Empyrion - Galactic Survival

Empyrion - Galactic Survival

Plutus-M2 Module
59 Comments
MergingSky Nov 20, 2023 @ 6:31am 
@OatmealMan Might be a bit late... but if you remove the landing gear on the Plutus, and extend it out by 1 block, this CV will mount with the Supremacy. I just did this with no "issues". Although there is a 3/4 block gap between the door of the Plutus to the door of the Supremacy. I added a ramp to the Supremacy side to bridge this gap, although jumping it is quite easy if you're on a planet.
DavoOHno Nov 4, 2023 @ 7:18am 
Confirmed RE limit is now 10 laser drills. It may not be ideal layout, but remove a couple and try to reconfigure them. That's all the debug shows.
DavoOHno Nov 4, 2023 @ 7:06am 
skshroyer, just about to test in a creative server. I'll let you know what the debug says. I imagine it is the number of lasers though. That or maybe there are the old solar panels or capacitors.
skshroyer Oct 31, 2023 @ 2:20am 
I'm curious what has changed to cause the block limit issue. I haven't played for a few years, but this was always my CV miner and I never had issues spawning it. Now it seems the only way to get it in a single player game is sbp. Has the mining laser limit been lowered?
AstriaTheFox Oct 23, 2023 @ 6:48pm 
Exceeds the standard limits of RE.
Capt Zoom Aug 26, 2023 @ 6:13pm 
thanks
MinDuin Games Oct 28, 2022 @ 6:14am 
Hello Jrandall!

I really like this ship, I used it a lot for a while

But I'm at a stage where I farm a lot of dronite, legacite, protonium and irtitis. These resources are well protected, their drones are very heavy and sometimes I find some capital ships protecting them, but they are even weak ships and I have to run to not harm myself.

Do you have any good ships to recommend? That has a medium firepower and can withstand a 4~6 excavator.
OatmealMan [FG] Jun 15, 2022 @ 4:55pm 
well just loaded up...the drill end is not the docking end...so im not sure what to do now
OatmealMan [FG] Jun 15, 2022 @ 4:47pm 
sgt rock THOSE BLOCKS?! THANK YOU!!!!!!!
hallister Jun 14, 2022 @ 4:48pm 
Ended up fixing it after watching a Ravien video on how to do it and adding some RE-only items: https://steamcommunity.com/sharedfiles/filedetails/?id=2821181770 .

I love this thing!
hallister Jun 13, 2022 @ 10:43am 
Awesome miner but there are a couple of caveats to the mining/docking cockpit that are more game bugs than anything, but remain an issue none-the-less:

1. When flying in the mining cockpit with Pilot mode enabled it seems to invert up and down. I'd expect this is a bug rather than any specific issue with the ship.

2. When warping/jumping if you do it from the mining cockpit you enter the system with your ship facing backwards.

These are a bit of a bummer and I expect are a result of the direction of the ship when being built pointing towards the docking cockpit. In a perfect world it would be the other way around (since docking really should only be used for docking). Since Empyrion doesn't give us a means to reverse the direction of a ship, we're kind of stuck with it.
SGT Roc/K/ Jun 3, 2022 @ 6:33am 
@OatmealMan, the problem is the depth of the Supremacy module well. It is at least one block deeper than this module - the extended area around the drills hits the side of the Supremacy before the docking feet can dock.
OatmealMan [FG] May 30, 2022 @ 10:56am 
have a question about this i asked on the supremacy thread about docking, im going crazy with confusion, thank you
Spaceman Mar 11, 2022 @ 7:14am 
Thank you for answering my question, too!It's a pity that the idea can't be implemented because of the possibilities of the game itself.I was just curious about your opinion about this idea.
jrandall  [author] Mar 11, 2022 @ 6:45am 
Thank you a.nikitich77! Interesting idea. I do not believe there is anyway to do that. Signals from one creation don't have the ability to link controls to another creation. It would be very cool if it could and open up some new possibilities. Could link docked ships thrust to move all faster etc. But the game doesn't appear to allow that or have the coding to allow it. And thanks again!
Spaceman Mar 10, 2022 @ 11:49pm 
Hello jrandall! When the module is docked with the ship, the torque decreases sharply.Is it possible to implement the operation of the ship and the module together - so that their engines work together, as if it were one ship...For example using signals/sensors?
jrandall  [author] Nov 26, 2021 @ 8:56am 
Thank you Nexus! :)
Nexus Nov 25, 2021 @ 1:57pm 
@Vertexian would love to see what mods you made to this. Your description is very intriguing!
Nexus Nov 25, 2021 @ 1:53pm 
Ooh - definitely going to check this out.
jrandall  [author] Sep 22, 2021 @ 6:26am 
Thank you Vertexian and very cool! :)
Vertexian Sep 22, 2021 @ 5:54am 
Okay MX3 was a blast, ship now has destroyer level firepower, 12 lasers, 6 artillery, it has killed 9 or 10 dreads now, and is happily farming The Legacy for Quantums. I added additional thrusters up and down and front and back, lets me pop out of cover and back in before the enemy know what hit em. Working on a new iteration now.
jrandall  [author] Sep 6, 2021 @ 8:28am 
Thank you Trym and Vertexian! @Trym, You could remove 6 of the drills and if you did that I would remove the ones furthest from the center or it would most likely make a budge in the middle when mining. This one was made for RE without weapon/item limits on so the max drill limit I believe is 22. And thanks again all!
Vertexian Aug 31, 2021 @ 3:15am 
The m2 is an absolute beast, the only zirax I haven’t killed is the tavore and I am about to make a new version of the ship that should see that done, beast of a platform.
Trym Jun 25, 2021 @ 3:11am 
Sorry Jeff, I read in previous comments that you know about this issue.
Do you have a suggestion on how to plac eonly 6 drills for killer looks/efficiant mining? :)
Trym Jun 25, 2021 @ 2:55am 
I cannot spawn this on the official EU default multiplay server. I think it is becasue of too many miners. I guess I can remove 6 miners in Vanilla and make a personal blueprint, but it sadly will kill the great looks of it. It fits very well as a Helios mudule though :) Excellent build
jrandall  [author] Jun 24, 2021 @ 10:44am 
Thank you lazersgm!
lazersgm Jun 16, 2021 @ 2:50pm 
Another great ship. Very agile and plenty of defense and speed. Though I did swap the repair turret to a mining one as it is much faster then the drills on the ship. But the drills are great for mining in dangerous space, so you can run if you need to. Also why no gravity? Great job. Glad I built it.
jrandall  [author] Jun 11, 2021 @ 7:38am 
Thank you Bandit and FluffyLlama! :) @Bandit, I put in that blast door because I was worried about chain reaction damage if the mining drills got hit and exploded. I later found out some changes made them not explode as bad. The idea was, if they did explode, it would mostly destroy the front of the ship and kill the pilot. However you could respawn to the ship, jump in the other cockpit and flee to safety keeping most of the interior intact short of the drilling area. And thanks again all!
FluffyLlama Jun 11, 2021 @ 3:23am 
Fantastic. This will be used till the rivets fall out, thank you
Bandit Apr 28, 2021 @ 1:55pm 
really useful module, but the big slow main door fairly inconvenient
jrandall  [author] Apr 23, 2021 @ 6:47am 
Thank you Egoblast and Gorilla!
Gorilla Apr 22, 2021 @ 10:11pm 
Whoops, the despawning was related to the particular server I'm on, affects all ships now. We worked around it by slotting an admin core into the plutus, and it's such a great ship to fly :D

one-stop shop, easy to upgrade, wish I had realized you can easily fit a long range scanner between the 4 small constructors before I maimed the nice upper bay railings and lights to jam it onto my ceiling, heh.
Egoblast Apr 22, 2021 @ 8:23am 
had one for months in RE (awesome ship btw) - has not despawned.
made a few alterations you might want to think about @jrandall -
full med bay, shower, (used it to do the object 82 misson)
moved the elevator to behind the pilot seat, - quicker to pilot
and added a hatch behind the blast door (ship side) - quicker field repairs / looting ;)
jrandall  [author] Apr 21, 2021 @ 4:14pm 
Thank you all! @Gorilla, I really have no idea on that one. We been using a couple of these on some live streams and did not have that happen. Granted, many other bugs took place in a variety of things, mostly bugged space combat. As of despawning, I really have no idea on that one. We did have ships sometimes just fly away on there own normally ended up a longs ways out in the planet sector in space. I haven't seen those issues in the last couple weeks thou. And it didn't actually happen on this ship, but a few others. It was happening to everyones ships. Some strange bug. Thanks again all!
Gorilla Apr 18, 2021 @ 4:32pm 
Seems super bugged for Reforged Eden, really really like this build but had TWO of them despawn when I logged out or otherwise left the playfield they were in. Very frustrating, unfortunate bug.
RvnHawk Apr 18, 2021 @ 11:35am 
Have to say, this is absolutely the only CV Miner in my fleet this playthrough. I added a few things such as solar and a teleporter, but the mining is spot on and the production adds so much function that is now a standard for miners in my fleet.:steamhappy:
Syrex Mar 18, 2021 @ 5:59pm 
That is definitely on me then.. I forgot outside the dedi.yaml there was a gameoptions one... gonna get it now that i've fixed to :false :).. thanks for the guidance and the work ^5'z
jrandall  [author] Mar 18, 2021 @ 4:13pm 
Thank you Syrex! What is going on, is the M2 and the M1 use 12 mining drills. If the game option in vanilla is not set to all block counts (when starting a single player or server), then these cannot work as the max limit of drills without this option is 6. But, the server I am playing on does not use this limit for block types which allows for a lot more types of creations which I certainly like as a builder. And thanks again all!
Syrex Mar 18, 2021 @ 5:43am 
Vanilla is producing error of exceeds block count of certain block for this ship and your other Plutus (which i learned after the fact, lol, was not meant for vanilla) does as well
jrandall  [author] Mar 11, 2021 @ 1:27pm 
Thank you Kamen Cider and LtCol Kurt von Steiner! @Karmen Cider, I could not control all the names of modules from other players, and I also thought of 20 some creations all named Helios with a suffix would also get confusing and a bit uninspiring. So, I did add a Helios Modules collection. The link is at the top of the post. I hope that makes them much easier to find and know what they are for. And thanks again all!
LtCol Kurt von Steiner Mar 10, 2021 @ 3:00pm 
Yes, I am also worried of those gravific annoyances. I use this miner quite a lot in my gameplay and I realise that once we are in operation, we do almost everything from the miner's cockpit ( thanks to the "P" menu ). But from a RP viewpoint, it seems to me that an elevator doesn't make much sense in a gravityless environment; and the fact that the interior working space is split in two decks indcates it is designed with gravity in mind. In fact I find th deck floor and especially the elevator in the middle are just obstacles. Perhaps having just one free openspace would have been more convenient, but I also understand that such a huge empty volume would have been a waste.
Kamen Cider Mar 7, 2021 @ 11:07pm 
really need it renamed to include "Helios" to make it easier to search for in the production list
jrandall  [author] Mar 1, 2021 @ 9:11am 
Thank you very much MyProfile :)
MyProfile Feb 26, 2021 @ 10:18pm 
XCalibre's Anvil CoOp stream was really great content. I watched the whole thing and enjoyed every minute. You guys have great chemistry and I hope you keep it up as long as you enjoy it. Great looking ship by the way!
RxBilly Feb 26, 2021 @ 9:24am 
What i was gonna modify is the main Cv landing gear lower it by 2 blocks and lover the 2 side ramps by two blocks only so they can touch the ground.. then the cv miner as it stand will not have an effect on the landed main CV.. but thats just my opinion..
jrandall  [author] Feb 26, 2021 @ 8:17am 
@RxBilly, Thanks! This miner as well as the WIP high gravity drop ship I am working on a bit too tall for the Helios to land properly on the ground. Basically I was thinking the Helios is mostly a space only ship and the modules could have a little extra space and still dock fine. But, a valid point. In regards to the current WIP production dropship, if a player were to be using this I highly doubt they would also being trying to land on planets or giant landing platforms. So, I could make the modules work out better by allowing them to go down further which in the case of the Plutus M2, allowed for the 12 drill set up and positioning I wanted. And thanks again!
jrandall  [author] Feb 26, 2021 @ 8:12am 
Thank you tk421, LtCol Kurt von Steiner, Taegost, and RxBilly! @LtCol Kurt von Steiner, I guess I left the gravity generator out as it would get gravity from the Helios when docked. But you have a point, that means no grav in space well mining. I do not like the effect of a ship in gravity being in range of another ship with gravity which can cause some issues, and it is why I left it off this ship and the other module I made. But good point. @Taegost, In the game settings, if the server or single player game is set up to restrict block limits, this miner with 12 drills vs the 6 default would cause that to happen. I really do not like the restriction thou as all parts require CPU anyway and the hard limits on certain weapon types is really limiting for building lots of creations. Thanks again all!
RxBilly Feb 26, 2021 @ 5:26am 
Awesome looking build.. One thing tho.. When attached to the main CV and landed on a planet the main Cv wont land properly and it jerks once landed since the miner its bit big pass the main's CV hull/landing gears extended..
Taegost Feb 26, 2021 @ 4:57am 
I love your designs! I was going to import this into my Vanilla game w/block limits enabled, and it's saying that it exceeds the maximum number of a certain block type. I don't have any limits set on the BPs themselves on the server.
LtCol Kurt von Steiner Feb 24, 2021 @ 6:08am 
A very beautifull vessel indeed, but where am I supposed to place the gravity generator without messing up the design or the specs ?