Space Engineers

Space Engineers

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Modular Drydock
   
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Type: World
File Size
Posted
Updated
1.325 MB
12 Jun, 2014 @ 5:59am
6 Jul, 2014 @ 12:03pm
8 Change Notes ( view )

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Modular Drydock

Description
Inspired by the Startrek Earth Space drydock design. Perfect as a slow moving base of operations for building larger projects.

Let the processing be done within the drydock, access the output at many access points for quick construction round trips. External miners can inject new ores at multiple external points as well, allowing for fluent operation.

Modular design, click multiple units together to create a longer drydock for your massive ships.
Up side down for a full 360 conveyor access.

Features:
- Maneuvering thrusters
- Gravity generator
- Large reactor
- Med bay, with room for others in the 'wings'
- Solar panels
- 2 Refineries
- 2 Assemblers
- Doors and inventory access all over the place
- Connections on front, rear, bottom with connectors / collectors
- Predefined groups for activating merge block sets, production (assembler, refinery) and doors.

- a worker bee, I tried to keep as close to the startrek design as I could (I really tried, will update as new components become abailable), while still having all the convenient and large component capabilities.

Maybe:
- Add additional optional extension for in-between upside-down facing units

Unlikely:
- Movable arms while stil maintaining connection to central large inventory per module (doable, but complicated)

Known issues:
- Groups cease functioning correctly after merging (Due to being the exact same, getting renamed and resorted, this is a space engineers issue)
9 Comments
Freezy  [author] 6 Jul, 2014 @ 12:14pm 
I added a worker bee, tried to keep as close to the Startrek worker bee as possible. Although a large ship design would look better (no glass on small) the thrusters become huge.

So for now, you could use the supplied worker bee and perhaps extend inventory access from any of the available points to reduce round trip time for maximum efficiency.
[MPW] ColTeH 5 Jul, 2014 @ 7:22am 
Nice attempt dude :)
Freezy  [author] 5 Jul, 2014 @ 6:44am 
The robot arm would be large, ugly and very accident prone, so waiting for a rotor that connects inventory sounds like the best bet :-(
Freezy  [author] 5 Jul, 2014 @ 6:43am 
Status Update: I managed to get a connector across multiple rotors while retaining freedom of movement.

Place a Conveyor block, add a rotor to one side, add a connector to the opposite side.
This maintains the rotational axis.
Place a conveyor on the opposite side of the rotor with a straight pipe and add a angled pipe pointing towards the rotor.
Use a small ship (large mass), and create a pipe to connect to the across the rotor using connector and large conveyor pipes (for a small ship).
This somehow lowers the mass and interference on the rotor strength (which are all large).

Lock the connector furthest from the rotor (the one connected to the angled pipe). Quick tip: access the connector through the large connectors hatch, this way it will be selected in the interface and you will know which one you need to lock.

However copy paste does not work on the construction as the connector pipes do not retain alignment :-(
Freezy  [author] 5 Jul, 2014 @ 5:15am 
I've been working on getting a inventory connected arm working, but adding a connection across the second rotor blocks the farthest arm no longer rotates while the connector is on.

Hopefully they will add something to allow the transfer across multiple rotors which would give us the freedom to create the kind of factory robot arms.
[MPW] ColTeH 4 Jul, 2014 @ 8:36am 
welding and grinding extendable arm/turrets
Freezy  [author] 4 Jul, 2014 @ 7:59am 
Connectors added, let me know what you think or would like to see improved. :p2turret:
Freezy  [author] 26 Jun, 2014 @ 1:03pm 
YAY! Ill update with connectors ASAP, this would solve all the problems with non-shared inventory :P
[MPW] ColTeH 18 Jun, 2014 @ 8:38am 
Great work. really great work.