Hey all, Has anyone noticed Auto Miners not working in 1.4? I continued a game started in v1.3.3 - where I was collecting stuff from my Auto Miners (no depletion) regularly without issue. However, I updated to 1.4, played for about 45 minutes, then went to visit my Auto Miner - which I've not visited for several hours - and it had just one unit of Ore (Promethium) in it, not the usual 200 or so for the time I'd left it. It had appeared to burn through half it's fuel (the Large Fuel pack) yet had produced just one unit of Ore. I was looking at it's inventory and both "Producing: " and "Next product(s):" were blank, i.e. it wasn't telling me what it was mining, nor did it have a countdown to the next unit. However, as I watched the counter did eventually start again. However, it produced NOTHING and a CoQ window popped up. I cannot email from this machine - it doesn't work, it's not set up for that - but I can upload any logs if that's of use? Note: picking the Auto Miner up and placing it down again, saw "Producing:" changed to "Promethium Ore (Limit: 1750 items)" as expected and the countdown appearing consistently. At the end of the cycle it successfully produce one unit of Promethium. So, an easy fix for this - but then I only have one Auto Miner on one planet, which is the one I'm on now. Anyone with these Scattered all over the place is going to be more inconvenienced by this one. Edit: Also, when I put a freshly placed Repair Bay (T1) into "Repair Blocks" mode, I get a CoQ repeatedly until I change back to "Stand By". I'm sorta dipping in and out of the game currently, as time permits. so perhaps I'm a little out of touch with known issues? I can try to do a formal bug report on these if needed, though I am running a modified (Reforged Eden scenario) game. Scoob.
I would just like to say how disappointed I am that you can't change the crosshair in Single Player and it will only work in a Custom Scenario. I have edited my post #4 so if anyone who 'liked' it wish to remove the 'like' to my original happy post then do so. Again, the original issue was with the size & colour of the crosshair. The size may have been fixed but the red crosshair that blends into the background, so it becomes the master of camouflage is present.
Just to clarify, custom scenarios can be used in single player too. It's super easy to copy the files for the default random game into another folder and then use that "custom scenario" to start your game. Then just throw your custom crosshair into the correct folder and bing bang boom. Just hold tight. I'm sure plenty of people will be sharing their custom crosshairs soon enough once this goes to stable.
Actually they have to be made in Unity as the other modded blocks, via "bundles", and the resulting files have to be copied to the scenario's bundles folder, and are the ones we refer to in the configs ecf (crosshairs and crosshairs.manifest). So to make custom crosshairs players have to install Unity and use the example project provided by Eleon. .
I'm aware of how they have to be made. Once it's made though it's just a matter of putting it in the correct folder and defining it in the configs like I said. Plenty of people will be sharing the files soon enough, so not everyone needs to learn Unity. Once it's created in unity and shared (aka, the actual custom crosshair) then it's just a matter of placing it in the correct place and telling the game to use it. That's why I said to just hold tight and wait for them. I guarantee plenty of them will be shared soon enough. If no one else does I will be sharing a few when the time comes.
Another thing I noticed going from an in-progress v1.3.3 game to v1.4 is that the research tree has been reset. Even base items that are unlocked by default need to be unlocked again. Has anyone else noticed this? Perhaps it's a Reforged Eden related issue as that makes changes to the tech tree? Clarity: It's the Misc, Tools and Weapons Tabs that have reset, other tabs have retained the items I'd previously unlocked. Scoob.
Close but not exactly. We're still running reforged eden in dedi 1.3.3 game and saw the same behavior on all six autominers with the same pickup/place fix. Maybe it was a side-effect of an update?
Hmm, not sure then. I played RE with v1.3.3 and the AutoMiner's and Water Extractors worked perfectly. I apply v1.4 Experimental - no update to RE in between - and suddenly Auto-Miners and Water Extractors have a problem. I'm just playing Single Player though and we know things can be a little different vs. MP at times. As an aside, I really must try an MP server one day - other than my own I've tinkered with - not sure if I'll play nice with others or not though lol. Scoob.
Hi Galactic developer. What does this mean ? We don't use a number for blocks over #2048 ? If that's the case, what happens if we change names in the config ? Need a new start or the game will update the "ID-to-name" mapping" ? Also, regarding the decal gun : I found that to rotate the decal we can hold CTRL+mousewheel. But can we choose another decal from any group ? Right now, the menu offers "decals from group 1 " and "...from group 2" but how do I change decal in a given group if I have more than 1 ? Also I have no clue how to use/ make a "decals atlas" and how to choose it in game. I also would like to know, if possible, the meaning of this line in de decalsdef.txt: -Rect=672,440,259,230 I just checked the "Creative Library" in a new creative game - I always "play creative" in empty space. I was happy to see all the information given in the base, that's a very good idea. I just noticed one panel that was 2-sided and no other panel behind it : I think it could help also to reduce the number of lights/ emissive textures in that room, because they make reading the panels difficult : .
Highly suggested. I play PvE coop with my wife. It's pretty much like normal life (I drive the SV and take the garbage to the curb, she takes point on the doors and corners when we take out a POIs and cooks up the food & meds) ... just had our first drone visit on a reforged Eden hard Zirax controlled moon- OMG they never freakin' stop!! Here's our dedicated server ... leftover desktop parts, pinball buttons, and some aircraft tubing from an old project. The dedi means we can leave the clock ticking without the desktop running. Heading over to the drone base now- they welcomed us to the neighborhood and we wanted to return the casserole dish.
It's PvE I'd be interested in more than anything, I may try an official server for Vanilla at some point, then find a Reforged Eden server if I get on ok. My main issue is likely to be my sporadic play times, they're all over the place so no consistency lol. Scoob.
"and giving all those scenario builders additional 2048 new free-to-use Block IDs!" Yes, time to start creating boss creatures for my scenario/server.
Hotfix: 2021-01-19 EXP v1.4 (Build 3241) Changes: - Added new POI and OPVs for Pirates, Warlords and Kriel (thx to sulusdacor, Escarli, jrandall) - Updated: Starter system gas giant moon orbits (SpaceOrbitSectorStarter) now have no heavy combat vessels anymore - Updated: Starter System orbits & starter system sector orbits drone & opv setup updated to new syntax - Updated: +ExampleSpace (removed double-entries from Freighter setup) - Update: ajusted snow planet night color tint + added new description text for playfield. - PDA: Improved rewards presentation (own area with icons) - Space: slightly bigger distant stars (15%) and less star flares to have more crips distant stars - Changed: Inital Base Attack in Tutorial Scenario now weaker/only stun drones - Sun flares in space: corrected flares to use right colors, also adapted size a bit - ItemsConfig.ecf: added RepairCount for items to specify how often an item can be repaired (before that it was hard coded to 7). For now it is limited to 0 - 7. - Added possibility to not show a sun flare + model on planets by specifying "SunFlare: EnvironmentalEffects/SunFlareNone" and "DayLightIntensity: 0" in playfield.yaml - Drone yaml file config : remove the need to define the drone Type in the Stock description - Updated some planetary playfields: replaced faction creatures (f.ex Assassins = Kriel) with Legacy creatures where appropriate - Updated EGroupsConfig.ecf : added new groups for infected creatures - Updated ItemsConfig.ecf weapon entries of planet and space drones - Updated EClassConfig.ecf space/planet drone entries - DialogueSystem: SetNPCName('name') will now also work within one dialogue state Fixes: - Fixed: volume capacity of some SV/HV containers was much too high <- Pick them up & place them down again - Fixed: corrected trader discounts in scenario IvD:Conflict of Cygnus - Fixed: R2T not working in MP - Fixed: Lights do not take area (blast) damage - Fixed: "BallFlower03" invisible in radited biomes - Fixed: Exception when "Next product" timer counts down - Fixed: AI space vessel stops after you discover it - Fixed: Exception when attempting to use the BP factory - Another fix for showing distant nebulas in space: starting to fade out at 50LY now, until 250LY they are fully faded out - Fix for sporadic log error output "Material doesn't have a texture property '_MetallicGlossMap'"
Can you please consider adding all of the parameters that influence base attack (likelyhood etc) to a config file? Ie everything that can contribute to the likelyhood of a base attack occurring and its frequency. If we are dumb enough to build in zirax territory when max hostile to them, we should be under near endless onslaught for eg and end up more or less playing tower defence I believe many of us would really like to tweak those parameters so our choices regarding place we build vs faction rep have a much more drastic impact upon base attack chance, frequency and attack strength.