have gotten lost in the wording.

The ship, as posted on the workshop and when spawned into a game using CPU limits On, is unusable. There is 1,650,000 CPU available as the ship is configured, and 3,972,078 is consumed by devices/blocks. When powered on the ship is at 10% efficiency, and not flyable.

Not trying to downplay my enthusiasm for the ship - I was really looking forward to it. But as it is, it is broken. Hopefully you can fix the problem and update the blueprint.