Strafing runs work again, following feedback from testers (which is why I need people to play the mod! Now I know why the devs never balance anything in Empyrion). But you'll probably need to give up some aspects for increased lateral thrust to achieve it. I assume it does work normally since the SSOR nuggets don't seem to have a resource yield anywhere in the configs so they must operate on the regular ore values with some kind of calculation to determine how many ore blocks are in each nugget.
That would be good! Let me know when you think it's ready to go on the workshop bundled with Project Eden. I should be able to keep it updated easily enough (it's just copying some extra files over whenever you do an update to Reforged Galaxy).
*Sees Spanj's video.* *Gets halfway through features before head explodes with possibilities.* --- So THAT'S how CPU is supposed to work.... why didn't I think of that?
Seems to be working so far. Got to say I'm looking forward to putting RG through its paces in a game that lasts longer then a week.
Um, is this supposed to happen? There is at least 20 of the small dinos that spawned all at once just as it transition to night. I didn't even have a chance to hop in the tent before I was mobbed.
Dinos? Those look like spiders to me. That would be the transition to night spawns. That's a vanilla thing that hasn't been changed because afaik, it's handled by the playfield yamls. Also, since spanj did his playthrough of Reforged Galaxy I had to move ahead and release RG as a Scenario that can be easily subscribed to. It might be buggy. https://steamcommunity.com/sharedfiles/filedetails/?id=2135628600 Will add it to the updated OP of this thread.
Ok I might not be good with small print. But mate even I can see there is at least 20 Dinos all around the 2 spiders there
Oh wow, I didn't even see them. I thought they were shadows from the grass. That camo. Looks like there's around 23 of them, which shouldn't be possible from a single pack. The maximum pack size is 8, and the ones at night have a maximum spawn count of 4. Unless you're using Project Eden which has Super-herds of raptors (max 12) then this shouldn't happen. Even so, it would be a playfield setting that spawns that many groups that close to the player and not RG's fault. Raptors don't have an enhanced detection range. So they shouldn't detect the player from further away, but they do move quite a bit faster. But that's it.
Interesting. I am using Project Eden. On that note is there anything you can do about creature melee range? Many of the smaller creatures seem to be able to hit from quite far away.
If Vermillion is increasing the ore drop the way I believe then last time I checked SSOR deposits were NOT increased when using those settings. I remember testing this at one point back in December. Now I haven't tested it since then so devs could have changed things. It was strictly for voxel deposits and nothing else before though. Here's where we were talking about it before. https://empyriononline.com/threads/...ss-balancing-values.49695/page-11#post-381462 https://empyriononline.com/threads/...ss-balancing-values.49695/page-11#post-381467
Thanks to Fractalite's testing i've found bugs to fix and improvements to make. I'll be releasing another update here later and updating the workshop scenario as well. Assuming steam doesn't screw it up.
I saw the video of @spanj yesterday and I like what I saw! Will try this from the workshop later this weekend. Keep up the great work @Vermillion
Can anyone confirm if the Reforged Galaxy Scenario on the workshop throws an error when they start a game? Seems fine for me, but that's nothing new.
Works fine on the current live branch. Started on the temperate starter with no CoQ or errors in console.
I plan on playing with this on my next playthrough. Man now I have no excuse to not try this mod out!
You know, I didn't catch this until I was peeking at the Workshop... This is pretty much what I've been saying since CPU was introduced, except for the management aspect*- which I'm guessing isn't within the scope of the config files I am so happy to see this much I'll enable CPU when I play RG. Not M/V yet- I appreciate your efforts in that regard, but I won't enable that until/unless they change speed caps to acceleration reduction. It's a shame you can't get to that part Putting crew into cryo chambers is a hella nice touch, too. *CPU Management means powered off devices consume no CPU at a minimum, and best implemented, you can assign CPU to system subgroups dynamically to raise/lower efficiency in one area to increase in another. Not something in the scope of RG, the devs would need to code this
If I could have CPU value change based on active state i'd do that. Unfortunately, the game doesn't have anything I could use to replicate that. Which is usually the reason I can't do a lot of things like throwable grenades (I tried). Spoiler: Grenades While I could get grenades to work, they would only function when fired from a grenade launcher. I did make a T3 assault rifle that could both use automatic fire and instantly switch to an underslung grenade launcher (which was fun), but because of ammo feed problems the only alternative didn't work because a certain function no longer works. I've filed a bug report which doesn't seem to have been addressed, but when it is... Assault Rifle + Grenade launcher will be added. Unless the devs give me ranged consumables. Then we'll have grenades instead. T3 Assault Rifle with Underslung Grenade launcher test from over a month ago Also, here's a new update for those not using the scenario. Version 1.35 Changelog: Talon Tables and Beds are now usable like the player's ones. Talon Deco Blocks are now purchasable from Talon Traders. Added new item descriptions to many food and component items that still had the default ones. Increased carry capacity of Epic Heavy Armor by 50. Increased durability of Epic Light Armor since it still had the durability of Light Armor. Corrected the drop rate of Epic Light Armor from Closets. Removed Energy Matrix from Energy Container loot drops. Reduced Zirax Troop HP by another 10% because people whine about them being bullet sponges when they're just terrible at aiming. Holographic Screen Consoles can now be placed on HV and SV.
Yeah, figured that was the case... so like M/V, it's pretty much up to the devs to correct that mess Dude... you had me at function .... Would love to see a standalone grenade launcher, maybe using rocket launcher model
Couple early impressions: Using the Workshop scenario, and came down on the opposite side of the planet from the Large Wreckage with the personal locker. Not sure if that's the seed's fault or something else (seed 8675309) I suggest nerfing plant harvest XP. I'm level 5 already, just from collecting plants and a few ore rocks during the walk. It's the default amount, and I've always felt that was excessive. If it's possible, it would make sense for grown crops to give more XP, since you're growing them Don't agree with moving the shotty out of the portable constructor. Not only is it vital in harder starts, but since it's part of the RP, you're stuck progressing until you set up a base.. which is then part of the RP after the shotty. Doesn't flow as well. Sure, you can check the boxes, but a new player probably should be doing the RP