There was a small problem with the settings in Config.ecf. I change several parameters for the shield generators: for those generators that have BlockID, the parameters change normally. Those generators that only have BlockName (introduced in 1.4) - parameter changes do not work. What could be the reason?
Cut from Config.ecf: # SV { Block Name: ShieldGeneratorSVT0, Ref: ShieldGeneratorBA ShieldCapacity: 1500, type: int, display: true # 750 ShieldRecharge: 225, type: int, display: true # 25 recharge rate per sec ShieldCooldown: 2, type: int, display: true # 10 in seconds ShieldPerCrystal: 1500, type: int, display: true # } # CV\BA { Block Name: ShieldGeneratorT0, Ref: ShieldGeneratorBA ShieldCapacity: 15000, type: int, display: true # 7500 ShieldRecharge: 2250, type: int, display: true # 75 recharge rate per sec ShieldCooldown: 2, type: int, display: true # 12 in seconds ShieldPerCrystal: 15000, type: int, display: true # } # HV { Block Id: 1888, Name: ShieldGeneratorHV, Ref: ShieldGeneratorBA ShieldCapacity: 2500, type: int, display: true # 1250 ShieldRecharge: 375, type: int, display: true # 75 recharge rate per sec ShieldCooldown: 2, type: int, display: true # 20 in seconds ShieldPerCrystal: 2500, type: int, display: true # 200 } For HV generator changes works. For others, nothing has changed.
Check blocks config, if those blocks don't have a + before the name in the blocks config then they're not exported to config.ecf.
Thank! The problem was precisely this - I had to add "+" to BlockConfig.ecf for the necessary blocks. Initially, I wanted to get rid of edits to large configuration files - this adds a lot of headache when the next version of ReforgedEden is released - I have to merge directories, old and new versions and manually control where my changes are and where someone else's. It remains to wait until all the necessary blocks will be added "+" in the main version of the script
Hi, Started a new Reforged Eden game this evening on a whim, choosing the water planet starter. Everything was going well, I built my first HV and it seemed to drive ok. However, as it got heavier - but still well within it's lifting ability - it'd start twitching. Either the front or rear would start bouncing, not moving much but it could build until the HV would suddenly do a back flip - obviously problematic on a water planet in particular. I've added extra Hover Engines - it has eight currently, six at the back and for at the front as it has a very slight rear weight bias. The HV drives just fine until the twitch / bounce thing starts then it won't reach its top speed and handles terribly. I've followed my usual path regarding this HV, there's nothing special about it, however I've not seen such a pronounced twitch / bounce like this before. The HV is only carrying just under 30t, and ten hover engines should not have a problem with this. The thrusters are fine too, providing decent speed and acceleration when the twitch / bounce isn't happening. I've had lesser HV's carrying far more weight not exhibit this issue. Most recently (well, currently really) in my Reforged Galaxy game. This may well be a base game issue, but thought I'd ask to see if anyone else is seeing this odd HV behaviour. Note: the twitching is so bad that I cannot exit the HV without powering off all Hover Engines and Thrusters. If I do manage to exit the vessel, the twitching stops instantly. Note 2: I've experimented putting more and better Hover Engines on this HV, but it makes zero difference. The HV has become unusable due to this issue. Edit: Observation: when this issue is happening - it is weight dependent, even though the HV is still light - the values in the Statistics screen for Pitch / Yaw / Roll are constantly changing in time with every twitch / bounce. The values can vary by 50 degrees or more, this can't be helping! Edit 2: Final try to get this working before I go to bed. I added yet more Hover Engines and, initially, things seemed better. However, after moving a short distance the issue started again. If I remove cargo weight so it's under 30t things are fine, go over about 30t though and it's broken. To be 100% clear, the HV should be more than capable of carrying this meagre cargo weight. I have no issues in my current Reforged Galaxy game, but this Reforged Eden game has issues. Don't know why. Cheers, Scoob.
Try turning down the turn sensitivity for the hv in the control panel. If it's a very lightweight HV you might have to turn it all the way down to 0.1 or less. I don't know if that is the same issues or not but I have encountered a similar problem when my starter HV had way too much turning speed.
Good suggestion, I did try that but it made zero difference. I suspect this is some sort of bug as surely the stats of my HV shouldn't be changing several times a second lol. It is cargo weight triggered, but there seems to be some weird hard-limit at which the issue occurs. Adding more lift via additional hover engines doesn't help. As I'm at the game stage where all I have in an HV, it's a bit of a show-stopper for me when my one asset can't be used. I don't see this in my Reforged Galaxy game while using very similar HV's. My HV in Reforged Galaxy can carry significantly more weight while having only four Hover Engines vs. Project Eden's TEN, yet does not exhibit this twitch / bounce issue. It's weird. Would you like to look at a save, so you can (hopefully) see what I'm seeing? Perhaps you have the skill to understand what's going on better than me? Scoob.
Nothing I could do to fix it though. Project Eden uses vanilla block configs and Reforged Eden uses the Reforged galaxy configs.
What to do with Shards of Sun and Moon? I cleared the dungeon and returned both relics to Talon, so they gave me shards in return. I see it is mentioned that there are actually three shards... Is the third shard already in the game? Or just saved for the future?
They are rare but they are there. You can find the third shard but currently you can't do anything more with them yet.
Anybody knows, how those markers for the "object 82" mission are removed after completion? Because I couldn't find a way.
When I have started a new RE games recently, the UCH Heidelberg spawns within Talon or Polaris territory for the quest line. If I core the ship, or make a base out of it, will I lose reputation with those factions?? I like salvaging that ship and usually end up making a base out of it. Is it a bug that the quest spawns it in a faction territory?? Or will the quest line keep me immune to rep loss?
No, you should be fine. In my experience interacting with objects like this in another faction's territory won't hurt your standing. I'll often take over such POI's and disassemble them, or move in myself. Only if you pick plants or mine will you risk a rep hit. Scoob.
Thanks for the reply Ravien. Can you give me a little clue on direction to find the third shard? Is it loot only? Talon poi? The same oasis planet?
So I was trying to mine on a High G moon (3.2), but I cannot get through the top layer of rock. I have tried my HV drill turrent and hand mining laser but nothing get through it. Am I doing something wrong or did I miss something obvious?