Empyrion - Galactic Survival

Empyrion - Galactic Survival

207 ratings
Medieval Castle
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Blueprint: Base
Tags: Blueprint
File Size
Posted
Updated
993.220 KB
Oct 10, 2022 @ 2:53pm
Oct 16, 2022 @ 10:05pm
4 Change Notes ( view )

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Medieval Castle

Description
UPDATE: December 14, 2023. As of v1.10.5, Collision on this Base is fixed! Collision should work throughout the base!

UPDATE: July 7, 2023. As of v1.9.14, Collision on this Base is broken throughout half the castle. I was hoping it would be fixed in 1.10, but it has not. As such, I have filed a bug. You can track progress here:

https://empyriononline.com/threads/large-structures-using-many-complex-blocks-will-lose-collision.101826/

I finally got around to building a fairly large and full service Base. It is based off a castle I originally built in Minecraft many years ago. The visual style is based off typical fantasy/romance style castle like the Disneyland Sleeping Beauty castle and the real life Neuschwanstein Castle of which the Beauty and the Beast Castle is based on.

Please remember, if you liked this base, please smash that thumbs up button!

Overview:
This base is fully concrete with a shield generator and several weapons. Most of the useful devices are actually in the sub levels of the base, with the top side floors serving mainly as deco (bedrooms, ballroom, etc...). The sublevels basically include everything: constructors, a furnace, deconstructors, armor repair, CPU room with offline, anti grief, and shields. It is also fully enclosed (save the pool area and outdoor areas, obviously) and ventilated, should you choose to spawn on a hostile planet. This base is designed for Vanilla and is at the absolute T4 CPU limit.

Deco Rooms:
- Great Hall
- Bedrooms
- Servant quarters
- A pool
- Several bars
- Full Opera house
- Libraries
- Throne Room
- Ballroom
- Meeting room/Council Chambers
- Armory/Range

Hangar:
This base also features a Hangar on the bottom level in the back. It is designed to be placed on a cliff, allowing Hangar access, however, the Hangar can also simple have a tunnel dug out untill it reached a cliff. It was designed to closely resemble The Naboo hangar in Star Wars Episode I: The Phantom Menace, as it seemed the perfect marriage of royal castle and star ship hangar. It has 4 sub alcoves and a large main area. It also has a repair bay, 2 extra constructors, 2 full 40 cube storage, and air and fuel access: it is designed to restock/refuel and work on ships.

Stargate Command:
The top level of the Castle features a gate room inspired by Stargate: Atlantis's Gate room. The idea is to connect it to a friendly base far away.

Special Thanks:

Like my Tempe of Time, this base owes some detail work to Illegal Cheese's Castlebase 2. The side windows are taken from his work:
https://steamcommunity.com/sharedfiles/filedetails/?id=2802196017

Temple of Time:
https://steamcommunity.com/sharedfiles/filedetails/?id=2848709025

Bridge of Hylia in images:
https://steamcommunity.com/sharedfiles/filedetails/?id=2876592357
41 Comments
Achenar  [author] Dec 14, 2023 @ 3:15pm 
As of v1.10.5, Collision on this Base is fixed! Collision should work throughout the base!
Achenar  [author] Jul 11, 2023 @ 6:06pm 
I was hoping 1.10 would fix the existing collision issue with the introduction of new blocks. It has not, so I have filed a bug. You can track it here:
https://empyriononline.com/threads/large-structures-using-many-complex-blocks-will-lose-collision.101826/
Achenar  [author] May 26, 2023 @ 2:13pm 
@Ragnadom As of v1.9.14, the collision is broken. If you revert Empyrion to a previous version, it should be fine. Empyrion's collision model struggles with large amounts of complex blocks bc the collision for such blocks is based on their actual visible geometry, rather than a hidden simplified block collision model. When building the castle, I had to dial back how ornate I made it to account for this.

In the previous patch, a change was introduced to the block code that made the faces of some blocks disappear when certain other blocks partially covered them. I suspect that in the latest hotfix, which fixed that issue, the collision calculations changed, making the collision model even less forgiving.

While checking for this issue during building it is straight forward (deleting the latest placed pieces until the collision works again), Trying to find the offending block(s) now would be extremely difficult. This is a bug in Empyrion and I will try to make the devs aware of it.
Ragnadom May 24, 2023 @ 11:45pm 
very nice looking but the first floor after you enter the main doors and the floors below arent physical blocks for some reason and i fall right through the floor to the basement.
illujziya Mar 21, 2023 @ 4:36am 
Да, вывески бы помогли!)))) замок такой огромный, что я там хожу кругами:slimetabby:
только недавно нашла сцену театральную!))) или оперную =)
Achenar  [author] Mar 20, 2023 @ 5:40pm 
@illujziya lol, they are on the bottom two floors on the left and right sides of the castle. One of these days I will need to make some signage.
illujziya Mar 14, 2023 @ 2:18am 
Замок такой огромный, что я их ещё не нашла:slimetabby:, спасибо :luv:
Achenar  [author] Mar 13, 2023 @ 10:48pm 
@illujziya They should, but only in temperate climate. Nevertheless, there are several plots indoors.
illujziya Mar 13, 2023 @ 6:01am 
я заблудилась :D огромный замок! но растения на улице разве будут расти?
Achenar  [author] Feb 13, 2023 @ 4:55pm 
@Klaypigeon lol if only I had more control over water. It's got a pool though ;)