Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
3.331 σχόλια
ravien_ff  [Δημιουργός] 13 ώρες πριν 
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 ώρες πριν 
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 ώρες πριν 
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  [Δημιουργός] 19 Ιουν, 18:26 
Yes, but not next update sorry.
Akota 19 Ιουν, 18:18 
Ravien will the problem with the Industrial Water Collectors issues/437 ?
Great work thanks
ravien_ff  [Δημιουργός] 19 Ιουν, 15:43 
Just a test you can ignore this:

See the Change Notes for details.
ravien_ff  [Δημιουργός] 19 Ιουν, 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  [Δημιουργός] 19 Ιουν, 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 Ιουν, 15:06 
Yes but its very lagy and needs some love
treker_ed 19 Ιουν, 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 Ιουν, 14:13 
Will you be doing a separate RE2 for creative mode? or anything?
LordNavarre 19 Ιουν, 11:56 
Thank you Ravien!
-- You do amazing work! --
ravien_ff  [Δημιουργός] 19 Ιουν, 11:41 
An update probably within a week.
LordNavarre 19 Ιουν, 10:11 
any word on new updates?
Ashenator 19 Ιουν, 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  [Δημιουργός] 19 Ιουν, 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 Ιουν, 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  [Δημιουργός] 19 Ιουν, 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 Ιουν, 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 Ιουν, 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 Ιουν, 17:59 
Will there ever be a time that we get Xeno SV Blocks? Just wishful thinking
Vermillion  [Δημιουργός] 14 Ιουν, 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 Ιουν, 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  [Δημιουργός] 12 Ιουν, 21:47 
We haven't been working on any UCH missions, no.
Amicus 12 Ιουν, 21:41 
Will the next update include new 5-part story mission for the UCH?
ravien_ff  [Δημιουργός] 7 Ιουν, 15:53 
I responded to your post in the discussions.
YungSchmuel 7 Ιουν, 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  [Δημιουργός] 6 Ιουν, 21:08 
Yes please report suspected scenario bugs on GitHub. Can't really offer troubleshooting support on Steam.
RaspberryCommie 6 Ιουν, 20:23 
@moth hunter Yes. It does nothing.
TyrantXP 6 Ιουν, 10:32 
Thank you!
treker_ed 6 Ιουν, 10:23 
An update to the base game does not usually impact the scenario! So you should be okay to continue.
TyrantXP 6 Ιουν, 7:42 
can i continue or newest update requires mod update ?
moth hunter 6 Ιουν, 3:28 
Have you tried the console command "ai on"?
ravien_ff  [Δημιουργός] 5 Ιουν, 21:27 
Yeah the GitHub would be correct sorry.
RaspberryCommie 5 Ιουν, 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  [Δημιουργός] 5 Ιουν, 20:31 
Please see GitHub.
RaspberryCommie 5 Ιουν, 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  [Δημιουργός] 5 Ιουν, 17:22 
Do you have pentaxid in your pentaxid tank? It won't fully charge if you ran out of it.
ravien_ff  [Δημιουργός] 5 Ιουν, 16:38 
Dyspayr 5 Ιουν, 14:13 
The number is your maximum, the percentage is what you have remaining.
esckay 5 Ιουν, 5:57 
@Xiaz06 just be a peaceful trader :)
Xiaz06 5 Ιουν, 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  [Δημιουργός] 4 Ιουν, 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 Ιουν, 2:16 
@ravien_ff
Thanks! Would love to know. No worries if it's still disabled
ravien_ff  [Δημιουργός] 4 Ιουν, 2:15 
I'll test it to see if it's working again.
Butterlord 4 Ιουν, 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  [Δημιουργός] 4 Ιουν, 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 Ιουν, 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  [Δημιουργός] 4 Ιουν, 2:03 
No, scenarios cannot add NPCs that will fight for you.
Gavodir 4 Ιουν, 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.