Empyrion – Galactic Survival - Community Forums
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 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 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 Onyx structure (Copy of playfield for now, no control station, by that a bit 'easier')
- Onyx & Moon: Increased spawns of creatures in the narrow canyons and on 'power lines'
- Galaxy map description text for OXC star type
- 01424: Blueprint corruption after spawn name change
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...
Mar
12
Hello Galactic Survivalists!
Welcome to the Experimental phase of 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.
The block background lore revolves around a crystal called 'Blue Enerdyn' (working name) and is related to the Progenitor and their sites - where it can be gathered from. The technical trait of the block is that not only it is an upgrade to Combat Steel, but also adds additional Shield-HP!
Please start a new game with the ‘Testing Grounds’ scenario and use the ‘Read First’ item in your backpack for more details on what to test plus send us your feedback right from the game.
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: Forum
Have fun testing!

Howto - Savegame starts with error message
Description: Due to an issue with a playfield you couldn't login anymore in a save game when you are playing default single player.
We have a fix for this in place and with some small steps you can make your save game work again
- Go to where the game is installed and then go to your save game (by default ../Steam/SteamApps/Common/Empyrion - Galactic Survival/Saves/Games/<Your Save Game Name>)
- From your save game go to the Templates directory
- Find the folder with the name Cuplasyr I
- Open the Playfield.yaml file in this folder and do a search for DroneBaseSetup: false
- Remove this line and only...
Feb
11
Hi Galactic Survivalists!
Today we are releasing update 1.15 - the first major update of the new year 2026.
As you may already know from the Experimental phase, this update focuses on a few new features, including refactoring and convenience on a larger scale.
As we already announced in the announcement for the experimental phase, this update does not contain any new missions or other content for the main scenario (default random). We have INSTEAD created a separate scenario for the future development of all content whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.), while all the FIXES and technical feature listed in the changelog below go to ANY scenario.
The reason for this split:
The addition of the DEFAULT RANDOM EXP scenario for content development will prevent your regular savegame from being changed, overwritten, or updated in such a way that you can no longer play missions or otherwise lose your progress - in case you decide you want to help us testing these content changes, of course. You also do not need to manually switch to the Experimental branch in your Steam settings to do so!
In case you want to help us test the new contents, like the updated Galaxy, Treasures, Jumpgates and more, please select it as follows: Main menu > Singleplayer > Start Game > Scenarios > Default Random EXP
When you start the DEFAULT RANDOM EXP scenario, you will also receive hints and tips for testing, as well as information about what exactly is new and what you should pay attention to.
Among other things, these are:
Today we are releasing update 1.15 - the first major update of the new year 2026.
As you may already know from the Experimental phase, this update focuses on a few new features, including refactoring and convenience on a larger scale.
As we already announced in the announcement for the experimental phase, this update does not contain any new missions or other content for the main scenario (default random). We have INSTEAD created a separate scenario for the future development of all content whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.), while all the FIXES and technical feature listed in the changelog below go to ANY scenario.
The reason for this split:
The addition of the DEFAULT RANDOM EXP scenario for content development will prevent your regular savegame from being changed, overwritten, or updated in such a way that you can no longer play missions or otherwise lose your progress - in case you decide you want to help us testing these content changes, of course. You also do not need to manually switch to the Experimental branch in your Steam settings to do so!
In case you want to help us test the new contents, like the updated Galaxy, Treasures, Jumpgates and more, please select it as follows: Main menu > Singleplayer > Start Game > Scenarios > Default Random EXP
When you start the DEFAULT RANDOM EXP scenario, you will also receive hints and tips for testing, as well as information about what exactly is new and what you should pay attention to.
Among other things, these are:
- Short Range Warp (SRW)
The Short Range Warp (SRW) is a free addition to all warp drives. It enables SV and CV to warp short ranges inside an orbit or sector. This addition is ALSO available in the Default Random scenario of course!
- Jumpgates
The Jumpgate addition is both a technical and content addition to version 1.15. It is directed to creators and scenario builders to allow players to jump with their vessels to defined destinations without having to rely on build-in warp drives. The Jumpgates cannot be built by players in survival.
- Basic galaxy config and playfield refactor
Among other things, the update focuses on general spawning issues with POIs for various factions in certain areas (due to incorrect configuration, empty POI BP...
Jan
27
Hello Galactic Survivalists!
After a successful first round of version 1.15 Experimental, we are launching phase 2 today, which includes several improvements and changes.
Among other things, the Short Range Warp function now has a cooldown of 25 seconds for all scenarios and all warpdrives. However, it can now also be used to jump close to a planet or moon in the same game field.
Our new content test scenario DEFAULT RANDOM EXPERIMENTAL also features new content with the Treasure Hunt. To try it out, jump to the „Frontline Alpha“ star, or begin a new game session on „Contact Point Alpha“. The planet “Mote” in that system has examples. The planet „Sunrise“ has two more treasures hidden. You can find many more in the galaxy on the normal snow planets. There are NO missions for this - You have to find them with a keen eye, the use of detectors and the HUD radar!
As always, you can find all other changes in detail in the list below.
Please be sure to use the feedback threads in the Experimental Forum: https://empyriononline.com/forums/faq-feedback.25/
and on our Discord: https://discord.gg/empyrion
and bugs in: https://empyriononline.com/forums/bugs.34/
Have fun with EXP Phase 2!
Your Empyrion development
Changelog: v1.15 B4958 2026-02-06
Changes:
Fixes:
Changelog: v1.15 B4958 2026-02-02
Changelog: v1.15 B4956 2026-01-30
Changelog: v1.15 B4955 2026-01-27...
After a successful first round of version 1.15 Experimental, we are launching phase 2 today, which includes several improvements and changes.
Among other things, the Short Range Warp function now has a cooldown of 25 seconds for all scenarios and all warpdrives. However, it can now also be used to jump close to a planet or moon in the same game field.
Our new content test scenario DEFAULT RANDOM EXPERIMENTAL also features new content with the Treasure Hunt. To try it out, jump to the „Frontline Alpha“ star, or begin a new game session on „Contact Point Alpha“. The planet “Mote” in that system has examples. The planet „Sunrise“ has two more treasures hidden. You can find many more in the galaxy on the normal snow planets. There are NO missions for this - You have to find them with a keen eye, the use of detectors and the HUD radar!
As always, you can find all other changes in detail in the list below.
Please be sure to use the feedback threads in the Experimental Forum: https://empyriononline.com/forums/faq-feedback.25/
and on our Discord: https://discord.gg/empyrion
and bugs in: https://empyriononline.com/forums/bugs.34/
Have fun with EXP Phase 2!
Your Empyrion development
Changelog: v1.15 B4958 2026-02-06
Changes:
- Invader vs Defender & Default Multiplayer: Merge EClassConfig
Fixes:
- 01051: Player is not attacked while on hoverbike (check EClassConfig.ecf for new additions of PlayerBike)
- Fixed another exploit
Changelog: v1.15 B4958 2026-02-02
- Updated Main Loca for supported languages
- Invader vs Defender & Default Multiplayer: Merged BlocksConfig.ecf
Changelog: v1.15 B4956 2026-01-30
- SRW ranges adjusted for all currently available CV Warp Drive Tiers (20-40-60) to accommodate for limited Pentaxid Tank volume.
Changelog: v1.15 B4955 2026-01-27...
Jan
14
Dear Galactic Survivalists,
Today is finally the day we launch the EXPERIMENTAL phase of the upcoming version update 1.15 - the first major update of the new year 2026.
As hinted at in our Christmas post, this is initially an update that focuses on a few new features, including refactoring and convenience on a larger scale.
There are no new missions or other mission-based content this time (but they are already in the works!). Instead, we have taken a long and long-overdue step and not only cleaned up the galaxy and its playing fields, but also made numerous improvements and added a few big convenience features. Details can be found below. And of course, this is only the first step.
For the current EXPERIMENTAL version, there is also an IMPORTANT info to note if you really want to test ALL content: We have created a separate scenario for the future development of all content whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.).
The primary purpose of this is, as long as the playable content is still in development, to prevent your regular savegame from being changed, overwritten, or updated in such a way that you can no longer play missions or otherwise lose your progress. This will also prevent problems that are usually caused - intentionally or accidentally - by switching back and forth between the currently 'public' version and the in-development / experimental versions with your active, regular savegame.
The DEFAULT RANDOM EXPERIMENTAL scenario, which you can select under “Scenarios” when creating a new game, currently contains the central test and development environment for the changes of this version update!
Main menu > Singleplayer > Start Game > Scenarios > Default Random EXP
When you start the DEFAULT RANDOM EXP scenario, you will also receive hints and tips for testing, as well as information about what exactly is new and what you should pay attention to.
Among other things, these are:
Today is finally the day we launch the EXPERIMENTAL phase of the upcoming version update 1.15 - the first major update of the new year 2026.
As hinted at in our Christmas post, this is initially an update that focuses on a few new features, including refactoring and convenience on a larger scale.
There are no new missions or other mission-based content this time (but they are already in the works!). Instead, we have taken a long and long-overdue step and not only cleaned up the galaxy and its playing fields, but also made numerous improvements and added a few big convenience features. Details can be found below. And of course, this is only the first step.
For the current EXPERIMENTAL version, there is also an IMPORTANT info to note if you really want to test ALL content: We have created a separate scenario for the future development of all content whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.).
The primary purpose of this is, as long as the playable content is still in development, to prevent your regular savegame from being changed, overwritten, or updated in such a way that you can no longer play missions or otherwise lose your progress. This will also prevent problems that are usually caused - intentionally or accidentally - by switching back and forth between the currently 'public' version and the in-development / experimental versions with your active, regular savegame.
The DEFAULT RANDOM EXPERIMENTAL scenario, which you can select under “Scenarios” when creating a new game, currently contains the central test and development environment for the changes of this version update!
Main menu > Singleplayer > Start Game > Scenarios > Default Random EXP
When you start the DEFAULT RANDOM EXP scenario, you will also receive hints and tips for testing, as well as information about what exactly is new and what you should pay attention to.
Among other things, these are:
- Short Range Warp (SRW)
The Short Range Warp (SRW) is a free addition to all warp drives. It enables SV and CV to warp short ranges inside an orbit or sector.
- Jumpgates
The Jumpgate addition is both a technical and content addition to version 1.15. It is directed to creators and scenario builders to allow players to jump with their vessels to defined destinations without having to rely on build-in warp...
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