Space Engineers

Space Engineers

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Orbital Station - 'Archimedes'
   
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Type: Blueprint
File Size
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4.264 MB
25 Mar, 2021 @ 1:50pm
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Orbital Station - 'Archimedes'

Description
Key Information:
+ Vanilla. Subgrids. Built without mods. Requires DLC.
+ PCU: 25170
+ Survival Ready
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Lore Information:
'Archimedes Station'

Orbital Class Station
Manufactured: Stardate 13,997
Manufacturer: Skyhook Solutions
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Background:
"Give me a lever long enough and a fulcrum on which to place it, and I shall move the world."
- Archimedes, ancient Greek mathematician and station's namesake

Archimedes Station is an space station in stable orbit above the newly (re)discovered world of Pertam. The world seems to have been colonised by junkers and pirates and has been a perfect hiding place for them until governments moved in to secure that part of space. Archimedes was built as a shining beacon, a place to refuel, relax and take in the celestial views. That was the idea anyway....

While Archimedes may look pristine it has been corrupted by Pertam's dark influence. These days staff turn a blind eye to those who can afford the private rooms though security has been tight in the bar since a shootout nearly shattered the bullet resistant windows and led to a dangerous air leak. The station itself has no defences but military vessels and privateers often roam these parts looking for a bounty or simply something to shoot at. The medical center often points to the ATM before treating the wounded and the stores that once sold useful components now sell ammunition. At least the atrium restaurant is still a family friendly place to go.
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Locations:
Hangar Bays:
+ There are 4 bay areas each with a connector, one of which can be pressurised separately from the rest
+ Timer functions that allow for safe pressurisation and depressurisation of interior bay and main hangar bay area

Docks:
+ STA-1 airtight docking airlock
+ Bridge with a connector that leads to an airlock (for larger ships or those incompatible with the STA-1 airlock)
+ Several large hydrogen tanks with connectors
+ Dock for station modules, currently docked with a research module

Research Module:
+ Contains 10 cyrogenic pods
+ Laboratory
+ Built in jump drive to enable jump capabilities for the station
+ Can be disconnected to allow other modules or ships to connect. If destruction of the module is preferred, jettisoned and detonated.

Cargo Area:
+ Large cargo container with sorters to drain materials into it or allow them to be pulled out from it.
+ A disconnected small cargo container as well as some freight containers.
+ On the exterior of the cargo area there's a collector with an arrow LCD pointing to it where resources may be dumped and sent into the cargo container.

Control Tower:
+ 2 control stations with a 360 glass window
+ Welcome sign with neon rotating at the top
+ If the station does need to move it can thanks to its ion thrusters, albeit very slowly, and (with the research module docked) it also has limited jump capabilities. All of which are controlled by the 2 control stations here
+ 2 private bedrooms for wealthier guests (approx. 2 beds per room) which come with toilet and shower

Station Bar:
+ A purple neon aesthetic
+ Bar with large amounts of Clang Cola
+ Television
+ Plenty of seating for guests
+ Security scanner with light effects
+ Dance floor with blinking and rotating lights
+ A toilet cubicle

Underside/Engineering Decks:
+ Tunnels running under the central part of the station provide access to tanks, conveyors, programmable blocks and a sorter that sends backup uranium to the reactor if it's running low
+ Dedicated reactor room on the underside of the station with large nuclear reactor complete with decorative electrical arcs using exhaust blocks
+ The station is powered by batteries, hydrogen engines and a reactor. Solar panels on the underside help power the station too
+ Assembler and refinery production facilities
+ Communications antenna on the underside of the station
+ If you wish to self destruct the station there is a button in the reactor room that turns on a few artificial mass blocks. This will only work properly if the station is placed above a planet just outside its gravitational field and in alignment with the planet's surface, otherwise it will probably just fly at a high speed through space endlessly. The lore reason why the station does this is that its orbital stabilisers have been disabled.

Station Medical Center:
+ Medbay
+ 1 Cyrogenic pod

Atrium:
+ Store and Contracts
+ Vending machines and a restaurant area
+ Automated Teller Machine
+ Plenty of seating and a help desk

Shared Bedroom Area:
+ 16 beds for regular spaceship crew
+ 2 toilets, 2 showers and locker area
+ Little corner of private seating next to an ATM

Staff Area (Atrium):
+ 14 beds, 2 showers, 2 toilets for staff
+ Shelves for storage
+ Access to store inventory

Staff Area (Control Tower):
+ Stationmaster's quarters with a double bed, shower, toilet, kitchen and desk
+ A bedroom for promoted staff member(s), 2 beds, shower, toilet, kitchen and desk
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Additional information:
+ Ensure subgrids are enabled in your world because the rotating solar panels, dish antenna and welcome sign do all count as subgrids.
+ The station does use scripts so ensure scripts are enabled before putting it into your world.
+ The station is intended to be placed above a planet just outside its gravitational field and in perpendicular alignment with the planet's surface. You don't have to do this, and if you don't place it in 'orbit' of a planet then the only thing it'd really affect is its self destruct method.

Script credits (highly recommend checking out these talented script-makers):
MMaster's Automatic LCDs
Whip's Auto Door Script

+ Font used in screenshot title: 'Decohead' by Headfonts