Empyrion - Galactic Survival

Empyrion - Galactic Survival

Junkyard Salvager
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Update: Dec 21, 2024 @ 9:20am

v0.4

[Additions]
· Added 8 converted creations from LyfeForse, Ente, Procyon Lotor, and Rakoona. (Thank you guys!)
· Added 15 CV's that I converted for Star Salvage. These will be used in Chapter Three.
· Testing a *very special* crashed ship.
· Inhibitors can now be found on playfields. (These are placeholders for now. Their design, faction, and implementation will change.)

[Changes]
· There is now a trader that buys HV parts on the planet surface. He is hiding in the starting location, for now.
· Updated 3 orbital bases and made progress on Chapter Two.
· Enabled station services at Sarducci's.
· Most ammo can now be deconstructed.

[Fixes]
· Miscellaneous tweaks to Prefabs, PDA, Dialog, ECF, and YAML files.

[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.
· Sometimes the *very special* crashed ship will spawn far underground. This has to do with the different biome elevations and how I am spawning it in a fixed position. I am testing different settings, to see if I can get part of it to spawn at ground level, so the player can see it. There should be a HUD indicator when you ping near it.

Update: Dec 16, 2024 @ 6:45pm

v0.35
· Added 30 playfields. Redesigned solar system to support the storyline. (Playfields are still a work in progress. A lot of them are just placeholders for now. I need to create new planets/moons.)
· Added 20 Orbital Patrol Vessels. The Warlord fleet is massing near the gas giant, Rizgarkirin. There is a chance that one will show up in any orbit.
· Added a trader at Sarducci's, who will buy salvaged parts. (Trader locations and options will change over time.)
· Added a pop-up message, with a blueprint library warning, and a message in Chapter 2, explaining that this is as far as I got in development, for now.
· Increased solar panel efficiency and increased solar generator capacity/output.
· Buffed Basic Salvage Tool to 50% return factor. (Better than the Survival Tool.)
· Added "XpFactor: 0" after every line in BlocksConfig.ecf that had "Hitpoints:" (What this means is that, XP is not gained for mining rocks, picking plants, cutting down trees, or placing blocks. You gain XP by finishing quests, combat, and exploration.)
· Adjusted the quest step for the personal locker: increased trigger range to 3m and allowed players to manually complete this step if needed
· Verified that all junk HV and SV's do not have cores.

Update: Dec 12, 2024 @ 2:19pm

v0.3
· First version of Chapter 2 released:
· Added PDA entries and an NPC with dialog
· Added 4 orbital POI's
· Updated the starter orbit playfield
· More tweaks to the starting planet
· Added creative mode & tools for easier converting
· Many adjustments to the ECF and YAML files

Update: Dec 10, 2024 @ 6:17pm

v0.25
· Changed ripper dogs to worms.
· Removed trees and plants that need oxygen.
· Added dead tress to some biomes.
· Added a Salvaged MultiTool and a Salvaged Drill to the tech tree.
· Fixed the tech tree tool unlocks
· There are four new salvage tools with custom icons. Each of these tools has a different purpose. All four of them use the same ammo: Salvaged MultiCharges.
· Salvaged MultiCharges can now be crafted with electrolyte solution, electronics, carbon substrate, and steel plate. Once you unlock the Basic Salvage Tool, you will be able to craft these.
· Electrolyte solution has been added to constructor recipes, can be found on scavenger droids, and randomly in some containers.

Be advised that there is an issue with custom difficulty settings on startup. I thought it was my customized gameoptions.yaml. I overwrote it with the default gameoptions.yaml from Eleon and tested it a bunch of times with random different settings. It worked for me when I tested it, but I was made aware that this is happening on other scenarios as well. If this happens, shut down your game and try starting it again without customizing the difficulty settings.

Update: Dec 9, 2024 @ 5:23pm

v0.2
· Updated 15 HV's and 19 SV's to fix texture/block errors and create new spawn groups. (Some of these blueprints were very old, from when I converted them 2+ years ago.)
· Adjusted spawn rates for HV's and SV's on the starter planet. You should see more wrecks in a new save game.
· Updated blueprint spreadsheet on the Steam workshop page to include HV and SV authors and workshop links.
· Basic Salvage Tool was not salvaging some devices, so I redesigned it based on the MultiTool instead of the Survival Tool. I'm not sure why, but this fixed the problem.
· Added a MultiTool and some ammo to the personal locker temporarily, until I get a chance to work on the skill tree.
· Added some development tools to help with conversions.

Update: Dec 8, 2024 @ 6:48am

v0.15
· Added the first 50 converted Steam workshop blueprints to a shared spreadsheet. (Check the link on the workshop page.) The starter planet might spawn any of these, so there should be some variety.
· Updated Abandoned Royal Temple: Added a lot more legacy spawns, increased loot, removed some NPC blocks, etc. (This is a conversion of my first POI. Running this POI is optional, but there is loot!)
· Fixed the descriptions on the new repair tool and salvage tools. (The icons for these weapons were made using stable diffusion, with some editing using Paint dot net)

Update: Dec 7, 2024 @ 7:35am

v0.1
First test. A LOT of work needs to be done. The basics are in place for now. It "runs". (a.k.a.: does not crash)