Silo 18
Level 03 · deck 209 · built in Unreal, editor captures · approved 16 Oct

The IT wing

Mockup B, built at silo scale behind the server vault on deck 209, in its own rooms. You can walk the whole route from the vault to the library. These are editor views: the light-bulb icons are editor markers, not lamps in the game.

What was chosen

The cut through the silo wall out of the server vault
The rock ante-room and the round vault door
1–2 · vault doorway · ante-room

Earth, amber light, the round door

You leave the server vault down its centre aisle, through a 2.1 × 2.5 m cut in the silo wall. A 6.6 m ante-room is dug into the earth behind the silo: rough rock, warm amber work lamps. The round vault door is 3.2 m across, with a stepped machined rim and 20 bolts, open on its hinge arm.

The white corridor with a glowing ceiling and blue-lit side steps
3 · corridor · 13 m

Cold white, lit from the ceiling

4 m wide and 5 m high, with a glowing ceiling panel and low side steps traced in blue light. The temperature turns cold here, against the amber behind you.

The Algorithm chamber with stepped contour bands
The curved card on its floor rail
4 · the Algorithm's chamber

Contour bands and the curved card

A 12.6 m round room, 7.9 m high. Ten flowing grey bands step back as they rise, each lip hiding a light strip, so the room is lit by its own architecture. The card is a 3.2 × 2.2 m curved panel on a floor rail, built to slide and tilt toward you.

The left turn ending at a tall oak-leaf doorway with warm light beyond
5 · the left turn

Through the door, warm

The left arm runs 8 m to a 2.3 × 3.3 m doorway with two oak leaves standing open. This side is cool white; the far side is amber. The right arm ends at a closed white door: the IT offices, for later.

The library hall with four tiers of shelves and galleries
The closed bronze orrery door at the end of the library
6–7 · library · orrery door

The library, and the door that holds the rest

30 m long, 16 m wide, 16 m high. Four tiers of shelves step back with oak galleries, brass rails and two bridges. At the end, a 2.6 × 4.6 m bronze door: the orrery room behind it loads only when it opens. An NPC path runs from the vault to the library with no breaks.

The whole silo, in shards

The goal: every part of the silo can be walked into and looks finished, while only what's near you is in memory. The method follows what Star Citizen describes publicly, mapped onto what this project runs.

builtAlways loaded

The stair core, the far-shaft stand-in, fog and haze. They hide what isn't loaded yet.

builtSeven deck bands

Your band and its neighbours are drawn, the next wait loaded, the rest unload. They follow your height.

doingRooms behind doors

Load as you approach the console, show when the door opens. The IT wing is a chain: ante-room, chamber, library, orrery, offices.

builtPeople off-screen

Walk on as numbers along the stair and step back into the world at landings.

How loading stays hidden

The Algorithm

  • Its body is the server racks in the vault. Each aisle is one part of its mind (senses, memory, judgement, voice), and the rack lights show which part is working.
  • Its face is the curved card. It slides and tilts toward whatever it watches, and the chamber's bands brighten and dim like breathing.
  • Its senses are real game data: where everyone is, every door and keypad attempt, which floors are loaded, the silo clock.
  • It speaks from what it actually saw. Its judgement is plain code; its words come from a language model, used sparingly, with canned lines when that's offline.
Mockups it started from
Mockup B, the approved white corridor and chamber
B · approved
Mockup A, IT offices
A · IT offices, now behind the right-hand door
Mockup C, library and orrery
C · library kept, orrery moved behind a door

What the research found

Across the silo, in build order

1Landing kit: number, colour band and lamp at every stair landingnext
2Cafeteria hall and outside screenbuilt
3IT wing: this pagebuilt
4Airlock seal, Sheriff and holding cells by the cafeterialater
5Residential: furnished flats, market and benchesstarted
6Supply finishing, then Mayor and Judicial officeslater
7Clinic, school, porters' dispatchlater
8Ducts, farms and mechanical, once the barrier at deck 105 openslater
← 02 Big picture04 Chronicle →