Empyrion - Galactic Survival

Empyrion - Galactic Survival

KellerRatAz Extreme Galaxy 1.13 B4745
379 条留言
Ratan Kabidge  [作者] 8 月 15 日 上午 3:21 
@Chacal GK mentioned there are a "few new blocks" which I will need to incorporate apparently, however it runs fine as it is. I'll start working on that sooner than later, but not immediately since no bugs I'm aware of.
Ratan Kabidge  [作者] 8 月 15 日 上午 3:16 
@Chacal Works fine with 1.13, so does KEU as far as I know. I've tested on experimental branch, no errors that I could detect. I will change the name just to clarify, however no file changes required.
Chacal 8 月 15 日 上午 2:39 
please will the update to v1.13 be released?
Ratan Kabidge  [作者] 8 月 10 日 上午 10:53 
@Maushornchen What error, and doing what? Have seen no errors myself, and had no others reported in months, please include some specifics. In the mean time, I suggest verifying the install files through steam as a step one.
Mäushörnchen 8 月 10 日 上午 7:51 
i get all time error in game...
Ratan Kabidge  [作者] 7 月 18 日 下午 1:54 
@Kai Shan Do you have specifics? Many, in fact, most of the KEG recipes require the Advanced Constructor, a small or large constructor are not set up. SV Medical Station for example I do believe is only craftable within the SV constructor off the top of my head (certainly was, although I cannot verify at the moment as TiaLuna had made quite a mess of the original recipes when she updated it for her scenario (which she has since removed from the workshop, however she did in fact update a slew of models in the process which I incorporated a couple months ago), I fixed nearly all of them, my apologies if I missed some of them). Speaking for myself, I use the base medical station always as it works on small craft and heals all wounds in this scenario. I will note it to verify once i do start editing again, yeah, been slacking in other games for the most part I admit.
Kai Shan 7 月 18 日 上午 5:32 
This has quite a few items greyed out on the constructor that are not available in the tech tree. E.G. SV medical station. Game seems to be an hash of several resources without any quality control.
zeridoz 7 月 5 日 下午 3:52 
then you can also make it faction and it will work normal
zeridoz 7 月 5 日 下午 3:52 
also found an exploit
if you do not make it faction any number of players can place a autominer on a ore vein
zeridoz 7 月 5 日 下午 3:51 
kellers always creates keller town in water if you go to lyndon
Ratan Kabidge  [作者] 6 月 13 日 上午 9:38 
Buffs, yeah that is a tricky one, if there is a way I have not figured it out other than to increase some of the stats on say the epic boosts for example. Recently though I have been working on adding a number of more difficult POIs, which I do intend to increase as time progresses, as I write this I expect to start editing my WIP build early-mid next week, I admit, I've been a bit sidetracked by Cubic Odyssey lately, as I need a break once in a while from staring/diagnosing files for weeks at a time. :co_skull:
Ratan Kabidge  [作者] 6 月 13 日 上午 9:38 
I agree i think, if I'm understanding your point. KEG for a very long time was built on the motif of "shoot further and harder", unfortunately, that attracted a bit of venom from the forums at times "KEG is too easy and nothing to do since you gave us this and that". My feeling on those folks though was always just "ok so don't use them then". Lag/FPS delay however is definitely an issue at times, large amounts for spawners and bullet rendering does push the limits of the game for sure.
Fylas 6 月 13 日 上午 9:09 
to be fair ratan....... the story mode of the dlc is hot garbage and its really really really mid in terms of "hey I want to add low tech weapons and melee" solutions. seriously just adding a bit of a expanded "swish" energy after image for the blades could have explained a range that exceeds the current one by 2 meters or even just one and laggy or delayed reactions by monsters would not ruin a close distance fight against npcs so much. immersion wise. or at least give a movement speed max buff so your more dancy and can run in better after a missed enemy attack.
Ratan Kabidge  [作者] 6 月 12 日 上午 9:49 
Some of the junk/wreck POIs do have their cores buried underground in some cases though, so you may need to drill down to it if it does in fact have a core in the POI you are referring to.
Ratan Kabidge  [作者] 6 月 12 日 上午 9:46 
There is no playfield named Brexxis in this scenario, so thanks for answering this question GK. There are however wrecks, or junk POI's spread throughout even vanilla gameplay though, some of which are still in the "standard" playfield loads within KEG.
GamerKeller87  [作者] 6 月 12 日 上午 9:44 
@robotbrigadier assuming this question is for KEU as KEG here has no Brexxis. Yes I believe I remember one does have a core.
robotbrigadier 6 月 12 日 上午 9:41 
Huh. It's telling me there's a core, but can't find it.
GamerKeller87  [作者] 6 月 12 日 上午 9:36 
@robotbrigadier There just wrecks to salvage or make a base out of. Similiar to any other wreckages.
robotbrigadier 6 月 12 日 上午 9:25 
I'm confused. Am I supposed to do something with the wrecks on Brexxis? Can't seem to find a core.
Ratan Kabidge  [作者] 6 月 9 日 上午 9:47 
Perhaps I should clarify though, his galaxy is a different layout as well for the static systems. We have a lot of shared playfields (we're still a team) but placement and territories will vary quite a bit between the two scenarios.
Ratan Kabidge  [作者] 6 月 9 日 上午 9:43 
@Fylas Correct, the link above for GamerKellers87's version has the Dark Faction items in it, this one will remain no DLC required as many longer time players did not pick it up.
Fylas 6 月 9 日 上午 9:32 
so this is like the non dlc version?
Ratan Kabidge  [作者] 5 月 21 日 下午 5:19 
As usual, things always take longer than I had hoped which include both some required bug fixes as well as additional adjustments and additions. This will likely be the last status update I post in the comments, as I will simply make my WIP build public (see the link at the bottom of the description), where I keep notes in on what is done and what is coming. As I write this on Wednesday, I have finalized 68/165 playfields, so even this weekend has become questionable to me to be honest. Working on it several hours every day is all I can guarantee.
Ratan Kabidge  [作者] 5 月 18 日 上午 1:13 
Reaching the end and completion, currently working the last step through all playfields. Some additional time was required repairing the items file which had an issue with an undocumented update done with embedded recopies, which has been repaired and now all small combat steel blocks are working, close to the weekend, however I think it likely it will be another two or three days until supplementary timed meteors and playfield descriptions are completed. Apologies for the delay, but I want to get things working properly before I publish. Overall challenge level will be increased substantially with this release, yet there are still "sandbox" regions for we builders. :steamthumbsup:
Ratan Kabidge  [作者] 5 月 12 日 下午 1:40 
Drama aside, I am on track for the next update, should be next weekend barring any coding catastrophes, I am on the final star currently, with roughly a dozen new playfields, new star layout, and further balancing on difficulty (beware the moons all I will hint at here). Next phase will be further faction work, populating more custom POIs and faction fleets and... hmm.... some other stuff. Back to the code mines for me. :daf_cat:
Ratan Kabidge  [作者] 5 月 12 日 下午 1:36 
As always, I respond to comments. The discussion Tia is attempting to belittle with the quotes is referring to me telling her we do not intend to change the names of the ores she and created and we implemented as a result of their addition to the files she initially shared and updated using our block set (then accused me of being a thief a two weeks later in our discord), since that would cause issues with POIs now in the scenario as well as any private blueprints using them. I think she would fit right in with the DNC, all I need to say I think. For the record, she is still in our discord as I write this 12 hours later, so her statement is inaccurate there as well. Enough said.
Ratan Kabidge  [作者] 5 月 5 日 下午 2:06 
At that time, the scenario will have a slight re-branding, so you'll know at a glance when I roll it out live, new name will be KelleRaTiAz to replace the first name, so KEG will still apply, but my intent in the upcoming name change is to reflect contributions on the other authors involved (Tialuna is not on the author list in KEG directly, however her contributions with her own scenarios have sparked our own internal motivation, and she is in touch with us within our internal discord server, credit where it's due.) - Rat
Ratan Kabidge  [作者] 5 月 5 日 下午 2:06 
Just a brief status report, Ore updates phase is roughly 1/3 done, I have templates made now so the process is starting to speed up, nonetheless there are still roughly 60 playfields remaining as I write this which will require time. Also this phase I have adjusted/balanced many of the new ore recipes, which are posted in my WIP branch (friends access only, send me a steam friend request for that access) but I would estimate another 1-2 weeks before that is complete. At that time, I will also edit the description as well as there are also half a dozen new playfields thus far to add, as well as other outdated things that are questionably accurate at the moment. Images will also be added in that process as well, since our older images seem to have disappeared even without us doing so manually. - Rat
Ratan Kabidge  [作者] 4 月 19 日 下午 10:23 
Merry Eggsmas folks!

I decided to upload an update, since some playfields have been completed (9/20 start worlds so far), but the others are still in process. Upon completion of those I will adjust the description as needed. Thus far, playfields that have been confirmed are: Akua, Arezodus (new playfield), Hoppy, Lyndon (new playfield), Masperon, Ningues, Ravien, Rhi, and Shon II Orbit (previously Ashon II Orbit). Also a note, the start selections have been rearranged a bit as well, but otherwise they are the same options. For those who prefer a more challenging experience, do double-check the custom game settings, as they are currently set more to a quick-start mode during my editing sessions (which include dozens of fresh games as I make changes and test).

Have fun and don't eat too many colored eggs! :portal:
Ratan Kabidge  [作者] 4 月 19 日 上午 8:29 
@Elpanor Could be, i believe they do use the ' for a key/variable pass throughs, Unix is rather complicated, which is why i have always avoided it like the plague for over 4 decades, lol. The characters can however be used directly but they need to be formatted correctly, I believe the backslash key is the magic I suspect you overlooked ( \' ) is accepted as a ( ' ) output for example, but I can't say how exactly to format a longer string I admit. Glad you got through it and figured out though.
Elpenor 4 月 19 日 上午 8:06 
@Ratan Kabidge i think i know why... i believe its hosted on a unix server.... and it uses special characters to parse data and manipulate data.... not sure since i cant see the backend of the game hosting service..... just my 2 cents.... and Yes my friend and i are enjoying the senario!!! thanks for your time
Ratan Kabidge  [作者] 4 月 19 日 上午 6:55 
@Elpenor Thank you for letting me know, I still find it a mystery why the server could not accept ASCII characters to be honest, I was going to change it back this afternoon to be honest, but since there is at least one host service that cannot maintain a 1977 international format, I will keep it without them. I anticipate having the playfield updates completed in another week or two, I'm about half way through them as I write this, at that time you can either upload the updated/fixed version, which will of course require a server reset to make use of, or continue as it is since the files should remain as they are on the server host itself. Best of luck, and I hope you enjoy the scenario. :orccaptain:
Elpenor 4 月 19 日 上午 6:28 
Sir... it worked... i have it installed on a server and running my friend Echo was also playing on the server... changing the format of the name is what did it!!!!! Thanks alot for your awesome help sir.... :)
Elpenor 4 月 18 日 上午 11:57 
Sir... Thanks alot... i am trying as we speak... <fingers crossed>
Ratan Kabidge  [作者] 4 月 18 日 上午 9:22 
OK my bad, missed the periods, so changed those to spaces.
Ratan Kabidge  [作者] 4 月 18 日 上午 9:19 
OK, done, though I did also change it to the current Eleon build of 1.12.1
Ratan Kabidge  [作者] 4 月 18 日 上午 9:17 
Never heard of that before, usually the workshop ID# will help. I will edit the name to remove the ' and + which are simply standard ASCII characters which have been a standard since the 80's though if your service cannot handle them for some obscure reason.
Elpenor 4 月 18 日 上午 9:11 
what E21L is saying ... is that the rented server cant pull the senario due to the excepted characters in the name of the Senario..... Kelley's Extreme Galaxy 1.12+ the ' and . and + are a huge problem.... otherwise we could pull the senario
Ratan Kabidge  [作者] 4 月 18 日 上午 9:09 
@E21L Sorry, I can't really say as every service is different, and there are several of them. In general, you will need to upload the folder located in <steaminsallfolder>/steamapps/workshop/content/383120/2598654730 to your server service, but how to do so is where the server service will need to tell you how to do that. Some services such as Nitrado use direct FTP using a service such as the public domain FileZilla program, others such as BisectHosting may have an option that incorporate the steam workshop link itself. Your best bet is to contact your server service directly for their innate instructions, but the location I listed above is where the workshop loads them to your local PC which can also be used for the free Empyrion Dedicated Server program that Eleon provides in the Tool section of your Steam Library.

That's the best I can suggest, although admittedly unclear. :cryptocool:
E21L 4 月 18 日 上午 8:38 
cant seem to load it up in a rented server, is there a way we have to set it up, first time for us, we aint techies lol.
Ratan Kabidge  [作者] 4 月 13 日 上午 11:03 
Today's update now contains 6 new hydroponics bays, all are now incorporated on the Nosferatu POI for harvest in quick fashion for the 6 new ores which were incorporated thanks to Tialuna Rem-Iskalia (the trader/TP relay hub). Loot tables have also been adjusted to tend to an oversight in the crafting recipes, so the resources needed to craft power packs will now be dropping in various cargo boxes as well. This delayed some of the starting world work-overs, but those are my current task once again for the next update, they work for the most part, but need a bit of assistance with that said as yet for proper mob spawning. The RNG galaxy is all working well, so a bit of travel all mobs are available for hunting purposes, however the new ores are not spawning as harvestable resources because the RNG galaxy uses default playfields to spawn.
Ratan Kabidge  [作者] 3 月 25 日 下午 11:09 
Issue reported with the Pandora playfield, please avoid it for now, will be resolved in a day or two with the next update once the playfield is replaced.:AOD_THUMBSUP:
Ratan Kabidge  [作者] 3 月 25 日 下午 4:20 
1.12 has now been published by Eleon, I still have several weeks of file editing to do to tidy things up, however I do intend to add some of the new released blocks such as that red NPC shield, portable repair bay thing and some new walkway blocks, but they are top on my ToDo list as I do that, I expect they will be in place for the next KEG update, but as always, no guarantees on my success rate as I type this. :autonautooh:
Ratan Kabidge  [作者] 3 月 25 日 下午 4:18 
@AhRenKahn And afterthought regarding resources, do be aware that the hard set teleporter to the Nosferatu POI which are present on all starting playfields might be useful for resources as well, which will give you access to hydroponics towers with all resources, as well as a full array of traders. Those are located in the "Ratania Sector" start, which is my "sandbox" start. The Kellertown POI located on the Lyndon start option also has hydroponics and traders as well.
Ratan Kabidge  [作者] 3 月 24 日 下午 9:46 
You're welcome, I admit after the amount of time I have spent in the game, especially while modding/testing, I generally start a fresh game with four console commands: level = 25, gm, im, and sbp at this point. Perhaps it is partially an old man thing, who knows. :FallFlat:
AhRenKahn 3 月 24 日 下午 7:37 
Thank you for your response. I will have to work toward getting the heavier armor. I will look at the control panel you mentioned for ship speed. I commonly start and try out new versions of this game from various creators. I greatly appreciate your modified yields in the early game grind. I rarely play beyond level 15 as the base has the common enemy so overpowered as to make it pointless. I'm not speaking of your version of the game but the base game. I will stop myself from rambling and say thank you once again for your efforts. I really missed your KEG version as it is one of the two that are really the best.
Ratan Kabidge  [作者] 3 月 24 日 下午 2:13 
@AhRenKahn as Arezod already mentioned, Armor and/or boosts are the only thing I can think of. The heavier that armor type, the slower the base movement is, as well as the boosts he mentioned, some of them (I cannot quote which I'm afraid offhand) have negative stats, a heat boost for example may reduce cold resistance as a flip side. If you are referring to the mouse movement, that can be adjusted in the controls tab if you are having problems targeting. If you are referring to ship movement, that can be found in the far right tab in it's control panel, Statistics I believe it's called, sliders at the bottom right for rotational movement.
Arezod  [作者] 3 月 24 日 下午 12:42 
Check your armor some of the boosts add to movement. that might be a way to slow it down a bit.
AhRenKahn 3 月 24 日 上午 8:13 
glad to see your back. Question: is there a way file parameter or something I can do alter to slow my character. The movement speed is, for me, is way to fast.
Ratan Kabidge  [作者] 3 月 22 日 下午 7:59 
While additional update swill remain slow in process, I have already begun to putter with the synthesis block series, a hydroponic series to produce ammunition, but I would not anticipate less than a month or so before completion as I also need some time to update my blueprints as well, I still need to PLAY the game at times as well. :hssbskull: