Empyrion - Galactic Survival

Empyrion - Galactic Survival

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KellerRatAz Extreme Galaxy 1.13 B4745
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Tags: Scenario
File Size
Posted
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403.110 MB
Sep 10, 2021 @ 6:44pm
Jun 8 @ 5:23pm
69 Change Notes ( view )

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KellerRatAz Extreme Galaxy 1.13 B4745

Description
KellerRatAz Extreme Galaxy (KEG) is a randomized galaxy with 8 static custom Wisp stars at their core. 23 starting options are contained within consisting of 7 types:
Drop Pod (steerable), Revenant spawn, Arezodian Egg spawn, Cloud Pod / Kellertown spawn, Sundance Base spawn, Scout Ship spawn, and Nosferatu spawn.

There are 8 custom factions included with this scenario, one territory bubble for each of the 8 static stars, which are all hard set as non dynamic (although the standard dynamic factions are also included) for a total of 47 factions overall. For the 8 custom factions, 7 are constantly ally, and one is out to kill everything that moves.

Notable additions to the scenario are listed below, however there are far too many modifications to create a complete list.

* 175 custom playfields, some planetary and some space.
* 386 custom prefabs, including both planetary and space POIs, as well as a wide array of additional PV/OPV craft.
* Most blocks are now usable on all blueprint types.
* Return to action of many blocks that had been removed by Eleon over the years.
* Debug weapon crafting along with many block stat increases across the boards.
* Custom block series, including but not limited to:
* Core block series - sing block size for most utilities such as constructors, shields, generators and thrusters typically with higher than default values.
* Hydroponics series - fast to grow, but large in area, containing many resources including medical drops, original plants, meats, and all ore production.
* Growth crop harvests have been altered to include all perishables, and organic substances used cures. All 18 harvestable crops have their own unique product.
* Return of multiple PVs/OVs in playfields, many of which had been taken out of service and noted as "Not Used" by Eleon
* Handheld weapon adjustments. Returned personal drone capability for several weapons. Added underwater use of the chainsaw and a few others.
* Increased teleporter and warp core range.
* Tech Tree additions. Recipes have been created for all items.
* All Armor, including Epic
* All boosts, both standard and epic.
* All epic weapons.
* T2 Warp Core, with range of 750LY.
* Return of the classic O2 generator, Hydrogen Generator and Fuel Pack (Hydrogen)
* Addition of Tribal Furnishings (Deco) and Stone Statues (Deco)
* Flamethrower, Flamethrower (T2)
* The Radar (Deco) now will function as a CV detector. ** Note: This block WILL use one of the 22 triggered slots on your hotbar, compared to the Detector block itself that actually uses a specified 23rd slot.
* Return of several critters, such as the classic Treewalkers and Plant Men.
* Loot tables have been adjusted to include epic boosts and the new ores. Loot more meat on larger animals and golems, with a higher chance of the rarer materials.

HISTORY:
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Update 1.12.2: Complete rework of the 8 star systems which had begun back in the 1.9 release. Substantial difficulty increase from the 1.12.1 publish in virtually every playfield.
Update 1.12.1: Return to action after 18 month hiatus. Thanks to Tialuna who had made her own scenario using our block sets which completed the bulk of the model updates required, as well as a half dozen new ore types.
Updated to implement new features as they were released in Live 1.0-1.10 as features were added by Eleon.
Original publish of Keller's Extreme Universe was done in Alpha 7.x-10.x. Re-branded from "Keller's Extreme Universe" to "Keller's Extreme Galaxy" when the random galaxy generator was implemented.
CREDITS:
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Founder: GamerKeller87 - Original creator of the scenario, his initial collection and creation of playfields, POIs, vessels and lifeforms contained within made this all possible. He is currently active working on Keller's Extreme Universe, to implement the Dark Faction DLC into it. KEG is in Ratan's hands as it will never contain DF content due to its requirement of the paid DLC. See the link below for access to his progress in that regard.
Coder/Editor: Ratan Kabidge - Yeah, that's me, I write everything now. All the coding, editing, and alteration of most things KEG is now done by me. Creation and alteration of POIs, vessels. Configuration file editing and fine tuning as GamerKeller87 continues his Dark Forge project with KEU.
Crafter/Tester: Arezod - Testing and unique blueprint creation. A building madman, constantly building something to test whatever is in front of him.
Influencer/Support: Grandpa's Gaming - Leader of the original "OLD" group, which made of our team has made this possible. Owner of our internal Discord used both for authoring of the scenarios and multiplayer communication.

Contributor: LUCSATARION - Creator of Numerous extreme POIs used in the scenario. Numerous playfields updated recently were thanks to his compilation of literally thousands of POIs and hundreds of playfields.
Contributor: Monroe - Author of many of the static start planet playfields used in the scenario, as well as the set of custom icons now used within.
Contributor: Tialuna Rem-Iskalia - Assistance with the 1.12+ update, as she had updated our files for her own scenario. Configuration of 6 new ores spreading through the static systems.
Contributor: JRandall - Numerous capital vessels modified to function as both PVs and OVs.
Contributor: Piddlefoot - Numerous POIs dating back to Alpha 7, which composed the majority of the initial POIs and playfields.
Contributor: Vermillion & Ravien_FF - Numerous assets used in the scenario, including several POIs and additional recipes and tech tree additions.
Contributor: Lift Pizzas - Author of a few of the extreme playfields and CVs/OVs used in the spawn pool.
Contributor: Steam Empyrion - Galactic Survival workshop in general, too many to list individually.

Ratan Kabidge has a separate WIP scenario for KEG, with upcoming plans and status noted. Public testing and suggestions always welcomed, as our internal team cannot always keep up with hard testing all the changes I have been making lately.
Here is the link: https://steamcommunity.com/sharedfiles/filedetails/?id=3453371736

GamerKeller87 also has a Dark Faction project occuring while reviving the original Keller's Extreme Universe scenario to implement the Dark Faction content.
Here is the link: https://steamcommunity.com/sharedfiles/filedetails/?id=3495055669

Also now included within the workshop folder is a zip file "Ratan's BBSW 1.12.1.4742 Update.zip" which includes a file which alters the block selection window shapes (Better Block Shapes Window) which I like, use it or not, your choice, installation instructions located within the zip file. - Rat
379 Comments
Ratan Kabidge  [author] Aug 15 @ 3:21am 
@Chacal GK mentioned there are a "few new blocks" which I will need to incorporate apparently, however it runs fine as it is. I'll start working on that sooner than later, but not immediately since no bugs I'm aware of.
Ratan Kabidge  [author] Aug 15 @ 3:16am 
@Chacal Works fine with 1.13, so does KEU as far as I know. I've tested on experimental branch, no errors that I could detect. I will change the name just to clarify, however no file changes required.
Chacal Aug 15 @ 2:39am 
please will the update to v1.13 be released?
Ratan Kabidge  [author] Aug 10 @ 10:53am 
@Maushornchen What error, and doing what? Have seen no errors myself, and had no others reported in months, please include some specifics. In the mean time, I suggest verifying the install files through steam as a step one.
Mäushörnchen Aug 10 @ 7:51am 
i get all time error in game...
Ratan Kabidge  [author] Jul 18 @ 1:54pm 
@Kai Shan Do you have specifics? Many, in fact, most of the KEG recipes require the Advanced Constructor, a small or large constructor are not set up. SV Medical Station for example I do believe is only craftable within the SV constructor off the top of my head (certainly was, although I cannot verify at the moment as TiaLuna had made quite a mess of the original recipes when she updated it for her scenario (which she has since removed from the workshop, however she did in fact update a slew of models in the process which I incorporated a couple months ago), I fixed nearly all of them, my apologies if I missed some of them). Speaking for myself, I use the base medical station always as it works on small craft and heals all wounds in this scenario. I will note it to verify once i do start editing again, yeah, been slacking in other games for the most part I admit.
Kai Shan Jul 18 @ 5:32am 
This has quite a few items greyed out on the constructor that are not available in the tech tree. E.G. SV medical station. Game seems to be an hash of several resources without any quality control.
zeridoz Jul 5 @ 3:52pm 
then you can also make it faction and it will work normal
zeridoz Jul 5 @ 3:52pm 
also found an exploit
if you do not make it faction any number of players can place a autominer on a ore vein
zeridoz Jul 5 @ 3:51pm 
kellers always creates keller town in water if you go to lyndon