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  <channel>
    <title>Experimental Features Discussion</title>
    <description>Experimental Features Discussion</description>
    <pubDate>Tue, 21 Jul 2026 01:35:08 +0000</pubDate>
    <lastBuildDate>Tue, 21 Jul 2026 01:35:08 +0000</lastBuildDate>
    <generator>Empyrion – Galactic Survival - Community Forums</generator>
    <link>https://empyriononline.com/forums/experimental-features-discussion.35/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://empyriononline.com/forums/experimental-features-discussion.35/index.rss"/>
    <item>
      <title>Steam Version control issues</title>
      <pubDate>Thu, 05 Feb 2026 17:10:08 +0000</pubDate>
      <link>https://empyriononline.com/threads/steam-version-control-issues.103047/</link>
      <guid>https://empyriononline.com/threads/steam-version-control-issues.103047/</guid>
      <author>invalid@example.com (Scoob)</author>
      <dc:creator>Scoob</dc:creator>
      <content:encoded><![CDATA[Hi,<br />
<br />
I&#039;m on the beta branch, have been for a while.  Fired up Steam today - first time in a couple of days - and got an Empyrion update - 1.5MB.  I go in-game and it&#039;s showing as version 1.15 <i>release</i>.  Ok, so the Beta has gone Live? I didn&#039;t see any notification on this.<br />
<br />
As v1.15 is now showing as &quot;Release&quot; in the game main menu, under Release Notes, well, I assumed that meant it&#039;d been released.  A reasonable conclusion.  As a result, I went back to the regular branch.  Doing this...<br />
<br />
<a href="https://empyriononline.com/threads/steam-version-control-issues.103047/" class="internalLink">Steam Version control issues</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Request</title>
      <pubDate>Fri, 09 Jan 2026 21:26:03 +0000</pubDate>
      <link>https://empyriononline.com/threads/request.103011/</link>
      <guid>https://empyriononline.com/threads/request.103011/</guid>
      <author>invalid@example.com (robbinsr25704)</author>
      <dc:creator>robbinsr25704</dc:creator>
      <content:encoded><![CDATA[love this game .id like to see the ability to terraform some of the planets in the game.]]></content:encoded>
    </item>
    <item>
      <title>[HOW TO] Signals setup for teleporters &amp; shields</title>
      <pubDate>Fri, 07 Mar 2025 02:09:20 +0000</pubDate>
      <link>https://empyriononline.com/threads/how-to-signals-setup-for-teleporters-shields.92661/</link>
      <guid>https://empyriononline.com/threads/how-to-signals-setup-for-teleporters-shields.92661/</guid>
      <author>invalid@example.com (Pantera)</author>
      <dc:creator>Pantera</dc:creator>
      <content:encoded><![CDATA[A useful tip for teleporters, shields &amp; signals:<br />
1) Turn the Shield switch ON in the control panel&#039;s main window<br />
<br />
2) Place a motion sensor above a Teleporter &amp; setup the detection area to only cover the Teleporter<br />
<br />
<br />
<img src="https://i.imgur.com/dqiHFQi.jpeg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/dqiHFQi.jpeg" /><br />
<br />
<br />
3) Open the control panel go to the Signal Logic window &amp; look for the motion sensor you just<br />
<br />
4) Name the sensor signal to anything f.ex: &quot;TP 1&quot; without quotation marks then press enter<br />
<br />
<br />
<img src="https://i.imgur.com/TnpRko1.jpeg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/TnpRko1.jpeg" />...<br />
<br />
<a href="https://empyriononline.com/threads/how-to-signals-setup-for-teleporters-shields.92661/" class="internalLink">[HOW TO] Signals setup for teleporters &amp; shields</a>]]></content:encoded>
      <slash:comments>46</slash:comments>
    </item>
    <item>
      <title>Auroras &amp; Meteor Shower on planets ?</title>
      <pubDate>Sun, 16 Feb 2025 03:17:57 +0000</pubDate>
      <link>https://empyriononline.com/threads/auroras-meteor-shower-on-planets.102702/</link>
      <guid>https://empyriononline.com/threads/auroras-meteor-shower-on-planets.102702/</guid>
      <author>invalid@example.com (Melo Alienware)</author>
      <dc:creator>Melo Alienware</dc:creator>
      <content:encoded><![CDATA[The are so many beautiful planets the just amazing why not add Aurora&#039;s spawn around the arctic circle in single player or on the cold planets ?<br />
And add at night meteor shower on the planets ? The night is so beautiful and the stars look amazing.<br />
I hope the add it in the experimental &amp; Update <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie13" alt=":thumpUp:" title="Thumb Up    :thumpUp:" />]]></content:encoded>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>UCH New Terra Quest  line - Faction Rep at Reststop</title>
      <pubDate>Wed, 05 Feb 2025 02:50:57 +0000</pubDate>
      <link>https://empyriononline.com/threads/uch-new-terra-quest-line-faction-rep-at-reststop.102682/</link>
      <guid>https://empyriononline.com/threads/uch-new-terra-quest-line-faction-rep-at-reststop.102682/</guid>
      <author>invalid@example.com (Code Brown)</author>
      <dc:creator>Code Brown</dc:creator>
      <content:encoded><![CDATA[It seems to be unapproachable....<br />
1. My CV turrets are off (note if you don&#039;t install a turret in CV turrets wont stay off!) and get shot at.<br />
2. Pirate Rep is neutral but STRY is unfriendly. I&#039;m assuming this is Salurian hence the aggression (both from reststop turrets and guards inside).<br />
3. If you get inside (dodge and shoot style) and get to Barman stage he wont engage because rep is too low.<br />
4. Can&#039;t explain rep status as only followed new questline....does it require doing all UCH stages...<br />
<br />
<a href="https://empyriononline.com/threads/uch-new-terra-quest-line-faction-rep-at-reststop.102682/" class="internalLink">UCH New Terra Quest  line - Faction Rep at Reststop</a>]]></content:encoded>
    </item>
    <item>
      <title>[v.12 Exp]  "Show on HUD" persisting after device removed</title>
      <pubDate>Mon, 23 Dec 2024 14:23:41 +0000</pubDate>
      <link>https://empyriononline.com/threads/v-12-exp-show-on-hud-persisting-after-device-removed.102653/</link>
      <guid>https://empyriononline.com/threads/v-12-exp-show-on-hud-persisting-after-device-removed.102653/</guid>
      <author>invalid@example.com (Scoob)</author>
      <dc:creator>Scoob</dc:creator>
      <content:encoded><![CDATA[Hi,<br />
<br />
While dismantling the POI &quot;Crashed DSE-2 Front&quot;, I used &quot;Show on HUD&quot; to mark all Thrusters as usual.<br />
<br />
I recovered several of these before my HV was full and I offloaded them back at base a few KM away.  I then returned for the remaining Thrusters.<br />
<br />
However, upon recovering (Retrieve Blocks) the additional thrusters, the HUD Markers remained.  This is of course how the game <i>used</i> to work a while back, which is odd as I&#039;ve recovered various devices from POIs and the HUD marker...<br />
<br />
<a href="https://empyriononline.com/threads/v-12-exp-show-on-hud-persisting-after-device-removed.102653/" class="internalLink">[v.12 Exp]  &quot;Show on HUD&quot; persisting after device removed</a>]]></content:encoded>
    </item>
    <item>
      <title>A12 EXP  - Dynamic Token Creation &amp;  Privacy Mode</title>
      <pubDate>Fri, 28 Jul 2023 19:33:39 +0000</pubDate>
      <link>https://empyriononline.com/threads/a12-exp-dynamic-token-creation-privacy-mode.92651/</link>
      <guid>https://empyriononline.com/threads/a12-exp-dynamic-token-creation-privacy-mode.92651/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[In Alpha 12 we add two more alternatives to the currently available Lock Code system<br />
<br />
1. Token<br />
You can now dynamically create an item that can have a certain code attached (called &quot;meta&quot; now). This meta can be created by a console command ( &#039; give &#039;  ) or by other game events, via PDA, Dialogue system etc and primarily serves as a Keycard with a fixed code.  You can set any device that is supporting a lock code to ask for a token with that lock code instead.  There is only one lock code item...<br />
<br />
<a href="https://empyriononline.com/threads/a12-exp-dynamic-token-creation-privacy-mode.92651/" class="internalLink">A12 EXP  - Dynamic Token Creation &amp;  Privacy Mode</a>]]></content:encoded>
      <slash:comments>13</slash:comments>
    </item>
    <item>
      <title>Dynamic Shadows and Global Illumination feedback</title>
      <pubDate>Fri, 28 Jul 2023 13:27:17 +0000</pubDate>
      <link>https://empyriononline.com/threads/dynamic-shadows-and-global-illumination-feedback.101733/</link>
      <guid>https://empyriononline.com/threads/dynamic-shadows-and-global-illumination-feedback.101733/</guid>
      <author>invalid@example.com (Ente)</author>
      <dc:creator>Ente</dc:creator>
      <content:encoded><![CDATA[Looks good, but right now it produces an issue with creations being incredibly dark on planets in nights.<br />
Not sure what causes this, but perhaps this could be looked at? Here are two screens of what I mean:<br />
<br />
In Space:<br />
<img src="https://i.imgur.com/Dod1d5P.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/Dod1d5P.jpg" /><br />
<br />
Planetside, Night, Creative on Temperate:<br />
<img src="https://i.imgur.com/fimp1dD.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/fimp1dD.jpg" />]]></content:encoded>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>1.9.10 EXP:  Standalone Tutorial - Feedback</title>
      <pubDate>Fri, 07 Jul 2023 12:22:46 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-9-10-exp-standalone-tutorial-feedback.101328/</link>
      <guid>https://empyriononline.com/threads/1-9-10-exp-standalone-tutorial-feedback.101328/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[Please use this thread for any feedback you have about the new WIP Tutorial scenario that is included in this build &amp; accessible via the <span style="color: #99ffff">main menu “Start Tutorial” button</span>.<br />
<br />
If you have any issues with this tutorial please search for the following &amp; bundle them all in to one compressed folder &amp;  use a file sharing site such as dropbox or google drive &amp; add a share link to it:<br />
<br />
<ul>
<li>A copy of the log folder for the build you are playing on f.ex B4111...</li>
</ul><br />
<a href="https://empyriononline.com/threads/1-9-10-exp-standalone-tutorial-feedback.101328/" class="internalLink">1.9.10 EXP:  Standalone Tutorial - Feedback</a>]]></content:encoded>
      <slash:comments>20</slash:comments>
    </item>
    <item>
      <title>v1.10 EXP: Drone Bay Feedback</title>
      <pubDate>Thu, 06 Jul 2023 11:36:31 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-10-exp-drone-bay-feedback.101630/</link>
      <guid>https://empyriononline.com/threads/v1-10-exp-drone-bay-feedback.101630/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[<div style="text-align: center"><br />
<img src="https://i.imgur.com/bGUn1fw.png" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/bGUn1fw.png" /><br />
&#8203;</div><ul>
<li>Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.</li>
<li>Pay attention to the direction you set the drone spawner block &amp; also place it on the outside of the vessel so the drones have easy access to it to spawn &amp; despawn from.</li>
<li>To “retrieve” spawned drones toggle the power off for the drone bay &amp; wait for them to...</li>
</ul><br />
<a href="https://empyriononline.com/threads/v1-10-exp-drone-bay-feedback.101630/" class="internalLink">v1.10 EXP: Drone Bay Feedback</a>]]></content:encoded>
      <slash:comments>14</slash:comments>
    </item>
    <item>
      <title>v1.10 EXP: Hoverbike Feedback</title>
      <pubDate>Tue, 27 Jun 2023 08:44:24 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-10-exp-hoverbike-feedback.101631/</link>
      <guid>https://empyriononline.com/threads/v1-10-exp-hoverbike-feedback.101631/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[<div style="text-align: center"><br />
<img src="https://i.imgur.com/r6YJMzb.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/r6YJMzb.jpg" /><br />
&#8203;</div><ul>
<li>Replaced player bike with a player hover bike: first addition of model and basic movement controller. Note that the Hoverbike cannot go over water and it has not yet an updated icon in the containers and toolbars.</li>
</ul>]]></content:encoded>
      <slash:comments>12</slash:comments>
    </item>
    <item>
      <title>Survival Tool Harvesting Bug</title>
      <pubDate>Mon, 26 Jun 2023 18:37:30 +0000</pubDate>
      <link>https://empyriononline.com/threads/survival-tool-harvesting-bug.101705/</link>
      <guid>https://empyriononline.com/threads/survival-tool-harvesting-bug.101705/</guid>
      <author>invalid@example.com (Amethyst613)</author>
      <dc:creator>Amethyst613</dc:creator>
      <content:encoded><![CDATA[Started a new game, normal settings, Akua start. After the tutorial is triggered the survival tool will no longer harvest materials from rocks nor plants and instead will delete them in any firing mode. Progressing through the tutorial to the part where one builds tools and a constructor will eventually allow the tool to be used, but it will be bugged for the short time after the tutorial is begun. If no progress is made on the tutorial then the survival tool continues not to work and the...<br />
<br />
<a href="https://empyriononline.com/threads/survival-tool-harvesting-bug.101705/" class="internalLink">Survival Tool Harvesting Bug</a>]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>1.10 EXP Some thoughts on starter moons factions quests</title>
      <pubDate>Sat, 24 Jun 2023 13:30:55 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-10-exp-some-thoughts-on-starter-moons-factions-quests.101693/</link>
      <guid>https://empyriononline.com/threads/1-10-exp-some-thoughts-on-starter-moons-factions-quests.101693/</guid>
      <author>invalid@example.com (Searcher)</author>
      <dc:creator>Searcher</dc:creator>
      <content:encoded><![CDATA[First i&#039;d like to thank for the work that was done, it&#039;s a great addition to the game. But my thoughts are that these quests need some further polishing.<br />
<br />
The biggest issue i see with these quests and the starter moons overall is that i was at level 18 after collecting all tablets and completing 1-2 quests for local factions. This looks like a content for a separate scenario where you are already in the UCH fleet doing some routine mission to investigate energy bursts but your ship gets...<br />
<br />
<a href="https://empyriononline.com/threads/1-10-exp-some-thoughts-on-starter-moons-factions-quests.101693/" class="internalLink">1.10 EXP Some thoughts on starter moons factions quests</a>]]></content:encoded>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>EXP v.1.10 - Force Field Effect</title>
      <pubDate>Thu, 22 Jun 2023 17:11:19 +0000</pubDate>
      <link>https://empyriononline.com/threads/exp-v-1-10-force-field-effect.101593/</link>
      <guid>https://empyriononline.com/threads/exp-v-1-10-force-field-effect.101593/</guid>
      <author>invalid@example.com (Ente)</author>
      <dc:creator>Ente</dc:creator>
      <content:encoded><![CDATA[I do appreciate the work on the new Force field effect! But I think it may need a bit refinement. Right now it seems way to strong and too noisy on larger force fields. Also it isn&#039;t rendered when a window is behind it.<br />
<br />
1.10 Experimental I<br />
<img src="https://i.imgur.com/eCaJeKX.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/eCaJeKX.jpg" /><br />
<br />
Also has some really trippy effects if you have multiple forcefields that are overlapping.]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>v1.10 EXP: Sound &amp; SFX Feedback</title>
      <pubDate>Thu, 22 Jun 2023 00:04:52 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-10-exp-sound-sfx-feedback.101628/</link>
      <guid>https://empyriononline.com/threads/v1-10-exp-sound-sfx-feedback.101628/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[<ul>
<li>Added a space-battle track for space combat (to separate it from ground combat)</li>
<li>Added new sounds for power generators, shield generator &amp; the warp drive</li>
<li>Lower sound volume levels for Doors &amp; Hangar doors, ramps, shutters, boarding ramps &amp; Power, Shield, &amp; Gravity generators</li>
</ul>]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Meteor</title>
      <pubDate>Wed, 21 Jun 2023 23:25:05 +0000</pubDate>
      <link>https://empyriononline.com/threads/meteor.101728/</link>
      <guid>https://empyriononline.com/threads/meteor.101728/</guid>
      <author>invalid@example.com (HurtfulPlayer97)</author>
      <dc:creator>HurtfulPlayer97</dc:creator>
      <content:encoded><![CDATA[Thought that this was interesting.<br />
Still technically a meteor since it hasn&#039;t hit the ground yet. <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" /><br />
<br />
<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2992769546" target="_blank" class="externalLink" rel="nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=2992769546</a>]]></content:encoded>
    </item>
    <item>
      <title>spatial audio is misleading / disable ambient audio only player workaround</title>
      <pubDate>Sat, 17 Jun 2023 05:14:50 +0000</pubDate>
      <link>https://empyriononline.com/threads/spatial-audio-is-misleading-disable-ambient-audio-only-player-workaround.101648/</link>
      <guid>https://empyriononline.com/threads/spatial-audio-is-misleading-disable-ambient-audio-only-player-workaround.101648/</guid>
      <author>invalid@example.com (imlarry425)</author>
      <dc:creator>imlarry425</dc:creator>
      <content:encoded><![CDATA[Note- while I know that there have been complaints on this issue in several general threads, I found no bug reference in either the experimental or general bugs under any subtopic (ps: we really need better search and potentially form entry of bug reports, specifically &quot;Type&quot;, if you want us to be able to help with testing)<br />
<br />
Build: v1.10 4214<br />
Mode: Survival, SP<br />
Seed-id: any<br />
Repo: always<br />
Severity: major<br />
Type: audio<br />
Description: The Akua Abandoned Base, one of two POIs on a beginner starter,...<br />
<br />
<a href="https://empyriononline.com/threads/spatial-audio-is-misleading-disable-ambient-audio-only-player-workaround.101648/" class="internalLink">spatial audio is misleading / disable ambient audio only player workaround</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Experimental Branch 1.1 not playable for me</title>
      <pubDate>Fri, 16 Jun 2023 17:22:51 +0000</pubDate>
      <link>https://empyriononline.com/threads/experimental-branch-1-1-not-playable-for-me.101619/</link>
      <guid>https://empyriononline.com/threads/experimental-branch-1-1-not-playable-for-me.101619/</guid>
      <author>invalid@example.com (krosbonez)</author>
      <dc:creator>krosbonez</dc:creator>
      <content:encoded><![CDATA[I have tried a new start on all 4 of the starter moons. Only Akua allows me to play through. All other moons, whether I start on them or travel to them have constant CoQ errors, missing Story POIs, and blocks of surface missing.<br />
I played through on Akua, got an SV up to the space station, teleported to Omicron and constant CoQs there as well.<br />
I will have to back out of the Experimental until the next update as I can not even test with all of the crashes.<br />
<br />
Feedback on Skillion starter...<br />
<br />
<a href="https://empyriononline.com/threads/experimental-branch-1-1-not-playable-for-me.101619/" class="internalLink">Experimental Branch 1.1 not playable for me</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Suit Light</title>
      <pubDate>Thu, 15 Jun 2023 19:54:11 +0000</pubDate>
      <link>https://empyriononline.com/threads/suit-light.101683/</link>
      <guid>https://empyriononline.com/threads/suit-light.101683/</guid>
      <author>invalid@example.com (HurtfulPlayer97)</author>
      <dc:creator>HurtfulPlayer97</dc:creator>
      <content:encoded><![CDATA[When the Suit Light is fixed will I have to start a new save game?<br />
Or will it be fixed in current save games also?<br />
If not then I will hold off playing the game until it is fixed.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Revamped Start Akua</title>
      <pubDate>Thu, 15 Jun 2023 01:23:55 +0000</pubDate>
      <link>https://empyriononline.com/threads/revamped-start-akua.101675/</link>
      <guid>https://empyriononline.com/threads/revamped-start-akua.101675/</guid>
      <author>invalid@example.com (Foofaspoon)</author>
      <dc:creator>Foofaspoon</dc:creator>
      <content:encoded><![CDATA[Some little feedback on the Akua start - looks even more amazing, nice POIs and story (though I broke this by doing all the POIs before I talked to the Talon).<br />
<br />
My only gripe was the Abandoned POI (the one based on the missile base) on Akua. It&#039;s a great POI, enjoyed doing it (though got confused by the yes/no buttons around the rock fall - thought one was yes, the other no). However, it is positively dripping in loot - I walked out of there with Optronic matrices, epic weapons and huge...<br />
<br />
<a href="https://empyriononline.com/threads/revamped-start-akua.101675/" class="internalLink">Revamped Start Akua</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
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