General Empyrion Thread

>NoobSauce joins the adventure.
>NoobSauce asks, “Hey wut xtra cmds you have here?”
>GasBandit says, “Head on over to halforums.com and set up an account, we have the list at the top of the Empyrion thread.”
>NoobSauce says “k”
>Dave exclaims, “Thanks!”

—Patrick
 

GasBandit

Staff member
>NoobSauce joins the adventure.
>NoobSauce asks, “Hey wut xtra cmds you have here?”
>GasBandit says, “Head on over to halforums.com and set up an account, we have the list at the top of the Empyrion thread.”
>NoobSauce logs out, never returns

—Patrick
FTFY. It's... kinda happened a couple times
 

Dave

Staff member
They don't have to register an account to read anything or even to post. Just give them the link to the thread ffs.
 

GasBandit

Staff member
Most of the pertinent info is in the chatbot, anyway. the MOTD should tell them to "type CB:? for more commands to help you play" and then that's got the link to the rules and the discord server and the mod commands and whatnot all right there in game.
 
Plus the server spams a link to the rules and a link to the forms every 30 minutes or so, and everyone gets reminded of the CB:Survival code each time they log in.
 

GasBandit

Staff member
I'm debating whether or not to activate CB:GoHome.

If I do, it will allow you to set a "home" with CB:SetHome: (ID Number), and then teleport yourself there from anywhere at will with CB:GoHome. Doesn't work for ships, though. So it'd pretty much be a last ditch thing for people stranded somewhere. Only downside (besides making the game even easier than it already is) is that you have to have the foresight to SetHome properly ahead of time.


That reminds me, I need to go around and fix the damn teleporters between the Trade Stations and the TSOs.
 
Hmm... I already think the game is a little too easy, but I may not be a good person to weigh in, since I have so much playtime and resources available.
 
It sure sounds it, what with all the extra backpack space, the reset command, etc. Getting a get out of jail free card on top of that wouldn't seem very survival-y.

--Patrick
That's true, but not everyone is interested in the survival experience. A lot of people do like to treat this like Minecraft with flyable ships, and that's perfectly OK too.
 
I think it's funny that it took this game for Space Engineers to get off it's ass and fix it's netcode. It's still in closed testing, but the videos they've been putting out look good.
 
That's true, but not everyone is interested in the survival experience. A lot of people do like to treat this like Minecraft with flyable ships, and that's perfectly OK too.
I want to treat it like Minecraft with spaceships, too. "Survival" as opposed to "Creative," not "Survival" as in "Mission: Impossible."

--Patrick
 

GasBandit

Staff member
I think it's funny that it took this game for Space Engineers to get off it's ass and fix it's netcode. It's still in closed testing, but the videos they've been putting out look good.
Yeah, I've heard that before. I'll believe it when I believe it.
 
Let's have a round of applause to our fearless leader, @GasBandit, for nailing down that ship spawning issue. I really wasn't looking forward to building a steel cradle to launch ships on - can you imagine how big it would need to be to spawn Malphas or MEGAS?
 
Also, here are the patch notes for the latest release, 8.0.2:

CHANGELOG: Alpha 8.0.2 (Build 1716)
Changes:
- Added Survival Tool directly to start equipment + updated PDA to take into account that Survival Tool is now also part of the starting equipment (note: the survival tool is still craftable in survival constructor)
- Remember suit light status when leaving cockpit
- Tweaked camera shake: removed movement of camera and removed rotation around z axis
- Temporarily disabled asteroid fields in the orbit map
- Changed "PresetStyle" of drone waves so that drones attack immediately
- Reduced render distance of grass
- Updated description for Akua-Omicron to make clear that it is also available in Creative mode
- Updated dedicated.yaml: disabled "TimeoutBootingPfServer" for now
Note to all server owners: we recommend to disable this feature temporarily because it can cause problems on startup of the server (we are working on a fix for Alpha 8.1)

Bug Fixes:
- Fixed: Exception when loading savegames older than A8
- Fixed: Problem that sometimes backpack was empty
- Fixed: Problem that docked SV or HV vanished if the structure (CV or BA) at which vessel is docked was completely disassembled or the core of the structure destroyed - Talk about getting stranded, yeesh.
- Fixed: Exception when using teleporter (only when using French language): Support email - Build 1710 #E0A6C
- Fixed: Disassembling SV\HV open cockpits did not give back any resources
- Fixed: Player list sometimes appearing blank in MP
- Fixed: Problem that grass was rendered twice and thus generated too much polygons
- Fixed: Problem that entry motion sensor was deactivated in Unknown Artifact POI and thus did not trigger
- Fixed: Shadow of Starlight Scenario: Task on Veldis "Chapter 3, The Agent" (Village of the Elders) could not be triggered due to deactivated motion sensor (thanks for report)
- Fixed: Problem that there was often only 1 single drone in a drone base attack wave
- Fixed: More localization errors that could lead to exceptions
- Fixed: Warning in logs "Spawner cannot spawn entity 'TurretRobotNew'"
- Fixed: Exception "The terrain file X is not found neither as DLL nor as XML"
- Fixed: Several internal exceptions reported on support email and found in logs
 
That being said, I really wish they wouldn't push updates to my client if they can't also push updates to MP servers (without breaking everything), since I can now no longer play until Gas gets a chance to update the server. Stupid fuckers.
 

GasBandit

Staff member
Server's updated.

Also, it looks like the automatic resources reset worked on Akua. Didn't have time to check Tallodar or Ningues.

Bonanza continues to be a special snowflake, though... the wipe "all" reset the TS so it needed the doors unlocked again (which thankfully now I can do with a single command), but the deposits did not reset. I reset them manually. Gonna have to keep trying new stuff to figure this out.
 

GasBandit

Staff member
Let's have a round of applause to our fearless leader, @GasBandit, for nailing down that ship spawning issue. I really wasn't looking forward to building a steel cradle to launch ships on - can you imagine how big it would need to be to spawn Malphas or MEGAS?
And that was a real bitch, too! For those who didn't hear me say it last night, the problem turned out to be that if you edit the config file while the server is running, and then shut down the server to restart it with the new config, its last act as it closes is to RE-SAVE ITS CURRENT CONFIGURATION TO THE CONFIG FILE.

WHO DOES THAT.

WHAT THE FAAARRRHG

So all those times I "fixed" the config file and restarted the server, it immediately un-fixed it.

Anyway, you should be able to build ships anywhere now, regardless of base proximity.
 
The Raiding Party is proud to announce the construction of its first orbital base, the Bonanza Orbital Refinery. This full-scale production facility boasts 8 furnaces, 10 advanced constructors, a T2 repair bay and console, 36 grow plots, full medical facilities, and quarters for crew and officers. We also have the first player owned teleporters on the server, between this facility and the refinery station on Akua's moon.

All faction members who join below level 25 receive 150k credits when they reach level 25, and @Dave got a special 100k bonus for being the first on the server. Once the orbital refinery is fully stocked, all faction members will be able to request (and have delivered) the official Raiding Party ship package. This includes one microtank HV, one fast attack heavy HV, one light (not warp capable) SV, one heavy fighter (warp capable) SV, and one CV to carry them all (and raid the solar system)*. Additional rewards and competitions to come as I think of them.

*You may ask for these all at once, at any level, or - if you prefer to fight your own way up - staggered throughout the normal progression of HV->SV->Warp SV->CV. Alternatively, you can ask for the package's equivalent in blocks or ingots.
**The Raiding Party is open to all players, of all styles. While I will be concentrating on PvP and hardcore PoI raiding, faction members will not be expected to join in or to have a similar playstyle. If you want to sit on a safe PvE world and play Minecraft with flyable ships, you can do that. We'll probably have contests for ship design, base design, etc. as time goes on.
***All of this assumes we have an influx of players.
 

GasBandit

Staff member
Discovered tonight that if people are still logged in to a playfield set to get its deposits wiped when 2 am rolls around, that deposit reset just doesn't happen. Patrthom and I were still on Akua when 2am hit, and the other planets (I checked Bonanza) seemed to get reset, but not Akua... and even both of us logging out (and even then rebooting the server) did not help.

Plus, as the night wore on the server started acting jankier and jankier. After a restart, it seemed much better. It hadn't been restarted in days, since the hotfix on thursday I think. I think a nightly server restart is gonna be back in the cards.

Finally hit 25 tho. So I got that going for me. Which is nice.
 
They really need to fix the stupid power left display. When I logged on and checked the power left on the orbital base it just said '6'. No matter what I did (short of turning it off and back on because I don't want all of my plants to die), it just said 6. The Pew Pew Two and the Spike on the pad had normal power left displays in the hh:mm format, but the base just said 6. Finally after playing with it I got it to display the now-familiar floating point error of time remaining (-2147483648:-2147483648), which used to happen primarily if your solar capacitor or solar panels were blown off in a drone attack and suddenly you had no battery but still had devices powered on. While I'm certain nothing has damaged my solar capacitor or panels, I'm also far enough away from the sun that solar is completely useless, so I could take the panels off, then hunt down the capacitor and pull it and hope that solves things, but it's just insane.
 
Hey Gas, just FYI: once I got back to my base, I did have to fight off a couple of drone attacks. Each one was a single drone. The first one got shot down by my existing defenses. The second one did, too, though when it fell it clipped through the planet, fell into the Void, and was lost.

I left shortly after, so I don’t know if visits from the drone fairy are the norm again, but I beefed up security and stocked it with a couple thousand more rounds of ammo, just in case. Might want to warn the newest folks so they can mount a gun or two.

—Patrick
 
Hey Gas, just FYI: once I got back to my base, I did have to fight off a couple of drone attacks. Each one was a single drone. The first one got shot down by my existing defenses. The second one did, too, though when it fell it clipped through the planet, fell into the Void, and was lost.

I left shortly after, so I don’t know if visits from the drone fairy are the norm again, but I beefed up security and stocked it with a couple thousand more rounds of ammo, just in case. Might want to warn the newest folks so they can mount a gun or two.

—Patrick
I noticed a drone attacking @Aislynn's base on Ningues this morning when I flew back to it from the Trading Station, but it was engaged and destroyed handily by the turrets. It too clipped the world and was lost to the void, however. Believe it was a bomber.
 

GasBandit

Staff member
Drone attacks on Ningues have been pretty common. The reason Pat brought it up was because they'd been stopped for days on Akua... until I attacked some POIs last night to get my last levels. Apparently I woke the drones back up. Sorry!
 

GasBandit

Staff member
Dave made a forum "group" for an Empyrion subforum but didn't actually create an Empyrion subforum to go in it yet.
 
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