<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/">
  <channel>
    <title>Knowledge &amp; Info</title>
    <description>Knowledge &amp; Info</description>
    <pubDate>Sun, 19 Jul 2026 00:30:52 +0000</pubDate>
    <lastBuildDate>Sun, 19 Jul 2026 00:30:52 +0000</lastBuildDate>
    <generator>Empyrion – Galactic Survival - Community Forums</generator>
    <link>https://empyriononline.com/forums/knowledge-info.109/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://empyriononline.com/forums/knowledge-info.109/index.rss"/>
    <item>
      <title>BBSW - Better Block Shapes Window</title>
      <pubDate>Fri, 14 Mar 2025 09:02:55 +0000</pubDate>
      <link>https://empyriononline.com/threads/bbsw-better-block-shapes-window.99541/</link>
      <guid>https://empyriononline.com/threads/bbsw-better-block-shapes-window.99541/</guid>
      <author>invalid@example.com (Garaman)</author>
      <dc:creator>Garaman</dc:creator>
      <content:encoded><![CDATA[<div style="text-align: center"><span style="font-family: 'Tahoma'"><span style="text-decoration: underline"><span style="font-size: 22px"><span style="color: rgb(0, 255, 0)">BBSW: Better Block Shapes Window</span></span></span></span><br />
<img src="https://i.imgur.com/UZnDvP6.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://i.imgur.com/UZnDvP6.jpg" /><br />
&#8203;</div>After many hours of building and many hours of watching others build, I have created what I feel is a more appropriate layout for the block shapes window.<br />
<br />
It is, for the most part, very different.<br />
<br />
The layout offers an alternate concept for grouping blocks based on how they are often used during building. I tried to follow a...<br />
<br />
<a href="https://empyriononline.com/threads/bbsw-better-block-shapes-window.99541/" class="internalLink">BBSW - Better Block Shapes Window</a>]]></content:encoded>
      <slash:comments>25</slash:comments>
    </item>
    <item>
      <title>Skybox colour?</title>
      <pubDate>Fri, 07 Feb 2025 01:04:34 +0000</pubDate>
      <link>https://empyriononline.com/threads/skybox-colour.102687/</link>
      <guid>https://empyriononline.com/threads/skybox-colour.102687/</guid>
      <author>invalid@example.com (Peter Conway)</author>
      <dc:creator>Peter Conway</dc:creator>
      <content:encoded><![CDATA[Heya, I&#039;m trying to adjust a planet in a scenario to have a more Earthlike water (got that sorted) and skybox/atmosphere!<br />
I found <a href="https://empyriononline.com/members/366/" class="username" data-user="366, @Hummel-o-War">@Hummel-o-War</a>&#039;s tutorial from 2015 in steam but it appears things have changed, instead of the 255,255,255 numbers for the RGB charts, we have 0.53 1.0 0.14 kinda numbers...?<br />
<br />
I&#039;d be greatfull of any help here (yeah, I know I&#039;ve got 3ooo+ hours playing here but I&#039;m still a nooooooob!)]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>LCD displayed tied to shield on/off?</title>
      <pubDate>Tue, 28 Mar 2023 22:14:39 +0000</pubDate>
      <link>https://empyriononline.com/threads/lcd-displayed-tied-to-shield-on-off.98936/</link>
      <guid>https://empyriononline.com/threads/lcd-displayed-tied-to-shield-on-off.98936/</guid>
      <author>invalid@example.com (Balkoth)</author>
      <dc:creator>Balkoth</dc:creator>
      <content:encoded><![CDATA[I have two LCD displays I want to tie to shield power; on / off, so one to display when power is on, and the other to display with power off.<br />
<br />
Do I need to generate a circuit for this? if so which?]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>LCD Screen Archive</title>
      <pubDate>Tue, 28 Mar 2023 22:06:05 +0000</pubDate>
      <link>https://empyriononline.com/threads/lcd-screen-archive.43708/</link>
      <guid>https://empyriononline.com/threads/lcd-screen-archive.43708/</guid>
      <author>invalid@example.com (Vermillion)</author>
      <dc:creator>Vermillion</dc:creator>
      <content:encoded><![CDATA[<div style="text-align: center"><b><span style="font-size: 26px"><span style="color: #0080ff"><span style="text-decoration: underline">The LCD Screen Archive</span></span></span></b>&#8203;</div><br />
Since no one has done this yet, I figured i&#039;d get it started by posing pre-configured LCD screen text that you can just copy-paste onto your ship&#039;s screen for aesthetic effect.<br />
If you want to post your own screens make sure you include which screen it&#039;s for and the text size. Ship type doesn&#039;t seem to matter since they autoscale the LCD screens between SV and CV....<br />
<br />
<a href="https://empyriononline.com/threads/lcd-screen-archive.43708/" class="internalLink">LCD Screen Archive</a>]]></content:encoded>
      <slash:comments>37</slash:comments>
    </item>
    <item>
      <title>[GUIDE] Building with the current Flight Model</title>
      <pubDate>Sat, 11 Mar 2023 09:39:41 +0000</pubDate>
      <link>https://empyriononline.com/threads/guide-building-with-the-current-flight-model.94726/</link>
      <guid>https://empyriononline.com/threads/guide-building-with-the-current-flight-model.94726/</guid>
      <author>invalid@example.com (Vermillion)</author>
      <dc:creator>Vermillion</dc:creator>
      <content:encoded><![CDATA[<div style="text-align: center"><b><span style="font-size: 26px"><span style="color: rgb(0, 255, 0)"><span style="text-decoration: underline">BUILDING WITH THE CURRENT FLIGHT MODEL</span></span></span></b>&#8203;</div><br />
<br />
There still seems to be a lot of confusion going around about how the current flight model brought in with A11 works relative to the old one. Well i&#039;m here to help clarify how these mechanics work and how they&#039;ll affect your build.<br />
<div style="text-align: center"><b><span style="font-size: 15px"><span style="color: rgb(128, 128, 128)">_  _  _ _ __ __ _____________________________________________ __ __ _ _  _...</span></span></b>&#8203;</div><br />
<a href="https://empyriononline.com/threads/guide-building-with-the-current-flight-model.94726/" class="internalLink">[GUIDE] Building with the current Flight Model</a>]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>Exploring Custom Weapon Design</title>
      <pubDate>Sat, 11 Mar 2023 04:32:54 +0000</pubDate>
      <link>https://empyriononline.com/threads/exploring-custom-weapon-design.101282/</link>
      <guid>https://empyriononline.com/threads/exploring-custom-weapon-design.101282/</guid>
      <author>invalid@example.com (teakeycee)</author>
      <dc:creator>teakeycee</dc:creator>
      <content:encoded><![CDATA[Hello Empyrion Community!<br />
<br />
I&#039;ve spent the last two weeks learning about designing custom weapons, and I would like to share my journey with the community. Here is a series of YouTube videos, which review the various options and configuration files, followed by a demo of three custom weapons. Hopefully this inspires someone. Enjoy!<br />
<br />
Standard Disclaimer: I am not an expert. This was a journey of discovery. There are people here that are a lot smarter than me, who have spent years working with...<br />
<br />
<a href="https://empyriononline.com/threads/exploring-custom-weapon-design.101282/" class="internalLink">Exploring Custom Weapon Design</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Shield Tank</title>
      <pubDate>Fri, 23 Dec 2022 12:47:02 +0000</pubDate>
      <link>https://empyriononline.com/threads/shield-tank.101009/</link>
      <guid>https://empyriononline.com/threads/shield-tank.101009/</guid>
      <author>invalid@example.com (Goffender)</author>
      <dc:creator>Goffender</dc:creator>
      <content:encoded><![CDATA[Been gone awhile, like since pre shields. Been doing some testing and have just a couple quick questions. There doesn&#039;t seem to be any bleed through at all? Is this true for all damage types? For non combat mining vessel is it safe to shield tank and go steel on hull ?<br />
<br />
Thanks, any advice will save me time testing.]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Advanced Signal Logic or "Beyond the Basics"</title>
      <pubDate>Fri, 25 Nov 2022 03:00:34 +0000</pubDate>
      <link>https://empyriononline.com/threads/advanced-signal-logic-or-beyond-the-basics.95397/</link>
      <guid>https://empyriononline.com/threads/advanced-signal-logic-or-beyond-the-basics.95397/</guid>
      <author>invalid@example.com (JayStrider)</author>
      <dc:creator>JayStrider</dc:creator>
      <content:encoded><![CDATA[Hello!<br />
<br />
I&#039;ve spent a decent bit of time working logic/control puzzles in EGS.  It&#039;s sort of a meta-game I&#039;ve been enjoying a lot.  I really haven&#039;t seen signal logic discussed to this degree anywhere else at this point, so I wanted to share some &quot;beyond the basics&quot; logic I&#039;ve incorporated into my main vessel.<br />
<br />



<div class="ToggleTriggerAnchor bbCodeSpoilerContainer">
	<button type="button" class="button bbCodeSpoilerButton ToggleTrigger Tooltip JsOnly"
		title="Click to reveal or hide spoiler"
		data-target="> .SpoilerTarget"><span>Spoiler: <span class="SpoilerTitle">BACKGROUND</span></span></button>
	<div class="SpoilerTarget bbCodeSpoilerText">My main vessel is a modified version of Jeff Randall&#039;s MCRN Pioneer -- which is an amazing ship, and I&#039;m a huge fan of all his Empyrion work, generally....</div>
</div><br />
<a href="https://empyriononline.com/threads/advanced-signal-logic-or-beyond-the-basics.95397/" class="internalLink">Advanced Signal Logic or &quot;Beyond the Basics&quot;</a>]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Adding Custom Traders to Reforged Eden 1.7</title>
      <pubDate>Mon, 28 Mar 2022 12:33:22 +0000</pubDate>
      <link>https://empyriononline.com/threads/adding-custom-traders-to-reforged-eden-1-7.99660/</link>
      <guid>https://empyriononline.com/threads/adding-custom-traders-to-reforged-eden-1-7.99660/</guid>
      <author>invalid@example.com (Xaels)</author>
      <dc:creator>Xaels</dc:creator>
      <content:encoded><![CDATA[Hello,<br />
<br />
I&#039;ve been playing on some Dedicated servers that has Custom traders added to their server while playing the RE mod.<br />
<br />
I am in the process of setting up my own Dedicated server and would to know how i can go about adding in my Own custom traders to the game.<br />
<br />
Keep in mind that I am new to Empyrion servers and modding haha]]></content:encoded>
    </item>
    <item>
      <title>[Guide] Signal Loops</title>
      <pubDate>Sat, 16 Oct 2021 17:34:28 +0000</pubDate>
      <link>https://empyriononline.com/threads/guide-signal-loops.98894/</link>
      <guid>https://empyriononline.com/threads/guide-signal-loops.98894/</guid>
      <author>invalid@example.com (sulusdacor)</author>
      <dc:creator>sulusdacor</dc:creator>
      <content:encoded><![CDATA[video explanation of the stuff above and some different loops/variations:<br />
<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" loading="lazy" scrolling="no" style="background:url(https://i.ytimg.com/vi/rqpe3CLiaNk/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/rqpe3CLiaNk"></iframe></span></span><br />
<br />
<b>the basic principle is the same for all loops:</b><br />
<br />
you have a start signal (in example builds always motion sensor, but can be other) that triggers a next signal over a delay(simple loop). in more complex loops this triggers multiple signals linked by delay chains. (see the simple loop(extended) and the basic loops)<br />
the motion sensor then restarts the loop again. (limitation of...<br />
<br />
<a href="https://empyriononline.com/threads/guide-signal-loops.98894/" class="internalLink">[Guide] Signal Loops</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Does anyone know how to resolve this into an item?</title>
      <pubDate>Mon, 04 Oct 2021 06:16:47 +0000</pubDate>
      <link>https://empyriononline.com/threads/does-anyone-know-how-to-resolve-this-into-an-item.98847/</link>
      <guid>https://empyriononline.com/threads/does-anyone-know-how-to-resolve-this-into-an-item.98847/</guid>
      <author>invalid@example.com (the last TRUE gamer)</author>
      <dc:creator>the last TRUE gamer</dc:creator>
      <content:encoded><![CDATA[<a href="https://empyriononline.com/attachments/91768/" target="_blank">View attachment 91768</a>
	
<br />
<br />
im assuming this is referencing an item somewhere in the templates that is missing in the itemsconfig.<br />
how do i resolve 1629161984 into an item?]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>[Guide] Mergestructs, Setposition, Setrotation</title>
      <pubDate>Sun, 22 Aug 2021 04:59:23 +0000</pubDate>
      <link>https://empyriononline.com/threads/guide-mergestructs-setposition-setrotation.8327/</link>
      <guid>https://empyriononline.com/threads/guide-mergestructs-setposition-setrotation.8327/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<b><span style="color: #0080ff">To use this commands, open the console<br />
On a server, you might need to have the appropriate permission level</span><br />
<br />
A. Initiate/finalize merge of main and child bases</b><br />
<br />
<span style="text-decoration: underline">1. mergestructs ID1 ID2</span><br />
Initiates the merge and aligns the ID2 building orthogonal to your main building<br />
<br />
<span style="text-decoration: underline">2. mergestructs ID1 ID2 -ex</span><br />
Finalizes the merge. Now both bases are counted as ONE base - with all consequences! (for example you do not need to have all your tech in one building, you...<br />
<br />
<a href="https://empyriononline.com/threads/guide-mergestructs-setposition-setrotation.8327/" class="internalLink">[Guide] Mergestructs, Setposition, Setrotation</a>]]></content:encoded>
      <slash:comments>43</slash:comments>
    </item>
    <item>
      <title>Moddind TraderNPCConfig.ecf</title>
      <pubDate>Sun, 23 May 2021 12:23:59 +0000</pubDate>
      <link>https://empyriononline.com/threads/moddind-tradernpcconfig-ecf.97773/</link>
      <guid>https://empyriononline.com/threads/moddind-tradernpcconfig-ecf.97773/</guid>
      <author>invalid@example.com (El_Globo)</author>
      <dc:creator>El_Globo</dc:creator>
      <content:encoded><![CDATA[Hi,<br />
<br />
I wanted to add assault rifle T2 eanbled on selling at at least Bertrams &amp; Interweap NPC sellers.<br />
<br />
I have edited TraderNPCConfig.ecf and added a new entry at the end of the sellable items of Bertrams seller :<br />
 Item26: &quot;AssaultRifleT2, mf=1.1-1.2, 50-100, mf=0.8-0.9, 150-500&quot; =&gt; It works fine when I go to the trading station on the starter planet.<br />
<br />
Then I decided to add the same item + the assault rifle T1 to Interweap seller, hoping to find it at the conference room in the orbitabl...<br />
<br />
<a href="https://empyriononline.com/threads/moddind-tradernpcconfig-ecf.97773/" class="internalLink">Moddind TraderNPCConfig.ecf</a>]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>[GUIDE] Custom caves, asteroids, and terrain POIs</title>
      <pubDate>Mon, 10 May 2021 21:29:30 +0000</pubDate>
      <link>https://empyriononline.com/threads/guide-custom-caves-asteroids-and-terrain-pois.46488/</link>
      <guid>https://empyriononline.com/threads/guide-custom-caves-asteroids-and-terrain-pois.46488/</guid>
      <author>invalid@example.com (ravien_ff)</author>
      <dc:creator>ravien_ff</dc:creator>
      <content:encoded><![CDATA[<span style="font-size: 18px"><span style="color: #99ffff"><b>Alpha 9.2 update:</b></span><b> Filler Blocks</b></span><br />
<span style="font-size: 15px">Some awesome new functionality has been added to filler blocks since this guide was created, allowing you to create caves or tunnels in your POIs that use real terrain! Check out the post <a href="https://empyriononline.com/threads/knowledge-how-to-use-filler-blocks.47127/" class="internalLink">here</a> that details exactly how filler blocks work.</span><br />
<b><span style="font-size: 22px"><br />
This guide will show you how to use terrain blocks in...</span></b><br />
<br />
<a href="https://empyriononline.com/threads/guide-custom-caves-asteroids-and-terrain-pois.46488/" class="internalLink">[GUIDE] Custom caves, asteroids, and terrain POIs</a>]]></content:encoded>
      <slash:comments>60</slash:comments>
    </item>
    <item>
      <title>POI - Keep loot/cargo setting</title>
      <pubDate>Mon, 15 Mar 2021 20:56:41 +0000</pubDate>
      <link>https://empyriononline.com/threads/poi-keep-loot-cargo-setting.97331/</link>
      <guid>https://empyriononline.com/threads/poi-keep-loot-cargo-setting.97331/</guid>
      <author>invalid@example.com (Hawkie)</author>
      <dc:creator>Hawkie</dc:creator>
      <content:encoded><![CDATA[There was some setting that could be used on a POI to keep the BP inserted loot. Do anyone remember what that was? I want to set some specific loot in a new POI, and just cant for the life of me find that setting again.]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>Replaceblocks Command</title>
      <pubDate>Sun, 14 Mar 2021 05:13:45 +0000</pubDate>
      <link>https://empyriononline.com/threads/replaceblocks-command.38359/</link>
      <guid>https://empyriononline.com/threads/replaceblocks-command.38359/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[You can use this console cmd to replace some of the old BA / CV blocks after our separation of blocks into small / large blocks<br />
<br />
1. Use this syntax to bulk-update a structure<br />
<br />
replaceblocks &lt;entityid&gt; -alpha4<br />
<br />
2. Use this syntax to individually update groups<br />
<br />
replaceblocks &lt;entityid&gt; &lt;source blockname&gt; &lt;target blockname&gt; &lt;optional: index name&gt;<br />
<br />
3. When you want to REMOVE a certain block type entirely from the structure use<br />
<br />
replaceblocks &lt;entityid&gt; &lt;source blockname&gt;  empty<br />
<br />
-------------...<br />
<br />
<a href="https://empyriononline.com/threads/replaceblocks-command.38359/" class="internalLink">Replaceblocks Command</a>]]></content:encoded>
      <slash:comments>14</slash:comments>
    </item>
    <item>
      <title>How to use FILLER BLOCKS</title>
      <pubDate>Wed, 09 Sep 2020 13:20:20 +0000</pubDate>
      <link>https://empyriononline.com/threads/how-to-use-filler-blocks.47127/</link>
      <guid>https://empyriononline.com/threads/how-to-use-filler-blocks.47127/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<span style="color: #4dffff">What is the FILLER BLOCK actually doing and not doing?</span><br />
<br />
- Filler Block are converted into &quot;terrain&quot; when a POI, containing these blocks, is spawned at game start / by the game<br />
- A Filler Block is NOT removing terrain. It cannot be used to actually cut through terrain (if used alone; see usecases 3 and 4 below on how to use this anyhow!)<br />
- You can place Harvestable PLANTS on top of a Filler Block without the need of a growing plot (see usecase 1 below )...<br />
<br />
<a href="https://empyriononline.com/threads/how-to-use-filler-blocks.47127/" class="internalLink">How to use FILLER BLOCKS</a>]]></content:encoded>
      <slash:comments>76</slash:comments>
    </item>
    <item>
      <title>NPC Spawners and settings</title>
      <pubDate>Fri, 21 Aug 2020 10:28:27 +0000</pubDate>
      <link>https://empyriononline.com/threads/npc-spawners-and-settings.94101/</link>
      <guid>https://empyriononline.com/threads/npc-spawners-and-settings.94101/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[STATIC<br />
<ul>
<li>When ticked, the spawner will release NPCs NO MATTER what the status of the base is (with/without core, activated or deactivated/no Power) without the TELEPORT effect.</li>
<li>When NOT ticked, the spawner will ONLY release NPCs when the base is powered<br />
<br />
Default: ticked</li>
</ul>RESPAWN<br />
<ul>
<li>When ticked, the spawner releases wave after wave of the setup NPCs UNTIL the spawner itself is destroyed/removed</li>
<li>When NOT ticked, the spawner only relases ONE wave of the setup NPCs...</li>
</ul><br />
<a href="https://empyriononline.com/threads/npc-spawners-and-settings.94101/" class="internalLink">NPC Spawners and settings</a>]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>[GUIDE] Color Tool: Features and Custom Color Palettes</title>
      <pubDate>Fri, 21 Aug 2020 08:35:06 +0000</pubDate>
      <link>https://empyriononline.com/threads/guide-color-tool-features-and-custom-color-palettes.44611/</link>
      <guid>https://empyriononline.com/threads/guide-color-tool-features-and-custom-color-palettes.44611/</guid>
      <author>invalid@example.com (Hummel-o-War)</author>
      <dc:creator>Hummel-o-War</dc:creator>
      <content:encoded><![CDATA[<b><span style="font-size: 22px">GUI<br />


	<a href="https://empyriononline.com/attachments/49950/" target="_blank">View attachment 49950</a>
	
 <br />
<br />
1. PAINT AREA</span></b><br />
<br />
<b>Available modes?</b><br />
- S = 1 Block<br />
- M = 4x4 Blocks<br />
- L<span style="color: #ff0000">*</span> = 10x10 Blocks<br />
<br />
<b>How does it work?</b><br />
The Paint is not applied &quot;through&quot; blocks, but only where the Raycasts of the &quot;spray area&quot; hit blocks.<br />
<br />
<b>Limitation?</b><br />
L is only available in Creative mode.<br />
<br />


	<a href="https://empyriononline.com/attachments/49948/" target="_blank">View attachment 49948</a>
	
<br />
<span style="font-size: 9px"><span style="color: #ff0000">*</span> only available in Creative Mode due to extreme performance drain</span>...<br />
<br />
<a href="https://empyriononline.com/threads/guide-color-tool-features-and-custom-color-palettes.44611/" class="internalLink">[GUIDE] Color Tool: Features and Custom Color Palettes</a>]]></content:encoded>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>RCS How To Question</title>
      <pubDate>Fri, 24 Jul 2020 15:50:27 +0000</pubDate>
      <link>https://empyriononline.com/threads/rcs-how-to-question.94970/</link>
      <guid>https://empyriononline.com/threads/rcs-how-to-question.94970/</guid>
      <author>invalid@example.com (TechieZero)</author>
      <dc:creator>TechieZero</dc:creator>
      <content:encoded><![CDATA[When building any craft, I noticed some builds with multiple RCS. Why?]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
  </channel>
</rss>
