There is just terrain for now, not many resources, no random POIs apart one single "Legacy" drone base. I'm still solving problems now, but give me a few days and I will give you a complete playfield. I will provide a simple scenario with either your choice of player start : from the "escape pod" or a fixed start somewhere on the surface. I can make a moon in orbit, and this mini-scenario will be included in a random galaxy with factions & stuff. Tell me what you want, as for now I can only give you a nice but boring playfield. I'm also waiting for Taelyn to check something for me regarding splatmaps, as they don't behave as expected in some contexts, and I want to use custom ones to have more control on texture placement. --------------------------------------------------------------------------------------------------- In the meantime, I found a solution to the terrain problems arising when changing a gamemode from "survival" to "creative". Usually when doing this in a survival game, the terrain changes or bugs out during the process and back in the survival mode things can get bad. I made a small custom "creative" scenario where I use the same planets as in my "survival" scenario, and I noticed that the playfield has some notable differences between the two versions, even if it's a totally "fixed" playfield in survival. Solving that problem now allows me to edit, place and build structures "in place" so they fit snugly to the terrain, then I can write down the precise coordinates and use these in the survival playfield.yaml. .
Today (which began last night...) I checked maybe half of the "internal" blueprints in creative. Some crazy things in there. ^^ Pssst... builders! Look at the range of that gun ! --------------------------------------------------------------------------------------------------------------------------------- Config.ecf: # =========================================================================== { Item Id: 2089, Name: TextureColorTool PickupToToolbar: true StackSize: 1 Category: Weapons/Items Mass: 2.5, type: float, display: true, formatter: Kilogram Volume: 1.40, type: float, display: true, formatter: Liter { AllowAt: "UnderWater, Planet, Space" ROF: 0.1, type: float Range: 100, display: false CameraShake: 0 IgnoreAtmo: true Automatic: true AmmoCapacity: 25, display: false AmmoType: AmmoInfinite, display: false ReloadDelay: 3, display: false } { AllowAt: "UnderWater, Planet, Space" ROF: 1.0, type: float } UnlockCost: 0, display: true UnlockLevel: 1, display: true TechTreeNames: Tools } # ==========================================================================
Today, I made the Pekin CV public and recorded a video showing the upgrades for tier 2. It was either that or work on some of the LCD projectors on the Greater Haemolymph. Chose the Pekin because it has been private yet finished to my satisfaction for a few weeks now, only private because I wanted some sort of guide attached demonstrating some of the upgrade potential. https://steamcommunity.com/sharedfiles/filedetails/?id=2028131278
Hi, because of a little bug in my Project Eden playthrough, i was able to capture things marked as CV's that where not ment to be. Like the Crusald-Orbital (station).I knew something was wrong...but..the Temptation >D. And after about 60-80 houres of work in space i've got this mobile Home. Quite fitting for a large Universe to explore. Also needed to change some files to make it happen, like Solar panels and De-Constructor. Large.. really large Hangar bays, 54 grow plots, CV landing pad on top and back, 15 Solar panels on each side, 31500 battery and much more.
Still testing stuff... Roads and fields. Challenging but cute. One pixel is still too big on the terrain and grass needs to be kept off the roads. On the older system prior to "biomes" the deco/ grass were distributed according to texture layouts. Now all grass/ deco are just thrown in randomly, and this is a bit ridiculous. I will try to find a solution to have stuff distributed in a more intelligent manner... Here I used an "altitude" trick to mix biomes : the "trees" are from a different biome than the "fields" but they placed neatly where I wanted them. Planet size 4. Still looks small when using "real world" features... At least it makes looking at the ground minimally interesting when flying... Damn fog... .
Recording some test pieces of Reforged Galaxy combat for the last couple of days. Gladius vs 2 Interceptors Destroyer vs Harken Sunseeker
Today I... Having played enough of another game, I went to the EGS What to do there is no inspiration to continue construction yet ... And really little free time. So I just recorded a video tour for you on what has already been built, part of which you saw when you tested weapons and doors in the hangar ... at the same time I found one sensor that is not connected =) Without further ado, the video is simple and clear =) There is still a lot of work, but someday I will finish it.
Spent over an hour scrapping the Derelict Ship today. Found out (the amusing way) that enemy's take falling damage when I tore the floor out from under a nightmare and watched it fall to it's death.
I have to play with overlaps/ shades and choose high contrast textures to "squeeze" a small line between two other colors. I noticed that many playfields re-use the same textures with different coloring/ shade, with not much difference, so I will make a custom palette that I can reuse on all my playfields to make things easier. Each pixel of the "terrain.raw" represents 7 meters in the game - same for splatmaps. Straight lines are ok, but diagonals are a problem... This reminds me of an old warplane game I had (forgot the name) and the textures folders were filled with flat images of cities and fields. The game never allowed players to get under a certain altitude so the illusion was perfect. But riding small HV racers on roads is quite fun. .
Look here : https://empyriononline.com/threads/pretty-planets.95751/#post-418302 I gave tips to make galaxies less of a place full of stars with nothing to do. Edit : here is a modified galaxyconfig.ecf to replace the default one in your Empyrion\Content\Configuration folder. But first just rename the original one to something like galaxyconfig_ORI.ecf ...