Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
3.331 opmerkingen
ravien_ff  [auteur] 13 uur geleden 
The pda explains rich ice mining like here:
https://empyrionbuddy.com/pda/rich-ice-asteroids-eden_pda_4eWua0O/re2/english

For the schematic, it sounds like you did not actually unlock it at the uch research vessel. Double check that you actually turned in the schematic and don't still have it lying around.
Velidar 14 uur geleden 
Otherwise trying to do a mining contract for rich ice. My normal laser harvesters only tickle it, and then it tells me I need to destroy or replace the core, I'm guessing this is the usual error when not using the appropriate tools, and there really isn't a core?
Velidar 14 uur geleden 
We are having trouble figuring out how to craft the item learned from schematics, learned at the research vessel, do not see the unlock on the tech tree, which it still tells me I need to unlock. Are we missing something?
ravien_ff  [auteur] 19 jun om 18:26 
Yes, but not next update sorry.
Akota 19 jun om 18:18 
Ravien will the problem with the Industrial Water Collectors issues/437 ?
Great work thanks
ravien_ff  [auteur] 19 jun om 15:43 
Just a test you can ignore this:

See the Change Notes for details.
ravien_ff  [auteur] 19 jun om 15:12 
In the meantime you could always try teleporting to Dread as that planet is very open and sparse. Maybe be less laggy for you?
ravien_ff  [auteur] 19 jun om 15:11 
You want a blank planet with no deco to reduce the lag for creative? It's on the list, but low priority.
Bromius 19 jun om 15:06 
Yes but its very lagy and needs some love
treker_ed 19 jun om 14:21 
Doesn't need a separate RE2 for creative mode as there is a creative mode built in - all you do is when you have selected Scenario from starting new game - change Survival to Creative and Voila you have your creative mode!
Bromius 19 jun om 14:13 
Will you be doing a separate RE2 for creative mode? or anything?
LordNavarre 19 jun om 11:56 
Thank you Ravien!
-- You do amazing work! --
ravien_ff  [auteur] 19 jun om 11:41 
An update probably within a week.
LordNavarre 19 jun om 10:11 
any word on new updates?
Ashenator 19 jun om 9:18 
You may also be able to start the missions by using the console command "PDA Brief 2".

This has allowed me on multiple instances to start the missions for several people on my servers that started on non starter mission planets that have later gone to (usually Akua) start them.
ravien_ff  [auteur] 19 jun om 6:01 
You can only do a starter planet's intro missions if you started on that starter planet.
The only exception is really Sienna, since that one is actually the main Project Eden mission so anyone can do it by traveling there.
l_o_g_o_s 19 jun om 4:48 
Guys, how can I start main story missions (prologue) when I started on other non story planet? Is it even possible? I started on Purgatory and came to Akua and how can I start them? Any pda command? Anything?
ravien_ff  [auteur] 19 jun om 2:43 
First thank you very much, it is much appreciated!
I'm not currently able to accept donations via PayPal, not sure if Vermillion can either. We're also not allowed to advertise donation links here on Steam so the only way we can accept donations is via the links shown in the PDA in-game.

I really do appreciate it but please don't worry about donating if it's not easy for you to do!
Blixa 19 jun om 2:36 
Hi Guys, how can i donate to you - don´t have credit card or patreon. Would it be possible via PP?
Knotty Wood 18 jun om 10:10 
Just wanted to say, Im running The Infected and lost colony stuff right now and just ran the ship dungeon around sienna and the base dungeon on the surface - GREAT fun so far. I love the stuff you guys do for this game.
ozfresh 14 jun om 17:59 
Will there ever be a time that we get Xeno SV Blocks? Just wishful thinking
Vermillion  [auteur] 14 jun om 17:41 
If we could change the time displayed in the player's inventory, we would.
Because we can't change it: The ridiculous date used in vanilla is the local date used by Polaris/Zirax/Trade Federation.
Distrann 14 jun om 15:19 
I would be curious, is RE2 set in the same time frame as vanilla or not? From the story telling perspective I mean.
ravien_ff  [auteur] 12 jun om 21:47 
We haven't been working on any UCH missions, no.
Amicus 12 jun om 21:41 
Will the next update include new 5-part story mission for the UCH?
ravien_ff  [auteur] 7 jun om 15:53 
I responded to your post in the discussions.
YungSchmuel 7 jun om 15:14 
I need help ASAP. I'm on chapter 2, the POI bugged out and the only thing I saw was to destroy and then regenerate the POI and now i'm stuck. the ancient tower is nowhere to be found and i cannot find anything on how to fix this. did i brick my progression? is there a console command to just skip over this?
ravien_ff  [auteur] 6 jun om 21:08 
Yes please report suspected scenario bugs on GitHub. Can't really offer troubleshooting support on Steam.
RaspberryCommie 6 jun om 20:23 
@moth hunter Yes. It does nothing.
TyrantXP 6 jun om 10:32 
Thank you!
treker_ed 6 jun om 10:23 
An update to the base game does not usually impact the scenario! So you should be okay to continue.
TyrantXP 6 jun om 7:42 
can i continue or newest update requires mod update ?
moth hunter 6 jun om 3:28 
Have you tried the console command "ai on"?
ravien_ff  [auteur] 5 jun om 21:27 
Yeah the GitHub would be correct sorry.
RaspberryCommie 5 jun om 20:41 
The github says it's a vanilla bug, but when I run a vanilla game with default settings, everything is working fine. It only happens when I run the scenario.
ravien_ff  [auteur] 5 jun om 20:31 
Please see GitHub.
RaspberryCommie 5 jun om 20:19 
Hi, I started playing this scenario for the first time the other day an all AI just stopped. Now all mobs just stand there motionless, letting you kill them. I even deleted the save and started a new one, but this time it just started like that instead of working for a few hours first.
Vermillion  [auteur] 5 jun om 17:22 
Do you have pentaxid in your pentaxid tank? It won't fully charge if you ran out of it.
Dyspayr 5 jun om 14:13 
The number is your maximum, the percentage is what you have remaining.
esckay 5 jun om 5:57 
@Xiaz06 just be a peaceful trader :)
Xiaz06 5 jun om 5:26 
@Vermillion I don't know, every single ships on workshop are now decoy based. It's not very funny to just wait for your ship to destroy enemy and trying hard to follow them because you have a fat ship. I was just saying that light ships was fun and you can't do it anymore 😢. Also, I believe that's a feature that players don't use because they only want to destroy generators or core, it's only convenient for NPC... I don't know, I might be wrong, I don't know how to play this scenario anymore
Vermillion  [auteur] 4 jun om 4:02 
@Gavodir We did that in RE1 in the form of Heavy Laser Turrets and Positron Turrets and cannons. The result was that unless we completely covered a POI/OPV in those turrets, they didn't do enough to break the average Carbon shield-tank's shield, and in most cases simply blinded players with bright beams covering the screen in both directions.
Worse still, this didn't just penalize ultra-light carbon builds it made it impossible for players using conventional ship designs and piloting by removing their ability to dodge making it harder for new players to pick up the scenario without being kicked in the balls.
Butterlord 4 jun om 2:16 
@ravien_ff
Thanks! Would love to know. No worries if it's still disabled
ravien_ff  [auteur] 4 jun om 2:15 
I'll test it to see if it's working again.
Butterlord 4 jun om 2:13 
@ravien_ff
Gotcha, appreciate the honesty. Real shame they removed that functionality, would make bases feel less lonely in Singleplayer, appreciate the effort.
ravien_ff  [auteur] 4 jun om 2:10 
We had added spawners you could buy in RE1 that would spawn a NPC that would patrol your base and attack hostile enemies, but during one of the game's updates they removed the ability for spawners to work on player owned structures so we removed them from the scenario.
I have not tested them to see if they work again but I would doubt it.

It wasn't very useful though anyway.
Butterlord 4 jun om 2:06 
@ravien_ff
That's a shame, but I could've sworn this mod had a way to spawn guards that can patrol your base and fight potential hostile enemies. Is that incorrect?
ravien_ff  [auteur] 4 jun om 2:03 
No, scenarios cannot add NPCs that will fight for you.
Gavodir 4 jun om 2:00 
I kind of wonder why hitscan weapons were avoided in most enemy loadouts, except for legacy. Seems that could counter evasive ships too.