Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Stellar Endeavour MKII - Reforged Eden 2
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
257.575 KB
20 Apr @ 8:45am
7 Jun @ 12:05pm
4 Change Notes ( view )

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Stellar Endeavour MKII - Reforged Eden 2

In 1 collection by Ente
Ente's Reforged Eden 2 Alpha Builds
20 items
Description
Built for Reforged Eden 2 Beta!

Type: Superfreighter / Carrier
Core 12, (some CPU to spare)
Complexity: 21 (21,5)
Unlock Level: 25

Built for CPU and block limits.

Length 360 m
Weigth 21 kt

This is an updated Version of my Stellar Endeavour for RE1:
https://steamproxy.net/sharedfiles/filedetails/?id=2817869183
Besides adding module bays, the main aim was to get it to work in RE2 and get a more or less full interior for complexity 21. And change the cargo to 640k containers.

The stellar Endeavour serves as a mobile base and carrier, and can be upgraded to ungodly amounts of thrust to serve that role. It also comes with 4 Helios Module bays. The top landing Pads should be large enough to dock even very large CVs.

The Large Rocket thrusters it uses should be obtainable from wrecks and Colonists Salvage traders. They can be changed for regular plasma or antimatter drive thrusters to upgrade thrust. There is also space to add 4 of the very large shield parts or a second fusion generator.

Stock it needs 4 Aux cores, but does not require the quantum cores yet.

Turrets:
8x Light Minigun Turret

Equipment:
1 Advanced Constructors
1 Deconstructor
2 Universal Constructor
24 Hydroponic Lights (set up for The Eden Hydroponic Bays)
4 Food Processor + 3 Fridges
Radar Array
Teleporter
Equipment repair
Weapon Locker
multiple armor lockers and oxygen stations
Full Plasma Turbines
Repair Bay + Console
Quantum Wifi

Storage:
yes.

Shield:
1x Adv. Shield

LCDs are modifications from sulusdacors LCD Library, so a big thanks to him for his amazing work!
37 Comments
Ente  [author] 9 Jun @ 7:59am 
Regular size
Xerkus 9 Jun @ 7:02am 
Are those 4 module bays regular size? no dropship sized?
Ente  [author] 8 Jun @ 6:48am 
Thanks LS-Swapped Cessna!

@Myrmidon: Don't use light sensors here for two reasons:
1. Each Sensor counts as a device when it comes to size class. Size class actually punishes you for using light sensors.
2. The spaces on this ship are very, very large. So for one that means I would need several sensors to cover the area for most lights - wich is buggy as hell in multiplayer. It also means that the lights are pretty far away from each other. The game will only render lights up to a range of around 100m from you (or so, don't know the exact value right now). Any light that is further away is off anyways as far as rendering is concerned. So you would in practical gameplay only save very few light sources over the current situation. Most lights the ship has, are not shown at any given point anyways, because they are too far away from you.
Myrmidon 7 Jun @ 11:05pm 
Why you do not use sensors for lights? I use Stellar Endeavour for RE1 a lot and performance could benefit by switching of lights on areas of the CV the player is not present. My GPU is RTX4060 . What do you think?
LS-Swapped Cessna 14 May @ 11:39am 
"storage: yes."

I can't wait for RE2 to be fully released so I can use this amazing ship. The 'aftermarket' Stellar Endeavour 2 that was modified by Hazama is awesome thanks to the container merging he did, but this is a true to form Ente Mk2. That is to say, a total rework with massive design improvements!
Ente  [author] 10 May @ 1:22pm 
I wanna do modules for it at some point. May be a while until I get to it though.
Starforge 9 May @ 5:23am 
Hey mate, looks great. Any chance you are doing themed modules for it? Starter module, mining module, farm, production and storage ones. I liked the progression path for carrier play that begins with a starter module that can eventually dock in the carrier.
Ente  [author] 28 Apr @ 1:08pm 
Thanks guys! Glad you like it! :)

@ПЕТАР: Von der alten gabs aber auch schon eine Size Class 21 Version ;). Module, ja, irgendwann dann. Bis dahin reichen auch die bisherigen Helios Module.

@T-Hammer09: For RE1, you are going to have to replace the thrusters or add some blocks where thrusters are missing. Then add the RE1 CPU Upgrades and check whether the turrets are still there - may need to add those as well. Also the Very Large shield upgrades won't fit, so if you want to use those, you have to extend the space for them. And you would need to add the solar back in.
ПЕТАР 27 Apr @ 8:25am 
einfach nur WOW..das alte konnte ich nie im MP server nutzen wegen block limit aber dise ist ja noch 21cmplex LV und wenn ich mich nicht teusche sind da modul von der HELIOS geplant oder machst du selber später welche....aber das schif echt der hammer wer bracht danach noch ein base :D
T-Hammer09 26 Apr @ 8:20pm 
I'm a huge fan of the stellar. I'm playing on re1 and would love to use this in re1. I took 1 basic cpu out and it apparently works for re1 now. Is that the only change it would need?