Empyrion – Galactic Survival - Community Forums
Jul
08
Hello Galactic Survivalists!
Welcome to update 1.18!
This version has a focus on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking), but also to improve readability and better clarity in many text areas within and around the PDA, missions and info given throughout the game. To fulfil that goal, we made several small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. More to come in future updates. Last, butt not least, Update 1.18 adds optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
Changelog: v1.18 Build 5083
Changes - All scenarios
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
Balancing: Status Effects
Welcome to update 1.18!
This version has a focus on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking), but also to improve readability and better clarity in many text areas within and around the PDA, missions and info given throughout the game. To fulfil that goal, we made several small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. More to come in future updates. Last, butt not least, Update 1.18 adds optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
Changelog: v1.18 Build 5083
Changes - All scenarios
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
- Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
- Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
- Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
- Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml)
- Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.
Balancing: Status Effects
- Full rework of all harmful status effects in terms of logic, effects, connections and setup
- Created a new logic with least amount of stacking of SEs (both in numbers and their effects)
- Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)
- Remove high-tier Status Effects given by enemies in combat (reduced to starter-level...
Jul
08
Hello Galactic Survivalists!
Welcome to update 1.18!
This version has a focus on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking), but also to improve readability and better clarity in many text areas within and around the PDA, missions and info given throughout the game. To fulfil that goal, we made several small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. More to come in future updates. Last, butt not least, Update 1.18 adds optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
Changes - All scenarios
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
Balancing: Status Effects
Welcome to update 1.18!
This version has a focus on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking), but also to improve readability and better clarity in many text areas within and around the PDA, missions and info given throughout the game. To fulfil that goal, we made several small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. More to come in future updates. Last, butt not least, Update 1.18 adds optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
Changes - All scenarios
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
- Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
- Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
- Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
- Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml)
- Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.
Balancing: Status Effects
- Full rework of all harmful status effects in terms of logic, effects, connections and setup
- Created a new logic with least amount of stacking of SEs (both in numbers and their effects)
- Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)
- Remove high-tier Status Effects given by enemies in combat (reduced to starter-level SEs in order to contribute to the aforementioned)
- Check all details:...
Jul
01
Hello Galactic Survivalists!
Welcome to the experimental phase of the upcoming 1.18 update!
If you want to take a little break from the current heat, we recommend checking out the version released today, putting it through its paces, and sending us your feedback.
This first EXP phase focuses primarily on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking). In addition, there are countless small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. Optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
Changes - All scenarios
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
Balancing: Status Effects
Welcome to the experimental phase of the upcoming 1.18 update!
If you want to take a little break from the current heat, we recommend checking out the version released today, putting it through its paces, and sending us your feedback.
This first EXP phase focuses primarily on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking). In addition, there are countless small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. Optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
Changes - All scenarios
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
- Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
- Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
- Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
- Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml)
- Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.
Balancing: Status Effects
- Full rework of all harmful status effects in terms of logic, effects, connections and setup
- Created a new logic with least amount of stacking of SEs (both in numbers and their effects)
- Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)
- Remove high-tier Status Effects given by enemies in combat (reduced to starter-level SEs in order to contribute to the...
May
19
Dear Galactic Survivalists!
We have successfully increased the maximum block limit in BlocksConfig.ecf to 8192. As a result, all item IDs used by the API (code mods) will shift accordingly.
If your mod uses item IDs in any form, you will now need to calculate them using:
Please note that the IDs inside BlocksConfig.ecf itself are NOT affected by this change.
We also want to point out the ModApi.Application.GetBlockAndItemMapping() call available in the V2 API (ModApi.dll). Using this method ensures your application always receives the correct item ID mappings. The method is available on the Playfield Server.
For example, you could export the mapping to a .txt file and have your mod read from it dynamically instead of relying on hardcoded IDs.
EAH
It is highly recommended to switch to this version with v1.17!
In Germany, there’s a saying: “May brings all things new” (Alles Neue macht der Mai). With that in mind, Update 1.17—which is going live to EXPERIMENTAL phase today—includes a major new feature for anyone who’s ever lost their way while jumping through the galaxy: the Warp Route Planner!
With this new feature, you can calculate a route to your destination on the galaxy map. You’ll receive a list of (cyan colored) jump points that you can reach one after another using the warp drive currently installed in your ship. All you have to do is: align with the next jump point displayed, throttle up and activate the warp drive! You can find more information in the overview below.
Of course, this isn’t the only new content in version 1.17. In addition to a relevant update to the galaxy (playfields, POI, vessels and more), there are numerous smaller and larger adjustments and new features. Among other things, with the “effect hardening” feature, you’re now better protected against certain status...
We have successfully increased the maximum block limit in BlocksConfig.ecf to 8192. As a result, all item IDs used by the API (code mods) will shift accordingly.
If your mod uses item IDs in any form, you will now need to calculate them using:
- Item ID + 8192
Please note that the IDs inside BlocksConfig.ecf itself are NOT affected by this change.
We also want to point out the ModApi.Application.GetBlockAndItemMapping() call available in the V2 API (ModApi.dll). Using this method ensures your application always receives the correct item ID mappings. The method is available on the Playfield Server.
For example, you could export the mapping to a .txt file and have your mod read from it dynamically instead of relying on hardcoded IDs.
EAH
It is highly recommended to switch to this version with v1.17!
- Fix file version update to include new GameVersion handling
- Updated EAH to respect the new Block ID increase.
In Germany, there’s a saying: “May brings all things new” (Alles Neue macht der Mai). With that in mind, Update 1.17—which is going live to EXPERIMENTAL phase today—includes a major new feature for anyone who’s ever lost their way while jumping through the galaxy: the Warp Route Planner!
With this new feature, you can calculate a route to your destination on the galaxy map. You’ll receive a list of (cyan colored) jump points that you can reach one after another using the warp drive currently installed in your ship. All you have to do is: align with the next jump point displayed, throttle up and activate the warp drive! You can find more information in the overview below.
Of course, this isn’t the only new content in version 1.17. In addition to a relevant update to the galaxy (playfields, POI, vessels and more), there are numerous smaller and larger adjustments and new features. Among other things, with the “effect hardening” feature, you’re now better protected against certain status...
May
13
Hi Galactic Survivalists,
We want to give all mod developers an early heads-up regarding an upcoming change planned for next week's update.
We have successfully increased the maximum block limit in BlocksConfig.ecf to 8192. As a result, all item IDs used by the API (code mods) will shift accordingly.
If your mod uses item IDs in any form, you will now need to calculate them using:
Please note that the IDs inside BlocksConfig.ecf itself are NOT affected by this change.
We also want to point out the ModApi.Application.GetBlockAndItemMapping() call available in the V2 API (ModApi.dll). Using this method ensures your application always receives the correct item ID mappings.
The method is available on the Playfield Server.
For example, you could export the mapping to a .txt file and have your mod read from it dynamically instead of relying on hardcoded IDs.
We are announcing this a few days in advance so mod developers have time to prepare and update their projects before the release goes public.
Thank you for your continued support and contributions to the Empyrion modding community!
v1.17 Build 5045
Changes:
Fixes:
v1.17 Build 5044
Changes:
Testing Grounds (Default Random EXP)
We want to give all mod developers an early heads-up regarding an upcoming change planned for next week's update.
We have successfully increased the maximum block limit in BlocksConfig.ecf to 8192. As a result, all item IDs used by the API (code mods) will shift accordingly.
If your mod uses item IDs in any form, you will now need to calculate them using:
- Item ID + 8192
Please note that the IDs inside BlocksConfig.ecf itself are NOT affected by this change.
We also want to point out the ModApi.Application.GetBlockAndItemMapping() call available in the V2 API (ModApi.dll). Using this method ensures your application always receives the correct item ID mappings.
The method is available on the Playfield Server.
For example, you could export the mapping to a .txt file and have your mod read from it dynamically instead of relying on hardcoded IDs.
We are announcing this a few days in advance so mod developers have time to prepare and update their projects before the release goes public.
Thank you for your continued support and contributions to the Empyrion modding community!
v1.17 Build 5045
Changes:
- bpyaml console command: added output dir, recursive and color palette
- Update main loca translations in relation to Warp Route Planner for supported languages
Fixes:
- Fix for an issue with BlockId change to allow 8192 blocks when accessing devices
- Fixed traders warning lines in console related to syntax issues (note: there are new items that are not yet added that will create other yellow warnings until added)
v1.17 Build 5044
Changes:
- Increased max. possible BlockIDs from 4096 to 8192
- bpyaml console command now escaping strings that contain special characters and adding quotes
Testing Grounds (Default Random EXP)
- Adjusted Progenitor stars, Onyx playfields and their orbits (Terrain colour, creature densities; Space deco & skybox orientations; music):
- Onyx playfield and star color now fits to the jump gates
- Rare Moon variant of...
May
05
Dear Galactic Survivalists!
In Germany, there’s a saying: “May brings all things new” (Alles Neue macht der Mai). With that in mind, Update 1.17—which is going live to EXPERIMENTAL phase today—includes a major new feature for anyone who’s ever lost their way while jumping through the galaxy: the Warp Route Planner!
With this new feature, you can calculate a route to your destination on the galaxy map. You’ll receive a list of (cyan colored) jump points that you can reach one after another using the warp drive currently installed in your ship. All you have to do is: align with the next jump point displayed, throttle up and activate the warp drive! You can find more information in the overview below.
Of course, this isn’t the only new content in version 1.17. In addition to a relevant update to the galaxy (playfields, POI, vessels and more), there are numerous smaller and larger adjustments and new features. Among other things, with the “effect hardening” feature, you’re now better protected against certain status effects during specific attacks—depending on your suit and installed boosters.
We’ve also made some content adjustments in the Testing Grounds scenario. For example, a new jumpgate model has been implemented, and the jumpgate network has been adapted to the action and mission tree planned for the future (even though you can currently still use the network without restrictions!).
As always, we look forward to your feedback on both the new features and the general and scenario-specific changes!
Please add your feedback over here: https://empyriononline.com/forums/bugs.34/
Please report bugs over here: https://empyriononline.com/forums/experimental-features-discussion.35/
We hope you enjoy testing!
HOTFIX: 09-05-2026 Build 5043
Fixes:
FEATURE UPDATE & ADDITIONS
The following features apply to ALL scenarios.
Feature addition: Warp Route...
In Germany, there’s a saying: “May brings all things new” (Alles Neue macht der Mai). With that in mind, Update 1.17—which is going live to EXPERIMENTAL phase today—includes a major new feature for anyone who’s ever lost their way while jumping through the galaxy: the Warp Route Planner!
With this new feature, you can calculate a route to your destination on the galaxy map. You’ll receive a list of (cyan colored) jump points that you can reach one after another using the warp drive currently installed in your ship. All you have to do is: align with the next jump point displayed, throttle up and activate the warp drive! You can find more information in the overview below.
Of course, this isn’t the only new content in version 1.17. In addition to a relevant update to the galaxy (playfields, POI, vessels and more), there are numerous smaller and larger adjustments and new features. Among other things, with the “effect hardening” feature, you’re now better protected against certain status effects during specific attacks—depending on your suit and installed boosters.
We’ve also made some content adjustments in the Testing Grounds scenario. For example, a new jumpgate model has been implemented, and the jumpgate network has been adapted to the action and mission tree planned for the future (even though you can currently still use the network without restrictions!).
As always, we look forward to your feedback on both the new features and the general and scenario-specific changes!
Please add your feedback over here: https://empyriononline.com/forums/bugs.34/
Please report bugs over here: https://empyriononline.com/forums/experimental-features-discussion.35/
We hope you enjoy testing!
HOTFIX: 09-05-2026 Build 5043
Fixes:
- 01729: CoQ when shift right click food item in player inventory
FEATURE UPDATE & ADDITIONS
The following features apply to ALL scenarios.
Feature addition: Warp Route...
Mar
27
Hello Galactic Survivalists!
We’ve teamed up in an awesome Creative Sandbox Bundle on Steam — and it’s packed with some of the best building, engineering, and sandbox experiences out there!
Featuring:
Don’t miss out: https://store.steampowered.com/bundle/68394/Creative_Sandbox/
Build. Explore. Survive. Create.
We’ve teamed up in an awesome Creative Sandbox Bundle on Steam — and it’s packed with some of the best building, engineering, and sandbox experiences out there!
Featuring:
- Empyrion - Galactic Survival
- Foundry
- From the Depths
- TerraTech
- TerraTech Worlds
- The Universim
- Perfect chance to bring your friends into the universe
- Expand your creative arsenal with new games
- Save big while doing it
Don’t miss out: https://store.steampowered.com/bundle/68394/Creative_Sandbox/
Build. Explore. Survive. Create.

Mar
26
Hey Galactic Survivalists!
We have a small update to address some issues stay tuned for more!
Where to report bugs?
Bug reporting:
https://empyriononline.com/forums/bugs.24/
Problems with POI's and missions email here:
[email protected]
Anything related to gameplay feedback and ideas:
https://empyriononline.com/forums/faq-feedback.25/
We look forward to your feedback!
v1.16.1 Build 5004
Fixes:
We have a small update to address some issues stay tuned for more!
Where to report bugs?
Bug reporting:
https://empyriononline.com/forums/bugs.24/
Problems with POI's and missions email here:
[email protected]
Anything related to gameplay feedback and ideas:
https://empyriononline.com/forums/faq-feedback.25/
We look forward to your feedback!
v1.16.1 Build 5004
Fixes:
- 01711: Some NPC's don't attack the player until the player is so far above them
Mar
25
Hello Galactic Survivalists!
Welcome to update 1.16!
Version 1.16 not only aims to make the galaxy more lively again - by adding more POI, vessels and also enemies to solar systems and planets - but also adds the first iteration of a new building block for the first time: Charged Combat Steel.
Please start a new game with the ‘Testing Grounds’ scenario and use the ‘Read First’ item in your backpack for more details and send us your feedback right from within the game.
The block background lore revolves around a crystal called 'Blue Enerdyn' and is related to the Progenitor and their sites. Currently it can be found on planets hosting the Jumpgates . The technical trait of the block is that not only it is an upgrade to Combat Steel, but also adds additional Shield-HP!
All the detail changes that were added to the Testing Grounds (Default Random EXP scenario) and those on the default random (vanilla) scenario can of course be found in the Changelog below.
Please note: we might have detected a possible issue with some savegames of earlier/older default random versions. Those might not start up anymore due to an error showing up. There is a workaround for these cases. The steps are described below in the “Howto” section.
Please let us know if this works and also - as usual - anything else you want to let us know directly in the Experimental Bug & Feedback forums: https://empyriononline.com/threads/testing-grounds-default-random-exp-scenario.103076/
Have fun testing!
Changelog:
Note: Some of these changes will only apply when starting a new save game. (Marked with " (*) ")
For existing savegames, some changes might happen with less chance, or depend on visiting yet undiscovered star systems.
Scenario: Default Random EXP (Testing Grounds) only
Note: Please always start a new savegame when using the Default Random EXP (Testing Grounds) scenario!
Welcome to update 1.16!
Version 1.16 not only aims to make the galaxy more lively again - by adding more POI, vessels and also enemies to solar systems and planets - but also adds the first iteration of a new building block for the first time: Charged Combat Steel.
Please start a new game with the ‘Testing Grounds’ scenario and use the ‘Read First’ item in your backpack for more details and send us your feedback right from within the game.
The block background lore revolves around a crystal called 'Blue Enerdyn' and is related to the Progenitor and their sites. Currently it can be found on planets hosting the Jumpgates . The technical trait of the block is that not only it is an upgrade to Combat Steel, but also adds additional Shield-HP!
All the detail changes that were added to the Testing Grounds (Default Random EXP scenario) and those on the default random (vanilla) scenario can of course be found in the Changelog below.
Please note: we might have detected a possible issue with some savegames of earlier/older default random versions. Those might not start up anymore due to an error showing up. There is a workaround for these cases. The steps are described below in the “Howto” section.
Please let us know if this works and also - as usual - anything else you want to let us know directly in the Experimental Bug & Feedback forums: https://empyriononline.com/threads/testing-grounds-default-random-exp-scenario.103076/
Have fun testing!

Changelog:
Note: Some of these changes will only apply when starting a new save game. (Marked with " (*) ")
For existing savegames, some changes might happen with less chance, or depend on visiting yet undiscovered star systems.
Scenario: Default Random EXP (Testing Grounds) only
Note: Please always start a new savegame when using the Default Random EXP (Testing Grounds) scenario!
- Added READ FIRST items to starter equipment (Info about Testing + Personal Communication Console)
- Enriched Progenitor-themed starter planet pois with new crystal materials
- Recolored Progenitor POI on starter planets to new color scheme
- Added Energy Amplification Matrix as additional loot to Tales-of-Tash boxes on starter planets.
- Merged PDA and Dialogues from vanilla to scenario to fix broken/missing Dialogues (now all regular...
Mar
20
Changelog: v1.16 B5002
Fixes:
Changelog: v1.16 Build 5001
Changes:
Fixes:
- REVERTED: 01552: Jetpack in space causes every 3rd frame to be dropped
- 01705: Players entering an instance counted for 2 instead of 1 (MaxPlayer)
Changelog: v1.16 Build 5001
Changes:
- upd Added inline info about Dark Faction to default random scenario for reference
- upd Added new SFX for Progenitor crystal entities
- upd Added LOD/Culling to progenitor devices
- Added kill_electric_medium (larger sized effect)
- Added Progenitor Lever, Switch Console and Double Switch Console plus own Progenitor non-crystal material
- [1.16][drEXP] Added new SFX for Progenitor entities
- [1.16][drEXp] Added TT coverage for all Onyx planet POI
- [1.16][drEXp] Changed death pfx of NTYSmall variants
- [1.16][drEXP] added lever and single/double switch console variant for Progenitor
- [1.16][drEXP] Added correct weapon SFX to NTYLaser
- [1.16][drEXP] Added enlarged kill effect to NTY variants
- 01552: Jetpack in space causes every 3rd frame to be dropped
- 01563: PDA PlayfieldOps "StructPower" and "SignalStructure" doesn't work in MP/Co-op https://empyriononline.com/threads/...gnalstructure-doesnt-work-in-mp-01563.102462/
- 01687: Dark Faction Pillars were placed on playfields that had a POI with 'Pillar' in its name. https://empyriononline.com/threads/...yer-game-with-df-disabled.103031/#post-469138
- 01700: Exception when changing entries in difficulties settings and confirm or cancel while coming from Testing Grounds scenario
- 01701: 3rd Person View (3PV) camera rendering jitter and visual ghosting at high velocity/rotation.
- Various exception fixes for exceptions found in logs.
- 01694: Fixed an exploit
- Crystal Troop Transport could not be destroyed
- Small NTY death animation was missing
- PFX/SFX for hit on material (hullcombatcharged) was missing
- NTYmelee was stopping out of range and started to fight
- [1.16][drEXp] Crystal Troop Transport could be spawned manually in Survival leading to CoQ loop due to not supported mode (gathering troops not possible)
- [1.16][drEXP] Disabled preliminary markers for Personal Com Console Network News until refinement
- [1.16][drEXP] Fixed Explorer Guild redeem system returns...
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