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Smallest Station Challenge

Discussion in 'Community Creations' started by PeTeTe809, Dec 29, 2015.

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This last post in this thread was made more than 31 days old.
  1. PeTeTe809

    PeTeTe809 Apprentice Engineer

    Messages:
    113
    I have philosophy of designing 50% economic, 40% functional and 10% pretty looking things.

    Now that I can finally play with planets I am trying to build the tiniest station with only the following blocks:

    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]



    • Can use as many of these blocks as you see fit, and as many light armor blocks as you want and any sort, but the idea is to use the least amount.
    • Must have an airtight place to remove your helmet in.
    • Must be able to refine and assemble without power interruptions.
    • If possible, make it look pretty for the poor soul that will have to stare at it for the rest of his natural life.
    I will be submitting mine soon. A picture of your station, the number of blocks/resources it takes and a few words should be enough.

    The winner gets... Something.
     
    Last edited: Dec 29, 2015
  2. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965
    I'll take first-crack at this. I needed a distraction. So, it's minimalist. So you don't need an O2 tank, cockpit, or conveyor block. However, a cryo-pod would come in handy and an oxygen generator is more useful than oxygen, as it can supply hydrogen for your suit. The medbay isn't connected to the system, so you'll have to get oxygen and hydrogen from the cryo-chamber.


    I didn't use any armor blocks. I used all catwalks instead. On further inspection, I could have used some different catwalk blocks for the porch, then you'd have a nice 2077 picket-fence in front of it.

    There's very little interior room, just enough to get about. But you have some great views from the windows, so it doesn't feel so cramped.

    The interior is entirely sealed (as seen by the readout of the air vent). There's a simple air-lock, an external and internal air-vent. The reactor has external access for cold restarts as well as being connected to the rest of the system. The base will work on a planet with or without an atmosphere.

    I including exterior lighting, as that's a necessity on a planet.

    And now... the picture roll...

    Total build time... about 30 minutes.

    Edit: Link to workshop in case you want to personally inspect it.
    https://steamcommunity.com/sharedfiles/filedetails/?id=586817329

     
    Last edited: Dec 29, 2015
    • Like Like x 3
  3. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    I think the block list is too limiting. There's a difference between being minimalist and shooting yourself in the foot. A refining operation without furnaces? Have fun with that. Taking off helmet but no control station to sit at? Why even bother with an interior then. No O2 gen limits this to a planet with air anyways.
    Would rather have a large cargo than a pile of little ones.
    Interior block is low density on the materials.

    Really I think you should consider this more carefully.

    Edit: and no antenna/beacon? Why does this base exist?
     
  4. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965

    Everyone has their own tastes to suit their style of gameplay. Which means the inventory list of blocks is going to be a little different. Rather than criticize Pete's list, I just came up with specs that honored the majority of his and added/replaced what I felt made more sense to me. Beacons and antennas aren't necessary in the beginning. Cramped interiors? Hmmm... if you want a living room and a den, then break out ye ole grinder and add them.

    Build something instead of being JUST a critic. Cheers.
     
  5. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    I intend to when I can get near the game, by nature most of my bases are very basic for survival. But even your example includes several parts not on that list... That is the problem. If I strictly adhere to the list then the base loses the functionality I need it for.
     
  6. tankmayvin

    tankmayvin Senior Engineer

    Messages:
    2,864
    Dude, you should really turn that into a drop pod/cargo pod and add extra rover docking facilities and a couple of bug swatter turrets, maybe an MB so you can voxel lock it. I'd definitely use that as a starter base.
     
  7. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965

    I built something similar a few days ago that I nicknamed the "ice cream sandwich." It was basically a 2x4 grid of catwalks as a bottom. The middle consisted of a med bay, battery, cryo pod, small cargo container, air vent in decompress mode, and I think a reactor. The top was covered in one solar panel. It was meant to be a lightweight forward operations base. It came in at 16,000kg, so a small ship with just a few atmospheric thrusters and a landing gear could transport it.

    The idea was that it could be dropped and retrieved on a planet in an area of interest for respawning purposes. If you're attacking a planet or setting up a distant mining operation and you die, you want somewhere close to respawn at (if you're using small ships). It would also serve as a convenient secondary respawn area should your main base get knocked out or taken over. Being 2x4, you could hide it just about anywhere. You could stock the small cargo container with enough materials to build a refinery and an assembler, etc.

    So the minimalist design does serve a purpose. The base that is shown above is around 73,000kg, but contains everything you'd need in almost every situation. The more mass that you add to it, the harder it is to transport or transport the components that make up the base. All of that stuff you want could be added once the base is down or while installing it.

    I wouldn't bother with the merge block. I would start a new station, then lay down a temporary solar panel and a projector. Build the battery portion first, then the permanent solar panel hanging off of the batteries. I would suggest building the base with enough clearance for the bottom layer of catwalks, so you might want to add a ramped piece of armor in front of the door to use as a step.

    You can then complete the rest of the structure. You can add the turrets as an upgrade once you're done. There's at least one available conveyor port open for expansion.


    If you want to modify what I've built to meet your needs and post it here as your own, I won't be offended. Just acknowledge the source.
     
    • Like Like x 1
  8. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    I do like the spawn crate idea.
     
  9. PeTeTe809

    PeTeTe809 Apprentice Engineer

    Messages:
    113
    I like how you put it on the ice and made it look like a boathouse, it does indeed look like a house and it has that porch patio open air feeling. It is the sort of starter base I had in mind, it does it's job and would be a nice guidestone for new players, the bare minimm you should have if you wanna start something.

    Refinery does what the furnace does and more, no need for a furnace.
    I built one of these on an Alien / low oxygen planet, if you want to build one in a no atmo environment then it is okay to put one.
    The station doesn't need a control to operate, since it is not essential I left it out. Occupies space.
    Also a ton of small cargo containers was not the idea. In mines I only put one.
    Not sure what the problem is with interior blocks.

    The goal is to make the cheapest self sufficient base, and then make it look good.

    I think limits can be circumvented as long as the goal is adhered to.

    What I did.

    Rajatabla Habitat



    I used plenty of glass, and in a later version a mismatch of different sized panes.

    Oxygent vent sucks the little oxygen in the atmo into tanks and into the habitat.

    Uses only one cargo container, and one battery, 4 panels though.

    Rover not included.

    Cost

     
    • Like Like x 1
  10. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965
    I created a second version of the base. It has the same footprint. It comes in just a tad heavier but has all the same equipment. Sorry, but the porch was wasted space... and if you totally drain the base of all energy and you're somewhere the sun isn't shining then you probably deserve to die (in game). :)

    But what's gained is a better use of interior space. I also turned around the interior door to further minimize oxygen loss. The view of the exterior world is also much grander. It feels less claustrophobic.

    Oh and now the connector is elevated so your rover will fit. I'll post a blueprint in a few.

    Once again... the picture roll...

    and now... the larch... the larch...

     
    • Like Like x 1
  11. PeTeTe809

    PeTeTe809 Apprentice Engineer

    Messages:
    113
    Only 62 Blocks huh? I'm impressed.
     
  12. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965

    I don't play SE much anymore. I spend about 95% of my time designing. What I like about design is the challenge. You have a goal and all of your knowledge, experience, and library of resources are at your disposal.

    So the station is a mini-puzzle. How do you make all of these things fit together and still solve the problem?


    Some of the catwalk blocks are redundant and could be purged to use even fewer blocks. But, as you stated, aesthetics are important too. So giving up a little mass and material for style-points... sure.

    It reminds me of one of those minimalist art-deco homes.

    My future thought is to turn it into a two-story abode by raising the height to match the refinery. Granted the face side of the refinery isn't air-tight so I'd lose the entire space adjacent to the curve to a row of ugly conveyors (to make it airtight). However, with that addition, then I could plug in almost anything on the second floor as well as pipe the top of the med bay to accept oxygen and hydrogen. With some careful planning, a flight chair could be added to the second story to create a room-with-a-view work-space, add in additional storage, etc.

    A secondary goal would be to create a version with space on the production blocks for add-on components. But that would be an entirely new design that would encapsulate four blocks in height. So I probably would use a vertical strategy.

    But in any case, the bottom layer of catwalks could be subbed out with a foundation of light armor blocks if it's to be part of a permanent structure. But I personally wouldn't do that. I'd build the base I wanted, then grind it up for recycled parts. Nothing lives forever on a dedicated SE server. :)
     
  13. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    I do like that look, like an apartment.
    And I see your point, a chair to sit in is more of a convenience. A furnace is just more efficient, etc.
    Interior blocks and panels, that is about using less resources than armor.
    I still plan on giving this a go when I have some time. :)

    What did you use there for the cost calculation?
     
  14. Dante McFox

    Dante McFox Junior Engineer

    Messages:
    547
    Click me hard!
    Not sure how accurate it is since the building costs were updated, but still a nice tool to compare BPs...
     
  15. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965

    Not sure what Pete used. But if you have a copy of SE Toolbox (who doesn't?), click on your ship/entity and go to the "blocks" tab, you should find a listing of the number of blocks, and then it will break your ship down into components, ingots, and ore.

    You can grab a screen shot or just jot down the info. SE Toolbox gets updated every week so it should be a bit more accurate.
     
  16. Sanfard

    Sanfard Apprentice Engineer

    Messages:
    109
    The Shack



    Components:

    1 x Battery
    1 x Solar Panel
    1 x Medical Room
    1 x Refinery
    1 x Assembler
    1 x Oxygen Tank
    1 x Connector
    2 x Small Cargo Container
    2 x Air Vent
    2 x Sliding Door

    1 x Light Armor Slope 2x1x1 Base
    1 x Light Armor Slope 2x1x1 Tip
    8 x Window 1x1 Flat
    14 x Steel Catwalk Plate

    Total: 37

    Only the allotted blocks were used. All inventories are conveyed and accessible from inside at the control panel of the Medical Room. The interior is pressurized and features a double sliding door airlock to prevent oxygen waste. The interior air vent is supplied by an exterior depressurization air vent as well as an oxygen tank. Interior viewing windows face all directions but below. Total mass without cargo does not exceed 60,000 kg, which allows The Shack to be transported intact to other locations if detached from a voxel surface.

    Workshop Link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=588162569
     
    Last edited: Dec 30, 2015
    • Like Like x 7
  17. PeTeTe809

    PeTeTe809 Apprentice Engineer

    Messages:
    113
    This picture is missing confederate flags and tornado's.

    :tu:
     
    • Like Like x 1
  18. newtonsolo313

    newtonsolo313 Apprentice Engineer

    Messages:
    128
    Whats all that stuff in the background of ronins post
     
  19. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    lots of unconveyored medbays up in here.
    It's difficult. :|
     
  20. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    so my first pass at this is some sort of space ranch. i set out to make a drop crate thing and this just... happened.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    I know this little shack deserves some scenery behind it but i'm on an old laptop this week..
    Anyways. I opted for the not so minimalistic route.. room for upgrade modules on both the refinery and assembler. easy additions to either side.
     
    • Like Like x 2
  21. Baalrog

    Baalrog Apprentice Engineer

    Messages:
    152
    I like fun little challenges like this!

    https://steamcommunity.com/sharedfiles/filedetails/?id=594709562

    Presenting the Log Cabin!
    [​IMG]

    I had used angled blocks before, but when it got a name I figured it could use a visual theme, and nobody uses those damn round blocks for any reason.

    If the online tool is to be believed the components weigh in at around 64,000 kg. I didnt save my world so I cant accurately check with SEToolbox right now.

    It's a bit cramped inside, and the only internal cargo access is the assembler next to the entry ramp, but it has all the comforts of home. There's room for 4 refinery and 3 assembler upgrade modules. 6 or 7 external conveyor ports exposed.

    -Refinery
    -Assembler
    -Battery
    -Solar x2
    -Medbay
    -Oxy tank and vents
     
    Last edited: Jan 6, 2016
    • Like Like x 2
  22. Kovendon

    Kovendon Apprentice Engineer

    Messages:
    308
    I made a thingy too...

    [​IMG]

    I'm not a survival player, but I'm pretty sure the 3 batteries and 4 solar panels would give a steady power supply. Also, this sports room for 4 upgrade modules for each the refinery and the assembler. (In the shot is a stray armor block to hold it in place, but that's usually open for the upgrades.)

    Storage is 4 small containers, and there is a connector extending off of the other end of the refinery. Plenty of room for another couple connectors as well, and lots of room to grow.

    Downside: it's not freestanding right now, but all it takes is a couple armor block scaffolds in the right place to get you started. Also, the interior is so basic and claustrophobic; I think that's the first thing I'd do with this as a starting base.

    While I build in the "pure white" and typically add color later, I like how this worked out. There is a good enough mix with the non-colorable portions of the blocks that the white doesn't hurt my eyes.

    Details:
    Around 50 blocks
    Refinery
    Assembler
    Connector
    4 Small Containers
    3 Batteries
    4 Solar Panels
    Oxygen Tank
    External Air Vent to gather Oxygen
    Internal Air Vent for airtight interior
    Medical Bay
    Room for 4 Refinery and 4 Assembler upgrades
    ...that's it

     
    • Like Like x 1
  23. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,965

    I'm developing an orbit to atmosphere (and back again) heavily armored drop-ship with stub wings capable of carrying a variety of arms and gadgets. The mounts even allow the weapons to converge (built in range calculator and nudging via C# in programmable block) and sequence their fire. Oh, and it doesn't use a DROP of hydrogen, so you can enter and leave the atmosphere for as long as your uranium holds out.

    I'll be done developing it in about 2 weeks.
     
  24. AutoMcD

    AutoMcD Senior Engineer

    Messages:
    2,369
    Hmm. I like the glass railing
     
  25. PyreStarite

    PyreStarite Junior Engineer

    Messages:
    559


    4x4x5 80 block (lwh) area... do I win?
     
  26. cswilson

    cswilson Trainee Engineer

    Messages:
    87
    ended up being a little bigger then planed to make it look better, has full airlock, 2nd exit(not full airlock) everything is connected. great views thru the window. overall dims are 8(9 if counting ramp, 15 if solar) x 6(7 with s0lar) x 5


    [​IMG]
    [​IMG]
    [​IMG]
     
  27. Beeskee

    Beeskee Trainee Engineer

    Messages:
    46
    Beautiful designs! Remember to post your workshop links. :D
     
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