Space Engineers

Space Engineers

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Nomad O2 (stock, o2, survival, updated Oct '15)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
306.390 KB
19 Mar, 2015 @ 2:25pm
31 Oct, 2015 @ 3:35pm
8 Change Notes ( view )

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Nomad O2 (stock, o2, survival, updated Oct '15)

Description
This is a small base ship, meant to be a good "starter" ship which you should be able to get basically functional from scrapping the spawn ship if you build the right parts first. You will need to do some mining to get this fully built but overall should be quite doable on a multiplayer server without much trouble.

Once built it provides a good stepping stone to building larger things. It's basically a spawn ship that is nicer.

Thruster and reactor count is intentionally low, I usually have trouble sourcing material for these. Solar on the bottom for parking it in the sun, conserve uranium while away.

The design is very open, maximum convenience as the role of this ship is such that you will be entering and exiting often.

~120k triangles
~400k kg
-1 refinery
-2 assembler
-2 furnace
-2 large cargo
-1 small cargo
-2 computers (no scripts loaded)
-1 timer block

-Automatic drills
-Automatic stone ejection
-No mods

Change log:
3.18.15 - Some work on the paint.
4.24.15 - Added Oxygen farms.
5.6.15 - Added 2 cryo chambers.
- Removed O2 farm closest to drills.
- Automatic door opening in conjunction with air vent to conserve air.
- Projector updated, projects image of self for build/repair.
- Medical room is now conveyored.
5.8.15 - Tweaked interior to fit 4 effectiveness modules to refinery.
- Went down to 2 assemblers, 2nd one has 2 power reduction modules.
- Added exterior defenses.
- Updated blueprint on projector as well.
5.10.15- Fixed refinery conveyor error from previous update. whoops!
7.30.15- Added Jump Drive.
- Set up toolbars.
- Improved automatic doors using new air vent options.
- Addedcamera on the front for that wonderful zoom action.
10.31.15 - New doors, projectors, isolated air vent, rear dock

Notes:
Because of it's role as an early/starter base, here's my survival tip:

1. Use spawn ship to find a decent asteroid. Scrapping the spawn ship will get you functional, but you will be short on iron, and motors in particular because of the conveyor blocks. So try to find nickel. Or just a big glob of iron, whatever.

2. drop station block, set up projector, start laying down frame using just steel plates and construction components. ideally sourced from mining and/or peeling armor off the spawn ship.

3. once you have the floor and main components "placed" you will see where the important things are. Scrap the spawn ship, directly replacing those components on the Nomad. Start with the Reactor, Medical, Refinery, Assembler, small cargo, flight seat, Thrusters, gyro. Dump remaining resources from spawn ship into the Nomad. I like to build the drills then concentrate on conveyors and cargo. The conveyors between the cargo containers and refinery the most critical, then up to the drills. Moving ore by hand is an option if short on motors.

4. Should be a functional ship now, convert station to ship. There is an onboard projector you can switch to and delete that station block hanging out there.

The workstation and computers are low priority, I don't even have script loaded atm so they are basically just cosmetic for the time being. Rear conveyors to reactors not really so important, the stone ejectors are a matter of convenience. The outer skin / armor is obviously lowest priority. Really by this point you should have it figured out. :)
13 Comments
Kouzelny 31 Jan, 2017 @ 10:06pm 
Darn I love the ideo of this ship, too bad its not updated.
AutoMcDonough  [author] 13 Jan, 2016 @ 5:25am 
I've gotten some good feedback, a few changes are in store for this craft to make early game survival building easier.
AutoMcDonough  [author] 31 Oct, 2015 @ 3:38pm 
Updated! Now has a rear dock, tow hitch for freight cars / additions, new doors, isolated air vent to make airlocks quicker and hopefully waste less o2 when doors open. A few other little tweaks.
AutoMcDonough  [author] 30 Jul, 2015 @ 4:21pm 
Updated! Now has a jump drive, among other things. See notes.
AutoMcDonough  [author] 10 May, 2015 @ 9:21am 
was doing some testing/playing around and found a conveyor error to the refinery. Guess I slapped it in there upside down in tweaking the previous update! Well it's fixed now.
This is a great starter ship.
AutoMcDonough  [author] 8 May, 2015 @ 4:41pm 
Updated again.
- Tweaked interior to fit 4 effectiveness modules to refinery.
- Went down to 2 assemblers, 2nd one has 2 power reduction modules.
- Added exterior defenses.
- Updated blueprint on projector as well.

I chose these modules because of this ship's role in early game. Effectiveness on refinery to maximize ore returns on what you find, and power efficiency for the assembler because this can reduce it's load to what we have in pure solar if needed.. There is enough to run either one while parked in the sun. prob not both.

Yes, the small turrets need to be manually loaded. They are simply for defense so that you are not a sitting duck, this is not a war ship. There's plenty of exterior conveyors to make use of if you want to invest the resources in beefing that up. :)
AutoMcDonough  [author] 6 May, 2015 @ 4:13pm 
Updated.
5.6.15 - Added 2 cryo chambers.
- Removed O2 farm closest to drills.
- Automatic door opening in conjunction with air vent to conserve air.
- Projector updated, projects image of self for build/repair.
- Medical room is now conveyored.
Beats-With-BothHands 24 Apr, 2015 @ 6:26pm 
nice
AutoMcDonough  [author] 24 Apr, 2015 @ 6:17pm 
Updated: added 6 oxygen farms, removed 1 solar panel.
AutoMcDonough  [author] 23 Mar, 2015 @ 6:16pm 
@Wrex if it's extremely similar to something then it was by accident. I just started this one from the inside-out with the main idea that it will be a very small base-ship.. with drills on it. :)