Empyrion - Galactic Survival

Empyrion - Galactic Survival

Zoltan May 13, 2021 @ 8:54am
What happens when you turn weight restrictions on?
I have been playing with this setting off. But been wanting to turn it on when I teleport to certain planets that I setup up as challenges.

When I turn this setting on do I lose my items in my cargo holds because I am way above the limit?

I would turn the setting back off when returning to my home world.
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Showing 1-15 of 16 comments
Egoblast May 13, 2021 @ 8:59am 
I "think" (read dont know for sure) the game only checks weight and volume when you try to move an item.
If the hold is allready over weight/voulme i dont think it does anything if its a base, if its a HV/SV/CV i think you just cant move it until you resolve the imbalance.
Zoltan May 13, 2021 @ 9:00am 
That would make sense Just want to make sure its not bugged and I lose my items. Its hard to change from the old way to play to this new way to play due to habits.
Last edited by Zoltan; May 13, 2021 @ 9:01am
Egoblast May 13, 2021 @ 9:03am 
tbh m8, i dont have it on, i want to play a game not a physics simulator!
(too much minecraft i fear)
Zoltan May 13, 2021 @ 9:06am 
Not sure why they did this when you can throw everything in the factory which I see people do. I don't understand the concept of an invisible factory that can build huge buildings and ships just anywhere.

I would embrace the wight system more when they change how the factory works.
Zoltan May 13, 2021 @ 9:12am 
I have been thinking of actually building factories and construction ships to spawn the items made in the factory so it makes sense.
Egoblast May 13, 2021 @ 9:26am 
completely agree, a good idea not particularly thought through.
I suppose no one at an Elion weight and volume meeting said; "but what about the magic factory?"
MEG May 13, 2021 @ 9:31am 
Frankly spoken, it is pretty impossible to play, if weight-limitation is on.
Just imagine ...
You have to build a huge hangar, with a size of lets say 50x50, so you need 2.500 blocks. JUST for the floor!
With weight limit you can carry about 6 !!!! SIX blocks at ones. So you have to run more than 400 times to fetch the blocks and place them. JUST FOR THE FLOOR.
I swear, i dont want to play like this!
Zoltan May 13, 2021 @ 9:34am 
Originally posted by MEG:
Frankly spoken, it is pretty impossible to play, if weight-limitation is on.
Just imagine ...
You have to build a huge hangar, with a size of lets say 50x50, so you need 2.500 blocks. JUST for the floor!
With weight limit you can carry about 6 !!!! SIX blocks at ones. So you have to run more than 400 times to fetch the blocks and place them. JUST FOR THE FLOOR.
I swear, i dont want to play like this!

That is why I suggested construction ships for big projects. Bases would need contruction ships so would large CVs. Some of the should be built in space if they are not intended to land on a planet.

Everyone plays the game they want. As long as they have settings people can choose from it keeps the game playable for everyone.
Egoblast May 13, 2021 @ 9:36am 
i think the intent, to use your example, is for you to use the wifi link thingy (PF4) and link a remote storage to a hot bar. but again, MAGIC matter transportation...
Zoltan May 13, 2021 @ 9:37am 
In my case I engineer for a living. So I like games that make the most sense. Where magic is not part of sci fi
MEG May 13, 2021 @ 9:44am 
Originally posted by Zoltan:
Originally posted by MEG:
Frankly spoken, it is pretty impossible to play, if weight-limitation is on.
Just imagine ...
You have to build a huge hangar, with a size of lets say 50x50, so you need 2.500 blocks. JUST for the floor!
With weight limit you can carry about 6 !!!! SIX blocks at ones. So you have to run more than 400 times to fetch the blocks and place them. JUST FOR THE FLOOR.
I swear, i dont want to play like this!

That is why I suggested construction ships for big projects. Bases would need contruction ships so would large CVs. Some of the should be built in space if they are not intended to land on a planet.

Everyone plays the game they want. As long as they have settings people can choose from it keeps the game playable for everyone.


I agree absolutely! It is everyones choice how he plays.
Brew May 13, 2021 @ 11:29am 
Yeah... the game has systems to let you build things like this without having to carry concrete blocks in your pocket. You should use them. Magic matter transportation yeah... but better than 400 trips back and forth. This was forseen and designed around as far as I can tell, so at least you'd be using game systems as intended.

I'm playing with M/V and CPU points enabled at the moment. It does make things less silly. Designing a "hauler" HV/SV actually makes sense now since you can't just toss huge amounts of stuff into a little cargo box. Gotta use strong enough thrusters to carry the load; a few silly small ones won't work. And braindead approaches like bolting on 100 small ones won't work either due to CPU limitations.

If you're an engineer and want to minimize the magic, M/V and CPU enabled seems like it might be up your alley then. Takes some thought and weighing design trade-offs. Need to maximize cargo capacity on your hauler, but those big thrusters required to move it use a lot of CPU, so what do you do? Maybe need to be happy with less carrying capacity. If you add CPU extenders, you won't be able to use it as easily early-game due to material requirements to build it. More advanced stuff also means increasing the minimum level requirement. Do you want a turret on there for some defense? Big CPU requirements there; that means you trade off carrying capacity.

I spent some time designing in creative so I'd have the freedom to spend time without worrying about starving, freezing, etc and could have whatever parts I wanted without having to wait for them to be created in a constructor. I've been building on the planet (instead of space), so it's also useful to be able to control time so you don't have to deal with day/night cycles (you can always see what you're doing!) That means you can focus purely on the creation. But I found creative mode doesn't simulate M/V effects. So I also started a survival game purely for testing and spawned things into it (using some console commands to make it easy) and tested there. That will result in valuable experience and some further tweaks and changes. But when you're done, you know how that vehicle will perform when you spawn it "for real".

Different items have different densities. So in survival mode M/V "testing", I filled up the cargo hold on my test ship with something to weigh it down and understand its performance under those conditions. Copper ore is surprisingly dense, so that's been my benchmark. But I think something like the large optronic matrices (whatever those are called) are really dense, so that's like an ultimate stress test. But it's also an end-game item and I don't know how likely it is for anyone to have large numbers of them. But copper ore is one of the most common things in the game! Very likely to want to have a cargo hold full of it. So I thought it was a good test. Also, I tested on the starter system with normal gravity. My recent designs won't work on 4G planets, but again, that wasn't the goal. It's another thing to try to design an end-game vehicle for the most stressful conditions you can think of! I have not taken that challenge on yet... maybe someday :)

So there are some game "magic" things you will probably need to deal with, but with M/V/CPU on, things "feel" more plausible, less silly, less magic. You might like it!
Originally posted by Zoltan:
In my case I engineer for a living. So I like games that make the most sense. Where magic is not part of sci fi

LOL, not laughing at you just laughing at a concept where a game doesn't contain engineering magic. That game would be a 'reality emulator' and frankly that's what we all live in already :-)

However, I completely agree that when the 'magic' gets above a certain level it detracts from any game that advertises how how it conforms to hard science. Of course, everyone has a different idea of where that level should be.

Maybe a game with sliders to adjust the science/magic components/mechanics/features could be something a developer could try out.
OnlyZuul May 13, 2021 @ 3:07pm 
Originally posted by Brew:
Yeah... the game has systems to let you build things like this without having to carry concrete blocks in your pocket. You should use them. Magic matter transportation yeah... but better than 400 trips back and forth. This was forseen and designed around as far as I can tell, so at least you'd be using game systems as intended.

I'm playing with M/V and CPU points enabled at the moment. It does make things less silly. Designing a "hauler" HV/SV actually makes sense now since you can't just toss huge amounts of stuff into a little cargo box. Gotta use strong enough thrusters to carry the load; a few silly small ones won't work. And braindead approaches like bolting on 100 small ones won't work either due to CPU limitations.

If you're an engineer and want to minimize the magic, M/V and CPU enabled seems like it might be up your alley then. Takes some thought and weighing design trade-offs. Need to maximize cargo capacity on your hauler, but those big thrusters required to move it use a lot of CPU, so what do you do? Maybe need to be happy with less carrying capacity. If you add CPU extenders, you won't be able to use it as easily early-game due to material requirements to build it. More advanced stuff also means increasing the minimum level requirement. Do you want a turret on there for some defense? Big CPU requirements there; that means you trade off carrying capacity.

I spent some time designing in creative so I'd have the freedom to spend time without worrying about starving, freezing, etc and could have whatever parts I wanted without having to wait for them to be created in a constructor. I've been building on the planet (instead of space), so it's also useful to be able to control time so you don't have to deal with day/night cycles (you can always see what you're doing!) That means you can focus purely on the creation. But I found creative mode doesn't simulate M/V effects. So I also started a survival game purely for testing and spawned things into it (using some console commands to make it easy) and tested there. That will result in valuable experience and some further tweaks and changes. But when you're done, you know how that vehicle will perform when you spawn it "for real".

Different items have different densities. So in survival mode M/V "testing", I filled up the cargo hold on my test ship with something to weigh it down and understand its performance under those conditions. Copper ore is surprisingly dense, so that's been my benchmark. But I think something like the large optronic matrices (whatever those are called) are really dense, so that's like an ultimate stress test. But it's also an end-game item and I don't know how likely it is for anyone to have large numbers of them. But copper ore is one of the most common things in the game! Very likely to want to have a cargo hold full of it. So I thought it was a good test. Also, I tested on the starter system with normal gravity. My recent designs won't work on 4G planets, but again, that wasn't the goal. It's another thing to try to design an end-game vehicle for the most stressful conditions you can think of! I have not taken that challenge on yet... maybe someday :)

So there are some game "magic" things you will probably need to deal with, but with M/V/CPU on, things "feel" more plausible, less silly, less magic. You might like it!

This is 100% spot on. This is the EXACT approach I take when designing my own vessels in creative mode and is exactly what I caution new or inexperienced players about. Getting blueprints off the workshop is fine BUT you really have to know what to look for to have an inkling of whether it will perform or not with regards to cargo capacity versus thrust to weight. What good is 8k storage when the SV can't fly when it's full? As far as M/V/CPU, I definitely prefer to have them enabled as the game is far too easy without them.
Zacknn May 13, 2021 @ 9:51pm 
Everything becomes so heavy you pass out from holding so much stuff.. you need to go get a stiff drink. lol.. You need to make sure you get a wi-fi like block.. attach that up to you base, or vehicle.. then click on a cargo box and connect up to it.. the more volume the box can hold the more stuff you can hold. So those small boxes that hold only 250 will fill fast.. get a container controller and add container extensions to be able to hold more when you are connected to the cargo box. I am sure there are some keys to connect and disconnect.. I just normally look at the box and press connect and disconnect myself. I am sure there are some keys that make it easier to connect and disconnect. I'll have to play around with it more to figure it out. Building a some new ships in creative now.. that seems just as fun as playing the game in survival.
Last edited by Zacknn; May 13, 2021 @ 9:52pm
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Date Posted: May 13, 2021 @ 8:54am
Posts: 16