Empyrion - Galactic Survival

Empyrion - Galactic Survival

⛔ (OBSOLETE) Reforged Eden 1
Dear developers - bp cost multiplier?
So I made a blueprint of a fairly modest ship and it came out needing amongst other things almost 4000 silicon ingots. It had maybe 5 windows total which I removed, and then removed the warp, all electronics and left nothing but cargo extenders, landing gear and hull and it ends up still around 2000 silicon.

So I realize - it's my container extensions and their 4 electronics a piece (I have probably 64 total container extensions)

Problem is, even at that - I should be looking at 700 or so silicon so why is it 4 times more? Is there a bp cost multiplier in effect?

If so, can I adjust it? I don't see a mod control panel or configuration that refers to this.

Thanks in advance for your assistance, and great job. All of my grognerd empyrion friends feel like you've dialed in quite a few of the things that were pretty weird in empyrion and gotten a lot right.
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Beiträge 112 von 12
ravien_ff  [Entwickler] 2. Jan. 2024 um 7:18 
No there's no hidden modifier or anything like that. That's just how much your blueprint costs so there is something left on your ship that needs that many silicon ingots.
If you want to share a workshop link to it maybe I can take a look and see where it's coming from.

And thank you for the kind words!
Nox 2. Jan. 2024 um 7:55 
Yeah the math is not working out. I'll upload it to workshop but better would be if you could share with me how I can get a breakdown of it.

Also noticed that adding container extensions into a bp build isn't crediting right. it should be giving the 10 steel + 4 electronics worth or what's that 8 silicon and 4 copper? It doesn't appear to be giving any silicon. It appears that it's actually crediting the bp with the vanilla component values.
Nox 2. Jan. 2024 um 8:07 
Zuletzt bearbeitet von Nox; 2. Jan. 2024 um 8:07
ravien_ff  [Entwickler] 2. Jan. 2024 um 9:31 
Ursprünglich geschrieben von Nox:
Here's the ship.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3129516715
It's just the combined cost of all your devices and windows. Nearly everything uses silicon in some amount.
When I removed all devices except the core and all windows the silicon cost went down to 357 ingots.
So this is just how much your blueprint needs to make.
Zuletzt bearbeitet von ravien_ff; 2. Jan. 2024 um 9:31
Nox 2. Jan. 2024 um 9:40 
I get it that the cost linearly goes down as you remove container extensions however - the cost of one container extension is about 8 silicon. 64 of those is about 500 silicon bars. The bp however with nothing but containers is almost 2k silicon bars.

It appears there's some cost multiplication going on. If you look at the bp in vanilla even the iron is 1/5th of the cost.

also - and I encourage you to try this.

adding container extensions isn't giving the silicon it takes to make them. It's awarding vanilla values.
I have now looked at my ships everything is as it should be and you can not get vanilla things if you use the template of RE that is impossible.

but you do realise that the multitool only has a maximum return rate of 0.75?
Zuletzt bearbeitet von Warlords Welt; 2. Jan. 2024 um 10:21
ravien_ff  [Entwickler] 2. Jan. 2024 um 12:36 
Ursprünglich geschrieben von Nox:
I get it that the cost linearly goes down as you remove container extensions however - the cost of one container extension is about 8 silicon. 64 of those is about 500 silicon bars. The bp however with nothing but containers is almost 2k silicon bars.

It appears there's some cost multiplication going on. If you look at the bp in vanilla even the iron is 1/5th of the cost.

also - and I encourage you to try this.

adding container extensions isn't giving the silicon it takes to make them. It's awarding vanilla values.

When I removed everything except the extenders it went down to 357 silicon (I had removed a couple extenders too by accident).
Remember windows need silicon too and you have a few heavy windows and shutter windows scattered around.
Nox 2. Jan. 2024 um 17:49 
Ok, I feel like I'm not being heard right here.

I'll test it but this is what I am seeing :

Make a bp in creative.
Go into live.
put bp into factory
notice that costs do not seem to match what they should be based on manual calculations
put full components matching the entire bp components
Come up significantly short on materials

As I said you can watch the material counter and adding individual cargo extensions should, but is not, incrementing the silicon ingots. I hope this is clear enough.
ravien_ff  [Entwickler] 2. Jan. 2024 um 18:09 
Ursprünglich geschrieben von Nox:
Ok, I feel like I'm not being heard right here.

I'll test it but this is what I am seeing :

Make a bp in creative.
Go into live.
put bp into factory
notice that costs do not seem to match what they should be based on manual calculations
put full components matching the entire bp components
Come up significantly short on materials

As I said you can watch the material counter and adding individual cargo extensions should, but is not, incrementing the silicon ingots. I hope this is clear enough.

The calculations won't be accurate due to rounding errors. If a device only takes 1.5 ingots to make, adding it to the factory one at a time can't credit 1.5 ingots because an ingot can't be divided further.

If it really is bugged and you followed the steps in the troubleshooting thread then it's a game bug and needs to be reproduced and reported in vanilla.
Hello, same problem here, i checked in vanilla and in scenario and costs are not the same, in reforged eden it costs much more.

https://steamhost.cn/steamcommunity_com/id/82924712/screenshot/2282827280429469427/

https://steamhost.cn/steamcommunity_com/id/82924712/screenshot/2282827280429469789/

(fer=iron
cuivre = copper,
silicum=silicon)
Zuletzt bearbeitet von Xiaz06; 4. Jan. 2024 um 7:15
Let's be honest. You get a scenario where everything is basically changed and then wonder about different materials?
A look at the template makes the discussion virtually obsolete. e.g. plant pots:

RE:
{ +Template Name: GrowingPotConcrete
BaseItem: true #B1 Ba 1
DeconOverride: Continue
CraftTime: 10
Target: "HoverC,SmallC,BaseC,LargeC,AdvC"
{ Child Inputs
Fiber: 20
NutrientSolution: 1
Cement: 8
Nanotubes: 4
# CobaltAlloy: 5
}
}
--------------------------------------------------------
vanilla
{ +Template Name: GrowingPotConcrete
BaseItem: true #B1 Ba 1
DeconOverride: Continue
CraftTime: 10
Target: "BaseC,LargeC,AdvC"
{ Child Inputs
Fiber: 4
NutrientSolution: 1
Cement: 2
# CobaltAlloy: 5
}
}


RE 6 more concrete pro pod and so on.
ravien_ff  [Entwickler] 4. Jan. 2024 um 13:12 
You also get more resources from mining compared with vanilla.
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