Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Block limit
Removing the block limit on the ship does not work. In mode without side restrictions, you still cannot install more than 32 turrets; even in creative mode, this limitation remains. Moreover, if you create a ship in normal creative mode without limits, and then create it in the world of RE2 using a bleuprint, then the limitation can be bypassed, however, when you try to repair the ship using the repair page, destroyed turrets above the limit are not restored.

Is it a bug, a feature, or am I stupid, that even with the removal of the restriction on installing blocks, the limit is still there? If anyone knows how to solve the problem, please tell me, and if there is a bug, fix it
< >
Showing 1-15 of 31 comments
treker_ed Oct 26, 2024 @ 1:09pm 
Block limits for certain items are hard coded in RE2 - changing them in the difficulty settings does not remove them.
bobblehead Oct 26, 2024 @ 3:41pm 
RE2, from my understanding, is supposed to be more challenging then vanilla. Having block limits against ship weapons adds to the challenge of ship design. It also means using a wider variety of ship types in the game as there is no longer any "Jack of all trades" type of ships. So a mining ship (CV/SV/HV) takes into account that the mining tools themselves are included in the limits for that ship, thus, less amount of guns of any sort. I think the idea was to try and get players to expand their exploration into different types of purpose built ships. The block limit is unique to RE2 as you likely have noticed. The scenario is completely unrelated to the developers of the underlying vanilla game - though I'm sure you know that, just saying in case it wasn't clear. So yea, I guess you could call it a "feature".
Last edited by bobblehead; Oct 26, 2024 @ 3:42pm
OldSchoolShow Oct 27, 2024 @ 1:32pm 
I understand perfectly well that this was done to complicate the game, but why can’t the mod developer make it so that when you disable limits in the difficulty settings, the limits are actually removed, because disabling the CPU works
OldSchoolShow Oct 27, 2024 @ 1:37pm 
I understand these complications with standard difficulty settings, but why can’t players be allowed to play the way they want with their own difficulty settings?
bobblehead Oct 27, 2024 @ 2:11pm 
I think his point has to do with the scenario itself, in that he created/wrote it with his own ideas of what his scenario would and would not allow. I agree that it can be confusing because while you can actually set block limits off in customizing your saves general settings, he has included settings with in the scenario itself that ignore's specific items in the general settings allowed by Eleon (Empyrion base game developers), while allowing most of those settings to remain up to the player - like setting constructors to fast or instant and similar for the blueprints. (Though if you are having issues with some of those settings not taking, like setting constructors to instant, the solution that often works is to: start a new game, exit the new game, then before starting it again go into the custom settings and make those settings again, back out to the exit screen and restart Empyrion. Then your settings should stick. Keep in mind this won't fix the issue you're having with limits on weapons because those limits are hard coded into RE2.)

I'm not saying that I agree entirely with his choice of limitations, but I do understand his intent with regard to limiting certain items like how many turrets and other types of weapons you can have on a ship. In fact, in the actual configuration files specific to Reforged Eden 2 Beta, I think the only items that are restricted is the weapons, CPU extensions, Detectors, and few other things. Other then the weapons I don't think many people really get upset to much about the CPU extensions and such because their main focus is on porcupining their ships to make killing bases (space or planet) and other NPC Capital Ships easier and quicker. Basically having extremely large clubs against NPC's and their stuff. Vermillion would simply prefer those whom choose to play the scenario he's spent the last several years building, actually play it the way it was designed keeping in mind that its purpose is different then the vanilla version it's built on top of.

That said (and for the most part agreed with by me) there are ways to get around those limits, but you really risk damaging the game files and making it actually unplayable. If you really know what your doing you could modify the files to appease your need, but in modern etiquette I believe the simple term is "Cheating".
bobblehead Oct 27, 2024 @ 2:13pm 
Almost forgot. Actually disabling the CPU limits doesn't matter either because RE2 has completely changed the way CPU works in the game. So even if you left CPU limits set to True it wouldn't matter because in RE2 CPU is handled differently.
ravien_ff  [developer] Oct 27, 2024 @ 2:21pm 
RE2 is designed to be used with the block limits game option enabled.
Disabling block limits in your difficulty settings opens up massive exploits and is neither recommended nor supported.
It is the foundation on which all other systems in the scenario are balanced around.
bobblehead Oct 27, 2024 @ 2:25pm 
Thank you for the clarification ravien_ff. Also, thanks because I forgot how to spell you name and forgot to give you credit in your part of the development of RE2. :steamhappy:
NorfolkDave Oct 28, 2024 @ 6:41am 
Havent played with out re in some form or another so didnt know the block limit was part of the mod, hopefully there will be a way to disable that limit server side, i think most files can be edited.
That said the limit has never been much of an issue for us, an annoyance at times but thats all. just assumed it was an engine limit. Pro server/player choice in all things though.
HurtfulPlayer97 Oct 28, 2024 @ 9:11am 
The Server I play on the block limits are there. They turned off CPU but the block limits are still in play.
NorfolkDave Oct 28, 2024 @ 9:15am 
Originally posted by HurtfulPlayer97:
The Server I play on the block limits are there. They turned off CPU but the block limits are still in play.
There are TONS of settings in the scf files that can be used to tailor the scenario to a servers needs. its something I love about the scenarios in this game :)
SGT Roc/K/ Oct 28, 2024 @ 4:19pm 
Originally posted by TheDave:
Originally posted by HurtfulPlayer97:
The Server I play on the block limits are there. They turned off CPU but the block limits are still in play.
There are TONS of settings in the scf files that can be used to tailor the scenario to a servers needs. its something I love about the scenarios in this game :)
So, what is the appropriate setting to remove this feature/bug?
I don't like when devs intentionally make things more difficult for some players. I not of their claibur of playing, but I still enjoys aspects of the scenario. It would be nice if there could be a few points of middle ground - say letting players who want to be able to disable those limits.
ravien_ff  [developer] Oct 28, 2024 @ 5:07pm 
Originally posted by SGT Roc/K/:
Originally posted by TheDave:
There are TONS of settings in the scf files that can be used to tailor the scenario to a servers needs. its something I love about the scenarios in this game :)
So, what is the appropriate setting to remove this feature/bug?
I don't like when devs intentionally make things more difficult for some players. I not of their claibur of playing, but I still enjoys aspects of the scenario. It would be nice if there could be a few points of middle ground - say letting players who want to be able to disable those limits.

Disabling the block limits in RE2 opens up massive exploits and is not recommended.
RE2 needs "block limits" enabled in the difficulty settings regardless otherwise the entire scenario breaks.

You change the hard coded limits in the various .ecf config files in the scenario though and still leave blocks limits enabled to prevent the exploits however.
Last edited by ravien_ff; Oct 28, 2024 @ 5:07pm
NorfolkDave Oct 28, 2024 @ 9:25pm 
Originally posted by ravien_ff:
Originally posted by SGT Roc/K/:
So, what is the appropriate setting to remove this feature/bug?
I don't like when devs intentionally make things more difficult for some players. I not of their claibur of playing, but I still enjoys aspects of the scenario. It would be nice if there could be a few points of middle ground - say letting players who want to be able to disable those limits.

Disabling the block limits in RE2 opens up massive exploits and is not recommended.
RE2 needs "block limits" enabled in the difficulty settings regardless otherwise the entire scenario breaks.

You change the hard coded limits in the various .ecf config files in the scenario though and still leave blocks limits enabled to prevent the exploits however.
As I say its not really been an issue for us, the hard limit of 32 but if it can be allowed to be edited that would be good. Totally get that it can introduce exploits, for some that means they will never edit it but for mates only servers such as mine, well, were ok with exploits being possible we just use self control not to exploit lol

I am a big believer in "if it can be configurable by server admin then it should be able to be" as we all have different play styles. But, only if it is able to be made configurable *shrug*
NorfolkDave Oct 28, 2024 @ 9:28pm 
Originally posted by SGT Roc/K/:
Originally posted by TheDave:
There are TONS of settings in the scf files that can be used to tailor the scenario to a servers needs. its something I love about the scenarios in this game :)
So, what is the appropriate setting to remove this feature/bug?
I don't like when devs intentionally make things more difficult for some players. I not of their claibur of playing, but I still enjoys aspects of the scenario. It would be nice if there could be a few points of middle ground - say letting players who want to be able to disable those limits.
Individual turret limits are the max amount setting... i want to say the block ecf but I am now heading off to bed so cant check.
You can also set turrets that are space only to be usable in planets via the ecf, and we always set it so furnaces can be buildable on CVs....
I mean yeah I would like to remove the limit for sure, but we do have a LOT of configuarble options we can play with, if Ravien_ff is reluctant to allow that option to be configurable then let us focus on all the things he DOES allow us to configure. The good FAR out weighs the bad in that regard.
< >
Showing 1-15 of 31 comments
Per page: 1530 50