Empyrion - Galactic Survival

Empyrion - Galactic Survival

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REFORGED JVI Public Hub
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Blueprint: Base
Tags: Blueprint
File Size
Posted
Updated
307.110 KB
10 Dec, 2022 @ 1:13pm
10 Dec, 2022 @ 1:17pm
2 Change Notes ( view )

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REFORGED JVI Public Hub

In 1 collection by sulusdacor
Everything? - EVERYTHING
368 items
Description
WARNING: This build has A LOT of LCDs. if this causes problems there is a reduced LCD version is in my dropbox empyrion folder[www.dropbox.com] (removed all ASCII)
(keep in mind, althrough LCDs do not count towards sizeclass they add things to render for the game.)

This is a build intended as a base in Multiplayer REFORGED EDEN. It is supposed to be managed by a faction and intended as faction base and a new player hub. This was build for Bear The Merch for his faction Joint Ventures Inc., in short JVI.

notes:
-the basement needs to be dug out after placement
-needs to be placed into the ground obviously
-for new players you have 8 appartments and 2 tents (all can be locked with a code)
-for public use you have a medic facility, the camping grounds and a bar+public growing
-for the faction you have a board room (top) and various production/maintenance in the cellar
-you have room to add things in the engineering area or the faction area, there is a lot of space
-basement engineering has some help LCD
-everything is named, boxes/controllers are colored etc.
-the solar panels are the only Reforged specific item on this, places with armor lockers will look a bit weird in vanilla
-appartment hangars are intentionally not linked to any motionsensor so a player can "own" these, aka have a personal lock code and lock the hanagr via the lever

This feels a bit short on notes for such a large build, but there is not much more to say. just check it out in your game.

codes to give:
-tent front doors (SUN+SKULL)
-appartments: doors front and balkon, med chamber
syntax:
pub=item is set to public lock code (0000)
code=comes by default without any code, needs to give a lock code or set to public otherwise these will be faction only by default
fac=faction specific stuff, no code
LCD's:
discord link=add your discord link
ADJUST height after palcemen=underground parking lcd, preferably adjust z+y position so it roughly lines up with the terrain
Signals:
spotlights=turn ON/OFF the outside lcd spotlights
underground hangar=opens/closes the underground parking (the lcd there has a motionssensor if you want to use that instead)
tree=turns ON/OFF LCD trees in camping ground

author rambling:
build in june 2022 actually, simply never released this (due to the workshop issue). There was some very specific framework for this build, aka what the build should do and what should be included, for example the appartments having constructors, storage, medbay, having stairs+elevators etc. There was a bunch of other stuff, in short overall style direction was set roughly (JVI colors+needed to fit) and some stats were required in a range, like at minimum x amount of cargo, x to y growplots for public use, a faction garden roughly this size etc. So overall this was somewhat tight and at the same time quite open to my interpretation, which i found was an interesting challenge.

The main problem was sizeclass in this. There was a bunch of stuff that had to fit in and i wanted to hold on to some of the look. If you wonder "why is that build this way" or "why not use block xyz", the reason is in 99% of cases sizeclass. complex blocks mean more sizeclass, more stuff means more sizeclass. this was already a pain to get this low and i spend quite a lot of time just optimzing the sizeclass. especially the appartments went through various iterations, since they acount for a lot of the sizeclass and you have the most potential to optimize/reduce sizeclass.
The original goal was to bring this into sizeclass 14, meaning 14.49 - but in the end that did not workout with everything that was supposed to be included. So it ended up as 15.61, which for the size and what you get is probably the best without losing a bunch of style factor. In the end i kinda made my peace with not getting this lower without taking away the cool things (like optimizing blocks on the pavillions on the camping ground). I wanted it to look good and for that you have to invest some sizeclass.

It's probably the closest you will get to an LCD set from me. All LCDs are in a very similar style, so i would count this as a "JVI LCD Set".

Looking back at this it was at the same time fun and frustrating. In terms of overall scope, with planing and time investment probably one of my larger builds. Big Thanks to Bear The Merch for his time, since there was a lot of time involved simply just nailing things down before hand and in between.

Disclaimer:
Feel free to upload/modify/update/... my builds how you like and upload them to the workshop, i don't mind at all (includes older builds on the workshop too + stuff in my dropbox empyrion folder[www.dropbox.com]).
Concering linking/credits: do as you like, i don't care.


youtubes
sulusdacor: https://www.youtube.com/channel/UCGbd1yXzRtoRkVTD1Xuli4g
(somewhat more "polished" stuff, emphasis on somewhat ;) )
sulusdacor-archive: https://www.youtube.com/channel/UCOOU7L1tB8wUAYLjjTy0waQ
(just me building stuff, mostly without sound)
13 Comments
CrazyZ 23 Dec, 2022 @ 9:54am 
Thanks man! :) I just figured out the alpha and indent tags on your spotlight LCDs. SOOO much new possibilities, muahahaha. Combining that with the rotate command I can now do HUGE ship name LCDs with gradients using alpha instead of making gradients with color codes. You Sir, are an inspiration.
sulusdacor  [author] 23 Dec, 2022 @ 12:48am 
thx all

@Lukesfun: you can use some unit symbols, to do the square+letter i used these from here, just copy paste: https://unicode-table.com/en/sets/fancy-letters/
(keep in mind not every symbol works displays)

some LCD symbols do not display properly in the editor, the square is one of them. meaning they are there, but do not show. that is why you see the <b></b> with nothing in it. for the game the symbol is there, but it does not display properly in the editor. the editing/adding these is a bit of a pain. for the default game symbols this "not display"thing is the case for some of the star symbols for example too.

@CrazyZ: space magic trickery ;) (using the "infinite LCD"-trick for the spotlights and the large circle one is actually two, since that saved we some headache doing the boarder/frame the sameway just rotated. rest of the big ones are just normal ones.)
Lukesfun 22 Dec, 2022 @ 8:24pm 
Hey really really nice build but how did you put the JVI in the squares on the side of the building? I deleted everything but for 1 LCD and can't find anything in it that has the squares or JVI but changing the <B></B> to anything moves/deletes the JVI
Firebeard 17 Dec, 2022 @ 8:48am 
Glad to see our little faction on the front page, it has been a privilege using this
CrazyZ 16 Dec, 2022 @ 2:44pm 
Question: How big can LCDs be in EGS? Sulusdacor: Yes! XD Seriously, how is it done? And great buid, of course! Thumbs up!
sulusdacor  [author] 15 Dec, 2022 @ 11:13pm 
thx all
Pear78 15 Dec, 2022 @ 5:18pm 
very nice! (as always)
Bear The Merc  [author] 12 Dec, 2022 @ 10:37am 
This man managed to create my vision by just giving him set parameters to work with. And it turned out better than I could have ever imagined.

This was the Public Hub on Akua for all the new players who joined on the server. We saw extensive use of the facilities provided and the overall reception was fantastic.
Stellar Titan 12 Dec, 2022 @ 4:40am 
Amazing stuff bud :steamthumbsup:
lyken4 11 Dec, 2022 @ 11:01pm 
Again another masterpiece 👏👏