Project Eden (WIP massive random scenario)

Discussion in 'Scenarios' started by ravien_ff, Jun 18, 2018.

  1. Fractalite

    Fractalite Rear Admiral

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    Resist Scoob resist! You need sleep!
     
    #561
  2. Thaliodin

    Thaliodin Ensign

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    Anyone else having a problem with PE scenario or BPs loading incorrectly or not at all? I had an internet disconnect yesterday during an update and had to delete and restart the uploads in the Steam app. Now no blueprints show up in game and all f the Project Eden saves display as “the following save games are no longer usable:”, then lists all the Project Eden saves.

    If I start a new game, PE does not give the option to select a hard planet such as dead or snow dwarf. I have tried unsubscribing and resubscribing to the scenario and several workshop BPs.
     
    #562
  3. ravien_ff

    ravien_ff Rear Admiral

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    I'm not sure what would cause that but it sounds like maybe the Steam workshop folder got corrupted.

    You could try going to your Steam workshop folder and deleting everything in there, then restart Steam and have it verify integrity of files then relaunch the game. That should cause Steam to redownload all of your subscribed items, but no guarantee that will work as I've never run into this issue personally to try it.

    The Steam workshop folder is located by default at: SteamLibrary/steamapps/workshop/content/383120
     
    #563
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  4. ravien_ff

    ravien_ff Rear Admiral

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    I plan on tweaking the balance of some of the starting planet's orbits to remove the ship graveyards from some of them so players have to explore a bit more before they can build their first CV. Planets like Swamp, Ocean, and Odd Temperate, so leaving the default Temperate and Arid starter orbits alone to keep them like default.

    As far as end game goals, a lot of that is dependent on the developers to add in end game mechanics such as a research system that requires you to do more exploration to unlock tech, etc. But for the scenario I'm going to be adding in more of the storyline and the Empyrion Shrines that require you to do difficult POIs and other content in various locations of the solar system in order to unlock the shrines and learn more about the story of the scenario and get some good custom loot.

    So there will be an optional "end game goal" for the scenario that will take a decent amount of time and effort (and ammo) to complete, but this isn't going to be added until alpha 11 at the earliest. I want to include a custom PDA as well, with both new main storyline missions and more repeatable ones, but will also keep all the default missions. The PDA looks pretty simple to make use of, but that will be a whole other challenge for myself. :D

    For the near future before alpha 11, I'm going to be adding in more varieties of planets, moons and POIs, more space content, working more on traders, and adding in a couple of new starter planets. The end-game goals I'll leave for alpha 11 so I can make use of any new features the devs come out with. :D

    Been dealing with a medical issue the past month so I haven't had much energy to work on the scenario lately, but I'm on the mend now and really looking forward to getting back to creating. :D
     
    #564
  5. RazzleWin

    RazzleWin Rear Admiral

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    #565
  6. [BB]Drifter

    [BB]Drifter Commander

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    Get well soon but do that before worrying about the mod! Your health comes first for sure. Besides, I’ve about 300 planets / moon, etc to visit anyways... :rolleyes: :)
     
    #566
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  7. Scoob

    Scoob Rear Admiral

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    Sorry to hear that, health first! Get back to creating when you're ready and only as long as it's contributing to your recovery. You've left us plenty to play with in the meantime! :)

    Scoob.
     
    #567
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  8. Germanicus

    Germanicus Rear Admiral

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    @ravien_ff Personal health comes first...ALL other things can wait. Take all the time you need. All those creeps here CAN WAIT!:D
     
    #568
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  9. Germanicus

    Germanicus Rear Admiral

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    Nevertheless I'll type it anyway...;)

    You remember when I posted a weird behavior on Snow Planet not letting me place blocks? Its STILL around since I had it on EXP and before A10.5:rolleyes:.
    Wasteland_2019-10-07_07-22-06.png Wasteland_2019-10-07_07-22-25.png Wasteland_2019-10-07_07-22-42.png
     

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    #569
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  10. ravien_ff

    ravien_ff Rear Admiral

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    That still happens on every planet! I hope they can get it fixed.
     
    #570
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  11. StyxAnnihilator

    StyxAnnihilator Captain

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    Found the Colony Ship in orbit of Snow Dwarf, good work creating that POI! (Except my grow plot OCD, 3x3 *X please :D). Kept the enemy core, so can get free O2 (I changed the code to 0000, for medical equipment too). Do not have enough fuel to run it yet probably, also a bit OP find that early. Try get enough resources for SV shield and warp, almost got hit by homing rocket from the Drone Base of moon II, that my current flimsy SV would not take.
     
    #571
    Last edited: Oct 7, 2019
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  12. Scoob

    Scoob Rear Admiral

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    Yeah, this is a vanilla issue. I reported it when it first appeared a few versions ago, along with a save to re-create it from. Eleon made a change so blocks can't clip into the terrain any more if more than n percent of the block would be in terrain. They appear to have toned it back a bit but every so often I have blocks I should be able to place just fine that the game won't let me. I have to clear pretty much ALL the terrain before the block will place, while neighbouring blocks are clipping a little just fine. Very noticeable when placing lines / rectangles of blocks - you get missing blocks, which can lead to SI failure - and a total pain in the rear when trying to build in an asteroid.

    I get that being able to build blocks that clip 100% into the terrain might not be desirable - I guess Eleon had a reason for this - but having some blocks place fine partially clipped and others totally refusing to place until ALL the terrain is removed is a pain. I noticed that this issue is far far worse when I was building a Space Station embedded into an asteroid. I wanted a fairly flush transition from rock to block but I had to clear extra space around the blocks in order to place them, it was very difficult to place blocks if any part of them clipped into the asteroid. This made for a very messy build with gaps around all the blocks I placed, which didn't look good at all.

    All that said, sometimes blocks do randomly appear to be able to be 90%+ clipped into the terrain and place just fine. It's weird.

    Scoob.
     
    #572
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  13. Germanicus

    Germanicus Rear Admiral

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    @Scoob Thanks. Since A7.8, when I joined, I have build hundreds of Bases with ever growing dimensions. For me the Block-place-thing started IMO with the changes to Voxxel and freeing so more textures. As I mentioned above I had this happen on this default Snow Planet for the very first time (for me) but I remember to have read several others reporting this Bug.
    As long as there is, for the time being, a way around, I can cope with it. Asteroid Base Builds are not on my List for the near future:D;).

    Now comes the "Leopard";)
     
    #573
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  14. StyleBBQ

    StyleBBQ Captain

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    @ravien_ff , I'm currently doing a longer start on the awesome Dead Planet and have a small request/suggestion.

    If it's possible could the [Aln] Supply Cache POIs allow players to re-color the antena/lights?

    I finally had a, "doh!" moment and started to use the color gun to re-color the emptied containers at the Junk POIs. This helped reduce Map clutter (though that's still a real issue, I have so many entries I can't see the N/S/E/W on mini-map anymore!) and since I can see the color at a distance I'm not having to pull in, get out and re-check them.

    Ability to do something along those lines to the Caches would be a nice qol addition.
    ---
    Good to hear you're looking at the orbital ship graveyard. I'll admit on my first Dead Planet start when I went to space and saw there was a graveyard it was a, "huh..? dang :(" moment. I kept myself from salvaging anything, but it was tough!, since I was really enjoying 'hard start mode' and didn't want it to end so soon.
    ---
    Hope you're feeling better and it looks like you've been having a lot of fun playing with your brother, and enjoying all your efforts making this scenario. That's an excellent and much deserved Life/Work-Hobby balance, keep it up! :)
     
    #574
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  15. ravien_ff

    ravien_ff Rear Admiral

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    Can't be done because those caches are needed in multiplayer to make sure every player has what they need even if another player came and salvaged things before them. :(

    Thank you! I'm getting there. Recovery is going as expected at least. :D
     
    #575
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  16. StyleBBQ

    StyleBBQ Captain

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    As usual I completely failed to factor MP into my thoughts, heh :)

    And really, this very minor 'issue' is much more about the limited 'Map notes' options than anything else.

    A few 'simple' things (not saying they'd be simple to code) like being able to change the Map Marker color, of the 'default', always going to be displayed on the big map, icon would go a long way.
    Changing the "[Aln] Supply Cache" purple chevrons to say blue once you'd looted it; just on your own map or option to share to group members.
    Or that and ability to set to not display on the HUD/minimap, to reduce clutter.

    And one thing that Space Engineers finally added to their HUD that would be really nice here was that further out markers displayed in smaller letters, until the crosshairs were right over them, then full size letters to ease reading.

    Anyway, just thinking out loud. Good to hear your recovery is progressing :)
     
    #576
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  17. Scoob

    Scoob Rear Admiral

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    Here's an interesting one... I'm in orbit around a planet, an Arid one, about the third one I've visited, and the space around it is empty. I've flown around a lot and saw nothing. So, to confirm this I used the "Map" console command.

    To my surprise, after using the command, as well as getting lots of stuff show up on the Map, I started getting many of the closer ones actually rendered. I.e. I was sat on my CV in empty space, nothing to see other than the planet. I type "Map" then suddenly there are numerous things visible around me.

    I thought "Map" simply showed things on the Map, no cause them to be rendered. Could this perhaps be a vanilla bug do you think? I've only rarely used the "Map" command in the past, but as this time stuff wasn't even rendered without it, I'm wondering if there's more to it.

    Note: after typing "Map" several Pentaxid Asteroid (nice btw) were visible as well as several wrecks. These simple were not rendered before, and my ship hadn't moved!

    Can anyone else confirm this? I wonder if the density of orbital POI's and asteroid in this scenario made the engine throw a bit of a wobbly.

    Scoob.
     
    #577
  18. ravien_ff

    ravien_ff Rear Admiral

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    I haven't noticed this myself testing single player or on a server, but anything is possible! :D
     
    #578
  19. [BB]Drifter

    [BB]Drifter Commander

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    I have a minor question. Probably more vanilla related then mod but here goes...

    We have admin-ed a few bases in with the intent to have them be accessible to all on a PVE planet. I initially set the core as an admin core but it obviously would not allow players to access or use devices within. I then set it to public but then of course full access is given to the players. We are thinking of having a location, similar to a trader, but more like a storage depot where players can come to get what they need on the planet yet cannot destroy, edit, or take devices.

    Is this possible or only by doing a POI that is installed within the mod?
    Trying to add things to help in different parts of the universe and add playability as well so any thoughts?
     
    #579
  20. ravien_ff

    ravien_ff Rear Admiral

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    Set a lock code of 0000 for any door or device you want players to be able to freely access.
     
    #580

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