Empyrion - Galactic Survival

Empyrion - Galactic Survival

Junkyard Salvager
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Update: May 20 @ 9:41am

v0.54

[Fixes]
· HV and SV constructor market price reduced
· Updated story POI regen settings again

Update: May 19 @ 1:57pm

v0.53

[Fixes]
· HV shield boosters correctly link to HV shield in tech tree, not to the SV shield.
· Zirax Pulse Laser Turret (HV/SV) no longer retrieves as a CV Laser Turret.
· Renamed "Thruster M (T2)", so it's no longer called a turret.
· Updated story POI regen settings
· Updated starting location pictures (for servers)

Update: May 16 @ 9:03am

v0.52

[Changes]
· Increased the amount of tanks on the starter moon.

[Fixes]
· Fix for Ghyst Orbital Prison: pre-damaged all visible spawn pads

Update: May 15 @ 7:59am

v0.51

[Fixes]
· Quick fix for Ghyst SV and Zirax laser turret

Update: May 14 @ 3:32pm

v0.5

[Additions]
· Chapter three is now done! New quests and dialog have been added.
· There is a new starting loction, the Ghyst Orbital Prison, in Sauver Orbit. The Ghyst Orbital Prison was designed using the Ghyst Construction Set by Vermillion. Also, the SV version of the Korat Cutter is based on the OPV version, which was designed by Vermillion.
· 70 new prefabs, including blueprints from Catequil, Distrann, Don2k7, Ente, HeckenDiver, LyfeForse, Moobear, Movado, and SithLordShokon. Thank you all!
· Added 4 special sets of armor and 15 custom *craftable* armor boosters.
· One of my Patreon's makes an appearance as an NPC in his own POI.
· There is now a side quest to restore your reputation with the Traders, for a price. (Testing. This is a copy of the Polaris Second Chances PDA entry from RE1. I'll update the wording after I make sure it works.)
· Using power from a base, you can now create improvised batteries, which can be used as fuel. (It would be cost-effective if you did this from a solar-powered base.)
· Added the new CV thrusters from vanilla, including the EnergyDynamicGroup fix from v1.12.1 B4742 2025-04-03.
· Added the new shield booster blocks from vanilla, for bases and CV/SV/HV's. These work similar to the Tier 1 shield blocks from RE 1/2, in that there are two different types with the same capacity/recharge bonus as in RE.
· Added the new Field RepairBay, Forcefield Walkway, and Forcefield Shield Emitter blocks.
· Added consumed asteroids, to give the appearance of mined-out resources.
· There are rumors of very large resource asteroids, but those are just fairy tales, right?
· Created multiple versions of "salvage piles", which can be broken down in a deconstructor for a variety of materials.
· Added ingot trader, merchant goods trader, and someone who wants to buy what only you can make.
· Added new hostile POI's and new friendly POI's.
· Imported CV solar panels from RE1, to help make conversions a bit easier.
· Added Tachyon Cores, which are similar to aux cores from RE1. (Testing phase)
· Added three Salvage Combo Tools to the Tools tech tree. These are a combination of a MutilTool + Drill + Chainsaw. The T1 version is basically a combination of the other salvage tools, while the T2 version has better return/harvesting rates, capacity, durability, etc. T3 version will be unlocked via schematic, once I develop that. Kit Sune will sell/train on that.

[Changes]
· The traders in the starting location have finally moved out. You can find them nearby in their new home.
· The Central Junkyard POI is no longer a placeholder. There are a variety of traders there, with some quest NPC's.
· Standardized commenting to support Jhoosier's EGS Trade Tool.
· Cargo box CPU usage was set to zero.
· Buffed bandages.
· Increased BA/CV/SV/HV pentaxid tank capacity.
· Loading screen tooltips that are actually helpful, instead of 80's movie quotes.
· Updated screenshots. (Submit your screenshots!)
· Temporarily using some vanilla space junk as placeholders, until I can create my own.
· New descriptions for the four starting locations, but only two of them are currently enabled.
· An old wreck has returned. This time, with better structural integrity.
· Enabled container extension duplication, so you can click/drag placement.
· Set max capacity of large container controller to 640k and small to 64k.
· Deconstructors can be placed on CV's
· Updated inventory for CV part trader.
· Reduced CPU prices at traders.
· Decreased cost of HV artillery ammo.
· Removed spawns near starting POI, to troubleshoot a random CoQ error.

[Fixes]
· Enabled manual completion of most quest steps, becuase people were getting stuck on quests.
· Removed Energy Cell, as it was causing confusion. Replaced with Energy Cell Battery, which is auto-unlocked at level 1. All tools that used to use the Energy Cell now use Salvaged MultiCharges. (Energy Cell Battery is the same as what is in Star Salvage.)
· Set fixed orbits for moons, as they were sometimes not spawning properly.
· Reworked Sarducci's dialogue to fix two issues.
· Fixed errors with destroyed cores not registering for quests.
· Vendor refused to sell hot tea: now they sell it.
· NDStation: fixed inactive sentry on front door.
· Added missing SV thrusters to SV part trader.
· Fixed the ability to craft multi charges and drill charges. You can't make the tools, but if you find one, you can make the ammo.

[Known Issues]
· There are intermittent CoQ errors. Click continue and ignore them for now, or better yet, disable "Continue or Quit" messages by hitting the tilde key (~) and unchecking the box in the console window.
· Customizing the difficulty settings may cause the game to freeze upon loading. For now, use the default settings, until the problem can be identified and resolved. The difficulty settings can be changed, after a new game is started.
· Sometimes vehicles will spawn underground. They will eventually wiggle and pop-out of the ground, or respawn above the ground.
· I got a report about the scenario not auto-updating on Steam. I'm not sure about the cause. If you run into this, unsubscribe and resubscribe to the scenario.
· Some of the converted base blueprints are very old, and block ID's have changed over time. Bases may contain fridges and cargo boxes that are now assigned to HV's & SV's. The result is that retrieved blocks from a base may be the HV/SV version, and have restricted capacity. The "fix" is for me to go through all of the blueprints and replace the old blocks, which would take an excessive amount of time. Going forward, my blueprint conversion process will include replacing fridges and cargo boxes.

[Recognition]
· Added more converted blueprints from Moobear, Movado, Bubo Ferro, Catequil, LyfeForse, Ente, Procyon Lotor, Rakoona, Distrann, and SithLordShokon. Thank you all!
· Thank you to all of my Patreon supporters! Special shout out to everyone in the Junkyard Salvager Discord channel, the PSC crew, Ravien, LyfeForse, RexXxuS, Rakoona, Eleon, and all of the other players, content creators, and Empyrion wizards that have helped me or shared their interest in the scenario.
· The EGS Trade Tool appears courtesy of Jhoosier: https://egs-trade-tool.vercel.app/
· IDA voiceover provided by "Alice" from ElevenLabs. Photo produced using Stable Diffusion, and video produced by HailuoAI.
· Sarducci voiceover provided by "Antonio - Grumpy Grandpa" from ElevenLabs.

Update: Jan 18 @ 10:18am

v0.46

This version is just a few quick fixes. Same content as the previous version. I'm working on the next version.

· HV ammo sales are fixed on HV traders for junk tank ammo. Prices/stock may need to be tweaked.
· There is now an ATM at Sarducci's. Deposit your credits and use station services. (Pro tip: get in the cockpit of your SV or HV and fill up your ammo.)
· CV part trader placeholder added to Sarducci's. Will be used in future versions. Needs testing/tweaking.
· The player is now friendly with the Traders faction by default. This results in a price discount. (Try not to open any fridges or steal crops!)

Update: Jan 10 @ 5:09am

Quick fix to add HV ammo sales to traders for junk tanks. No build change. I'm also running into a random CoQ about terrain errors. If you see this, shut down Empyrion and start a new game with a new seed. I copied over the old v0.42 playfield_dynamic.yaml and terrain.ecf from the starter planet, to see if that helps.

Update: Jan 9 @ 4:59pm

v0.45

[Additions]
· Converted 13 more blueprints for use in the scenario. (Thank you Catequil, LyfeForse, Ente, Procyon Lotor, and Rakoona)
· Added some random wreckage to the starter planet.
· Added a very special weapon that was custom designed for one of my Patreons.
· Added a new POI on the starter moon's surface. This was designed using Vermillion's Ghyst ground construction set.
· Randomly added loot to some armor lockers and repair stations, just to mess with certain people.
· Randomly added more deco water/O2 containers to ruins.
· Two new delicious foods have been added.

[Changes]
· Finished Chapter Two and started work on Chapter Three.
· Adjusted scan range for junk vessels to match Star Salvage.
· Increased the amount of junk base spawns on the starter planet, and changed the size range of the planet itself. (Planet size is a coin toss between medium and large.)
· Adjusted spawn groups. Some junk base spawns will only occur on moons.
· Imported some block configs from RE, to allow for easier importing of RE HV/SV blueprints. (Examples: Advanced Small Generator, SV Mechanical Drill, HV Artillery) (I did not add any Unity assets. Just the config file settings for specific blocks, so I can import blueprints with fewer error messages.)
· Changed settings on miscellaneous blocks, to allow for easier importing of RE HV/SV blueprints. (SV's can now use Combat Steel Blocks, Medic Stations, Clone Chambers, Minigun Turrets, Lights, Holo Screens, and Indoor Plants. HV's now have a 2x5x2 Thruster option and can use ModularWingBlocks and LandinggearSV.)
· The HV/SV trader now buys and sells HV/SV CPU blocks. (Pricing is subject to change.) Also, some minor sorting/wording updates on trader inventories.
· There is now a convenient hole in the starter location.
· Changed what is in loot containers. This may be rebalaced with testing. (Examples: removed ForcefieldEmitterBlocks and DrillAttachment, added PromethiumPellets, PentaxidOre)

[Fixes]
· Fixed a problem with incorrect CPU calculations caused by mismatched CPU extenders, by removing T3/T4 CPU extenders from HV's and SV's. (Some of them still have T2 extenders.)
· Made sure that all of the HV/SV generators are deactivated, so they don't blow up when you put a core in, and the ship is over CPU. (Make sure to re-enable the generator after you put a core in, and check CPU.)
· Modified the design of the Sabotaged Station to try and fix a structural integrity issue.
· Showers and damaged vents are now featured in the Abandoned Royal Temple, plus some more spawns, loot, and a proper foundation.

[Known Issues]
· There is an intermittent "Continue or Quit" error message near the Abandoned Royal Temple. I am trying to track down the cause. For now, just click on continue and ignore the message. You can also disable "Continue or Quit" messages by hitting the tilde key (~) and unchecking the box in the console window. If anyone knows how to fix this error, please let me know! "NullReferenceException: Object reference not set to an instance of an object at BehaviorDesigner.Runtime.Tasks.Eleon.BAIGuardAnimParamInt.OnStart" I removed worm spawns around ruins, just to see if that was causing it.

Update: Dec 22, 2024 @ 2:58pm

v0.42

[Additions]
· There are now three traders that buy HV, SV, and HV/SV parts.
· Added to traders: missing thrusters, thermal booster, ammo, fiber plants, and tea.

[Changes]
· Changed a lot of HV/SV part names to include "HV", "SV", or both. (Easier trading.)
· Updated four starter biomes to include more dead trees.

[Fixes]
· Updated four starter biomes to include more dead trees.
· Fixed station services at Sarducci's so they sell everything.

[Known Issues]
· There is an intermittent "Continue or Quit" error message near the Abandoned Royal Temple. I am trying to track down the cause. For now, just click on continue and ignore the message.

Update: Dec 21, 2024 @ 5:55pm

v0.41

[Fixes]
· Changed faction of orbital bases in starter orbit from TheLegacy to Alien. This should fix the "spawn issue".
· Removed the Ashfall, until I can make some changes due to feedback.