Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Reforged Eden Build 66 Update Notes
By ravien_ff
Full update notes for the Reforged Eden Build 66 update.
   
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Important
This update contains several highly experimental features that pushes what's possible to do in a scenario. Expect frequent hotfixes as unexpected issues are discovered.
A new save game should not be required.
New content will only generate in previously unvisited star systems.

If you are playing a single player save game created before this update you will need to use the pda readdata console command to update your save game's PDA files to enable compatibility with many of the new features:
WARNING: Using the pda readdata command may reset all your missions. You can choose not to update the PDA but then you will not be able to use the industrial water extractor and may be unable to complete some missions.
  1. Deactivate any active mission.
  2. Open the console and type in exactly pda readdata and hit enter.
  3. Exit the game completely back to Windows desktop.
  4. Reload your save game and your PDA will be updated.
If you encounter any problems with this update please post in the troubleshooting discussion here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2550354956/3807281445021139863/


Server owners:
Please try to keep up to date with hotfixes as some may fix serious issues.
Your players will need to redownload all of the Project Eden bundle files again from your server.
For a workaround for having to redownload everything, please see this post here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2550354956/3807281445021139863/#c3807281445021403101

Please also be aware this update has a chance of causing random block mapping problems (one block changing into another) on servers due to the addition of new blocks. There is no known workaround or fix for this issue except to replace the missing or changed blocks. Please do not report this issue here as it is not anything that can be fixed within the scenario.

You can subscribe to this discussion post to get a Steam notification whenever there's an update to the scenario:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2550354956/5717866822624729632/

Build 66 Overview
Welcome to the Build 66 update for Reforged Eden!
This is an update to the scenario that focuses on mostly backend changes in preparation for Reforged Eden 2 and to update the scenario for Empyrion v1.10.5.
The scenario's configs were updated for v1.10.5 and new vanilla models added. Several planet and moon types have been updated to use the new decoration system as testing, a new industrial water extractor has been added for bases, the UCH Research Vessel was updated, and a lot of dialogues were updated or remade from scratch to bring them up to modern standards.
Sorry there isn't much new content this time around, but I wanted to get some old issues in the scenario cleaned up.
There is not yet any ETA for a Reforged Eden 2. It will still be awhile, but this update gets more of the work done for that.

As with any major scenario update it is recommended that you back up your save games as there may be issues. A new game should not be required but is recommended to make sure you get all the new updates as some will not apply to old save games or will not apply to existing star systems.
I have tried to include everything in the update notes but there may be some changes that are not listed.
Please see the Discussions for general troubleshooting if you encounter any issues with this update.
Expect some hotfixes and balancing updates in the near future as issues are reported.

Check out the full update notes below.
Updated for Empyrion v1.10.5 Compatibility
Due to changes in the v1.10.5 game update, this scenario update is required to maintain compatibility with the game.
Please make sure you update your servers or local copies of the scenario with these changes otherwise you may encounter problems with saves and blueprints.
Playing using an outdated version of the scenario is not recommended. Doing so may cause save game or blueprint corruption.
  • Updated portable constructor, thermal regulator, condenser, auto miners, and HV and SV constructor to use the new models. (The new models for small, large, and advanced constructor and the deconstructor will be used in RE2)
  • Added the new decorative trees, available in the constructor.
  • Updated EClassConfig for changes in the internal file structure used for NPC models.
  • Added the new block shapes.
  • Misc other updates for compatibility.
UCH Research Vessel Updated

The UCH Research Vessel has finally been completed! Now you can access engineering and the rear hangar.
In addition all the dialogue has been updated to modern standards.
  • Updated UCH Research Vessel blueprint with help from Pantheis and the community. The engineering section and rear hangar are now accessible. (New playfields only)
  • Redid dialogue on the research vessel to move it all into the eWCCT tool.
  • Improved the way the survey starting systems works. Now you need to return to the captain to turn it in, reducing the chance you'll lose the rewards due to bugs hopefully.
  • Captains will no longer offer a survey mission that is already in your PDA.
  • Captains of random research vessels will no longer offer the random UCH bounty missions. Will add them later in a better way.
  • Adjusted loot chances for UCH quartermaster supplies to make sure you always get something.
  • Removed guards from UCH Quartermasters on UCH Research Vessels because they no longer work on player bases.
  • Added a NPC that gives hints on hydroponics bays.
  • There are rumors of strange things happening on research vessels.
  • Updated UCH research vessel playfields.
  • Updated the briefing room decal to no longer use a video file as it caused some people to crash. Now it uses particle effects, not as cool of an animation but saves people from crashing. (Thanks to Stan for a screenshot being used).
Industrial Water Extractor
The Industrial Water Extractor is a new device that adds modular water extraction to bases.
Can only be used on bases that are near a "Lake" biome.
Each industrial extractor is the equivalent of having 5 normal extractors and 8 can be linked together to function as a single unit on a base. (that's equivalent to 40 normal extractors)
  • Added Industrial Water Extractor for bases.
  • Must be placed within logistics range of a "Lake" biome. No using it on waterless worlds or in space.
  • Can be unlocked via schematic found as loot or purchased from Free Colonists scrapyards.
  • Once placed on your base, interact with it to begin the activation process. The extractor will guide you through setup and use.
  • You must still refuel it via your personal inventory, industrial extractors cannot use your base's fuel.
  • You can retrieve extracted resources into a connected cargo container.
  • You can add additional extractors to your base and network them together, up to 8 total per base.
  • You can select to extract water, oxygen, or hydrogen.
  • 1 extractor is equivalent to 5 standard water, oxygen, or hydrogen extractors.
  • Added as a convenience for large scale water extraction operations. Saves you from having to refuel and retrieve water from each individual extractor by hand. Now you can do the equivalent of 40 all at once.
  • Can optionally be controlled via a science station.
Please let me know if you have any feedback!
New Decoration Testing for Planets
Some planets and moons have been updated to use the new decoration system and to tweak a few other settings. This is an ongoing process so at first I am adding several new versions of the planets as a test.
These test planets have been added to the random generator and have about a 50% chance to appear in place of the old planets.
You can also find these planets in a hidden test system called TestSystem. Use console command sector 'TestSystem' to teleport to the test system. You can then teleport directly to a test planet or moon with tt 'TestPlanet1', or tt 'TestPlanet1 Moon 2', etc.
Please leave feedback on appearance, performance, etc. If these tests go well I'll update more planets!
The following planets or moons have been updated:
  • Crystalline moons (all but XCorp).
  • Hell planets, which now have 66.6% more hell. Removed Nether POIs because they were never finished.
  • Jungle planets.
  • Default temperate and snow planets have been updated with changes from vanilla for biomes, textures, and deco. On snow planet added aurora to poles and shooting stars to mountains.
In addition the following starting planets have been updated to use the new decoration system. If you wish to still play on the old versions of these planets you can find them at the end of the starting planet list.
  • Pandora.
  • Sienna.
Updated Admin Config Menu
The Admin Config Menu has been updated to remove old options and make it more user friendly.
  • Changes are updated in real time instead of having to quit the menu and re-open it.
  • Moved dialogue into eWCCT and removed unused options.
  • Added option to remove the limit on how many research reports you can turn into a UCH Research Vessel and to disable industrial water extractors.
  • You can now specify exact cost of the Progenitor Translation Matrix instead of being limited to the presets.
  • Added option to disable matter transmission at the ancient warp gate.
  • Added a test image and test video to the menu.
  • Added directions for accessing the admin menu if you do not have an admin access card.
Preparation for Reforged Eden 2
Updating Project Eden content to be compatible for future integration with Reforged Galaxy 2 is an ongoing process.
This may involve changes to many POIs, playfields, and config files to update them for compatibility and quality.
Not all changes will be possible to list in detail and changes will not break existing save games.
  • Added new POI turrets and shield generators for future RG2 compatibility. These will have no effect in-game until RE2 as they act just like the already existing POI devices but will be used to start updating POIs going forward.
  • Updated some POIs with the new RG2 devices.
  • Updated terrain.ecf files for most planets and moons to fix missing underground resource textures. Not all resources on all planets and moons were able to be fixed.
  • Updated more dialogues to bring them up to modern standards.
Misc
Here you will find a list of misc changes.
  • Updated damage multipliers for Project Eden debug drill for edenice, edenrich, resourcesoft, and resourcehard.
  • Added a rare chance for cosmozoans to appear in ice fields in Solitude and a very rare chance for a cosmozoan herd to appear in cold orbits.
  • Added new encrypted schematic that replaces schematics in loot. You can turn in encrypted schematics at uch research vessels or at your science station to receive a random schematic. This is done for technical reasons because the way the loot system works makes some schematics much more rare than intended.
  • Added a rare chance of encrypted schematics to all Progenitor hacking loot.
  • Added a note to the sound options menu about the effects volume slider not affecting the custom sounds added in Reforged Eden. For the best experience it's recommended to keep the sound effects slider at 100% and instead use the main volume slider as the lower the effects slider is, the louder custom sounds will be compared to default game sounds.
  • NPC Remote Shield Boosters now return a Large Shield Charger when salvaged instead of a Small Auxiliary Core (was an oversight).
  • NPC Swarm Missile Launchers now return Heavy Missile Turrets (CV) when salvaged instead of a Small Auxiliary Core.
  • Fixed Pirate bounty hunters giving Zirax rep (new trade sectors only).
  • Adjusted space defense settings for Zirax homeworld orbit. Reduced strength of space defense reinforcements in the Zirax home orbit. Now a battlefleet should only show up when attacking the main Orbital Command POI. (New saves only)

  • Updated descriptions of starting planets to improve the experience of selecting a starting planet. (New saves only).
  • Updated starter planet preview pictures for multiplayer with descriptions of each planet so people can read them in the picture due to starter planet descriptions being cut off in multiplayer.
  • Removed Sharee test starting planet until I get time to work on it.
  • Made Crystalline moons slightly more rare.
  • Updated signal POIs on dead planets for The Dead mission.
  • Updated Cultist POIs with new dialogue for rescuing NPCs.
  • Added very small colliders for plants and natural decals to allow them to be removed via the decal gun. (Internal scenario use only)
  • Added a variation of the decal gun to place plant and natural decals. (Internal scenario use only)
  • Removed unused Eden_SalvageToolT1 and Eden_SalvageToolT2 as they were never used.
  • Updated creative mode start for Haven. You now start in the creative library instead of an old base. Added a welcome sign with tips and a teleporter to and from orbit for convenience.
  • Removed transparency from custom crystals to fix rendering issues.
  • Renamed "Difficulty" and "Planet Difficulty" on the map screen to Average NPC Level to clarify that this is talking about only the level of the NPCs on the planet, not how difficult the planet is overall. This change does not apply to starter planet selection.
  • Updated in-game scenario description on the start new game screen to explain how to use the cm command to switch the game mode to freedom.

  • Heavy Beam Laser Turrets: Increased power in from 5000 to 7500. Added max count of 6. Disallowed in blueprints.
  • Fixed bolter rounds not showing in item menu.
  • Added description to hard rock to clarify that it is not for use by players. Add random blocks to your bases without saving the blueprint at your own risk!
  • Reduced maximum counts of Drone Swarm POIs, patrol vessels, and drones in Drone Swarm orbits and on rogue planets to hopefully lower number of crashes people get. Might help, might not.
  • Ancient warp gate: Updated dialogue and replaced video decals to prevent crashes.
  • Removed old Polaris Orbital Refinery blueprint. Should no longer spawn.
  • Removed all video decals from all blueprints due to reported crashes. Won't affect any that have already been spawned by the game.
  • You can now transfer up to 1000 oxygen bottles, promethium hydrocells, and refined pentaxid through the ancient warp gate to help cut down on how many times you need to teleport back and forth. Interact with the console on the gate while it is active to use the matter transmission.
  • Updated Progenitor Core worlds. No longer using 2 different playfield types.
  • Reduced volume of space ambient radio chatter from 30% to 25%. Reduced max range from 25000 to 15000 and added linear volume falloff based on distance from the source. Remember to keep your effects volume at 100% when playing Reforged Eden otherwise custom sound effects may be much louder than normal.
  • Changed nebula in the Object playfields.
  • Added several new player usable effect blocks for adding special effects to CVs and bases. Effects includes things like fire and smoke effects and a few colors of docking guides.
6 Comments
Guthwait 18 Mar, 2024 @ 3:26pm 
That is what I was misunderstanding. Thank you.
ravien_ff  [author] 18 Mar, 2024 @ 12:26pm 
You connect yourself to the container, and it will deposit the water into that container.
Guthwait 18 Mar, 2024 @ 11:09am 
Does the Industrial Water Extractor work? Because I can't get it to connect to any type of container via the logistics screen.
ravien_ff  [author] 16 Feb, 2024 @ 2:20pm 
@Kallus best place to ask this is on the actual Reforged Eden workshop page.
But check somewhere around the mess hall.
Kallus 16 Feb, 2024 @ 2:08pm 
Where is the acces 12-C in the UCH vessel? I find the 12-A and the 12-B inside of engineering room, but 12-C cant find it, and y have the acces card
Myrmidon 10 Dec, 2023 @ 8:30am 
I can not wait to test the new industrial water extractor....