Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 1.4 (Obsolete)
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Update: Dec 17, 2020 @ 3:35am

- Set all deposits to voxel.

Update: Dec 17, 2020 @ 2:19am

Update notes for Empyrion 1.3:
Servers: You will have to copy over the config files to your server.

There have also been a few hotfixes made to Reforged Galaxy. Please see the full change logs here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2135628600

Reforged Galaxy:
V1.3-64 Changelog:
Update to 1.3, big changelog.
Increased full-auto damage of the Submachine Guns
Fixed an incorrect medical item drop count on zirax (giving 11 anti-rad pills instead of 1)
Increased CV/BA Pulse Laser damage against entities by 30-35%.
Reduced CPU consumption of the Heavy Flamethrower (HV) to 1000 and increased it's effectiveness against trees and width of the fire plume.
Another small increase to BA and CV shield generator strength.
Increased the HP of BA and CV Shield Generator blocks.
Increased the HP of CV thrusters based on physical size.
Increased the amount of Rep and money gained from story missions.
Doubled the durability of the Zirax Combat Rifle.
Reduced CPU consumption of the HV and SV constructors.
Increased the fire damage of Flamethrowers.
Increased CV/BA rocket damage against drones.
Increased laser speed of SV Pulse lasers.
Reduced the damage inflicted by Zirax Rockets and Lasers against HV/SV by 25%.
Reduced the shield damage of Ion Cannons slightly.
Slight increase to the blast damage of the 125mm CV rockets.
T2 shield generators and warp drives will return the whole block instead of a T1.
Attempt at fixing station service prices on base item blocks.
Disabled the locking function of Trading Consoles so that all trade station consoles are always available.
Increased mining speeds for all drills. (Subject to change)
General buff to pulse lasers, pulse laser turrets and pulse laser cannons.
Increased torque from wing blocks by 50%
Fixed a bug where the SV warp drive was displaying an upgrade option it doesn't have.
Increased the repair speed of repair bays by 500%.
Doubled Otyugh's HP.
Clone Chamber can be upgraded with the multitool to a Biomedical Chamber.
Reduced CPU consumption of Missile Turrets for BA by 10%.
Increased armor damage modifier of Disruptor cannons.
Increased damage dealt to xenosteel by salvaging with multitools and tool turrets.
Increased Torque from CV RCS by 25%.
Intercompatibility change: Advanced Core increases CPU limit by 1m instead of disabling the CPU system.
Reduced crafting time of Elemental Pentaxid from 5 seconds to 3 seconds.
Reverted Cannon Turret's firing modes due to accuracy failure in MP while ship is moving.
Assigned the CV Flak Turrets the same effects as the cannon turret's previous visuals to prevent confusion with homing missiles.
Gave CV pulse laser turrets a weak homing bonus so they don't miss their targets in MP at short range.
Not needed on BA, since the targeting issue is related to the calculations of the host ship's movement not being factored correctly into the aiming. This doesn't matter on hitscan weapons.
Added the extra-long slope armor blocks for 1.3 in full. This time they'll be in the game and available in both CV/BA and HV/SV.
Fixed (potentially) the AI getting stuck behind open blast doors and ramps.
Increased yield of Lights from crafting recipe from 2 to 4.
Market price applications to the blocks themselves will prevent exploits and incorrectly-priced station repairs... in theory.
Cargo Extensions can be dragged into a line again.
Prevented CV detectors from turning off with the weapon toggle switch, reduced power consumption and assigned them the "Weapons" auto-group tab instead of "Equipment".
RCS now consume power only while turning... in theory. Needs more testing.
Altered drop and loot lists. (No LCD screens in closets, higher chance of better loot in alien containers, removed the BA ammo from the ultra rare containers, added zirax turrets to containers and zirax now have a chance to drop coffee)
New ammo and firing states for the Plasma Rifle.
Sentry Turrets now auto-group into their own group, separate from the regular turrets for ease of use.
Added CV Solar Panels and Generator. (Experimental!)
Fixed exploit where upgrade kits in the factory weren't showing up as an input.
Added new Icons for many of Reforged Galaxy's new items and blocks.
Disabled vanilla exploit allowing players to use some devices while they're powered off.
Added new Polaris repeatable mission. Available after completing the Polaris Introduction mission (Industrial Concern)
Slowed speed of dialogue in the main quest missions with pausing for longer messages.
Added new dialogue to Ki'eve in "A Forest of Stars" story mission and decoupled him from a physical object so he should always spawn, albeit it may drop him through the ground. Mission also has an auto-complete for this section.

Project Eden:
My work schedule hasn't left me as much time to work on the scenario this year so this is mostly a compatiblity update.
For the most part most of the content of 1.3 should be in and the default missions should work okay. There might be some missing default game POIs and such.
My plan is to take some vacation time off work early next year to hopefully come out with a more content heavy update.

This update added the new SharedData folder to scenarios which allows custom item icons and images or videos for POIs. While I have only been able to test this out a little, the potential is huge.
For servers: when players connect to your server for the first time they will download the neccesary files.



- Added custom icons for some custom items and mission tokens. More to come. (Thanks to Vermillion, RexXxus, jmcburn, and my horrible Photoshop skills)
- Added new loading screen tips for the scenario. Most don't have pictures yet.
- Added custom preview images for starting planets. Visible only when connecting to a server. Servers can customize them (see the Project Eden Configuration Guide).
- Added new animations for activating the Ancient Warp Gate.

- Added new custom factions: Drone Swarm and Ancient Progenitor.
- Added Ancient Progenitor, Tesch, Legacy, and Drone Swarm galaxy territories.
- Tweaked some of the faction chances in galaxy territories.
- Added the 6 new random star systems near the starting systems for the default game missions.
- Updated many planets with small changes of 1.3.
- Updated default starting planets with 1.3 changes.
- Added new Empyriopedia entry on where you can complete the default starting missions.
- Updated PDA to use the new grouping feature.
- Changed Polaris Mining Operations to have a orange triangle icon on the solar system map. Slightly increased chances for M and D class systems to have a Mining Operation and updated Fuel Delivery mission description.

- Changed all orbital patrol and freighter self destruct timers from 15 minutes to 1 hour. This does not apply to ships summoned by the space defense system (no way to change that).
- Fixed airtightness and instant death in the Lost Colony POI.
- Added salvage to large trash piles on toxic moons.
- Removed admin cores from some POIs due to no longer being needed for custom loot.
- Added preset loot to a few POIs.
- Set The Dead part 2 instance timer to 90 minutes.
- Increased salvaged drone processors found in rare drone loot boxes.
- Replaced player core with NPC core in the Old Farm POI.
- Removed broken rumor trader on Syndicate Casino.
- Added new traders to orbital Polaris Outposts.
- Fixed the waypoints given by Object 82. Note: they no longer show up on the galaxy map so you just have to check your registry or search for the system name. Or just search the galaxy map for the word Object.

Thank you to everyone for the kind words and support and all the feedback and bug reports!
A special thanks to Vermillion for his knowledge and discoveries on the configs and RexXxus for scenario creation tools such as eWPDA.

Update: Nov 11, 2020 @ 3:25am

IMPORTANT HOTFIX:
- Fixed broken recipes in Templates.ecf causing bases with deconstructors to be unable to spawn.



Make sure to update the config files on your server to fix this issue.

Really sorry about this. Sometimes things can go wrong when modding. Unfortunately I do not know if this fix will restore any existing structures in a save game, but you can use console commands to spawn your stuff back in. Thank you to everyone who reported this issue.

Update: Nov 10, 2020 @ 9:04pm

Project Eden:
- Small Augmented Shield Generator now uses 1 pentaxid per 250 shield instead of 1 pentaxid per 63 shield.

Update: Nov 10, 2020 @ 3:13pm

This is a significant update to both Reforged Galaxy and Project Eden:
The full update notes would be too long to put here so please check out the recent change logs for each scenario:
Reforged Galaxy change log
Project Eden change log
If you use the workshop version of the scenario the changes will be automatically applied to an existing or new save game. If you use it on a server you will have to copy the scenario to your server again.
Existing save games should work, but some existing missions will not function correctly. It is recommended to start a new game so you get all the new and updated missions. A lot has changed.



Reforged Galaxy:
This is just a small sample of what has changed. Please see the change logs above for a full listing.
- Added all of the new and updated changes in Reforged Galaxy.
- Added new missions from Reforged Galaxy. Available on the default starting planets and orbits (those planets listed as having the default missions in their description).
- Added Reforged Galaxy mission POIs to the default starting planets and orbits.
- Increased speeds of some patrol vessels and freighters. Pirates are now especially fast.



Project Eden:
This is just a small sample of what has changed. Please see the change logs above for a full listing.
- Added all of the new and updated changes in Project Eden.
- Added new scenario settings accessible in-game for server admins. To access, use console command "give item Token 6000" (without the quotes), then go to any UCH Research Vessel and use godmode to access the terminal attached to the left side of the warp drive, OR spawn This Blueprint in-game using godmode and sbp. Trash the token when you are done.
See the Project Eden Configuration Guide for details.
- Added new items, blocks, NPCs, drones, missions, resources, and POIs from Project Eden.
- Added new Progentitor Research tech tree.
- Reworked Haven starting planet.
- Added an entry in the Config.ecf file included with the scenario to integrate and balance the new Project Eden weapons and devices for Reforged Galaxy. (You will have to redo any changes that you had made to this file).
- The scenario can now be started in Creative Mode.

Update: Oct 8, 2020 @ 8:11pm

The update for Project Eden will be end of October/beginning of November. Until then you won't get some of the new POIs or planetary rings.

Update for Reforged Galaxy:

V1.2-59 Changelog:
Fixed a bug with player-used Disruptor cannons not firing when supplied with ammo.
Minor improvements to the Disruptor cannon, including sound effects.
Reduced projectile speed of Disruptor beams in atmosphere as their speed was causing them to phase through enemies at close range.
Increased capacity of Pentaxid Tanks.
Added a (vanilla) missing localization entry for regrowing mushrooms.
Added an optional autominer charge for interfacing with OAM and other digital autominer devices in MP with a dedicated ammo type.
Note: The recipe for the new Mining Charge is disabled and must be enabled by server owners at the bottom of the Templates.ecf file.
Corrected default CPU value on ladder blocks. Now consumes 0 CPU.
Small reduction of mass and volume of CV and BA plasma cells.
Added HV and SV Basic CPU Extenders to their respective constructor.
Replaced the Zirax Commander's Player Laser Rifle with a Polaris Laser Rifle until the wall hack bug is fixed.
Changed Talon Ballista to be destructible with handweapons and to correctly retrieve tribal blocks instead of cannon turrets.
Reduced the drop chance of Disruptor Cannons and Ammo from Special Legacy loot containers so you have a higher chance of getting a quantum CPU.
Updated with new 1.2 content.

Update: Oct 2, 2020 @ 10:34pm

Update for Reforged Galaxy:

V1.1-58 Changelog:
Reduced HP of Base Attack Rocket Drones further to accomodate their new behavior
Made Base defensive turrets (player) more accurate
Increased accuracy of zirax Heavy and Light Bombers.
Added Coffee to the game, since Xcaliber was so unhappy at having no coffee (not that there was any to begin with)
Added armor-penetrating damage to Particle Beam weapons.
When these weapons damage a target, any excess damage is applied to the objects behind them.
Reduced the size of the HV Large Turbothruster and changed the model and name.
Added a Torque bonus to the HV Turbothrusters since HVs cannot use Boosters.
Increased Advanced CPU Extender count to 5 for all vessel types to avoid confusion.
Kriel Hexapods/Coordinators should produce their idle sound effects less often.
Replaced the Shutter Door sounds for all HV/SV Shutter doors and all CV/BA shutter doors 3-blocks tall or smaller with a less-annoying sound.
Reduced the mass of HV/SV armor blocks slightly. But if you make a tank, it will move like a tank, NOT a racecar.
Minor adjustments to the currently unused Elite Zirax Troops.
Increased step height on Infiltrators and Renegades so they can make it up steep hills.
Added Deconstructor recipes to the Zirax guns so they can be recycled for parts.

Update: Sep 28, 2020 @ 9:38pm

Update for Reforged Galaxy:

V1.1-57 Changelog:
Big update with some new content that you kids will enjoy.
Fixed a bug with space drone drops dropping alien plasma blasters instead of plasma blaster ammo.
Increased entity damage of CV/BA Missiles and Flak against drones.
Modulated ground troop damage vs shields so they don't kill CV shields at close range so fast.
Reduced weapon's range of Rocket and Sniper Zirax to detection limits.
Returned shield damage values of Interceptors and other laser-using space drones to their previous, lower values.
Reduced block volume of Large Container Extenders by half (How big they are in your inventory, not how much they hold).
Increased Flak Turret damage against space drones and their projectile speeds in space.
Reduced most Space Drone's HP by 5000. At least until their reactivity to being alerted is fixed/turned down.
Reduced HP of Overseers, Coordinators, Infiltrators, Renegades and Abominations slightly.
Removed Flares from the tech tree. They're worth less than an SV light, which you don't need to unlock.
Increased Warp Distance of the CV Warp Drive to 30 LY.
Increased the Warp Distance of the Advanced Warp Drive to 60 LY.
Fixed Autominer yield of pentaxid and other ores following the increase of yield from mining.
Fixed the ambient radiation emission of Pentaxid Ore from 0.2 to 20
Changed the names of the newer weapons with more identifiable and consistent names. (Submachine Gun, Advanced Submachine Gun, Advanced Minigun, Tactical Stealth Rifle, etc...)
Added new Zirax T4 ships (Kamirat-Class Battlecarrier) in both Epsilon and Xenu colors.
Reduced long-ranged zirax's approach distances and detection to ensure they move to within render range of the player.
Reduced movement speed of Zirax Snipers.
Reworked visual and sound effects of zirax weapons to remove the mute sound between shots (i'm sure I already fixed this...)
Added new options to the Config.ecf for Hardcore FPS Combat.
Added new options to the Config.ecf for Lighter SV Handling (Boooo...)
Minor adjustment to visual firing effects of Minigun weapons (Handheld and Fixed).
Changed Anti-Tank Rifle's sound effects for something... louder.
Changed the Plasma Rifle so it's less like the Laser Rifle. Uses a new plasma muzzleflash with a slower rate of fire, but double damage. So it's the same DPM, but higher single shot.
Added HP values to the Armor Locker and Medical Devices which were still operating off the vanilla material HP values (50 hp).
Zirax Warship Turrets can now be retrieved whole. This does not apply to ones on bases, only on dedicated warships (Sunat, Periat, Imerat, Kamirat and Tovera-class ships).
Zirax Turret Ammunition can be bought via station services. Zirax turrets are CV turrets that work in atmo.
Reduced charge capacity of laser cells on ships to 50. Reduced reload time to compensate.
Replaced the 110mm rockets used in the CV Heavy Rocket Launcher with it's own dedicated ammunition.
The Heavy Rocket Launcher for CVs can now fire faster (it was already an automatic weapon) and be used in atmosphere with RMB with reduced performance.
Increased shield recharge speed of all shield generators.
Reduced shield damage of Zirax EMP Turrets and Laser Turrets.
Reduced Radius of Filler Mode of Drill due to complaints that it's too big.
Reduced CPU Consumption of CV Heavy Rocket Launcher to 25,000 CPU from 30,000.
Added T2 SV Shield Generator.
Added T2 HV/SV Generator.
Increased impact damage of SV bombs.
Boosted detection of Combat Detection (Detector RMB)
Increased the amount of Torque provided by Improved Large Jet Thruster MK2s.
Reduced mass of SV windows and armored windows slightly.
Reduced the speed of zirax homing missiles by 10m/s in space.
Added new Zirax and Polaris Fleet Engagements when attacking a high-value space POI. You can obtain quantum extenders by disabling the entire fleet.
Fixed a bug with the handheld mechanical drill being in the old drill mode instead of the new one.
Added Bomb Launcher to the Bomber Drone's loot list instead of the Rocket Launcher it has by default.
Overhauled Base Attack Rocket Drone behaviour, reduced their new hp and marveled at my handiwork. It's awesome... (Please Test)
Added a new light bomber drone to base attacks.
Added sound effects to human and alien troopers.
Increased mining radius and speed of ship-mounted drills.
Increased projectile speed of handheld homing rockets.
Increased yield of Nitrocellulous from plant fibers from 20 to 32.
Halved interceptor damage vs SV armor.
A variety of minor buffs to tools and weapons (pulse rifle, shotgun, tool turret, bombs, etc...)
Fixed a combat exploit if the player enables CV weapons on planets.

Update: Sep 19, 2020 @ 1:01pm

Update for Reforged Galaxy:

V1.1-56 (v1.56) Changelog:

I'll be changing the numbering system for all future updates to match the empyrion version since it's not using an alpha designation which gets weird when I call the version: v1.1 Reforged Galaxy v1.56, so now it'll be called "Reforged Galaxy 1.1-56"
Changed Stealth Rifle Scope from the green targeting scope to the LR Sniper Scope.
Changed recipe for SV Pulse Laser Turrets to match fixed Pulse Laser Weapon in material costs.
Fixed a vanilla bug where Xenosteel shapes have more hp than the parent block due to unnecessary referencing.
Fixed Explosive Charge damage vs thrusters and turrets.
Doubled shield damage of Explosive Charge.
Added recipe for Phoenix Fern Fronds in the Food Processor.
Reduced the durability of Resource Meteorites by 70% to make them easier to drill.
Fixed Bug with Flamethrowers completely annihilating shields.
Removed noise strength from Stealth Rifle entirely since it doesn't seem to work in MP. Should work now.
Fixed damage modifier oversight on Submachine Guns vs trees.
Added SV Detector recipe to HV Constructor.
Added HV Detector recipe to SV Constructor.
Increased the damage of Defense Mode of the survival tool slightly and applied a 2x headshot damage modifier.
Color-coded CV, BA, SV and HV ammunition to their vessel type to avoid ammo confusion.
Changed Basic Shield Generator's name to Standard Shield Generator.
Increased amount of hunger restored by Scrambled Eggs.
Increased the Rate of Fire of handheld Rocket Launchers, including the Grenade Launcher.
Increased the salvage damage of the Survival Tool slightly.
Increased the salvage damage of both Multitools (does not apply to block retrieval mode)
Added info display to Energy Bars to show the stamina that they do give. Not sure why it was hidden.
Reduced Heatstroke cut-off temperature by 1 degree.
Reduced Volume and Mass of commodity items further.
Reworked the mining mechanics with CV laser drills, Drill Turrets and Hand Drills to be smoother. This was initially intended for all drilling types, but had unwanted side-effects against terrain vs asteroids.
Increased mining radius of the Large Mechanical HV drill.
Added Sloped Version of the T2 M-Thruster. But due to a lack of IDs, which I want to avoid wasting. Obtaining the sloped version in survival requires you to use the Multitool on the Change/Rotate Mode to get the sloped version. It's a workaround, but saves time and IDs.
Reduced Reload Time of the CV's Heavy Rocket Launcher by 9 seconds.
Buffed damages on both Flamethrower weapons.
Fixed bugged range of Flamethrowers (Note: This is also a vanilla bug.)
Slightly reduced movement speed of Abominations to original values.
Reduced volume of Antenna to 1/3 since it's a waste of space for a deco block.
Added new HP values to hydroponics plots since the vanilla values are non-existant. (500 steel, 750 concrete, 100 wood)
Reduced delay between grenades launched from the Custom Assault Rifle's under-barrel grenade launcher by 3 seconds.
Boosted Scrap to Neodymium ratio
Increased the amount of Zascosium and Erestrum Ingots obtained from Very Rare+ Containers to useful amounts.
Increased the maximum limit of money obtained from loot containers.
Updated Tovera-Class Dreadnought with more quantum CPU extenders to loot and added it to regular spawn class.
First set of new traders and updated trade stations.
Added the updated Kullervo. You'll need to manually complete the quest at some stages, but otherwise you'll be getting the new dungeon that should've been added to the game in A12. Yes, A12.

Update: Sep 6, 2020 @ 9:29pm

Update for Reforged Galaxy:

A1.1 - V1.55 Changelog:
Content Update
Reduced clip size of zirax guns from 250 to 35 since they don't use miniguns. They never used miniguns.
Reduced power consumption of Idle SV and HV shield generators to 100 and 150kW.
Replaced Flamethrower Icon with new Official Flamethrower icon (I wish the devs wouldn't keep stealing my configs and just goddamn hire me)
Replaced the Pulse Laser's (HV/SV) weapon type with a new version that's not hitscan to improve performance and identifiability. Impact locations by the lasers are now a visible blue flash.
Removed the SV Pulse Laser Turret's weapon designation and created a new designation specifically for it so that it deals full damage.
Fixed a bug that caused the Plasma Rifle to display explosive and projectile damages inherited from it's launcher-type ammunition (which it doesn't use as a launcher).
Switched out the reloading sound effects for several handheld weapon from Rifle Reloads to the new Canister Reload sound effect.
Changed Handheld Rocket Launcher firing sound effects.
Reduced atmospheric projectile speed of Ion Cannon plasma balls. Should make them slightly easier to dodge.
Reduced rotation speed of all turrets. This should make it easier for agility-based engagements against POIs and Patrol Vessels by fast SVs.
Increased recharge delay of Drone Base shields to 50 seconds.
Reduced the mass of HV and SV RCS.
Fixed a volume inconsistency with SV RCS block (should be 31.25L, not 100L).
Increased amount of volume added by Transportation Boost by 100.
Color Coded the names of each tier of equipment (so boring...)
Reduced Narcotics Cargo volume by half.
Reduced Volume and Mass of Technical Artifacts and added an item description.
Slight improvement of the Pulse Laser Turrets' effectiveness vs shields.
Increase in EMP damage dealt by EMP turrets.
Increased the mining speed of the Epic Drill.
Reduced Unlock Level of the T2 shotgun from 15 to 10 to match other T2s.
Moved Laser Rifle to the Sniper branch of the tech tree.
Added Stealth Rifle to Pulse Rifle branch of the tech tree.
Zirax Combat Shotgun is now automatic.
Fixed a regression where the Zirax Combat Rifle was using minigun rounds instead of rifle rounds.
Reduced durability loss chance on the Zirax Combat Rifle (if you find one) from 75% to 60%.
Enabled HV Drill Turrets in space at reduced range.
Reduced Rate of Fire of Interceptors, but increased their damage by the difference.
Replaced unused alien sentry gun with a dedicated Legacy sentry gun.
Fixed a bug where the Showers didn't fix HeatStroke.
Added the downgrade condition to the Advanced Warp Drive so it can be successfully downgraded to a Warp Drive with a multitool.
Increased contents and purchasables of traders by 10x.
Increased monetary value of technical artifacts and other progenitor sellables by 10x for Reforged Eden.

NEW CONTENT

Refined and implemented the Bomb Launcher for SVs. This will allow high-speed SVs the ability to drop bombs on POIs from low altitude. The reason I avoided implementing this in the past was because it looked stupid. Hopefully the devs will get the hint and start developing a better model and implement it in-game.
Added Submachine Gun and Advanced Submachine Gun. (mid-way between a pistol and a pulse rifle)
Added a T2 Flamethrower (Advanced Flamethrower)
Added a T2 Minigun (Stabilized Minigun. Same damage, less recoil and bullet spread)
Added a T3 Assault Rifle (Customized Assault Rifle: No scope, but can launch grenades as well as fire normal rounds)
Added a Grenade Launcher (Medium-ranged anti-personnel weapon)
Added Shockwave Emitter for enemy POI construction.
Updated scenario prefabs to include Legacy ships equipped with Shockwave Emitters.