Space Engineers

Space Engineers

98 ratings
I.R.I.S. Observation Base
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Type: Blueprint
File Size
Posted
153.255 MB
17 Jan, 2021 @ 1:35pm
1 Change Note ( view )
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I.R.I.S. Observation Base

Description
Vanilla BP - Wastelands DLC, Sparks Of The Future DLC, Decor DLC / Decor DLC 2, Frostbite DLC, Economy Deluxe DLC

LORE:
Spanning at a radius of 267 meters, this massive relay station is capable of receiving signals 8.3 billion light years away. Due to its incredible range, the station has been able to decipher signals from thousands of universes, which has allowed its occupants to understand and reverse engineer countless constructs for distribution among its own universe.

FEATURES:
- Below are all the features of all six vertical levels in this station, they can all be accessed via stairwell or the elevator that can be called to each level as well as stopped.

- Level 01: Ground level main hangar, a large hangar with two additional side hangars, a small lounge, and dedicated crew quarters. There is a upper catwalk section overlooking the main hangar and either side hangars, access to the control room directly at this level as well, then into the stairwell with elevator access and to the skybridge corridor.

- Level 02: Power Station, this level is where the main hydrogen engines that power the station can be found at. Eight hydrogen engines as well as four small reactors can be found in the Engine Room along with its large exhaust fan. Above the main door into the room, the Engine Room Overlook can be used to asses any hazards that may be ahead, on either side of the lobby there are access points that lead to the main Ore storage containers as well as outer corridors leading around to the backside of the Engine Room.

- Level 03: Engineering, all four Refineries are located here long with four Assemblers and where the main Ingot and Component storage containers can be found. This level also holds the access to the stations onboard Safe Zone shield. Also, the battery system can be found on either end of the catwalks.

- Level 04: Aerial Hangar, this level is dedicated to all flier vessels with three hangar bay door access points. At each hangar bay door, there are landing platforms that are large enough to support various vessels. The main section in this hangar is designed for small vessels to drop down into a pit to allow other vessels room to maneuver. The upper section of the hangar has additional landing areas as well as access to the hangar control room

- Level 05: Aerial Hangar Control Room, the main control room that hold all the information needed to safeguard incoming and outbound traffic.

- Level 06: Operations, this level is essentially the main level of the whole facility. Located on this level you can find the Medical Bay, Crew Quarters, Maintenance Access, DFAC, Planetary Atrium, Communications, Intelligence Bureau, and the Commanders office with Conference Hall overlooking the Atrium.


CONTROLS:
- Pasting in Creative: Due to its massive size and both the tower and dish registering as static grids, the best way to properly place it is by placing a Gravity Aligned blocks (A few vertical red blocks work amazing), then use F10 to bring the station into the game, and use the gravity aligned blocks to help properly place the station into the voxels.

** Like all of my base designs, there is a terrain skirt around the base of the tower, this helps deal with uneven terrain during placement. Only actual section that needs access to the upper side of the voxels would the the main ground entrance hangar bay.

- To engage the dish and allow it to move, you must set the dish to be a "Ship" as when it is pasted in, it will automatically be considered a static grid. To do so, there is a control panel located on the horizontal beam of the dish grid, between the Support Carrier arms. Once the dish is no longer a static grid, you can return to Level 06 and go up to the catwalk overlooking the Atrium, opposite of the Conference Hall, from there you can engage the timer series to allow it to move in random directions or simply unlock the Azimuth rotor and allow it to rotate and a very slow speed.

- For the elevator, I have come access the issue of a piston or two becoming a static grid. I have tried my best to fix and edit this issue to my best ability, if the elevator is not moving the way it should, you will have to check each piston manually (accessing each piston control panel) and ensuring each section is marked as a "SHIP" to allow the subgrids to move as they should. This issue has only happened a few time during it pasting in phase.
**NOTE: I am aware of the Elevator Call buttons not working properly, I will try to update this BP. But in the meantime, all you should need to do is set that button to the according level timer. I have posted a video tutorial on how this works, check my workshop or YouTube channel to find it.

DATABASE:
Blocks: 28,407 (Tower), 2,196 (Carrier), 22,262 (Dish)
- Total: 52,862
Non-Armor Blocks: 4,588 (Tower), 113 (Carrier), 119 (Dish)
- Total: 4,840
PCU: 115,015 (Tower), 3,845 (Carrier), 25,265 (Dish)
- Total: 144,125

SCRIPTS
- Floor Plan Mk1
- Turret Radar
- Auto LCDs 2
- Isy's Inventory Manager
- Isy's Docked Ship Info
- Isy's Simple Doors

THANK YOU
If you decided to subscribe to this creation, please leave a comment and/or like. Doing so gives me more motivation to build and share my creations to this awesome community.
30 Comments
nlee6618 5 Aug @ 12:58pm 
He must have a nasa pc
odziemczyk 21 Apr @ 8:20am 
this build looks familiar, i think i saw it in one or Captain Jack's vids
Cerberusska 凸(^_^)凸 19 May, 2023 @ 10:10am 
love it :D
Stratus 8 Dec, 2021 @ 4:36pm 
Found it! ;D
VeyOwlet 9 Aug, 2021 @ 7:03pm 
I cant set it to ship is there something im doing wrong?
Demize74  [author] 10 Jul, 2021 @ 10:06pm 
I don't recall 100%, but if I remember correctly, I think I forgot to either set them back up in this version. Dealing with SE and its glorious bugs for making large grid, subgrids, into separate static grids forced me to continuously rebuild and reset the pistons. So honestly, I probably forgot to set them up again, or SE has plagued this grid with what I said above.

Currently though, I have been on a bit of a break with SE due to work and sleep. But I will see if I can somehow get the BP updated, if possible.

And thank you very, very much! I put all my SE skills and knowledge into this build. Many half asleep, alcohol inspired nights were well spent on its construction. Took me about 5ish months to build, few hours every day and most weekends haha. I never get tired of seeing it in the background, which originally it was just going to be a shell prop...
Darranis the Kingslayer 1 Apr, 2021 @ 5:09am 
there seems to be issues with the call button for the elevators but besides that it gets a 10/10
LogiZer 27 Jan, 2021 @ 7:50pm 
Nice job! This is one of the best things of workshop that I ever tried, I never get tired of going through the different rooms!
Demize74  [author] 26 Jan, 2021 @ 3:03pm 
This is a completely Vanilla build, though with all DLCs used one way or another. It is also a very system heavy build due to it share size and amount of blocks use, needless to say, if you have a low end PC you won't be able to come close or even spawn in this structure without some sort of crash. Your GPU needs to be upgraded and'/or you should update your drivers to the latest update.
! 1A-01 | T. Sparrow 26 Jan, 2021 @ 9:33am 
Hi, Really like the look of the mod however everytime i go near the station it instantly crashes my graphics driver, I not sure why.