Empyrion - Galactic Survival

Empyrion - Galactic Survival

Helios-MSC2-RE2
18 Comments
Todd 3465 1 Apr @ 7:55pm 
what modules are available for RE2?
Crimson Alpha 9 Feb @ 11:57pm 
@jrandall Do you think you will make a new Dropship for RE2? That is one thing I could really use and I'm sure I'm not alone. I would love to see a replacement for the Apollo with space for each of the Plasma Turbines and utilizing more efficient Thrusters. I would personally also like it if it had space for Mining Lasers, even if they used a separate cockpit out the back. Whenever I try to significantly edit one of your builds, I end up ruining the aesthetic.
Crimson Alpha 9 Feb @ 11:41pm 
@Dosboy I made my own on the floor behind the control seat with a couple of 1x2 hatches and a sensor on the ceiling. Personally, I rarely use gravity. So I've also added a few more easy access hatches in other places.
Dosboy 12 Jan @ 5:02pm 
What an amazing beast! Is there an exit near the cockpit? I can't it if there is.
Crimson Alpha 8 Jan @ 3:29pm 
Does anyone have any idea why this ship is unlisted?
nevryn 8 Nov, 2024 @ 12:44pm 
Modules built for RE2 will work (any Helios module will work they may just need updating for RE2).
My Aithas ASV (Starter CV/ Miner/ Dropship) will dock in the Dropship bay, although I'm about to release a MkII version which is RE2 specific.
I'm also about to upload an RE2 version of my RE updated version of Nolakron's Helios PG module (farm/production/storage) and my own 2 bay MSC carrier variant, which is pretty much all you need in single player. Need to upgrade my HUM (4G Miner carrier) for RE2 which I will get around to at some point.
Nefarious"Neffy" Näo 2 Nov, 2024 @ 2:58am 
do the modules work for this?
Ramzay 19 Oct, 2024 @ 6:20pm 
Ok I've added a total of 4 Helios modules that should work in RE2 - garden/farm, production, drill and dropship.
Ramzay 19 Oct, 2024 @ 4:19pm 
I've updated the Garden Module from RE1 to work with RE2, I'll see about adding some more.
Ramzay 17 Oct, 2024 @ 6:36am 
Its nice to see this in RE2, but it doesn't seem like there are any Helios modules that have been updated to RE2.
GamingMyLifeAway 6 Oct, 2024 @ 3:15am 
I Love this ship Glad to see it redone I was going to remake the modules like the garden and such to run on the new plasma generators. now that solar is removed do to save errors
Little Dave 8 Sep, 2024 @ 11:08pm 
Oooo, new RE2 variant. Anyone know of an RE2 dropship yet?
Togg Bott 5 Sep, 2024 @ 1:13am 
I have to say.. this isnt a "Re-work" anymore.. this is a "I was inspired by" work. Honestly, the ONLY things this has in common with the original Helios is the fact its flat on top and can utilize helios modules... this is a BRAND NEW ship... i was getting frustrated trying to rework the older helios or one of its variants.... they were either too weak to move themselves(empty) or ended up core 11... thank you for this Masterpiece.
BalooXXL 23 Aug, 2024 @ 1:42am 
Hey JR, are there any modules that work in RE2 too?
Myrmidon 21 Jul, 2024 @ 1:36am 
Thank you. :steamthumbsup:
Karu 4 Jul, 2024 @ 11:11am 
@Xerkus Every abandoned POI I've done has had a teal-colored crate with 1-2 quantum processors guaranteed, not just a chance of them. Complete 2-4 of them and you'll be golden.
starr274 12 Jun, 2024 @ 4:07pm 
Larger ships like this normally require more CPU to make the transfer from RE1 to RE2, due to the new mechanics, like the thrusters and blocks having armor values.
Xerkus 10 Jun, 2024 @ 2:11pm 
It currently requires 4 quantum processors to spawn in. Was it intentional or did something change in RE2?

Not that it is that big of a deal, considering (all?) abandoned POIs with admin core now supposed to have a chance for quantum processors in the loot. In RE1 only abandoned depot had those occasionally in the secret box behind the core afaik.