


The low security sections do have exposed service hatches but they are still considered 'outside' the main base and have locked doors and turrets between them. The CMs are arranged in such a way that the ring features zero unlockable service hatches - all routes in to the ring are via turret-guarded AMs or CBMs. Cargo storage is expandable outwards along it's current axis, possibly requiring some adjustment of the public docking ports to do so. Thanks! The station is designed with security in mind, and features the high-security ring core, and two additional low-security public docking areas, as this is intended as a trading station of sorts.

It's too much of a pain in the ass to rework everything so late in 0.2.6 (for me anyway).
XONOTIC HELLION TURRETS PATCH
Do you think the game can handle that many modules? Just curious, why do you use the s connectors to lower the CQMs? Is that for turret coverage? Also, what do you think about terminating with a lifepod? I'm trying to figure out what I do next and I was thinking on the next patch I'm going to terminate with my lifepod so when I finish my base I can easily haul it somewhere else and seed a new base. Originally posted by Ibly:OMG, thats station porn. Abandoned stations (without authorized characters) will despawn after 15 minutes.

A station with an authorized character will have a despawn time of 48 hours + 48 hours for each docked module. It's too much of a pain in the ass to rework everything so late in 0.2.6 (for me anyway). Stations are composed of Modules which are building blocks that can be collected and connected together to create expansive stations for players to survive in. Note if you edit the design the URL will change - remember to re-bookmark them if you make changes.įor example - here's a station I've designed and am now building in-game. You can - simply keep/bookmark the URL in your browser and share it if you want. Only request would be a way to save and share our designs. Finally a way I can get some Hellion time in at work without getting in to trouble. Turrets also have armor of their own.Originally posted by Ibly:Wow, absolutely cool tool. The Proteus suit mitigates 2-5 damage based on tier but the MK9 suit mitigates 6-9 damage. It is worth noting that the further you move away from Bethyr (default spawn), the higher the radiation becomes.Īrmor reduces a flat amount of damage from turrets. If your nanite core or suit does not have the necessary level of protection, the hull or player will take direct damage over time. It acts as a barrier to entry between planet tiers as well as suit tiers. Each ship also has a security panel which is found nearby the pilot chair but their authorization does not apply to docked modules.Įvery planetary body has a varying degree of radiation which reduces the health of modules and ships over time. The security panel can be found in the upper deck, on the left after passing the door. If modules do not get fresh cores, they will eventually lose hull integrity and explode into nothing.Ĭurrently there is only 1 module capable of authorizing yourself and friends to a station and this is the Command Module (Designation: CM-AM). In multiplayer, nanite cores also act as an AFK despawn timer. Most people tend to use Military cores when inside debris fields only, to make the best use of their limited health pools. Military cores have a fraction of the health, but boast a higher amount of protection. Civilian cores have a very high amount of health, but have lower protection from debris and radiation. There are two types of protection, civilian and military. Nanite cores protect against levels of radiation and debris impacts.
