Empyrion - Galactic Survival

Empyrion - Galactic Survival

Triniti Modula Host (CV)
30 Comments
☆C.M.A.☆ 22 Nov, 2024 @ 11:18pm 
This host ship has a tendency to overload the generators as in multiple times the generator usage jumps to 150% and makes them get damaged. Advisable to put in extra generators and RCSs as turning the ship around it's also painful when you need to turn to the warp target.
The Truth 18 Jan, 2023 @ 1:21pm 
@karillya im using the ground assault module in RE
Karillya 17 Jan, 2022 @ 6:09pm 
Is this compatible with Reforged Eden? I absolutely love this build and the modules.
AlphaStrik3 28 Sep, 2021 @ 8:42am 
@GrimCreaper @AzaraiahZee I’ve found that the game has a limit to the number of blueprints it can show. You may want to test unsubscribing from a number of CVs and see if Triniti blueprints appear
Masshuru 27 Jun, 2021 @ 3:35pm 
Just started using these on a fresh playthrough and quite enjoying them. Thank you for the blueprints!
GrimCreaper 15 Jun, 2021 @ 11:42am 
Seems the workshop downloads on any of the Triniti stuff does not work. im subbed to all of them but they dont show up in game at all
AzaraiahZee 27 Apr, 2021 @ 11:58pm 
Problem is not on my end, I tested it on a random downloaded ship, for some reason your Triniti collection doesn't download :(
AzaraiahZee 27 Apr, 2021 @ 11:55pm 
Ok, this is weird, I've Unsubbed and re-subbed several times but I cannot get this ship to download, nor any of the modules for some reason :(
AzaraiahZee 27 Apr, 2021 @ 11:12pm 
I played around with the modular concept for a bit but seeing these screenshots made me want to try it again. I also downloaded all your modules, lifter and mobile base but I have a suggestion if you're still making ships for vanilla (I don't play reforged or eden).. A base similar to the Trinity Mobile one that is also a modular docking station. Anyway just a suggestion, looking forward to trying this out :D
Space Wanderer  [author] 17 Jan, 2021 @ 4:54pm 
@jivaii thanks for your comment. It was working before, but the game engine does not support fixed teleport to user created structure. So, I just removed from the CV. Sorry for that. I also upgraded some of the internal interior instead. Thanks again for letting me know.
jivaii 17 Jan, 2021 @ 1:51pm 
@Space Wanderer, apparently you can't use the point to point teleporter on the ship anymore? I just tried on a freshly baked ship, no go on it.
Space Wanderer  [author] 18 Nov, 2020 @ 8:38am 
@Tarsis, Good to know that ctrl-shif-left click trick. Thanks. The current version of base requires 80k Iron Ingot, 40k Silicon Ingot... and some more...

I almost finished HV lift SV, so I would be able to publish tomorrow after some test runs. I briefly tested on 4g planet with Skaar-Ripper and worked fine. I tried to make small so now it can go through 9x5 size hangar door with Skaar-Ripper on it. Nicely fitting in the host ship hangar as well - enough loading/unloading space
Tarsis 18 Nov, 2020 @ 5:48am 
I'm sure the SV will do the job quite nicely.

If you use ctrl-shift-left click it adds 1000x. Still, I tend to run low resources so I have reason to play. :)
Space Wanderer  [author] 17 Nov, 2020 @ 7:12pm 
Regarding the resource gathering for the base, it is mostly Iron blocks, so you can make iron ingots from stones by using 6x small constructor in the 1st floor at the front of the host ship. As you know, by ctrl-left click, you can add 100x to the construction queue. I usually add hundreds or thousands of Iron/Silicon to the construction queue while exploring, and no issue getting iron, copper, silicon.
Space Wanderer  [author] 17 Nov, 2020 @ 7:12pm 
@Tarsis, I wrote this in the Ground POI buster comments, but would like share it here too. I am making HV lifter SV instead of CV module. There are two issues I found from CV lifter prototype which works, but requires too many things to consider while playing the game.
1) I can unload HV to the main hall, but it takes time to move it to main hagar. also 3rd person view causes some sight blocking issues.
2) once unload HV, I have to repark CV, but if you forget then the system does not give you warning, which can cause serious problem. For SV, system does give the warning that "there is not docked ship."

I quickly made HV lifter SV which can lift Skaar Ripper -BTW this HV is awesome :). This works good in terms of directly flying into the Hangar and got the warning from system in case of forgetting to park the lifter SV. I will work on this first and then finish up the base later. After all the base is for much later game.
Tarsis 17 Nov, 2020 @ 10:43am 
I don't really have a specific HV in mind. Just as long as it fit into the hangar on this mothership when you bring it up to space would be the largest really feasible.

The Skaar Ripper is the largest heavy HV I use on a regular basis. I can always work smaller though.
Space Wanderer  [author] 17 Nov, 2020 @ 10:13am 
@Tarsis, Let me think of how to solve HV issue. Could you tell me how big the HV is? I just come up with some idea, but it is depending on HV tank's size whether it works or not.
Tarsis 17 Nov, 2020 @ 8:59am 
Yeah, I know about the docking limitations. I've just been playing some Reforged Eden, and while your ships actually work pretty well under reforged with only minor changes, it makes a heavy HV tank almost necessary to fight some POIs. So, yes, you would have to stop the CV near the mothership, dock the HV, and then dock the CV.

This is another reason to have it on top of the HV lifter, it obviously wouldn't fit in it's dock with a HV on top.

Just spitballing ideas at you anyway, because I like modular stuff, even with the game limitations.

Great to hear about the base, I imagine it will take me many days of gathering to build one!
Space Wanderer  [author] 17 Nov, 2020 @ 8:46am 
@Tarsis, you mean hover-lifter module as an additional module? It is very good idea. However, it is very tricky because if SV/HV docked on a CV, then the CV cannot dock on another CV. Game does not allow it. - It is game limitation unfortunately.

Docking system should have tree data structure, but apparently not. That is why none of the modules have hangar. In addition, ramp for HV has to be installed on the mothership. For high gravity planet HV lifting, I may have to add low slope ramp for HV to the host ship.

BTW, I made some progress on the base thanks to your idea of hollow core, so now I can host 36 modules inside of the hangar and only 190m x 190m x 110~130m I may be able to publish the base later this week :)
Tarsis 17 Nov, 2020 @ 6:25am 
What about a hover-lifter? Something to haul HVs up to the mothership if you don't want to take her down into atmo on a high G planet or something.

If you give it a ramp up and a flat top it could carry even the largest HVs. You could conceivably make the carrier also a bit of a "drop base".

So you use it to fly a hover down to assault a POI, set the CV down close enough to run back to for repair/resupply/extra firepower, and to have a place to drop off loots if your HV gets full.
Tarsis 16 Nov, 2020 @ 9:43am 
Yeah, likely you would need to put a switch inside and just open the bay for docking. Automating the shutters is, as far as I can see, not possible for CVs.
Space Wanderer  [author] 16 Nov, 2020 @ 8:11am 
@Tarsis, To use the teleport, simply press "f" button after turning on the "internal teleport". Must not be in godmode.

Regarding base, the shutter size would be ok for modules, but the signal does not recognize CV due to game limitation... Need to think how to solve this issue.
Tarsis 16 Nov, 2020 @ 7:00am 
I hadn't been able to teleport from one spot to another on the same ship in the past, so I hadn't tried that since.

As far as a base goes, it will suffer drone attacks, so being able to get the modules in behind shutters or in a large hangar bay would allow them protection behind the base shields. I don't know how feasible that is.

I suppose you could go vertical, sort of a mushroom kind of shape, with ships docking around a central core. Or invert that with ships flying up into a hollow core to dock, but that would be HUGE. Like, ugh, too much work!
Space Wanderer  [author] 15 Nov, 2020 @ 7:12am 
@Tarsis Host Blueprint is updated.
1) Teleporter in both bridge for instant move - can not use it in godmode
2) Front Boarding Ramp added
3) More Cargo Box added.

I also updated Ground POI Buster just in case.
What I experienced before is that if I have high speed docking, the signal seems to be lost somehow, so approach and dock slowly if you do not see the sign.

If you constantly have this problem, please let me know. I can remove the docking signal and have the LCD always on, which is not so bad.

I will also work on base to park modules - especially for storage modules. Any good idea?
It will be orbit base.
Tarsis 14 Nov, 2020 @ 7:20am 
I don't seem to get the Ground Combat CVs LCDs inside like the others, I can see them turn on briefly when docking, then they are either hidden inside the wall or turn off again.

Also, this ship is huge, it takes a *long* time to run from the bridge elevator to the front of the ship, have you considered making a tiny SV runabout to fit her? I have several that work great, but something that matches the overall design would be a boon, I think.
Space Wanderer  [author] 7 Nov, 2020 @ 11:19pm 
@Tarsis, Thanks for noticing that. I sometimes lost which module is where, so I made those LCD display to locate them. I just published Ground POI Buster, which I got the naming hint from your comment :) I tested this module in a planet with 4g gravity and successfully busted L2~L4 Zirax POIs. Of course, I needed to dodge lasers as much as possible with piloting skill as you may know. Nonetheless, it is not possible to take out shielded bases such as Zirax drone bases.
Tarsis 7 Nov, 2020 @ 10:35am 
The docking is quite smooth by the way, after the first docking the rest were easy as could be. I also like the LCD displays from the docked ships into the main hallway.
Space Wanderer  [author] 7 Nov, 2020 @ 9:20am 
@Tarsis Thanks for your comment. Actually I have space combat specific CV module (CPU T3) prototype with 22 Turrets including Artillery Turrets, but need to work more to optimize. This module is acting as secondary fire power in PVE @ Single Player mode. I might be able to publish it next week. Ground POI buster would be almost same as the space combat module except the turret combination. :steamhappy:
Tarsis 7 Nov, 2020 @ 7:18am 
Neat. I like modular designed mission specific ships. Do you have plans for a ground POI buster CV or a space combat specific CV?