Boron based Shipyard - Self sufficient

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alt3rn1ty
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Boron based Shipyard - Self sufficient

Post by alt3rn1ty » Tue, 19. Sep 23, 13:20

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Video - https://youtu.be/6K4c_WX8p6Q
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Download :

See next post for updated construction plans

Needs :

10x10x10 Plot

About 16 miners (3 XL Gas, 13 L Minerals), and maybe a couple of L traders. The latter is not necessary as other factions traders will be like Wasps around a can of coke.

Lots of Blueprints for Boron station building modules such as L/XL fabrication modules, the big Hex docking module for L/XL traders, and L/XL ships/thrusters/weapons/etcetera.
And all the standard shared production modules like Hull parts.

If you want to avoid having to source/build Metallic Microlattice/Silicon Carbide/Computronic Substrate .. Don't get any Terran Blueprints. This station does not have any of these resources, so depending on where you build it, it might be many sectors away from those resources and cause a huge pause in building production.
If I want Terran shields/weapons I just send the built ship to the Terran Shipyards to upgrade.

Station Manager and Ship Dealer

Building drones to build ships, Cargo drones. Set them on the Logical Overview.

And also in the build UI set the station loadout to custom, so that the station manager doesn't go adding turrets and shields to other modules, causing the station to shoot through other modules (it doesn't cause damage to itself, but just looks bad imho, and has a really bad performance impact if you are in sector when they are all firing .. Getting rid of all the extra turrets automatically built is a major PITA if you let it happen, been there got the T-Shirt)

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Goal with this was to see if a mostly Boron parts shipyard could be :

a) More game performance friendly than my old one
b) Less of a problem for ships landing/taking off
c) Aesthetically to look a bit like a sprawling metropolis

On my laptop, all goals were achieved, with one caveat I couldn't make it too much of a metropolis without endangering losing too much performance, so I cut back on a lot of connection pieces and instead utilised all the Boron production modules connections to best advantage. Your mileage may vary, but on my laptop (see signature below) flying around and landing/walking around the station .. Least FPS experienced was 46, best was 65. For me thats very acceptable for a large shipyard, and depended also on how many ships were in close proximity to the station.

It has 1 L Fabrication, and 1 XL Fabrication.

It doesn't have any Boron S/M landing facilities, because those have enclosed docks which always cause problems for me, either jiggling outside the entrance or just blatantly going through the hull of the dock to/from the landing pad. I opted for Luxury S/M docks, set waaay below the rest of the structure so that landing/taking off is less problematic for the game calculating flight paths if you have an AI pilot and you are standing in the cockpit.

It's pretty well balanced for Work force needs (Plankton/Bogas/Bofu/Meds). It also overproduces a little on each resource needed ..

Could probably do with a few more Hull parts and Weapon Component production, but I didn't add any more as it seems to produce enough to keep the ships rolling out, and keep down the performance impact (add more modules that need workforce increase, then you also need more Habitats/Plankton/Water/Bogas/Bofu/Meds and possibly more energy production).

It also has enough Boron disc defence modules, kitted out with Boron weapons/shields, to keep the odd fighter group of Xenon/Kha'ak/Pirates away. If you are located where you can expect large assaults by Xenon (an l plus K's) you are going to need a fleet stopping them coming into the sector, because the station would die.

The only bad thing is you cant have it entirely Boron, Antimatter Converters etcetera are all the usual standard style, but I placed them all over the place so they are kind of watered down by the station structures style they are appended to.

There are some good places left to expand it if anyone needs to, or have beefier machines than me.

It has a Gambling Den and Casino for more efficient workforce on some modules, but they have been added in places where the game can miss them out of the build if you dont have the BPs

Design wise its nothing special, its a bit of a Frankenstein monster to be honest, but if you want a ready made self sufficient Boron Shipyard .. The works all done :)
Last edited by alt3rn1ty on Wed, 20. Sep 23, 23:01, edited 2 times in total.
Laptop Dell G15 5510 : Win 11 x64
CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)

:boron: Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.

User avatar
alt3rn1ty
Posts: 2399
Joined: Thu, 26. Jan 06, 19:45
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Re: Boron based Shipyard - Self sufficient

Post by alt3rn1ty » Wed, 20. Sep 23, 20:21

MKII is now built.

Reason: This new build is a bit more optimal, I realised that Boron L Storage modules have 6 connection points, 1 at the top 1 at the bottom and 4 more near the top.
Its as long as a Boron Vertical connector No.2.
And can also act as one of those small cross connectors.

By using the Boron Storage modules to replace most vertical and cross connectors, I reduced the overall build count of modules by 14.

I also wanted to make the small luxury docks at the bottom a bit further down for more landing/take off approach clearance, and raise the L/XL Hex Dock a bit above the station for the same reason. So utilised a few of the already included storage modules and a Med module as vertical extensions for the purpose.

Edit:

Okay, before you use this - If you had previously built the first version, make sure you send any docked ships somewhere safe including your miners ( The Hex dock gets rebuilt and if you have any miners trying to deliver at the time it gets deconstructed .. bye bye miner - I had a 4 star pilot on mine, and full 5 star service crew :( ).
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Boron Shipyard.xml
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If starting from scratch its a big build, but less than the original.

And there is a lot more than meets the eye in the screenshots, its quite an overhaul.

If you import this and amend an in place build (updating the original), there are a lot of changes. Expect to lose a lot of energy/storage/resources in the short term.

I admit while I was at it I made a few cosmetic changes too to the design, so all changes are not necessary, please forgive me if updating :)
We learn as we progress, this was a bit of a learning process for me. But now i'm very happy with how this turned out, so there will not be any further updates.

Do as you will with it, and for those with beefy machines knock your selves out editing, it could do with a few more Weapon Component and Hull part modules to make it more efficient as a Shipyard, but dont forget that will also have a dominoe effect on Workforce and all the resources feeding them.
Laptop Dell G15 5510 : Win 11 x64
CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)

:boron: Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.

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