Empyrion - Galactic Survival

Empyrion - Galactic Survival

Star Salvage: Reborn
531 Comments
Cinna 2 hours ago 
After the update, we are unable to warp to many planets in dedicated MP. Testing in SP via spawning in cv, I am getting the Internal error message when warping alot (And it doesn't warp). Had a friend download the scenario, spawn in a cv, warp around and they have the same problem. Out of 6 warps, 3 failed with error message. Seems a bug, anyone else having this issue? Survival of course. In dedicated it just chews pentaxid but refuses to warp when it bugs, usually a K star.
Distrann  [author] Nov 3 @ 9:31am 
And I like your attitude towards cheating, I don't like it as well, for development or testing it is good, but I would be bored if I played that way. Just wanted to say the option is there as you said you didn't want to start a new game without your ship.
Distrann  [author] Nov 3 @ 9:28am 
With the asteroids afaik the original developer KnowItAllDM wanted to make the resources scarce. This is why.
gatheris Nov 2 @ 2:06pm 
Question - all iron and silicon asteroids (so far) are actually space trash asteroids - on purpose or something else?

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
Distrann  [author] Nov 1 @ 4:20pm 
alt+O save blueprint
If you want to cheat it in directly to the new game:
open console: sbp
F2 and you can spawn it in.
gatheris Nov 1 @ 4:04pm 
For new saves - hmmm - - - can't manage that again just yet - just spent a whole lot of effort/time slapping my current CV together so will have to play around with it for a while
Distrann  [author] Nov 1 @ 3:00pm 
Added it to the patch notes point 7
Distrann  [author] Nov 1 @ 2:57pm 
oops I forgot it in the patch notes I think?
We fixed it yes.
gatheris Nov 1 @ 2:18pm 
after reading the patch notes - the issue of no junkyard planets outside the starter system has not been resolved (or is this now a feature - heheh)?

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
Distrann  [author] Nov 1 @ 7:13am 
patch 1.0.4 is live now. A new save is recommended.
Distrann  [author] Oct 31 @ 2:10am 
patch number will be 1.0.4
Distrann  [author] Oct 31 @ 2:09am 
You will have these choices:
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.
Distrann  [author] Oct 31 @ 2:08am 
@all time to roll out another patch this weekend.
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.
ADN Oct 28 @ 2:49am 
thanks
Bxelz  [author] Oct 27 @ 1:46pm 
@ADN Hey, we do indeed have a discord, you can find the link in 'Discussions'!
ADN Oct 27 @ 12:10pm 
2900 hours in playing empyrion do you have a discord so we can tell you what we are finding.Want to start a sever but there is a lot of work ahead.the idea is awesome but yea if you like to talk cool.
ravien_ff Oct 26 @ 4:36pm 
No, the galaxy config has no DLC specific things in it, so that wouldn't be the cause. Plus using a DLC specific config would just mean the scenario wouldn't run or would have errors for people who don't own the DLC, it wouldn't be able to "detect" that it's using DLC content.
Distrann  [author] Oct 26 @ 10:20am 
@Zathabar I think this is about coop not multiplayer right?
Zathabar  [author] Oct 26 @ 10:09am 
This really confuses me. I got into Star Salvage Reborn - Just - to run it on a server. I have never owned the DLC and never had this issue?

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!
Distrann  [author] Oct 26 @ 5:58am 
All it does is to tell the game to remove the DLC requirement
Distrann  [author] Oct 26 @ 5:35am 
Hmm I guess it couldn't harm to try it.
ADN Oct 26 @ 5:12am 
so if i run a sever will that be the same then
Distrann  [author] Oct 26 @ 3:58am 
This is not supposed to happen, but we had another player reporting this in our discord channel, which I recommend to join.
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."
ADN Oct 26 @ 3:31am 
it says you need the dlc for co op
Distrann  [author] Oct 25 @ 12:23am 
And you are very welcome to our Discord always.
ravien_ff Oct 25 @ 12:02am 
To give you a hint though, there's 3 ways you can add a new planet to a scenario:

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.
ravien_ff Oct 24 @ 2:12pm 
Well the answer to where to stick a custom planet is: "it depends."
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).
Distrann  [author] Oct 24 @ 5:57am 
And thanks as always Ravien!
Distrann  [author] Oct 24 @ 5:55am 
Ok, programming knowledge can help with the configuration of the mod. C# for advanced API features sounds fine in principle.
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.
ravien_ff Oct 23 @ 11:35pm 
You don't need any C# experience to make a scenario. Outside of making use of some of the more advanced modding API features in the dialogue system, C# isn't used at all.

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.
Distrann  [author] Oct 23 @ 10:16am 
@lwspiesman Whaaat you have a life??? To be more serious:
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!
lwspiesman Oct 23 @ 7:36am 
I've got the farmyard to get ready for winter so that'll keep me busy for a week or two. But after that it's back to town for the winter so I'll have time to help with this then too, if help is needed.
Distrann  [author] Oct 23 @ 5:27am 
@Ravien true, but my last attempt to find out more about how to put my own planet type in the new galaxy structure was pointed back to me, So it seems like I'll rely to trial and error a bit. And have a look at RE2 files or so.
ravien_ff Oct 22 @ 6:23pm 
Could try checking in the modifications channel on the official Discord. When I was there last there were a lot of helpful people to help answer questions on scenario design and troubleshooting and such.
Distrann  [author] Oct 22 @ 11:11am 
All right, thanks for this, I will take a closer look and see if we can do something about this in one of the future patches.
gatheris Oct 22 @ 11:02am 
Went to a new system and both the planet i went to and a moon of a gas giant had their resources deep underground again - found out the hard way that mining into a planets crust with an SV doesn't work - no matter how wide the hole there is always a speck of something to get stuck on - never got close to the resource but spent a good 20 minutes trying to get my ship back out of the hole

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
Distrann  [author] Oct 22 @ 8:04am 
The thing with star salvage is, it is more focused on salvaging but the last Empyrion update unfortunately cut out our TemperateJunkyard planets which have a lot of wrecks etc. But the Junk clouds are still there and some planets have deposits that you can harvest with a laser drill.
We are working on a solution with the missing planet type and hope to have it fixed soon. Sorry about this!
gatheris Oct 21 @ 3:12pm 
i can buy resources from the polaris as salvaging brings in lots of cash but it isn't the same thing - i'm playing a grinding game to grind :)

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)
gatheris Oct 21 @ 3:12pm 
thanks for the responses and your efforts with Star Salvage

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!!!)
Distrann  [author] Oct 21 @ 11:00am 
good example NitrogenVolcanic , panel info says
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.
Zathabar  [author] Oct 21 @ 10:36am 
@gatheris. This is noted as a deliberate design decision in soem planets code. But not all. Where abouts (Type of world) was this please.
Distrann  [author] Oct 21 @ 8:41am 
@gatheris the planets I found so far where all ok to mine, However there is this type of planet with very hard surface and mining extremely difficult, which would fit to your description. Not sure, have you tried a few other planets?
Distrann  [author] Oct 21 @ 8:37am 
@lwspiesman our discord:
https://discord.gg/tVw8CStE
lwspiesman Oct 21 @ 5:48am 
My dev experience is some C/C++ from the 80's and 90's, and I've done C# development since before it was released and was still called COOL. Which is both a blessing and a curse as long standing habits sometimes get in the way of adopting new language features ;) I'll see if I can find that Discord... Thanks again.
gatheris Oct 20 @ 3:33pm 
quick question - i know that "junk" isn't showing up outside the noob system but are resources all supposed to be 250-300 feet underground (this is outside the noob system)? Obviously can't use the drone for mining and equipping mining lasers to the SV and strip mining seems excessively annoying - is this on purpose or an issue?
Distrann  [author] Oct 20 @ 1:44pm 
Any help for the scenario would be more than welcome, If you find a fix, just send me the changed files in our discord please and I might try.
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!!!
lwspiesman Oct 20 @ 6:45am 
EGS ran ok on the 1080Ti I used that card for years and years. But it was showing its age on other more modern games so I replaced it with the 3090Ti. Then that card failed. I got a replacement but that left me without a card while I was waiting so I bought a 4090. I kept the 3090 as a backup. I hope I'm running that 4090 for many, many, more years.
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.
Tarsis Oct 20 @ 5:58am 
Thanks for continuing work on this scenario. I love coming back to this as it is always such a huge about-face from other scenarios, making it feel like a different game.
Zathabar  [author] Oct 20 @ 4:45am 
I got acceptable performance on EGS with a 1050TI on an old i5 up to a year ago.. Yeah the New generation system is not always picking up the SSR custom playfields so an in depth rework is now underway. SO thank you for alerting us! It was doing some but not all so Distrann & I are picking through what is and isn't currently spawning in the random parts of the Galaxy!

Might take a little while as it snot a game breaking bug (Those always get looked at first) but on the radar!
lwspiesman Oct 19 @ 5:50pm 
It's got a 1080Ti in it, so that's not much of a card these days. But I've got a 3090Ti sitting on the shelf I could put in it. These days I just use it for ripping DVDs and Blue Ray discs but I could use my main machine for that.