Empyrion - Galactic Survival

Empyrion - Galactic Survival

Project Eden 1.4 (Obsolete)
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Update: 6 Nov, 2020 @ 9:23pm

Minor Update:

- Fixed Polaris teleport station for mission not showing up on beginner starting planets (Haven, Gaia, Persephone).
- Updated blocks.ecf and templates.ecf from the main game. I don't think anything actually had changed with them though. Flamethrower fuel will still show in the constructor, this is a default game issue.
- Increased timer on The Dead part 2 to 90 minutes (not yet reflected in the mission text).

Update: 5 Nov, 2020 @ 12:25am

Minor Update:

- Zirax orbital patrol vessels in easy starting orbits now only spawn corvettes or frigates.
- Removed railings on Ore Surveys on Beginner starting planets that kept falling off. We have fired the engineer responsible.

- Added Drone Hive Mother.
- Added thrusters in all directions to Drone Scouts so they can fly.
- Slightly increased common drone loot.

- Replaced broken Rumor traders on Polaris Sanctuary with new rumor NPC.
- Progenitor shield generators now require 2 HV and 2 SV (or 2 BA and 2 CV) shield generators to craft and now note this in their description.

For servers, the changed playfields were EdenSpaceStarterBeginner and EdenSpaceStarterEasy.
A few of the config files were also updated.

Update: 3 Nov, 2020 @ 5:54pm

Project Eden: Rise of the Abyss

Introducing Rise of the Abyss, a significant update that adds new weapons, items, devices, NPCs, and missions. The focus of this update is to reward exploration by adding new challenges and rewards throughout the galaxy and give more optional end game goals to pursue. It also fixes some problems with the scenario and updates it with the content of Empyrion 1.2.
Please read over the change log, especially if you use this on a server or with custom configurations.
This is considered the first in a two part update, with the second part coming likely early next year.


This update requires you to subscribe to this new version of the scenario and then start a new game. Old save games will continue to use the old version of the scenario and will not get this update.
I've done this to prevent anyone's save games from possibly breaking due to the new custom configs.


IMPORTANT: Now uses a full set of custom configuration files included with the scenario:
Adds new weapons, items, devices, NPCs, and status effects and greatly expands what challenges and rewards I can add to the scenario.
For single player you will get the updated configs automatically as long as you are using the workshop version of the scenario.
For servers or local copies of the scenario you must make sure to manually update the scenario. You must update Project Eden any time there is a game update that changes the base game's configs otherwise you will not get any new or changed content from the game update.
Please give me 24-48 hours after an Empyrion game update to get the scenario updated due to my work schedule.

If you are using Project Eden with a set of custom configs, you will need to merge the Project Eden configs into your custom ones.
Project Eden does not change any existing content, it only adds new stuff so it's usually just a matter of copy and pasting the contents of the _Eden.ecf files to the end of your current configs. Basic directions are at the beginning of each _Eden.ecf file in the scenario.
As long as your current configs do not use any of the same IDs as Project Eden you should be fine. Project Eden uses item ID 1700-1899, block ID 220-249, and container ID 220-239.

Designed to be fully compatible with Reforged Galaxy, and as compatile as possible with other config mods or servers. However, it has not yet been tested with Reforged Galaxy.
If you use Reforged Galaxy, that scenario will be updated soon if it hasn't been already and you won't need to do anything special.

It is a server's responsibility to keep the scenario's configurations up to date when I update them on the workshop due to an Empyrion game update. Unfortunately I do not have any way to automate this process for servers.
Failing to do this will result in you not getting some of the new content in Empyrion game updates on your server.


Please read the full change log below.

Update: 3 Nov, 2020 @ 5:46pm

Update Notes:
- Added new scenario settings accessible in-game for server admins. To access, use console command "give item Token 6000" (without the quotes), then go to any UCH Research Vessel and use godmode to access the terminal attached to the left side of the warp drive, OR spawn This Blueprint in-game using godmode and sbp. Trash the token when you are done.
See the Project Eden Configuration Guide for details.

- Added new Progenitor Research tech tree:
Has end game items that can be unlocked: Intergalactic range warp drives, high capacity warp tanks, armor and boosters, shield generators, and tools.
Servers can configure the unlock points required in the Eden_Config.ecf file included with the scenario.

- New resource: Magmacite:
Highly magnetic and difficult to mine, Magmacite formations can sometimes be found floating above lava lakes.
- New resource: Voidium:

Towering Voidium Crystals have been discovered on some planets. They appear artifically grown but aren't harvestable without specialized equipment.
Servers can configure the harvest yield of Voidium in the in-game Project Eden Admin Control.

- Added new crafting components.
- Added new lootable player weapons and armor.
- Added new durable armors that offer the same protection but last longer before needing repair.
- Added new lootable medical items.
- Added new brews that give a positive and negative effect for 5 minutes. (Thanks to Johnny Jay Appleseed)
- Added lootable schematics that allow you to craft some of the new medicines and weapons.
- Added a new Project Eden specific loot group to very rare and ultra rare alien containers so you can sometimes find the new loot.
- Randomly set a few cargo boxes in some larger Project Eden POIs to spawn the new items.
- Added new turrets and shield generators for POIs.
- Added new deco blocks for POIs.

Missions:
- Survey Alpha/Beta/Delta/Epsilon missions are now permanently added to your PDA when speaking with the UCH captain and can then be started, paused, and resumed from the PDA.
- Updated mission The Dead Part 1 and added The Dead Part 2. Thanks to Foxi5, Mars, jrandall, Foekilla, TheSpeedbird for the blueprints used in the POIs.
- Added new Talon mission to Talon Villages on the purple Tropical planets.
- Reworked prisoners in Syndicate Outposts. Now they give you some credits and Trader Guild reputation for rescuing them.
- Added new hidden Syndicate (Pirate) mission.
- Mining Foreman T2 should now work for the mission Fuel Delivery. (Please let me know if this is still a problem after starting a new save game) Also slightly increased the chance of finding a Polaris Mining Operation in M and D class star systems.
- Updated description of The Infected to make it clear you're looking for Derelict Station Delta.
- Talon Relics and Shards now use new icons.
- Updated some mission rewards.

Planets and galaxy:
- Reworked Haven beginner starting planet:
Removed most predators and patrolling drones and increased resources and meteors.
Added ore survey sites that act like a small deposit that can automatically regenerate after 60 minutes on servers if POI regeneration is enabled.
Added Persephone and Gaia beginner starting planets as clones of Haven. Accessible via one way teleporter from Haven. Lowers overcrowding on Haven on busy servers.
Removed all drones, freighters, and patrol vessels from the Beginner starting orbits. Lowered drones and patrol vessels in Easy starting orbits.
These changes should bring Haven more in line with the easy starting planet I had intended it to be.
I also added 2 more planets because I noticed many players just pick the first starting planet in the list when joining a server, so now they'll have the option to move to a different beginner planet if they need. Hopefully all these changes will reduce how often servers need to wipe the beginner planets.
Note to servers: set up Persephone and Gaia as you would Haven for playfield wipes, etc.


- Removed underground Erestrum ore from Rogue starting planets. (Sorry!)
- Added pixie stalks to more biomes on Alien starter so you can more easily cure poison.
- Added the new planetary rings as a possibility to space orbits.
- Added rare Gas Dwarfs to D and M class stars which have a rich ice ring with a lot of dense ice asteroids.
- You can now check what type of dead planet a dead planet is in its description without having to land on it.
- Some hard and ultra difficulty planets are now always a high level instead of being based on their position relative to a galactic faction territory.

- Increased number of planets around each star in the Decay star cluster and increased star count there.

POIs:
- Added new bulk ingot purchasing option to Polaris orbital refineries. Very expensive but allows for an infinite supply of basic ingots if you have the money for it. Items go into your connected inventory. Can be disabled on servers in the in-game scenario settings.

- Added new NPCs, drones, and loot to Abyssal.
- Added new NPCs to the Syndicate.
- Added some new NPCs to Cultists.
- Added new drones and loot to the Drone faction.
- Replaced Technical Artifacts in Decay with Progenitor Technology Fragments.
- Data Researchers at UCH Research Vessels now buy unwanted schematics.
- Data Chips now stack and have new icons.

- Removed space defense from admin cores trading stations and storyline POIs.
- Added new Ice freighter (thanks to Vader™Jynks).
- Added new Polaris Ice Mining Operations (thanks to Silent Creations) sometimes found around Gas Dwarfs.
- Added new main VOID POI to Black Desert planets (Lost Alien Settlement, thanks to fuzzbuzzputty).
- Added new rare Corrupted Xenuan Carrier, Zirax Dreadnought, and Sovereignty Trinity Ultra++ difficulty group boss encounters to N and BH class systems. (Thanks to Kaeser, Vermillion, and Pantheis for original designs)
- Updated Zirax orbital patrol vessels so they use the new default Zirax orbital patrol ships instead of the old carrier.
- Added default Polaris orbital patrol vessels to some space sectors.
- Updated Black Ice POI. Enabled Shield Generator.
- Turned down the lights in the Black Cultist Temple. (Sorry for blinding Spanj)
- Tweaked end room of Lost Colony so the Overseer doesn't get stuck as often.
- Removed old and incorrect POIs from starting systems. (very old orbital POIs, snow POIs on desert planet, etc)
- Space POIs and vessels now correctly spawn drones.
- Updated The Black Fleet with custom fighters and turrets.

Misc:
- Added ability to trade unlock points with other players at the Lead Researcher at UCH Research Vessels for a moderate fee. Can be disabled on servers in the in-game scenario settings. Also added them to some loot tables.
- Added Basic Factory Construction Units and Advanced Factory Construction Units to very rare/ultra rare alien containers and Optronics, Robotics, and Advanced Factory traders. Gives a flat time reduction when added to the blueprint factory.
- Added a warning when first discovering a default Zirax Drone Base to warn new players about their difficulty.
- Slightly adjusted nebula colors of the red-orange nebula.
- You can now select creative mode when starting a new save game.
- Many other tweaks and changes.

Known Issues:
- A lot of the balance of the new items and NPCs might be way off. Please leave feedback and I can change it!
- Some Drone freighters do not move. They just need directional thrusters added to them.
- Some planets with dense grass are showing less grass and giving console errors. I will have to redo the grass in those biomes due to changes in Empyrion's grass rendering.

A huge thanks to everyone for playing, testing, sharing, and giving feedback on the scenario!
Special thanks to Vermillion and RexXxus.

Update: 3 Nov, 2020 @ 5:45pm

Update: 3 Nov, 2020 @ 5:42pm