Astra Blade
For Reforged Eden 1.7 scenario only.
6 Bay Modular Battle Carrier.
The Astra Mk II by filbertfarmer is a great Module Carrier CV
https://steamcommunity.com/sharedfiles/filedetails/?id=2783648204
The WhiteBlade by Annle Noalm’s is a powerful end game Battle CV
https://steamcommunity.com/workshop/filedetails/?id=2799710398
Now if you merge them together and a lot of automatic scripting by ASTIC, and you get the Astra Blade
This ship needs 10 auxillary cores, 10 Quantum-cores and Advanced core to work.
Turning on shields without these makes a cool BOOM!
(Place them in the slots marked C in the hanger)
(Room for RailGun at the nose of ship (remove the brown R blocks first)
(Room for 8 Radioisotope Generator (Marked as P in Hanger) Not required but nice to have)
- 4 Heavy Cannons (for Ground POI)
- 8 Sentinel Flak & 10 Mini Guns for drones
- 6 Heavy Lasers & 10 Positron Turrets for Shields (Plus 12 Main gun Positron Beams)
- 6 Missile Turrets and slot for Rail Gun for making holes were needed
- 184,100 Shield HP (238,100 with Bastion Shield upgrade) and 1200 recharge
- All cores and Generators at the back, while the 250 meter long ship has all main guns at the front, so core system immune to most damage.
- Two micro bays added on bridge for micro SV (tiny runabouts for looting in space & POI’s)
https://steamcommunity.com/workshop/filedetails/?id=2802462638 - Top of ship super flat so your whole factions fleet can dock on top for cheap warps.
- Ready Room and Full Medical right next to bridge and Teleporter so return to control of CV almost instantly
- Ground Battle Bridge added to the nose of the ship (for easy view when taking out ground POI’s)
- Rear facing Pilot seat for onboard mining drills (or use harvesting modules)
https://steamcommunity.com/sharedfiles/filedetails/?id=2789657188 - Bay 1 & 2 changed to allow loading and unloading HV’s to Heavy Lifter Docked module
https://steamcommunity.com/workshop/filedetails/?id=2802508772
(un-dock the module by a meter, while loading as Nested CV’s not currently allowed) - 8 Ammo controller (one per ammo type used) for Auto reloading ammo of this CV when its docked to Main HQ (using AutoDB LCD to set how much and where to load each ammo)
https://steamcommunity.com/sharedfiles/filedetails/?id=2802976741
-No farms, or constructors, this has been moved off to docked modules
(with auto unloading/loading and auto farming scripts. With these scripts you forget they are not even part of your Module Carrier)
I use 3 Farm modules (2 for growing Pentaxid, 1 for Plant Fiber and food), 1 Production, 1 Miner and 1 Heavy Lifter
This also give you an extra 25x 320 cargo storage!!!!
-Ships and vehicles that are docked are invulnerable to everything… EXCEPT bombers in an atmosphere. So do not worry about your docked modules.
But the real power in this ship is all the automatic scripts installed
- Smart Engines
-Auto enable/disable engines when there is a pilot (turn on EnginesOverride when docking modules so you do not push the main carrier around from bad parking)
-‘UP’ engines keep running if detects on planet, Landing gear down overrides this. - Main guns and Drills (not turrets) also automatically turned off to save power when no pilot
- Drills turned on (and main guns not) when in Mining Bridge (and vice versa)
- Main Bridge has real time info fuel/oxygen & pentaxid, ammunition and displays damage of any main systems
Also list all docked ships and their status (if still turned on etc) and warns if shield is off - Auto re-fueling docked SV/HV (fuel/oxygen & pentaxid) in SV/HV hanger bay
- Auto re-fueling docked Modules (fuel/oxygen & pentaxid)
(Will only top up the modules docked in the 6 hangers) Any other CV docked ignored. - Auto reload ammo of docked ships (controlled by name of ammo boxes on target ship)
- Auto top up main Module Carrier fuel/oxygen & pentaxid tanks from storage bays
(Does not take from Emergency Storage, just the main containers, this is great for the new massive shields) log displayed in Bridge to show the history of the ‘top ups’ - Cargo bay displays with real time info of contents of the containers
- Summary Screen of all cargo boxes in Bridge
(Option to display docked modules cargo as your own, so full summary of the whole fleets cargo when they are docked) - Automatic Disassembly script for fast recycling of captured nearby ships (based on core name)
-Turned off/on by the console behind teleporter as two ships running this ship on one target causes issues) - Smart Hangers (list exactly what is docked where, and their current status)
- Navigator (this linked the EmpyrionGalaxyNavigator output into your heads up display for easy warp planning
- Auto Enemy and Resource display using the active radar scripts
- Docked Module CV’s with containers called ‘AutoUnload*’ will be automatically unloaded into the container on the carrier called ‘Raw Resources’ (for auto unloading docked mining modules)
Recommend using the following mining module
https://steamcommunity.com/sharedfiles/filedetails/?id=2789657188 - ‘Raw Resources’ container will be automatically load into ‘Processing’ container on docked processing modules.
Recommend using the following production module
https://steamcommunity.com/sharedfiles/filedetails/?id=2807022567 - Autosorting of some items into the right containers (Food to Fridge, Weapons and Medical to the right box)
- On-board Fridge topped up from docked Farming Module (which auto harvests any ready crops)
More details on the automove rules here
https://steamcommunity.com/workshop/filedetails/discussion/2802720553/3273564563062284243
(ASTIC scripting is amazing and highly recommend for any server)
For installation guild on the Mod go to
https://steamcommunity.com/workshop/filedetails/discussion/2802720553/3273564671159426828/
Required items:
Click the title to search on this site.
Astra Blade Heavy Lifter Module — Steam Workshop
Micro SV — Steam Workshop