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  <channel>
    <title>FAQ &amp; Feedback</title>
    <description>FAQ &amp; Feedback</description>
    <pubDate>Wed, 15 Jul 2026 19:51:32 +0000</pubDate>
    <lastBuildDate>Wed, 15 Jul 2026 19:51:32 +0000</lastBuildDate>
    <generator>Empyrion – Galactic Survival - Community Forums</generator>
    <link>https://empyriononline.com/forums/faq-feedback.25/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://empyriononline.com/forums/faq-feedback.25/index.rss"/>
    <item>
      <title>V1.18 - Status Effects</title>
      <pubDate>Tue, 30 Jun 2026 16:02:43 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-18-status-effects.103122/</link>
      <guid>https://empyriononline.com/threads/v1-18-status-effects.103122/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[This post can be used to provide us feedback on the Status Effect changes<br />
<br />
<span style="font-size: 22px"><span style="color: #00b300"><b><span style="text-decoration: underline">Summary:</span></b></span></span><br />
<ul>
<li>Reducing Overlaps: Minimizing simultaneous status effects (SE) that affect the same stats (e.g., health).<br />
<br />
</li>
<li>Consolidation: Ideally, each SE focuses on only one area of effect.<br />
<br />
</li>
<li>Cascade System: Introduction of progression tiers, in which typically only the most severe effect within a group is active. Some now require a certain condition to...</li>
</ul><br />
<a href="https://empyriononline.com/threads/v1-18-status-effects.103122/" class="internalLink">V1.18 - Status Effects</a>]]></content:encoded>
    </item>
    <item>
      <title>[1.15] Jumpgates</title>
      <pubDate>Thu, 18 Jun 2026 05:08:51 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-15-jumpgates.103019/</link>
      <guid>https://empyriononline.com/threads/1-15-jumpgates.103019/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<span style="font-size: 15px"><b>SUMMARY</b></span><br />
<br />
The Jumpgate addition 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. <br />
<br />
The Jumpgates cannot be built by players in survival, but used. <br />
<br />
<i>When using the provided Jumpgate Prefab Model,creators can not only use the newly added dialogue and trigger mechanics to create a network of Jumpgates, but also can decide which destinations are available from...</i><br />
<br />
<a href="https://empyriononline.com/threads/1-15-jumpgates.103019/" class="internalLink">[1.15] Jumpgates</a>]]></content:encoded>
      <slash:comments>11</slash:comments>
    </item>
    <item>
      <title>v1.13 - new Portal blocks: Tech portal (with frame) and “free standing” spherical portals</title>
      <pubDate>Tue, 16 Jun 2026 23:09:58 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-13-new-portal-blocks-tech-portal-with-frame-and-%E2%80%9Cfree-standing%E2%80%9D-spherical-portals.102841/</link>
      <guid>https://empyriononline.com/threads/v1-13-new-portal-blocks-tech-portal-with-frame-and-%E2%80%9Cfree-standing%E2%80%9D-spherical-portals.102841/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[<ul>
<li>Added new Portal blocks: Tech portal (with frame) and “free standing” spherical portals in different sizes from 3x3 to 87x87 blocks (only the anchor point is set as a destroy/multitool collider; Overlapping of the sphere with regular blocks is possible; All of the sphere is a contact trigger for teleport).</li>
</ul>

	<a href="https://empyriononline.com/attachments/97160/" target="_blank">View attachment 97160</a>]]></content:encoded>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>v1.17 - Warp Route Planner</title>
      <pubDate>Tue, 05 May 2026 17:20:16 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-17-warp-route-planner.103104/</link>
      <guid>https://empyriononline.com/threads/v1-17-warp-route-planner.103104/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[With our latest update, we’ve introduced a major quality-of-life improvement to interstellar travel:<br />
<br />
<span style="font-size: 15px"><b>✨ <b>Warp Route Planner</b></b></span><br />
You can now plot multi-jump warp routes directly from the Galaxy Map — up to <b>500 LY</b> — without manually hopping star-by-star.<br />
<br />
Plan long-distance travel in seconds, follow automatic waypoints, and let your HUD guide you from jump to jump.<br />
<br />
<span style="font-size: 15px"><b> <b>Key Features</b></b></span><br />
<ul>
<li><b>PLOT ROUTE button</b> on the Galaxy Map...</li>
</ul><br />
<a href="https://empyriononline.com/threads/v1-17-warp-route-planner.103104/" class="internalLink">v1.17 - Warp Route Planner</a>]]></content:encoded>
    </item>
    <item>
      <title>Hoverbike</title>
      <pubDate>Sun, 12 Apr 2026 17:23:21 +0000</pubDate>
      <link>https://empyriononline.com/threads/hoverbike.103099/</link>
      <guid>https://empyriononline.com/threads/hoverbike.103099/</guid>
      <author>invalid@example.com (Vaelyn)</author>
      <dc:creator>Vaelyn</dc:creator>
      <content:encoded><![CDATA[Hello,<br />
<br />
I would like to know if you could please keep the hoverbike bug where we were untouchable by NPCs and defensive structures while riding it. Thank you in advance.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>One big game feedback after 285hr</title>
      <pubDate>Tue, 07 Apr 2026 16:46:24 +0000</pubDate>
      <link>https://empyriononline.com/threads/one-big-game-feedback-after-285hr.103062/</link>
      <guid>https://empyriononline.com/threads/one-big-game-feedback-after-285hr.103062/</guid>
      <author>invalid@example.com (_Fire_)</author>
      <dc:creator>_Fire_</dc:creator>
      <content:encoded><![CDATA[Cool game idea, moderate realisation. Feels lack of good game designer. All exists: exploration, big progress tree, blueprints, crafting, building base and vessels, mining, shooting. All exists for good game, no, for the best game ever. But all look unfinished, unbalanced. <br />
<br />
Progress: i can get max lvl on one planet, with new trading system can do vessel with all BIS parts. And what next? i dont have any reason for explore other systems, all avaliable galaxy, fight for rare resources,...<br />
<br />
<a href="https://empyriononline.com/threads/one-big-game-feedback-after-285hr.103062/" class="internalLink">One big game feedback after 285hr</a>]]></content:encoded>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>v1.13 - Main Storyline: Operation Phoenix New Terra</title>
      <pubDate>Thu, 12 Mar 2026 21:20:39 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-13-main-storyline-operation-phoenix-new-terra.102854/</link>
      <guid>https://empyriononline.com/threads/v1-13-main-storyline-operation-phoenix-new-terra.102854/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[For everyone who has not played the 2nd main story campaign yet, this is the chance to send us your feedback over here.<br />
<br />
Please note: For consistency, you should play the Operation Phoenix Lost &amp; Found campaign before starting into the &#039;New Terra&#039; Campaign.<br />
<br />
<img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" /><br />
<br />
<b>Missions in general:</b><br />
<ul>
<li>All new/reworked story missions (main and local) have gotten additional helper chapters that will both allow to see what to do next (f.ex.: “Next: Talk to…”) or resume a deactivated mission...</li>
</ul><br />
<a href="https://empyriononline.com/threads/v1-13-main-storyline-operation-phoenix-new-terra.102854/" class="internalLink">v1.13 - Main Storyline: Operation Phoenix New Terra</a>]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Testing Grounds (default random EXP scenario)</title>
      <pubDate>Thu, 12 Mar 2026 17:54:54 +0000</pubDate>
      <link>https://empyriononline.com/threads/testing-grounds-default-random-exp-scenario.103076/</link>
      <guid>https://empyriononline.com/threads/testing-grounds-default-random-exp-scenario.103076/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[First of all, thank you very much for taking the time to try out the Testing Grounds scenario!<br />
<br />
<b><span style="color: #00b300">Overview</span></b><br />
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 a new building block for the first time: Charged Combat Steel.<br />
<br />
The block background lore revolves around a crystal called &#039;Blue Enerdyn&#039; (working name) and is related to the Progenitor and their sites -...<br />
<br />
<a href="https://empyriononline.com/threads/testing-grounds-default-random-exp-scenario.103076/" class="internalLink">Testing Grounds (default random EXP scenario)</a>]]></content:encoded>
    </item>
    <item>
      <title>Modding models for blocks</title>
      <pubDate>Fri, 20 Feb 2026 22:25:44 +0000</pubDate>
      <link>https://empyriononline.com/threads/modding-models-for-blocks.96541/</link>
      <guid>https://empyriononline.com/threads/modding-models-for-blocks.96541/</guid>
      <author>invalid@example.com (Pantera)</author>
      <dc:creator>Pantera</dc:creator>
      <content:encoded><![CDATA[<span style="text-decoration: underline"><span style="font-size: 18px"><span style="color: rgb(153, 204, 255)"><b>How to load the Example Project:</b></span></span></span><br />
1. Start Unity ( install <b><span style="color: #00b300">Unity <b>2022.3.22f1</b></span></b> from <a href="https://unity3d.com/get-unity/download/archive" target="_blank" class="externalLink" rel="nofollow">https://unity3d.com/get-unity/download/archive </a>)<br />
2. Select the Example Project Folder and start it with Unity 2022.1.24f1<br />
3.1 If you want to check out how Rotation for your Blocks work, go in your Project View (bottom left default), click on SuitPropsExt...<br />
<br />
<a href="https://empyriononline.com/threads/modding-models-for-blocks.96541/" class="internalLink">Modding models for blocks</a>]]></content:encoded>
      <slash:comments>231</slash:comments>
    </item>
    <item>
      <title>Feedback after trying to make the Drone Bay useful</title>
      <pubDate>Thu, 19 Feb 2026 14:10:57 +0000</pubDate>
      <link>https://empyriononline.com/threads/feedback-after-trying-to-make-the-drone-bay-useful.102211/</link>
      <guid>https://empyriononline.com/threads/feedback-after-trying-to-make-the-drone-bay-useful.102211/</guid>
      <author>invalid@example.com (ravien_ff)</author>
      <dc:creator>ravien_ff</dc:creator>
      <content:encoded><![CDATA[We have been working on adding drone bays to the alpha of Reforged Eden 2 in an attempt to make them useful.<br />
<b>Note: all of this is about using the drone bay in space and does not include planetary use.</b><br />
<br />
While drone bays can be heavily customized in a scenario, there are two, hard coded things which prevent them from being useful as anything more than a novelty no matter how the configs are set up:<br />
<br />
<ol>
<li><span style="color: #ff8000">Drones become &quot;stunned&quot; once hit by any weapon.</span>...</li>
</ol><br />
<a href="https://empyriononline.com/threads/feedback-after-trying-to-make-the-drone-bay-useful.102211/" class="internalLink">Feedback after trying to make the Drone Bay useful</a>]]></content:encoded>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>Autominer ore depletion setiing.</title>
      <pubDate>Tue, 20 Jan 2026 07:16:33 +0000</pubDate>
      <link>https://empyriononline.com/threads/autominer-ore-depletion-setiing.96503/</link>
      <guid>https://empyriononline.com/threads/autominer-ore-depletion-setiing.96503/</guid>
      <author>invalid@example.com (xtended2l)</author>
      <dc:creator>xtended2l</dc:creator>
      <content:encoded><![CDATA[Can someone explain, why do we have this option? I mean mining the ore manually takes a minute or two max. Why bother with autominers if they deplete ore nodes the same way, but so much slower+using energy. I feel something is wrong here. I also dislike project eden changed all nodes, so they deplete whatever you choose, because of vanilla bug, but i understand I should ask them in their own thread.]]></content:encoded>
      <slash:comments>57</slash:comments>
    </item>
    <item>
      <title>[1.15] Personal Communication Console (PCC)</title>
      <pubDate>Thu, 15 Jan 2026 05:16:28 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-15-personal-communication-console-pcc.103022/</link>
      <guid>https://empyriononline.com/threads/1-15-personal-communication-console-pcc.103022/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<span style="font-size: 15px"><b>SUMMARY</b></span><br />
<br />
The Personal Communication Console is a craftable device that can be placed on bases and on capital vessels. <br />
It allows direct access to the current (and planned future) services of the Galactic Information Network (GIN).<br />
<br />
<span style="font-size: 15px"><b>ADDITIONS</b></span><br />
A new device has been added for players to be used in survival mode. It is unlocked per default (T0) and can be crafted in any constructor except the suit constructor.<br />
<br />
<span style="font-size: 15px"><b>HOW TO USE</b></span><br />
<ol>
<li>...</li>
</ol><br />
<a href="https://empyriononline.com/threads/1-15-personal-communication-console-pcc.103022/" class="internalLink">[1.15] Personal Communication Console (PCC)</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>[1.15] Colorable Asteroid Fog</title>
      <pubDate>Thu, 15 Jan 2026 05:13:00 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-15-colorable-asteroid-fog.103021/</link>
      <guid>https://empyriononline.com/threads/1-15-colorable-asteroid-fog.103021/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<span style="font-size: 15px"><b>SUMMARY</b></span><br />
<br />
This feature adds the possibility for creators and scenario builders to manipulate the color of asteroid fog and the newly added fog-only element directly via EClassConfig settings. <br />
<br />
<span style="font-size: 15px"><b>ADDITIONS</b><br />
</span><br />
Several new entities (EClassConfig.ecf) have been added for scenario builders and creators. Please see the CREATORS tab below.<br />
<br />
<span style="font-size: 15px"><b>HOW TO USE</b></span><br />
n/a<br />
<br />
<span style="font-size: 15px"><b>GAMEPLAY RULES</b></span><br />
n/a<br />
<br />
<span style="font-size: 15px"><b>KNOWN...</b></span><br />
<br />
<a href="https://empyriononline.com/threads/1-15-colorable-asteroid-fog.103021/" class="internalLink">[1.15] Colorable Asteroid Fog</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>[1.15] - READ FIRST - Default Random Experimental SCENARIO</title>
      <pubDate>Thu, 15 Jan 2026 05:10:50 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-15-read-first-default-random-experimental-scenario.103017/</link>
      <guid>https://empyriononline.com/threads/1-15-read-first-default-random-experimental-scenario.103017/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[Hello everyone!<br />
<br />
We have created a separate scenario <span style="color: #ff8000">for the future development of all content</span> whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.). <br />
<br />
The primary purpose of this is, <span style="text-decoration: underline">as long as the playable content is still in development</span>, 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...<br />
<br />
<a href="https://empyriononline.com/threads/1-15-read-first-default-random-experimental-scenario.103017/" class="internalLink">[1.15] - READ FIRST - Default Random Experimental SCENARIO</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>[1.15] Short Range Warp (SRW)</title>
      <pubDate>Thu, 15 Jan 2026 04:57:07 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-15-short-range-warp-srw.103018/</link>
      <guid>https://empyriononline.com/threads/1-15-short-range-warp-srw.103018/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<span style="font-size: 15px"><b>SUMMARY</b></span><br />
<br />
The Short Range Warp (SRW) is a free addition to all warp drives.<br />
It enables SV and CV to warp short ranges inside the same orbit or sector.<br />
<br />
The SRW is ready to be used with any installed warp drive in survival mode.<br />
<br />
<span style="font-size: 15px"><b>HOW TO USE</b></span><br />
<ol>
<li>Point at a destination on the playfield (can be a bookmark or any radar contact revealed by a detector!)</li>
<li>Accelerate to 30m/s</li>
<li>Hit K</li>
</ol>Note: there is a cooldown of 25 seconds after a SWR...<br />
<br />
<a href="https://empyriononline.com/threads/1-15-short-range-warp-srw.103018/" class="internalLink">[1.15] Short Range Warp (SRW)</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>[1.15] Galaxy Update and Playfield Refinements</title>
      <pubDate>Wed, 14 Jan 2026 12:24:44 +0000</pubDate>
      <link>https://empyriononline.com/threads/1-15-galaxy-update-and-playfield-refinements.103020/</link>
      <guid>https://empyriononline.com/threads/1-15-galaxy-update-and-playfield-refinements.103020/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<span style="font-size: 15px"><b>SUMMARY</b></span><br />
<br />
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 groups, etc.). However, it also addresses general improvements in this regard, including number, density, placement, optimization of surrounding activities (e.g., dronebases, drones, defense, etc.), and much more.<br />
<br />
<span style="font-size: 15px"><b>CHANGES</b></span><br />
<ul>
<li>Adjusted faction spawns inside territories for a...</li>
</ul><br />
<a href="https://empyriononline.com/threads/1-15-galaxy-update-and-playfield-refinements.103020/" class="internalLink">[1.15] Galaxy Update and Playfield Refinements</a>]]></content:encoded>
    </item>
    <item>
      <title>v1.13 - Galaxy Rework / New Playfields</title>
      <pubDate>Thu, 08 Jan 2026 22:21:11 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-13-galaxy-rework-new-playfields.102843/</link>
      <guid>https://empyriononline.com/threads/v1-13-galaxy-rework-new-playfields.102843/</guid>
      <author>invalid@example.com (Taelyn)</author>
      <dc:creator>Taelyn</dc:creator>
      <content:encoded><![CDATA[<b>New galaxy structure:</b><br />
<ul>
<li>Higher diversity: At least 17 new stars, double star systems, 9 new nebulae</li>
<li>Largely reworked star system layouts, with different chances for playfields and distances. Added dedicated warp-in sectors,</li>
<li>Galaxy regions: Core, inner and outer galactic arms, low-density mid galaxy, periphery stars, dwarf galaxies.</li>
<li>Added region markers to help with navigation and orientation.</li>
<li>Two regions allowing to spawn in local challenge playfields</li>
<li>WIP setup...</li>
</ul><br />
<a href="https://empyriononline.com/threads/v1-13-galaxy-rework-new-playfields.102843/" class="internalLink">v1.13 - Galaxy Rework / New Playfields</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>NPC Small and Hover Vehicles</title>
      <pubDate>Sat, 27 Dec 2025 08:27:23 +0000</pubDate>
      <link>https://empyriononline.com/threads/npc-small-and-hover-vehicles.103002/</link>
      <guid>https://empyriononline.com/threads/npc-small-and-hover-vehicles.103002/</guid>
      <author>invalid@example.com (Lt.Fenix)</author>
      <dc:creator>Lt.Fenix</dc:creator>
      <content:encoded><![CDATA[Is there a particular technical reason why NPC factions do not have SVs and HVs patrolling around their bases?<br />
I&#039;m assuming they would have been added otherwise.<br />
If there aren&#039;t any technical reasons, then I think they should be added.]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>v1.13 - Main Storyline: Terminal Nexus</title>
      <pubDate>Fri, 12 Dec 2025 06:00:28 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-13-main-storyline-terminal-nexus.102852/</link>
      <guid>https://empyriononline.com/threads/v1-13-main-storyline-terminal-nexus.102852/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<b>Main Storyline: Terminal Nexus  (new)</b><br />
<ul>
<li>Added 5-part story campaign ‘Terminal Nexus’ for Talon/Talon’Ar which is concluding the main storyline. A new savegame IS required.</li>
</ul><b>Testing note:</b> As a convenience, the mission can be started without having played other story missions : Open the PDA, then go to the Solo Mission Tab &gt; Talon and activate the mission ‘Next: TERMINAL NEXUS (Main Story)’ and follow the instructions. The quest giver is Tharkan which, in the...<br />
<br />
<a href="https://empyriononline.com/threads/v1-13-main-storyline-terminal-nexus.102852/" class="internalLink">v1.13 - Main Storyline: Terminal Nexus</a>]]></content:encoded>
      <slash:comments>17</slash:comments>
    </item>
    <item>
      <title>v1.13 - Local Storylines (Starter Planets) rework</title>
      <pubDate>Tue, 18 Nov 2025 17:08:23 +0000</pubDate>
      <link>https://empyriononline.com/threads/v1-13-local-storylines-starter-planets-rework.102853/</link>
      <guid>https://empyriononline.com/threads/v1-13-local-storylines-starter-planets-rework.102853/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[All of the local story campaigns on the starter planets have been updated and refined to avoid issues and such.<br />
<br />
Would be great to have your feedback on these campaigns as well:<br />
- Akua: Clear Skies<br />
- Ningues: Andromeda Strain<br />
- Skillon: Deserted Powers<br />
- Masperon: Bad Wolf<br />
- Ashon: To Good Business]]></content:encoded>
      <slash:comments>2</slash:comments>
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