Good call. It was a combination of a missing }, but also a sensitivity issue where some other brackets were just one space off. I do think that the Empyrion error reporting has gotten slightly better. Slightly. Thanks again for the idea on what to check.
I'm rather new to Reforged Eden and less so to Empyrion (far from experienced though) but I believe I saw a video where I can make 1+1 for that "Spinny-ship meta". Now personnally I'm not one to abuse such "exploit". Will I stil be able to defeat ennemy ship or will it be a hardcore learning curve? Edit: This question is meant for the present time of this post (prior to 1.7.)
It will probably be easier and simpler. The spinning ships required a very specific ship design. With the changes we hope to make, it will open up more ways of fighting enemies than just spinning. Should be more intuitive at least.
new game - after doing a 'ents all' command, looks like Omicron has no Zirax on it. Does something need to happen to trigger them to spawn?
Bringing this discussion here from the R.E. workshop thread regarding the Snow starter planet: "Ningues" After much testing, I can say with a near certainty, that this map is impossible to start, on hard difficulty, using the "High" temperature impact setting turned on without death. And it only takes two minutes. 120 seconds, to prove it. Though the planets settings with vanilla are indeed nearly identical, the player loadout, on hard difficulty, is markedly different. Yes, in R.E. you do start with a suit on vs. vanilla that gives you a heater, but no suit. In R.E. Once you actually spawn (in player control), you have 120 seconds, 2 minutes, to live. It takes 45 seconds to craft a hot beverage. That gives you up to 1 minute 15 seconds to gather 2 herbal leaves/buds and start to craft that hot beverage before you die. However, while this is going on, 35 seconds after spawn, your too cold. At 58 seconds after spawn you have hypothermia, and at 1 minute 20 seconds after spawn you have frostbite, which you cannot cure. Even if you can find the ingredients to craft a dermal ointment, the 18 seconds it would take to craft THAT after your (one and only) hot beverage crafts, it's too late. Your 120 seconds are up and you are already dead. Since you start this map, on hard difficulty, with only a multitool and a flashlight, (which is odd, you do have a suit light already but I digress) without a heater or a couple hot beverages to start with, there is no way at all to survive, using those settings. It's supposed to be difficult, I get that. I mean no disrespect and i'm not trying to be a jerk. It's just math.
I think you may have misunderstood my question [Edit: I've re-read my post and I understand how it could can be interpreted both ways.]. I figured that for 1.7 it would make it easier. My question was directed at the present.
I love the new bullet animation for gatling guns on the SV! Haven't made a base or a CV yet, but I imagine it's the same.
Yes. The minigun turrets have a RoF cap while unmanned, so the new tracers were added to bridge the gap between each individual shot with a simulated burst-fire. You should check out the new flak explosions too.
Snow starters difficultly are very much influenced by RNG. If you're lucky enough to be able to crash near some hot springs, you're good to go. However, if none are nearby you're basically screwed. Giving the player gear to readily survive the cold at game start largely nerfs any difficulty, as long as they've prepared themselves for night time. As an aside, perhaps something has changed, but in my Snow Starter games (hard) I've not had a suit, increasing the challenge. Should I start with a suit now then? Note: while a suit can help, it doesn't help that much outside of a hot springs biome. I don't know if it's possible to make the hot springs biome more common over the planet, so the chance of the player being able to find one moments after landing, or aim for one during decent, is much increased. This still presents issue when leaving the warmer zone of course, but the player can work around that. Some of my best snow world starts have seen me dashing out of the warmer area for quick trips into colder zones for materials, relying on hot drinks and a deployed thermal regulator thingy to last long enough to do what's needed before heading back. Basically, the challenge of the cold environs in great, snow starts are among my favourites, but the player does need a chance to survive, the last thing I'd want is landing with sufficient gear to make survival too easy. Scoob.
Is there a problem with the repair bay? I'm trying to repair a The Ayamara LS. The block repair works, but the template repair always says blocked repair area. I have nothing docked to it and plenty of open space (hovering above a big concrete plane in space with the repair bay sitting on top that plane). Also there are no changes since it was spawned, except getting its nose blown up. *edit / update* other Blueprint works, but I just multi-tooled blocks away, it had no real combat damage.
Quick query.... I noticed last night that vessels docked externally to my large CV are totally immune to damage. Basically, I'd see missiles passing directly through them, dealing zero damage. In the past, I cannot recall exactly when, externally docked craft would take damage as they were not protected by the CV's shield. This lead to me generally building CV's with enclosed hangars to protect any docked craft, as I'd had externally docked vessels totally destroyed by enemy fire in the past. Now, to be clear, I'm currently docking smaller CV's to a larger "mother ship" CV and it's these docked CV's that appear to be ghosts when docked, with shots (not tracers, actual missiles and plasma shots) passing right through them and dealing zero damage. Many of the shots appear to be trying to directly target these docked CV's too, so the enemy targetting AI appears to "see" the ships, but cannot harm them. Is this limited to docked CV's or are ALL docked vessels now immune to damage? I had noticed that generally only the mother ship CV would be shot at by enemies - as if the docked CV's were not being targetted - however, last night, while the mother ship was stationary, numerous Drones were directly targetting the docked CV's. Either that or their shots were wildly and consistently off-target as they were constantly passing through the docked CV's. Thought I'd ask here as it's RE I'm playing and there's always the possibility of things not working quite like vanilla. Scoob.
it is my understanding that docked ships are not damaged by fire directed at the mother ship. This is to prevent using docked "ships" as armor.
Thanks, that does make sense, though I'd not personally have an issue with such a use-case for extra armour. Also, as regular blocks don't cost CPU (just mass) in RE, it's far easier to just add extra armour directly surely. It's funny though, for so long I've taken extra care if I have a vessel docked externally, ensuring the mother ship blocked any incoming fire, and I've not needed to lol. With this deliberate feature in mind though, it makes it particularly odd to see Drones etc. actively targetting one of the docked CV they'll never be able to hit... Scoob.
Thanks for gold ore tip! Found a bug today, user created POI Zirax Fuel Depot LCD's (which display final door code) are all blank. Seems to have broke 1.4->1.5 upgrade based on other user comment. Steam Workshop:OI 6 - Zirax Fueldepot (steamcommunity.com)
Would you be willing to elaborate on what you are thinking of in this regard? As it stands now, to take on the hardest CVs / bases without a full fleet at your side you only really have two options. Either you bring in one of the spinny-ships and take anti-nausia medication. Or you bring a giant lumbering beast with dozens of layers of ablative armor chock full of quantum cores. Neither option is really great in my opinion. Or if you could point me to information on what is planned in 1.7 in this regard, I havent seen anything.
Not sure if this is Reforged Galaxy, Reforged Eden, or Project Eden, but I ran into a problem. I found a planet that the description says is an iron core. It has gold, platinum and iron deposits, but the surface is too hard to drill. There are "rivers" and "lakes" of molten gold that can be mined by drilling the surface. The description says that you can place an autominer on iron deposits and get unlimited iron (tested that, seems true) and that platinum can be mined the same but will be depleted. This is where I ran into an issue - I can't place an autominer on the platinum deposit. This is on a server, so no save game or logs to show (not sure what a log would show anyway, just can't place the autominer). Am I doing it wrong?