Empyrion - Galactic Survival

Empyrion - Galactic Survival

Space Cowboys Reforged Eden 1.11
133 Comments
RedScourge  [author] 22 Nov, 2024 @ 1:34am 
RedScourge  [author] 12 Sep, 2024 @ 10:08pm 
@Gandorfin I believe many of the items you unlock in the upgrades tab requires you to first build the gun below it in the tech tree and then some sort of Upgrade Kit item, like Heavy Weapons Upgrade Kit or Pistol Upgrade Kit, and I think you need to do them in the Advanced Constructor.

I have also noticed some of the recipes such as higher-tier ammo for base/ship weapons will not always show in the build menu if you have any of the structure type filter on (HV/SV/CV/BA)
RedScourge  [author] 12 Sep, 2024 @ 10:06pm 
@Gandorfin Yes I am planning to do an RE2 version of the mod, however I kinda want to wait until it's either not in beta, or very close to being done in beta, before I start with it.

Like with RE2, SCRE2 will be a separate mod from the RE1 version, so you will have to subscribe to it in the Steam Workshop separately if you want to use it on your own singleplayer, co-op, or dedicated server.

The reason I am waiting until beta is done or nearly done is that in the past often there have been big fixes released during beta which require a server wipe, and I'd like to avoid putting anyone through that. I will also wipe my server and run it on there when it's ready.
Gandorfin 12 Sep, 2024 @ 11:45am 
Hi I have quick question are there any plans for RE2 version of space cowboys?
Gandorfin 12 Sep, 2024 @ 10:23am 
where I can craft or get new stuff from system upgrades tech tab?
I invested some points into stuff from the system upgrades tab but I don't know where to make things from that tab
Optimus Prime 11 Apr, 2024 @ 6:06am 
Thank you again for all this information, now I see things more clearly
RedScourge  [author] 10 Apr, 2024 @ 5:52pm 
@Optimus Prime RE is intended to be a completely new challenge from the default scenario, so the tighter CPU limits is considered a "feature" not a bug. I also have a bunch of ships on my workshop which are designed specifically for RE and work with the CPU limits turned on. But yes, if you don't like the thought of downloading or designing all new ships for RE, disabling CPU and possibly Mass and Volume would be the easiest way.
Optimus Prime 10 Apr, 2024 @ 5:36pm 
This is what I noticed for level 4 CPUs (10 M.) in the default scenario and in re barely the quarter, fortunately there is the option CPU point true or false, well thank you for all these explanations
RedScourge  [author] 10 Apr, 2024 @ 5:14pm 
@Optimus Prime Generally speaking, ships which were designed for the default scenario will not work well for Reforged Eden or RE-based scenarios unless you add extra generators, extra CPU extenders, and extra thrusters. A ship with all of the regular CPU extenders that you can build in the default scenario gets something like 10 mil CPU, whereas in RE it would be only 2.1 mil CPU.
Optimus Prime 10 Apr, 2024 @ 7:19am 
you have to put no in use of CPU points when loading the save or at the start of the game which I find a bit rubbish
Optimus Prime 10 Apr, 2024 @ 7:15am 
This is the first good answer and the most plausible, but it damages all my generators when I use advance for my ships
RedScourge  [author] 9 Apr, 2024 @ 6:21am 
@Optimus Prime Adding CPU Extenders does work, and does add to the max CPU of the base or ship, however Reforged Eden based scenarios use their own non-standard CPU Extender blocks, so the CPU tab of the Control Panel will always say Tier 1 as the core game does not recognize any "official" CPU extender blocks as being present.

I believe this was necessary because game balance dictated that they wanted a max of 5 of their equivalent of the T4 extenders, but the game was probably hardcoded to allow only 4, so at best everyone was going to see that it called their ship Tier 3, so they probably figured that using all custom extender blocks and having it always say Tier 1 might be less confusing.
Optimus Prime 8 Apr, 2024 @ 4:48pm 
hello just a quick question, why in all reforged eden scenarios, and those using the same base, when I build a few things each time I always have cpu level 1, in the details, even when I put the four cpus 2x1 , 3x2, 4x4, I would like to know why and with the other scenarios, example Lost Mia, I have no problems
RedScourge  [author] 18 Feb, 2024 @ 3:26am 
@divonaction121 You cannot place a core into a regeneratable base - the only option is to disable NPC base regeneration which is a worse option. This is a property of Empyrion servers, not any scenario.
Jonas Toth 17 Feb, 2024 @ 2:02pm 
the melee thing about not attacking is NOT related to this mod as I am seeing this all across the discords especially in RE discord section
divonaction121 17 Feb, 2024 @ 12:55pm 
Also got bug - Cannot place core into regeneratable base. I dunno, its ordinary POI. Sometimes it places, sometimes not. Is there any fix?
divonaction121 17 Feb, 2024 @ 10:32am 
It looks like enemies cannot perform melee attacks. Only enemies with guns deal damage. Abominations, scorpions, spiders, dinosaurs come close to me and do nothing.
RedScourge  [author] 19 Apr, 2023 @ 7:12pm 
Did this problem all of a sudden appear on you after a particular update, or is your first time trying it out?

I haven't customized anything involving solar other than increasing the wattage, so I'm not sure yet what it could be.

Are you running into this on one of the starter planets? I can test the starters, and I can test your base if you send me a link to test a workshop blueprint of it, but the other planets are random and thus harder to test out - the cause could be many things such as distance from the sun, thickness of the atmosphere, time of day, etc.
2G33K4U 19 Apr, 2023 @ 2:53pm 
I understand this not my first go around. :) for some reason only in this scenario I am having issues. normal RE and Star salvage works fine. Thanks for the response.
RedScourge  [author] 19 Apr, 2023 @ 7:05am 
Hi 2G33K4U,

Solar capacitors will only fill up with solar power, and solar power is used first by the base. The listed power of a solar panel is the peak power under ideal conditions on an earth-like planet, but some planets have thicker atmospheres, the sun may be further away, and your panel angle will only be optimal at best for a short portion of the day.

One would think that they'd just be "capacitors" and fill up from any excess power, including generators, but that is apparently not how the game works.

This is a function of the base game, not something that is controllable by custom scenarios unfortunately.
2G33K4U 19 Apr, 2023 @ 7:00am 
This is a very early base only a small constructor and food processor/fridge installed
2G33K4U 19 Apr, 2023 @ 6:58am 
I cannot for life of me get the solar capacitors to stay on i am only drawing 33w at my base I have 4 panels and 3 small a generator and a fuel tank with fuel. My panels put out 420w. I have restarted a video says it gets rid of the power switch on capacitors that part worked. Now caps show they are on the lights are on. but no battery filling up. I definitely have excess power to be put in the batteries.
RedScourge  [author] 25 Feb, 2023 @ 5:24pm 
@DocAceZ If HostHavoc uses SteamCMD to download and update the scenariothey should be able to do it the exact same way as they do for Reforged Eden, except that the steam workshop ID is 2583255414
RedScourge  [author] 25 Feb, 2023 @ 5:22pm 
@DocAceZ It's strange that they're having trouble with it - essentially the process for installing it should be the same as with Reforged Eden v1.9. It's about 95% the same as Reforged Eden in fact, the only thing that's different is a fairly short list of settings customizations to reduce excess grindiness without removing the overall difficulty.

If you have FTP access to your server space on Host Havoc, you should be able to upload the whole directory from your SteamApps location (which is often C:\Program Files (x86)\Steam then the rest of the path I had said below), then if you've set up those server files before like dedicated.yaml etc to load that scenario, then it should work (assuming you uploaded all files over FTP in >binary< mode)
DocAceZ 25 Feb, 2023 @ 5:09pm 
RedScourge, Thank you for the replies. Fortunately we have hosted servers with custom scenario mods. I think the issue is with HOST HAVOC, there are several other servers the are having the exact same issue. However i know it can work because there are a few out there that are properly updated and work fine. The SC RE1.9 MOD was not in HOST HAVOC's list of up-loadable mods to they had the engineering team manually add it to the list of mods. Before the update It worked fine but after, no. It's on the server company I believe. We along with the server company are still trying to get this up and running as of this very moment...
RedScourge  [author] 15 Feb, 2023 @ 11:46pm 
@Shadowpheonix I've updated the scenario, and just as I was updating it, RE released build 44, so I updated it to include that minor update as well. When I try to get a new scenario to download I restart Steam, then if it still does not detect it I unsubscribe then resubscribe to the workshop item and then it always seems to come in fine after that, though with all the modified dates changed.
RedScourge  [author] 15 Feb, 2023 @ 10:55pm 
Sorry I usually get the updates pushed out same day but I have been extra busy lately.
RedScourge  [author] 15 Feb, 2023 @ 10:53pm 
@Shadowpheonix Thanks for pointing that out. I will fix that and also sync the latest changes shortly.
Shadowpheonix 15 Feb, 2023 @ 12:48am 
I was taking a look at the files to see if I could manually kludge in the Reforged Eden Build 43 changes myself (no luck so far - but that is not surprising as I have only the vaguest idea of what I am doing ::lol::), and I happened to notice that the "gameoptions.yaml" included with your version has a pair of conflicting MaxStructures entries...
MaxStructures: 1000
MaxStructures: 2000 # default value
RedScourge  [author] 13 Feb, 2023 @ 4:52am 
@DocAceZ Once you have your copy of the scenario in place, you'd have the CustomScenario: line in your dedicated.yaml file match the name of the folder that you renamed the scenario as, so like "CustomScenario: SCRE-YYYY-MM-DD". If you have never hosted your own E:GS server before based around a custom mod, you will likely encounter a whole bunch of difficulties, though most of them you can avoid if you go through the whole "dedicated server setup" pinned discussion under the Reforged Eden 1.9 workshop item, however it is a very long guide.
RedScourge  [author] 13 Feb, 2023 @ 4:48am 
@DocAceZ So after subscribing, it will show up in a folder within your Steam folder hierarchy in \Steam\steamapps\workshop\content\383120\2550354956. You'd copy that whole folder into your server folder into \Empyrion\Content\Scenarios then rename it to whatever you want, I typically call it something like SCRE-YYYY-MM-DD where the date is the date I started the server so I know when the last wipe was. When I update it, to apply the updates to your server, you'd have to sync the updates from that steam workshop folder into your SCRE scenario folder. You'd want to be sure however that if you are uploading it via FTP or SFTP that you change the FTP client to binary mode, or else most of the files will be corrupted.
DocAceZ 11 Feb, 2023 @ 12:52pm 
Question: I'm using Host Havoc and my guys want your MOD. Where would I get the source files to upload to Host Havoc to put on their server? As it stand the only mods they have hardwired at host havoc is RE 1.9, and the vanilla game. So I'll have to FTP install it.
RedScourge  [author] 27 Jan, 2023 @ 8:01am 
More info about the recent damage scaling changes made in the base game and their effects on RE-based scenarios:

https://gtm.steamproxy.vip/workshop/filedetails/discussion/2550354956/3762229314885390681/
RedScourge  [author] 27 Jan, 2023 @ 7:59am 
@TOG - There is a bug currently in all variants of Reforged Eden (of which this is one) whereby difficulty increased by 50-100% depending on which difficulty setting you use, because of changes made in the base game. This should be fixed soon. That being said, I changed no armor, durability, health, or food values from the RE defaults. What this mod changes is mostly things like mining speed so you don't take tens of hours to build your first base, increased the radar ping range so you can actually find resources in space, etc.
Nightfire 25 Jan, 2023 @ 9:30pm 
The idea that this mod reduces grind, not true ... unless you really check your settings carefully in GameOptions.yaml. In a default setting you will find this incredibly grindy. Attacking a beginning POI, such as any of the Abandoned bases, will cost you 2-3 sets of armour, multiple guns and a whole load of deaths. Amour, medical supplies and food become meaningless when you assault the abandoned bases in the beginning as armour won't stop you dying in 1-2 hits, you will die too quickly to use medical supplies and you won't live long enough to ever get hungry.

The culprit? The setting in the GameOptions.yaml: DiffAttackStrength: Hard
Change this to something else and the scenario becomes playable.

The foot game in Empyrion has always been an issue, having the default combat difficulty set to Hard just makes a problematic part of the game more of an issue.
RedScourge  [author] 3 Jan, 2023 @ 11:23am 
@Gandorfin I hope you like it! RE is great because it adds a whole new game dynamic with tons of mid and late-game content and a harder start so that it actually feels like a true "survival" game, but absolutely, some of the added difficulty was needless grind without adding anything in my opinion.
Gandorfin 2 Jan, 2023 @ 8:05am 
This might be what I'm looking for as normal Project Eden will be in "end of life mode" and I heard RE is super grindy
RedScourge  [author] 21 Sep, 2022 @ 6:40pm 
Just synced in the changes from the Sep 15 RE update after some rudimentary testing, didn't find any unexpected issues.
Bahrman74 17 Sep, 2022 @ 10:25am 
No worries, I was just curious. You can do a lot more than I in this arena so not faulting ya by any means
RedScourge  [author] 17 Sep, 2022 @ 1:49am 
Hi @Bahrman74,

Thanks for your interest in the scenario! Everything I've customized is in the notes above, and everything else is left exactly the same as RE, so no changed drops or loot, etc. I try to make as few changes that are easy to make as I can, while trying to achieve as big of an improvement as I can, without make the game feel much easier. There's a few reasons for this:
- This scenario is basically RE with a few tweaks, I have to re-apply my changes every time RE is updated and this is tedious work
- I'm not creative or involved enough in E:GS to do a whole unique scenario
- I kinda just want this to be "RE with a few things that annoy me tweaked"

At the moment I'm in a bit of a minor crisis with some problems at work, so I will not be able to incorporate the brand new RE update that just dropped for a few more days.
Bahrman74 16 Sep, 2022 @ 11:55am 
@RedScourge This looks like a great single player/ small group scenario! The blurb talks about reducing grind, are there changes to drop rates or mats for the mid/end game special materials and things like that or is the grind reduction mostly about not needing to travel as much and finding pent more easily? My gaming pal and I will be checking it out on our next play through regardless.
Grimolfr 6 Sep, 2022 @ 12:00pm 
Never mind.

I went back and started a new SCRE game with a known seed that I've played on RE before, and the abandoned outposts are there. Just a bad seed on my other game, I guess.
Grimolfr 6 Sep, 2022 @ 6:59am 
Abandoned Outpost is, IMHO, one of the easiest POI. 2 abominations, 2 skorpions, and about 6 spiders in the whole thing. Only three alien containers, but a lot of good salvage, particularly large armored windows for sathium plates.
RedScourge  [author] 5 Sep, 2022 @ 11:03am 
I remember that in about 1.5 or so, they drastically reduced the rate of the more difficult Abandoned POIs on starter planets to prevent new players from being hopelessly outclassed and rage quit, but they weren't supposed to decrease their frequency on other planets.
RedScourge  [author] 5 Sep, 2022 @ 11:01am 
@Grimolfr that's strange, no I didn't change any POI stuff at all.
Grimolfr 5 Sep, 2022 @ 9:50am 
Question on POI. Did you remove or drastically decrease rates on Abandoned Outpost? If I play RE I get tons of them in the starter system, but in SCRE I haven't found any at all.
RedScourge  [author] 16 May, 2022 @ 9:58pm 
There's a few problems with just copying the stats on the drill. One is that for drilling the ground, you're hitting a long tube of material and the rate you remove material is basically governed by damage times range times rate of fire (how many times the damage is applied to the target per second), whereas for saws (or for drilling surface rocks), the range doesn't really matter, as there's usually just air and one object with a known amount of hitpoints in front of you. So doubling just the RoF should cut the tree 2x as fast and burn fuel 2x as fast, doubling just the damage should cut the tree 2x as fast and burn fuel 1x as fast, but doubling both should cut the tree 4x as fast and burn fuel 1x as fast.
Shadowpheonix 16 May, 2022 @ 9:44pm 
@RedScourge Thank you very much.
I had tried tweaking it myself, but had overdone it a bit (I gave it the exact same damage, range, and fuel values as the hand drill, and it wound up 1-hitting every tree I used it on). :D
RedScourge  [author] 16 May, 2022 @ 8:08pm 
@Shadowpheonix Done. I've essentially doubled the damage it does, which makes it cut faster, and cutting faster in turn means it uses less fuel at the same time. In the grand scheme of things it wont make a huge difference, but it only required a single config line change, and early on it could be helpful. Strangely, all the different types of trees have the same hitpoints despite not giving the same amount of wood. I would change that, but I'd rather wait for the RE devs to change that if they think it might be a worthwhile balance tweak.
RedScourge  [author] 15 May, 2022 @ 8:03pm 
@Shadowpheonix Thanks for the feedback! An interesting idea, I don't think it would affect the game balance, but it might make a noticeable impact on grindiness. This is exactly the sort of thing I look for in something that could use a tweak.