Space Engineers

Space Engineers

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"The Forge" Phoenix Battleship Maintenance Facility
   
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Type: World
File Size
Posted
Updated
469.894 KB
6 Nov, 2014 @ 6:12pm
1 Dec, 2014 @ 9:05am
2 Change Notes ( view )

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"The Forge" Phoenix Battleship Maintenance Facility

In 1 collection by Lord Commissar
Phoenix Vintage Craft
62 items
Description
Update 12/1/14 - Fixed the ramps to no longer cause collisions. Apparently, one of the updates made this necessary, as the rotors had been at max displacement before. A slight redesign was necessary to keep things functional. Also, a projector block was added at the middle top area of the shipyard for all your construction needs.

65 Large Containers
9 Internal Connectors
13 External Connectors
32 Drone Ports (connectors designed for drone refuel)
- 8 Welder and 4 Grinder Drones included. Each has 1 Medium Container of storage
7 Refineries
23 Arc Furnaces
17 Assemblers
27 batteries
2 Large Reactors
4 internal docking ramps
2 landing pads
1 hangar (for about 10 or so utility ships)
1 external docking ramp

The Forge was designed to build and maintain the Phoenix Class battleship, it is also capable of handling many ships of similar and smaller sizes (but will have trouble with those that have wide wingspans). It is designed with many external ports so that cargo ships can come by and easily pump resources into the shipyard for processing. The resources can then be channelled straight into the ship inside, processed through refineries or assemblers, or be sent into drones to then weld the ship.

As a ship comes in, the blue docking lights provide an easy reference for lining up horizontal and vertical axes. Red lights will flash on either the left or right side if a ship is getting too close to the station. There are 4 docking terminals on the top, and 5 on the side for refuel and reloading. If the ship fits properly, docking ramps can be raised to easily walk from the shipyard to the main door of the docked ship. Alternatively, docking ramps may be lowered in order to accomodate a wider ship.

The facility is itself a ship complete with gyros and engines for limited movement.

Some have asked about donations. Obviously you needn't feel obliged, but anything is greatly appreciated and you have my thanks!
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=9LSL72A775HBJ
50 Comments
SILVER 9 Jan @ 12:00am 
Your link don't work. Nice build btw.
Lord Commissar  [author] 16 Oct, 2016 @ 1:29pm 
i'm not sure personally. however, there is already an updated version which also is made to accomodate the Phoenix II http://steamproxy.net/sharedfiles/filedetails/?id=773620990
laserRAYgun 16 Oct, 2016 @ 7:06am 
This is a very beautiful ship. I've decided to update it, but all it really needs is some oxygen and a fresh coat of paint. The piping system is completely linked but I'm having trouble understanding it. I can load raw ores and they make their ways to refineriess and arc furnaces as normal, however I've found that I cannot retrieve or deposit items from one side of the ship to the other. I cannot access the cargo containers on the roof from anywhere else on the ship. I know it has to be more of a function of the game itself and not the build. What I'm I missing to understand it? Any suggestions?
ranoutofnames 12 May, 2016 @ 2:04pm 
true
Lord Commissar  [author] 11 May, 2016 @ 5:04pm 
No, that is not the point i am trying to make. We signed on for this when we willingly bought and played an Alpha game. I might not agree with everything that they do, but i'm also not educated on programming so I can't claim to know better than them, and they are far better than major companies like EA or Activision regardless.

The main point is this: given the nature of an alpha game, updating an old project is simply more trouble than it's worth, as you'll likely revisit more than once or twice. second, to update an old design to incorporate new features is naturally less efficient than a new design that was meant to incorporate it. Just as if you put a modern Porsche engine into some 1950s car. The Aerodynamics will suck, and the structure may not support the high velocities new cars are capable of. You're better off making a new chassis to support your new technology. In the same way, I'd rather produce a new ship than maintain an old one.
Lord Commissar  [author] 11 May, 2016 @ 4:03pm 
I am aware. Keen's forcing players into Dx-11 killed mod compatibility for any authors who stopped updating their stuff. This is one of the major reasons why I try to stay vanilla these days, as mods are unreliable going into the future.

Creations like this one that are going on 2 years old have no guaranteed performance, which is why i made the "Vintage Collection" to store them.

If people are interested in updating these creations i'm happy to give credit, links, upload the fix, etc. However, as I have 40+ outdated creations, either by mods that die off or the constant updating to SE that breaks and fixes stuff in constant flux, my main concern is on current or future projects rather than trying to constantly fix something that broke but is ultimately obsolete anyway.
ranoutofnames 11 May, 2016 @ 3:36pm 
hey there is a problem with one of the mods
ranoutofnames 11 May, 2016 @ 3:27pm 
ok thx
Lord Commissar  [author] 11 May, 2016 @ 3:16pm 
no, i won't be making any changes to this world any time soon. both ships are compatible with the settings on this facility, and can dock with it just fine. all you need to do is copy and paste the facility and put the ships in.

If you want the mod list, it's easily seen by looking at the settings for the world before you load it in game. since it's not a blueprint, you don't need the mod list.
ranoutofnames 11 May, 2016 @ 10:46am 
also please put in the mod list