I certainly remember the food & medical stuff being revamped, but don't remember radiation working that much differently than it does now. What I remember is that certain food did specifically say it reduced radiation, but it wasn't a specific amount. It just rounded down to the nearest integer (like now). And I thought that bread was actually one of the foods that did it, which is why I carried it to the moon. But not all foods did that, only a few, bread being the only one I remember. But I could be wrong, that was a long time ago in Empyrion-hours.
In the config files I think there is one. Or at least there was, back before they revamped the food/medical.
OK, to satisfy my own curiosity, I went back to check how much of everyone's recollection is true: Food has always reduced radiation in the way it does now (down to nearest whole number) It was sometime in alpha 7 that Radiation reduction was added to the tooltip of certain items, and it was removed in alpha 8 I was wrong about it being bread that reduced radiation - it was pumpkin cookies that I brought to the moon for that purpose - also fruit pies, waffles, the Eleon cake, and canned meat/veggies did it. (maybe I was thinking "baked goods"?) It used to be something you could configure, but not anymore This used to do something in the configuration file: { Item Id: 2422, Name: PumpkinCookie, Ref: FoodTemplate Category: Food { ROF: 1, type: float AddHealth: 40, display: HealthValue AddStamina: 15, display: StaminaValue AddFood: 207, display: FoodValue AddOxygen: 10, display: OxygenValue AddRadiation: -5, display: RadiationValue } } AddOxygen still works in Alpha 9.6 but AddRadiation does not, it seems to have been removed completely.
@Ian Einman : great reasearch! I remember the canned meat and veggies: they used a lemon spike thing, that only grew on the arid planet, in certain areas. They were very hard to make because of it, and if I'm remembering right, that's part of what spawned discussions that led to the food system we have today: the only long-perish-timer foods required funky rare ingredients, and people wanted to be able to make long-lasting food, without having it tied to the extraneous effects (which may or may not have been desired). Foods were re-worked/simplified (I really like what we have now), and the healing items were mostly pulled over to the medicine portion. I remember combing my arid world for those lemon things... because I wanted the long-lasting food, not the radiation reduction. Hopefully the Devs are watching this thread... or perhaps we should start a new one with suggestions on ways to reduce body radiation, if the food hack is removed?
Wodden Grow Plots are airtight. Atleast in 9.5. We used them as floor (just terrain underneath them) and the room became airtight and well temperated. Removing one grow plot made the room not airtight anymore.
Alien Spike Lemon was needed for canned veggies only in a few versions, it was later in 7.x I think. Straight up 7.0 wasn't like that. I remember because I built a canned vegetable factory orbiting Skillon that had an entire floor dedicated to each ingredient in the right proportions. The only non-grown ingredient I needed was water, which had to be imported from Akua. This base had solar power so it must have been 7.5. In 7.6 is when they messed with the recipes and I remember being annoyed that the base I just built didn't work anymore. (Not that I ever had anything practical to do with 10 refrigerators full of canned vegetables anyway.)
All: food reducing radiation is confirmed as a bug (see the thread I linked earlier). We should not rely on this as a game mechanic in the future.
Herbalism 101: Plenty of native planets have medicinal properties that can save your life and your valuable manufactured medicines. Be sure to take a look at the properties of any plant materials you collect, as they can prove quite useful. Among the most useful are: Natural Sweetener - Can treat Dermal Burns and Poison Bites. Natural Stimulants - Can treat Stunned, which can be a very annoying and dangerous condition. Medicinal Herbs - These will just plain heal your HP. While most of these are quite valuable for crafted medicines, they're also quite handy in a pinch where access to crafted medicines may be limited, or time is of the essence.
Is this thread still a thing? Haven't checked all, but ... the teleport is missing? Super-useful for creative mode while on a planet. Open in-game console. Type 'teleport' Then press return. Afterwards, you can shift-RMB on your planetary map, and instantly teleport there. Good for scenario builders, too, with the 'map' command. And, I think this worked as this here, too: To teleport to a certain planet: teleport PlanetName If the planet has a space in its name: teleport 'Planet Name' Also nice for creative: Console command 'di' - Will show the structures ID when close and pointing at it. Then console command: 'destroy xxxx' with the x as the structure ID. -> Will remove the structure instantly. ... Useful, if you have spawned in lots of stuff to check it out. Console command 'dm' This will add some nice fuctions to the Escape menu-debug menu (rightmost symbol), including another, precise teleport - and ability to spawn in creatures.
Maybe were just having a collective brain dead moment. It would seem I'm asking the 2 hardest questions in the game. This one and the symbol meanings. They must be so hard even the Devs aren't able to answer them or even point me in the right direction. Oh well Yes I'm having a winge day
For the "console", is this what you want ? Then when you press one of the keybinds in game : When you click on this "Edit shortcuts" button : You can enter each "command" with "enter" after each, and when pressing the shortcut in game after this : ----------------
Yes! Thank you. I know it was something easy. Oh I hate knowing my use by date is getting closer. They say memory is the first thing to go.
Not everything about the in-game console commands is documented, so I created this guide awhile ago just for the undocumented commands and alternative uses for commands that you wouldn't think are possible but work. https://steamcommunity.com/sharedfiles/filedetails/?id=834727393 Also, Empyrion has 2 modding APIs One is documented by player's in wiki format https://empyrion.gamepedia.com/Game_API_CmdId The other is auto-generated documentation in the game files Empyrion - Dedicated Server\Content\Extras\Modding Doc\StartPage.html oh, and it's also possible to tweak a ton of Empyrion's config files \Content\Configuration please note, if you tweak your drill too much it does weird things like https://steamcommunity.com/sharedfiles/filedetails/?id=2202883980 Has anyone mentioned the Debug Menu window? It can be used to spawn NPCs. Open Console and use the dm command close console and hit esc click the Cloud and Finger button... tadaa
I always thought memory was the second thing to go. If only I could remember what the first thing was.