Random question... The space Playfield around a planet, how far can can one still expect to find things of interest? I've built a fast CV and am currently exploring, getting further and further out as I orbit the planet. I don't want to do this for much longer, unless there's a chance of finding something particular interesting. I've already found numerous asteroids, wrecks as well as both hostile and friendly Stations and CV's. So, it's quite a populated system thus far. Just wondering if there's a hard "don't bother flying further than x km from the planet" type thing.
Anything past 400 Km from the center of the space playfield will start acting weird. The playfield map and sector maps also show objects in wrong positions, and planets will clip out of view in the map if more than 250 km away. So the "ultimate" limit where things don't break is around 200 km from the center of a playfield. .
Thanks @Kassonnade. Perhaps, at some point, we'll gain some sort of "cruise" ability where we fly faster but there are limits in place for things like shields for example. Might make for some good exploration opportunities. Signing off for the eve now...I'm played too late again lol.
Use map command to reveal everything on a playfield and observe how POIs etc are spawned on various playfields and you will have your answer.
I started single, then connected with coop, it works now. Or should I consider dedicated setup instead?
*Gasp!* sounds a bit like cheating to me! (Good idea though, I forgot about the Map command, not used it in ages )
Why does the Reforged Pelican wreck yield (mostly) SV/HV blocks instead of CV blocks? I mean, it *IS* a CV. The large constructor, fuel tanks and Large O2 tank blocks retrieve properly, but the ship steel blocks and most importantly, the engines retrieve as SV/HV components. This is happening to this blueprint in RE creative as well (RBA_UCHCrashedPelican) Maybe something happening with block ID changes? Very confused...
I've run into the same issue (the server blue screen appears but not the client) on attempting to rejoin a co-op game that I started and then left. To get around it you need to bypass the EmpyrionLauncher.exe and directly start the Empyrion.exe client app located in \Steam\steamapps\common\Empyrion - Galactic Survival\Client ... it's easy to repo the problem but not sure if a bug has been submitted. The big advantage to running a dedi server in your house is that whoever you're playing with can join the game without you firing everything up. The downside is that the clock never stops so you need to be more aware of base & cv power.
I believe it was because previously finding that wreck early game just gave you too many mid game resources too easily. It still give’s you plenty of low end stuff you should have maybe 30 minutes in to the game. Previous version’s with cv blocks, I know I had a basic cv I could pretty much build from that wreck. I will admit it does depend on being able to core the wreck, but even if only salvaging med thrusters you get quite a few components containing neo and cobalt for example. These resources are like the gates to better builds eg sv warp drive and constructors. The changes did slow you a little but myself I like the struggle to get going, my first sv is 2 thrusters, a fridge and wings for exploring a planet. Alkemmi
What is the most POI filled starter planet? Haven't read a description of a Jungle planet(it's uninhabited ) and now I'm sad and searching for another good planet to make a base
Hi, I've managed to salvage a number of "Imperial Particle Beam Cannon" turrets, which is cool. However, I noticed that they aren't able to be recycled in the Deconstructor. Is this by design or an over sight? While these turrets are quite good - their range in particular - I'd rather have the parts, keeping only a couple of them for installation elsewhere. Note: I know I can place them and partially recover the components with the Multi-Tool, but I prefer to properly deconstruct things is possible.
None of the zirax turrets are deconstructible. The only way to break them down is with the multitool.
That's cool, just didn't know whether it was intended or not. Other Zirax Turrets are salvaged as a player turret of course, which can then be broken down fully in a Constructor. I did think perhaps this turret would recover as the player equivalent like that. They're lower damage than regular Laser Turrets, but they have a good range... I need to test them out.
just experienced power cut... has corrupted my save file. Is there anything I can do to rescue/use any of the files already in the save... no backup... of course
I make backups often. Also some times the corruption is the existance of the cache folder which is the first to delete manually when I try to load a save game that fails. But backups is the safest way to peace of mind, mind you
When did you (and by you I guess probably Vermilllion) start putting RTGs into OPVs? That is just downright evil