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thanks for the BP info but i don't like using the console for anything but getting unstuck - otherwise it's just an "I WIN" button
If you want to cheat it in directly to the new game:
open console: sbp
F2 and you can spawn it in.
We fixed it yes.
the new shipyard area (the approaches) is interesting - still like the idea of fixing up a junked CV but since there are few to choose from this might be a temporary fix until more variety can be added (hopefully with those junkyard planets outside the noob system)
again, thanks for all the effort being applied to this scenario
1. continue your save game as described with the patched scenario.
2. change one file in the configuration manually and continue your save with all solar systems like in the version before.
3. start a new game (you could choose another starter to have some variety.) [recommended]
However one way or the other, if you have built your own vessels or structures it is always a good idea to save the blueprint using alt + o to make sure your work doesn't get lost.
We have tested our bugfixes and everything seems to work fine. Some specializations are bugged or unfinished in the current live version. Not everything, but some missing links or bugs could be removed. I will write more about our changes later.
Most important for save games, your save game will still work but :
we roll out this patch, you can still load your save games, but some solar systems will be bugged and the specialization chain fixes will not be there in full because we had to replace some POIs with fixed versions and it is not possible to change your save game afaik.
My only conclusion is that Eleaon mush have incorporated some of the DLC's minor features in the recent Galaxy Update so as SSR has a custom version of that =- perhaps it triggering someplace?
But why for some folks and not for other like my self? Mystified.
But if we do find a file of ours that's doing this it will get patched please rest assured of that!
So I cite Faindain2 here to at least give you something:
"Hi,
I found the problem. If you don't have the Dark Faction DLC.
Start a Star Salvage game in single-player, close it.
Now load this game in co-op; you'll get the message "DLC needed."
Close Empyrion, save, and close the server.
Now go to "\steamapps\common\Empyrion - Galactic Survival\Saves\Games\Name of your game."
In this folder, open the dedicated.yaml file with Notepad++ or something similar.
Remove the reference "EnableDLC: true."
Save.
Now you can start your game in co-op without any problems.
Thanks."
As a fixed planet in the sectors.yaml file. This planet will then be generated at the start of the game.
As an alternative playfield variation under an existing planet template (for example, Temperate planets) in the solar system config (or defines file if using that). For example:
Playfields:
- Temperate_V2, 0.16
- EdenTemperateBrooding, 0.2
- EdenTemperateStrange, 0.24
- EdenTemperateRainforest, 0.32
- TemperatePlateau, 0.5
- BarrenTemperate, 1
Or as a completely new entry in either the defines or solar system config file, in which case you must also add it to the solar system configs you want it to spawn in as a new entry under both the PlanetCountProbs and PlanetLists section in each solar system config file.
I hope this helps point you in the right direction. I should just join your Discord lol.
it will change depending on exactly how and where you want your planet to spawn, and whether you're using solar system prefixes for your star classes, and whether you're using the defines file or not.
I wish there was a better answer I could provide here, but it's too long to explain it on a Steam comment.
Now what I can recommend from personal experience is doing something similar to how I do it in RE2, where I use the defines file and solar system prefixes so I reduce the number of different solar system config files and most everything is actually done in the defines file, making it very easy to add a new playfield. But that would probably be a lot of work on your end to initially setup (but worth it).
Maybe I didn't use the right words didn't want to offend anyone, let's just say I am still stuck with trying to make our custom planet work with the default random systems for some reason and yet need to figure it out, in this case the advice was to look in the configuration files.
I will check again, but it is not clear to me why this still doesn't work. Afaik the RandomPresets folder contains the random solar systems, if I want to stick my TemperateJunkyard planet in G systems, I have to add it to the SolarSystemConfig03_G.yaml and I tried this, but it doesn't work. I checked the spelling and the placement, but couldn't make it work. But I will keep reading through the config files, maybe I forgot something or overlooked it,.
The official Empyrion Discord is the best source I know as well to answer mod questions it is true, don't get me wrong.
What do you mean by your question was "pointed back to you?" Galaxy and solar system generation is done at the scenario level. Any changes to the base game in those areas wouldn't affect a scenario unless your scenario didn't include a GalaxyConfig.ecf file in which case I assume it would take from the default.
I'd still recommend the official Empyrion Discord for any questions on scenario development. I don't really know of any better place to ask about that kind of thing.
It would be great to have somebody with C# knowledge near us to bugfix the most horrible bugs and later develop some additions. The game works now, but it could be much better with a couple of improvements in terms of NPC behaviour trees, galaxy generation, balancing, gameplay and maybe even new blocks.
When your farm is winter hardened and the milking robots are all set up, come back and best join our Discord as we can exchange code snippets and stuff more easily. Until then:
Happy farming!
I see there is no longer a reason to leave the noob system if you are after rarer resources - and yes you still need ingots if you want to use a repair bay - scenario is deeply curtailed in choices now
We are working on a solution with the missing planet type and hope to have it fixed soon. Sorry about this!
Not my scenario but this "deliberate design decision" seems to be just a hurdle for hurdles sake
Oh well, i will press on though as i found a CV to repair - a ridiculously large one (so much wasted space so the size makes no sense) - found a couple others that are not much bigger than the crashed shuttles you run across, so useless - and that's all there are in the noob system (and apparently none outside)
And yes, i always check planet info before rushing off - primarily don't want to get surprised by gravity, but the other info is helpful too
will try more but i have been to 5 different star systems and all planets (and moons) no matter what the star type, are the same - as i was bouncing around looking for resources i only had a personal laser drill so that was a non-starter - came back with the SV equipped with 2 laser drills but since i have never used an SV to mine - after 4000+ hours of playing - i neglected to install the harvester storage (grrrr!!!)
resources buried deep in the ground but easy to mine.. What I recommend to do in game before you enter a planet:
open Map, go to second tab, click on planet, check show info checkbox. It will tell you more about the difficulties this planet holds.
https://discord.gg/tVw8CStE
3090 might give your game a nice boost. I still have to say, the game runs fine on Linux the proprietary Nvidia driver does its job nicely. The framerate is between 40 and 60 fps depending on the number of entities, But that is the same for the Windows version afaik.
Had some C++, Python, and JavaScript courses and experience. Was thinking about taking that freecodecamp C# course and get into Unity a bit more. But the current build project is fun so will do, but a bit later.
Our scenario has some problems with the behaviour trees of some npcs, which seem to derive from dated Unity files and missing models.
I think I speak for all in the "gang" when I say, this is seen as a community project to keep an abandoned scenario alive, if you have some ideas, best join Discord to discuss further. And thanks!!!
If a retired software developer with 30 years of experience writing enterprise apps and that knows almost nothing about game development/modding could help you with getting those junkyard planets back in the game let me know. The weather is getting a bit chilly here and I'm not doing so much outside.
Might take a little while as it snot a game breaking bug (Those always get looked at first) but on the radar!