PHQ - build for style and Terraforming (finished)

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rc1149
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PHQ - build for style and Terraforming (finished)

Post by rc1149 »

Hi Community,

I decided to upload the first finished stages of the PHQ-plan, I'm working on right now.
In the end I'll upload a 'Frame-only'-version as well as a version with production facilities. For now: production facilities are only for visual reasons.

Update 13/01/24: Stage IV now complete. Check the post later in this topic for details and download.

Update 18/03/24: Stage V now complete. The final version for my PHQ can be found later in this topic or here: viewtopic.php?f=195&t=454904.

Note: I regulary get the bug that some modules (usualy storage, production and base connections) are randomly rotated after loading a savegame. Even if I try to fix those before the next steps, it's possible that I miss one or the other. I'd love if you inform me, should you encounter such a stray.

Stage I
Features:
- main production module frame
- primary docks
- mainly container and solid storage
- small liquid storage
- the lower, central tower to connect with additional facilities
- terran living quarters

overview
Image

main ring
Image

primary dock
Image

asteroid connector
Image

lower tower
Image


Stage II
Features:
- 2nd production module frame
- mainly liquid storage
- small container storage
- 16x Medical Supply and 16x MRE production modules + optimised production chain modules

overview
Image

production frame
Image

frame with tower connection
Image

additional small storage
Image

Self advertisement: Here some completed plans of my creation.
viewtopic.php?f=195&t=454904
Attachments
UNI - Headquarter - Stage I.xml
WIP - changes are most likely
(275.96 KiB) Downloaded 636 times
UNI - Headquarter - Stage II.xml
WIP - changes are most likely
(350.24 KiB) Downloaded 687 times
Last edited by rc1149 on Mon, 18. Mar 24, 17:04, edited 7 times in total.
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adeine
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Re: PHQ - build for style, perfection comes later (WIP)

Post by adeine »

Very nice builds, I particularly like the incorporation of circular designs and how you handle habitats in your stations.

Are the modules connected as a continuous sequence in the editor, or are they technically free floating?
rc1149 wrote: Sun, 7. Jan 24, 01:37 Note: I regulary get the bug that some modules (usualy storage, production and base connections) are randomly rotated after loading a savegame. Even if I try to fix those before the next steps, it's possible that I miss one or the other. I'd love if you inform me, should you encounter such a stray.
I reported that one some years back. I think devs are aware (it has a ticket number?) but it doesn't seem to be high on their list of priorities. :(
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rc1149
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Re: PHQ - build for style, perfection comes later (WIP)

Post by rc1149 »

adeine wrote: Sun, 7. Jan 24, 03:28Are the modules connected as a continuous sequence in the editor, or are they technically free floating
Both. I try to use sequences whenever possible, but due to the mechanics of circular builds, for visual reasons and later changes in existing sequences many modules are free floating.
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rc1149
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Re: PHQ - build for style, perfection comes later (WIP)

Post by rc1149 »

Intoducing the now completed:

Stage III

Features:
- integrated energy grid
- several frames with snappoints for production modules
- additional terran quarters
- 1x TER - XL shipyard and 4x TER - S/M shipyards (snap ponits are availabel if you want to exchange them with the COP version)
- more container and solid storage
- a few docks

overview
Image

terran quarters with S/M-shipyards
Image

energy grid with production frame and XL-shipyard
Image

Note: I'd like to upload the plan but sadly i exceeded the max-filesize with 551/512 KB. I'd be open for suggestions, which dont include uploades to 3rd parties.
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adeine
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Re: PHQ - build for style, perfection comes later (WIP)

Post by adeine »

rc1149 wrote: Wed, 10. Jan 24, 00:07
Note: I'd like to upload the plan but sadly i exceeded the max-filesize with 551/512 KB. I'd be open for suggestions, which dont include uploades to 3rd parties.
You could zip it?
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rc1149
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Re: PHQ - build for style, perfection comes later (WIP)

Post by rc1149 »

Here the Zip for now:
UNI - Headquarter - Stage III.zip
WIP
(28.3 KiB) Downloaded 384 times
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Repli
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Re: PHQ - build for style, perfection comes later (WIP)

Post by Repli »

Really nice work. Would be great to paint station modules as well as ships. :D
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rc1149
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Re: PHQ - build for style, perfection comes later (WIP)

Post by rc1149 »

Thank you. Feedback of any kind is always welcome.

In adition Stage IV is ready for the upload.
Note: I got a massive loss of orientation for many Stage III - Storage Modules. I wont patch the uploaded file due to the progress I alraedy made in Stage IV when i noticed. Reseting the rotation and realigne the modules seems to fix their orientation permanently (need to pay some attention to this).
I also made some changes to Stages II and III, which wont be featured in previous files as long as there is no demand.

Stage IV
UNI - Headquarter - Stage IV.zip
(34.94 KiB) Downloaded 403 times

This will be the last addition to my PHQ. The more then 1300 modules leading to an increasing delay in module placement and manipulation. Also I experience more and more graphical glitches in the Station Editor.
However: I still plan to add all available production modules to support terraforming missions and ship production. After I'm sure most (hopefully all) modules are stable in their rotation it will be uploaded as the final Stage V.

Features:
- more storage
- more docks
- more terran habitates
- more place to add production modules
- the administration center
- a refit of the Stage II connection with 2x L-Shipyards
- an additional 8M-Dock to Stage III for better optic
- maybe some modules with undecided orientation

overview
Image

upper tower with administration center
Image

storage facility with energy grid
Image

production frame with habitation and L/XL-docks
Image

refitted Stage II connector with L-shipyards
Image
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Thisdan
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Re: PHQ - build for style, perfection comes later (WIP)

Post by Thisdan »

I have a question: I don't need the blueprint. The game always tells me (missing equipment modules) but I already have all of them. Why is that?
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rc1149
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Re: PHQ - build for style, perfection comes later (WIP)

Post by rc1149 »

Hi,

I guess that
missing equipment modules
means that you're missing the needed turret and/or shield modules used in this plan.

It is using:
- Terran L Shield Mk3
- Terran M Shield Mk3
- Terran L Pulse Turret Mk1
- Terran M Beam Turret Mk1
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rc1149
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Re: PHQ - build for style and Terraforming (finished)

Post by rc1149 »

It is done

After a longer break I can now introduce to you the final Stage of this work. I also uploaded an unarmed Version which offers better performance and smaller file size. Additionally I reallinged several misrotated modules and they seem to be stabel in the intended position.

Stage V
UNI - Headquarter - Stage V.zip
(42.25 KiB) Downloaded 490 times
UNI - Headquarter - Stage V - unarmed.xml
(406.22 KiB) Downloaded 292 times
Image


Features:
- a complex structure with a central tower and 6 attached sections
- shipyards of all sizes
- storrage: 70M container, 26M liquid, 36M solid (I strongly recommend to manualy adjust some allocations)
- several grids with accessible snappoints to add additional production
- production modules (4-5 for most wares) + additional modules for wares used in bulk for terraforming and to supply the population
- Residential modules for 8.500 Argon and 16.600 Terran / ~72.000 optimal Workers
- a large number of M and L/XL-docks and a few S-docks
- armement: TER L Pulse, TER M Beam, TER L/M Shield Mk3

With this i will end my work at this station. I'm expecting myself to create more stuff with the next content update so stay tuned and maybe check out some of my other stuff:
My main Collection:viewtopic.php?f=195&t=454904
A collection of ''small'' support-stations:viewtopic.php?f=195&t=427327
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Knight05
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Re: PHQ - build for style and Terraforming (finished)

Post by Knight05 »

How many of each large miners to supply this bad boy?
Knight05
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Re: PHQ - build for style and Terraforming (finished)

Post by Knight05 »

I did this build but i find myself depleting medical supplies faster than it replenishes them with all the workers, am i doing something wrong?
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humility925
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Re: PHQ - build for style and Terraforming (finished)

Post by humility925 »

It's nice headquarter but it's can be very lag in sandbox, all right. Nice Arts work!
Had a compassionate when you able... :)
Thereal-Chaseman
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Re: PHQ - build for style and Terraforming (finished)

Post by Thereal-Chaseman »

Hi, I downloaded a few station blueprints off the forum and I wanted to do a custom start with this PHQ. But I cant use it due to "Incompatible Equipment Items". Was hoping someone in the forums would have some info, so far my google searches haven't had any results.
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rc1149
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Re: PHQ - build for style and Terraforming (finished)

Post by rc1149 »

sry for the late response: :D

@knight05:
-Let's say it's a lot. and also depends on the location. I use localized mining stations to supply all of my other stations so I can't really say how much will be needed.
-According to the math, it has enough modules to supply all workers even without the production bonus. Did you check your supply chains for Ice? Please note, that the station overall is not optimized and will probably need additional water production. I left space in the plan so you can add modules according to your needs.

@Thereal-Chaseman:
-I don't think you can start a custom game with the actually HQ-Module in a station due to it's beeing a plot reward.
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Baconnaise
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Re: PHQ - build for style and Terraforming (finished)

Post by Baconnaise »

Thereal-Chaseman wrote: Wed, 7. Aug 24, 21:35 Hi, I downloaded a few station blueprints off the forum and I wanted to do a custom start with this PHQ. But I cant use it due to "Incompatible Equipment Items". Was hoping someone in the forums would have some info, so far my google searches haven't had any results.
If you have issues with the research module you can always try removing and adding a dock. Detaching and moving the existing dock if any sometimes helps. If it's blueprint-related or mod IDK. Best guess with that would be to give yourself all blueprints in designer afaik. Are you loading this in station designer first BTW? I generally take modded PHQs and station plans off here or anywhere and do designer first and give them a unique name. You might have to strip the thing of all weapons/shields perhaps. These larger plans I'd consider using that config loader mod. It helps organize these large messes.
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rc1149
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Re: PHQ - build for style and Terraforming (finished)

Post by rc1149 »

@Thereal-Chaseman:
I took a look into this problem today. You have to adjust your Story State to 'HQ with Boso Ta' or 'HQ with Boso Ta and Dal Busta'.
After that you have the HQ automaically added to your property, where you should be able to choose the HQ-Version of your desire in the drop down menu.
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Baconnaise
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Re: PHQ - build for style and Terraforming (finished)

Post by Baconnaise »

rc1149 wrote: Thu, 7. Nov 24, 14:50 @Thereal-Chaseman:
I took a look into this problem today. You have to adjust your Story State to 'HQ with Boso Ta' or 'HQ with Boso Ta and Dal Busta'.
After that you have the HQ automaically added to your property, where you should be able to choose the HQ-Version of your desire in the drop down menu.
Good call. Easy to forget that you need that enabled to open up other options.
brutaldeath54
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Re: PHQ - build for style and Terraforming (finished)

Post by brutaldeath54 »

[ external image ]This is one of the best construction blueprint I have see.
This is a very expensive HQ and I think it's approximatly 20 construction hours for built it (1598 modules)
I add a new comment when it's finished

For the moment, I have just start the construction and I wait my constrcution ship.
I have save my game at 18 day 20 hours and 34 min at the start of construction.

I have start a construction for 100 Magnetar Gaz and 100 Magnetar Mineral.
I hope this will be fastest than my old HQ for terraforming (I'm on 18 Billion for the moment)

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