Empyrion - Galactic Survival

Empyrion - Galactic Survival

Craftable Epics
50 Comments
zaphodikus  [author] 21 Jan, 2023 @ 6:34am 
Thank you, definitely. I made a false start at getting back into rebooting this scenario a while ago in version 1.5, and did get a few lessons from that. And a lot of kind people have been keen on helping with it. So I will keep that in mind @Myrmidon.
Myrmidon 20 Jan, 2023 @ 2:34am 
If you ever need a hand testing, let me know. :steamhappy:
zaphodikus  [author] 19 Jan, 2023 @ 9:43am 
Sadly, not. I tend to only play every few month, and by that time, Eleon have made some game changes or modding changes that mean I have to do it all over again. It's really too much work for a person who has a real life job, more than one hobby, 2 kids, a cat and still wants 7 hours of sleep. Once Eleon stop messing about I'll come back to this, I have a few folk who have helped make scenario changes of their own, so we can do this, but it just takes too long to test each tweak.
Boogieman 16 Jan, 2023 @ 12:58pm 
is this mod still current?
Myrmidon 31 Jan, 2022 @ 1:24am 
@zaphodikus If you get to update this, I will do the testing, if you like. Play long and prosper.
zaphodikus  [author] 30 Jan, 2022 @ 10:23am 
EDP
Yeah @mirmidon, very much alive and kicking. I should have to install that and see how well it does, each time I installed any apps for the game I found them a tad over complex to use, so have never really given it much of a chance to be fair. I'm more mostly busy playing a few relaxing story-based games of late, and made a new Steam Group or games-list. That has been keeping me busy to be fair. Modding might finally start being a thing, I know I tried to work it out but I've never had the time investment it would need.
Myrmidon 29 Jan, 2022 @ 9:47am 
Hey @zaphodikus, how is it going? The author of EPD got some new versions to check them out and I did some testing with them, talking with him on the forums for issues and ideas here and there. Seems EPD now does load custom scenarios and their assets as well. If you like give it a try to see how you can improve your current scenario and use the tool for future work. I hope you are doing ok, cheers :steamthumbsup:
zaphodikus  [author] 30 Aug, 2021 @ 10:36am 
It looks like eleon decided to change the numerical item ID's , after I did ask and got a rather cryptic answer about how the ID's work, and the fact that the EPD tool apparently broke after 1.5, means a tiny bit of manual copy-paste.

I'll publish the updated scenario with a new name and then update/copy it back here once it's working to prevent too much mucking about with the workshop churning/re-downloading repeatedly, will post a link to folk can test it again, hopefully tonight. Just need to remember how this all works LOL - at least I have some recall of it all.
Myrmidon 30 Aug, 2021 @ 4:57am 
I am glad that you are well and kicking. Also I welcome the news that you will do something about the favorite scenario. For the rest...take your time, hopefully will be around to test the new changes whenever those come.:steamthumbsup:
zaphodikus  [author] 30 Aug, 2021 @ 3:10am 
Oh, hi there Myrmidon. To be honest I did go through a low patch, but mostly just because life has been busy and i was not actually spending much time playing many games at all even at one point. which probably did lead to the low point.

Yes, was unable to work out why 4 armour mod slots is the maximum that works. I'll need to do some programming to continue to maintain this mod. but now that I'm started on playing games again (also playing NMS now too unfortunately.) I'll be able to give this an update. Expect some turbulence.
Myrmidon 29 Aug, 2021 @ 7:52am 
Sir, any news for updating the scenario?
Myrmidon 16 Aug, 2021 @ 11:49pm 
Snif....no update. I hope you are ok buddy.:steamthumbsup:
Myrmidon 10 Jul, 2021 @ 2:27am 
Any news for updating?
Myrmidon 9 Jun, 2021 @ 2:39am 
:steamthis:Any approximate estimation on when this scenario will be updated for 1.5?:steamthis:
Myrmidon 17 Apr, 2021 @ 1:10am 
Seems that adding oxygen tank boosts on Epic armors does not help at all. Total oxygen remains at 1000 units.
Myrmidon 12 Mar, 2021 @ 4:22am 
Not sure if it supposed to happen or it is a bug but your last armor edit, that removed a slot from 5 to 4 for epic armors made those epic ones with installed boosters to lose them on load.
zaphodikus  [author] 12 Mar, 2021 @ 1:37am 
I suspect it will. I will have to install 1.5 and test it and then prepare a update in the background. I'm overdue splitting the single config into blocksconfig and itemsconfig anyway, so 1.5 might be a very good time to make the transition back to the correct way to write scenarios. It's just a load more work to have to work with much larger files in future. Text editing when a file goes over 100 lines stops being fun, so I'll have to look at tooling again.
Myrmidon 10 Mar, 2021 @ 8:33am 
On other scenario there is a remark that upon the introduction of v1.5 on public the block ids are going to be changed hence there will be a need to start a new save game. Is Craft-able Epics going to be affected too?
zaphodikus  [author] 7 Mar, 2021 @ 6:15am 
The armour per suit type is possible to do it turns out, which just means doing a lot more research. When making scenario changes, other people have also noted issues that the game is not re-loading your changes to the scenario, so it gets time consuming to exit the game entirely all the time. I'm going to mess about with the Aiming reticule work I started a while back in the meantime.
Myrmidon 7 Mar, 2021 @ 5:44am 
Ah ok. Let's do not allow a puny flamethrower hold this mod back.
zaphodikus  [author] 7 Mar, 2021 @ 4:50am 
Flamethrower is not craftable in game currently, nor is the canister. I tried to add the canister, but the game is currently bugging out on me and until the bugs get fixed, things will be on hold for a while.
:zzzz::ADynamic::pawsp::hydrogen::p2blue::_D_::iiii::campkiller::MagnetPM::supergirlemblem:
zaphodikus  [author] 6 Mar, 2021 @ 1:51pm 
He He, Oh no, anyone who has a suggestion is welcome to chip in. If it gets tricky to keep it all in one scenario, I'll probably create a new scenario. I'm struggling with the flamethrower, so anyone who knows how to create it, welcome to chip in here, the Vanilla flamethrower or the Eden Flamethrower just don't want to import here for some reason.

Had a look at suit Boosters, you cannot lock them to a specific suit, and adding new boosters is much much more work to figure out.

Updated, shout if anything breaks!
==================================
Adds flamethrower fuel only
(prettier) tidied up/ rearranged techtree
(prettier) loading screens aspect ratio fixed
Edited the recipes/templates for all boosters to make them "harder" to make, but still simpler
Annotated the ECF file with whatever I changed in recipes, bio-fuel simplified.
Epic Heavy Armour slots changed from 5 to 4, since 5th slot does not get saved by the game
Myrmidon 6 Mar, 2021 @ 5:25am 
I hope you will not think I am telling you how to create your mod. But I only want to give you ideas.

1. Create more Multi boost booster. I.e. They provide insulation and radiation protection and also some extra o2. Or maybe EVA with additional shields.
2. Boosters should be able to be installed per class of armor i.e. there is a type that installs on medium armor only and other that installs on heavy armor only. Though I am not sure if you can activate such a restriction through means of ecf files....


[continued bellow]
Myrmidon 6 Mar, 2021 @ 5:25am 
[Part 2]

3. Create booster that take damage. I.e. armor boosters have their armor value decreased before the armor itself is decayed when the player takes damage.
4. Create armor boosters that are better for energy weapons and others for projectile.
5. Finally imagine a booster that acts like permanent permanent jet pack and levitates the player permanently at a specific height not more than 100m i.e.Like it acts on creative mode , to give you an idea. Also this special booster could consume special type of fuel. But only one extra booster type can be installed in this one is installed on an armor.

I hope I triggered your imagination.
zaphodikus  [author] 5 Mar, 2021 @ 3:18pm 
I might try that, not a bad plan, will mix it up actually if I can work out how to actually make the new ones look different without busting a gut. Sounds like my weekend is cut out for me at least on testing how many slots do work when you save/load, and then creating a new booster.
I need to compare the item stats again, because the armours in this scenario all differ from vanilla quite a lot already.

Will take a day or so, stick around.
Myrmidon 4 Mar, 2021 @ 4:06am 
Do you mean 3 slots for the Epic armors and 4 for the Heavy armors. Does it make sense? Each level should add an extra slot. If it does maybe it is because they consider that the Epic armors are already powerful. If there is a limit how about you make new booster types?
zaphodikus  [author] 4 Mar, 2021 @ 1:22am 
Hmmmmm I have never really tested all 5. The devs state that there is a limit of 3, so I will have to look at what the Eden Scenario does and maybe change it back to 3. I boost all the boosters anyway, since the default ones are very meh!
It should not make a difference which recipe you used to craft the armour, I may just have to accept that 3 boosters is the limit. I am going to have fun testing that this weekend.

I still need to test why my experimental changes to starting inventory on easier start to give you starting weapons and ingots do not always work correctly too. I wish I did not have a day job ...sometimes.
Myrmidon 3 Mar, 2021 @ 6:34am 
Strange finding. Not sure if it a bug or something else. I noticed that on Epic armors you have assigned them to be able to have 5x boosters maximum. It seems somewhere between saves it loses the last one from time to time. I noticed it with 3 Epic armors. If it has any value the armors where upgraded from heavy version to Epic.
zaphodikus  [author] 31 Jan, 2021 @ 10:05am 
Fixed crash on start - see patch notes
zaphodikus  [author] 8 Jan, 2021 @ 2:09pm 
Thanks @Hadar du Nord . Will definitely be more careful with updates, but now I can work on the flamethrower fuel, and add the "starting options" inventory to speed up the initial first day of the game.
Hagar du Nord 8 Jan, 2021 @ 5:37am 
Good Job it's ok ,Thank you very much
zaphodikus  [author] 7 Jan, 2021 @ 1:06pm 
Fixed.
Sorry about that, I'll be testing my changes more thoroughly in future.
zaphodikus  [author] 6 Jan, 2021 @ 1:38pm 
Under repair - sorry
zaphodikus  [author] 6 Jan, 2021 @ 12:01pm 
Oh, the deconstructor may break, that's a different problem entirely. I did not realise that DC meant deconstructor, I have a personal hate of acronyms and shortenings, they can risk wasting more time than they save :-) Aha Medium is perhaps just hidden!, my bad, will double-check. It looks correct in my setup.

By default all items do deconstruct, I'm just going to verify this now to be 100% sure on that for you. I'm getting the impression the scenario is not updating for you though - you need to start a fresh game unfortunately for some changes to take effect because the game "caches" things. Will come back to you on this.
Hagar du Nord 6 Jan, 2021 @ 2:45am 
Medium Armor is not in the Tec Tree but can be craft by the Advanced Constructor .The deconstructor disappears when posed ,sometimes it reappears but F key has no effect .My Base is in a mountain .
zaphodikus  [author] 5 Jan, 2021 @ 2:27pm 
Have updated - just the loader artwork, please let me know if armour crafting gives trouble again.
zaphodikus  [author] 5 Jan, 2021 @ 1:50pm 
Thanks for this report @Hagar du Nord, will re-test armour quickly. So far it seems to work for me.
Light armour in small or Large constructor, an Advanced constructor is the only one that will make Medium, Heavy and Epic.

I searched, I am not finding an item with an id of 1811, so that is strange that you are having an issue. I need to make the loading progress screens a little prettier anyway, so I'll push an update just in case something has in fact magically (we all know software is magic) changed.
Hagar du Nord 5 Jan, 2021 @ 6:44am 
Medium armor is no longer in the tech tree . Don't be sad your idea is excellent .
Hagar du Nord 5 Jan, 2021 @ 6:34am 
Sorry ,but I have a problem,asking a constructor it disapears with a COC but if I try toput one again it says that there is already one ,key 1811.
zaphodikus  [author] 4 Jan, 2021 @ 2:02am 
Yeah, I specified the T2 version where possible as an input item to reduce the number of worn tools I end up having lying around or having to sell to the shady bloke at the station near Bootleg central. Using a T2 item "consumes" a upgrade kit needed from the T2, and slightly reduces the length of the recipe. I have one or two silly long recipes or templates still, that I do need to shorten a little.

Keen to not change recipes too much, because this can (it actually aborts making the item) confuse the constructor if you are making something and get a scenario update when you load the game.

Next up for tweaking is the flamethrower though - it's pretty much the flamethrower from the "Reforged" scenario, I might use the same fuel recipe, but I plan to tweak the cost of it slightly.
Myrmidon 3 Jan, 2021 @ 9:49pm 
You may want to use upgrade kits for the crafting of the epic weapons. Not only the non tech version.
zaphodikus  [author] 3 Jan, 2021 @ 11:55am 
A pleasure @Myrmidon.
I used up my afternoon working out how to do this for this update (Flamethrower added, loading screens tidied up, config file split up correctly, an fancy animation workshop preview gif) - so I am almost qualified to write a guide on it now... almost.

A flamethrower fuel recipe is still missing, would appreciate if someone tests the items that are in this version before I add that.
Myrmidon 3 Jan, 2021 @ 6:45am 
Thank you again. I guess I have to re learn how to create a scenario. Last time I did was when the SSG was introduced.
zaphodikus  [author] 3 Jan, 2021 @ 1:54am 
No you shouldn't you really should create a "scenario", copy your modified config file into it and then merge the craftable epics file(s). It's confusing depending on you knowing what each person has done to a scenario along the way, which is why I'm keen to start creating some "tool" to make figuring out what changed easier. I'm more keen to get things off my todo list ticked off and then later on write a new guide again. My old guide is pretty much outdated by the new changes, and needs a fresh start. @Ravien_ff has published a workshop on how to do most of this. So right now, I'm going to add the flamethrower, then start to write a ECF file checker tool that people can use at home. I'm guessing it will take a long time.
Myrmidon 3 Jan, 2021 @ 12:39am 
Ok. Lets say I want to use the config file on my ongoing save game. Also I have a custom Config.ecf of my own on the default /Empyrion/Content/Configuration folder. What do I do? DO I merge those two? Should I delete the /Empyrion/Content/Configuration/ Config.ecf or over write it? I only want the Epic weapons on the save game I am in progress. Of course any update done by you I will maybe have to manually update on my save game also. Anyone know and reply to me, thank you in advance
Myrmidon 31 Dec, 2020 @ 9:37am 
Yes. Imagine the PDA gives instructions step by step on how to craft them. In example can give instructions for, lets say, the pistol and also gives the rest recipes for all the other. Each one separated by "sub missions/sections"
zaphodikus  [author] 31 Dec, 2020 @ 5:49am 
"Epic T2", do you meant the base flamethrower and an Epic/T2 flamethrower? I do like that idea, unless anyone else says otherwise soon, I'll make that in my next change.

Ooooh I never thought about making PDA changes to make the mod more "immersive". I'll have to come back to that. That sounds ultimately delicious as an idea.
Myrmidon 31 Dec, 2020 @ 5:43am 
Would you consider making epic T2? Would add variety and make collection of other ingredients useful. As for the tool-tip a workaround could be adding a recipe tab for the weapons on the PDA maybe.
zaphodikus  [author] 31 Dec, 2020 @ 5:22am 
Thanks @Myridon. I initially started with each Epic requiring 3 kits to make, but swapped that for 3 gold ingots and 1 of the prior tier item.

I actually felt limited in the recipes because if you add too many ingredients in the list, then the tooltip gets out of hand and un-readable, but do let me know if the recipes make the items too cheap.
Myrmidon 31 Dec, 2020 @ 2:24am 
Since the introduction of epic weapons, I was hopping they would be added in the game as craftable as well as improved/enhanced. I was many times tempted to make them my own but i did not for two reasons.

1.I might make them in a way that are too powerful.
2. There is a thrill I enjoy on occasional rare loot box I collect.

One of the main components of my idea was to require a number of upgrade kits per weapon. I was collecting all of them and I ended up with many. Now this configuration gives me no excuse, so I have to try them.

Thank you.