Empyrion - Galactic Survival

Empyrion - Galactic Survival

Empyrion - Galactic Survival

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《Empyrion - Galactic Survival》v1.16 Build 5001 更新内容 1. 为默认随机场景添加了关于黑暗派系的内联信息以供参考 2. 为先祖水晶实体添加了新的音效 3. 为先祖装置添加了LOD/剔除功能 4. 添加了kill_electric_medium(更大尺寸的效果) 5. 添加了先祖杠杆、开关控制台和双开关控制台,以及专属的先祖非水晶材质 6. 为先祖实体添加了新的音效 7. 为所有玛瑙星球的兴趣点添加了TT覆盖 8. 更改了NTYSmall变体的死亡粒子效果 9. 为先祖添加了杠杆和单/双开关控制台变体 10. 为NTYLaser添加了正确的武器音效《帝国霸业:银河生存》更新内容 1. [drEXP] 为NTY变体添加了放大的击杀效果 修复: 01552:太空中使用喷气背包会导致每3帧丢1帧 01563:PDA中的PlayfieldOps“StructPower”和“SignalStructure”在多人/合作模式中无法正常工作 01687:黑暗阵营支柱会生成在名称中包含“Pillar”的POI所在的游戏区域 01700:从测试场场景进入难度设置并更改条目后,点击确认或取消时出现异常 01701:第三人称视角(3PV)相机在高速移动/旋转时出现渲染抖动和视觉重影 修复了日志中发现的各种异常问题《帝国霸业:银河生存》修复公告 1. 修复了一个漏洞 2. 水晶部队运输机无法被摧毁的问题已修复 3. 小型NTY单位的死亡动画缺失问题已修复 4. 材料(hullcombatcharged)被击中时的粒子特效/音效缺失问题已修复 5. NTY近战单位在超出范围时会停止并开始战斗的问题已修复 6. [1.16] [drEXp] 修复了生存模式下可手动生成水晶部队运输机,因不支持该模式(无法集结部队)导致任务循环的问题 7. [1.16] [drEXP] 禁用个人通讯控制台网络新闻的初步标记,等待优化 8. [1.16] [drEXP] 修复探索者公会兑换系统返回错误对话状态的问题 9. [1.16] [drEXP] 修复先祖通讯球在物品菜单中不可用的问题

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The Official Guide for setting up the SharedData to Cloud Feature for Empyrion Multiplayer & Local Co-op. Please use of the sidebar shortcuts "Guide index" on the right. SharedData to Cloud Setup MP We highly recommend that MP Server owners switch to the new method for downloading the ShardData folder for any scenario that is adding content with this folder. This will dramatically increase the speed it takes to download this folder for each client. This is done in the dedicated.yaml file beneath the GameConfig tag. 1.Locate SharedData Folder:• Server root installation: Content/Scenarios/<Scenario Name>. 2.Compress SharedData Folder: • Right-click on the SharedData folder > Send To > Compressed (zipped) folder. • Note: Only zip formats from Windows or 7zip are supported. WinRAR is not supported and will not work.! 2.Upload the Zip File:• Upload the zipped SharedData folder to a cloud service (Dropbox, OneDrive, Google Drive). • Note: Google Drive can sometimes stop working for this feature when a server with a large population (50+ players) is starting a new save or updating the SharedData folder & has lots of players join at the same time. If you run a Dedicated MP server with a large player population you may want to look in to hosting the SharedData folder via a service like this (NX11): https://www.hetzner.com/storage/storage-share/#pricing 3.Create Download URL:• Select to share the zip file you uploaded and ensure it’s a public link. 4.Update dedicated.yaml:• Open dedicated.yaml. • Under GameConfig > CustomScenario, add: SharedDataURL: https://www.dropbox.com/scl/fi/xxxxxxxxxx/FileName.zip?xxxxxxxxxx=0 • Replace with your own link do not use this example link. Example: GameConfig: GameName: DediGame # Determines name of the save game Mode: Survival # Survival or Creative Seed: 1011345 # The seed determines how the world is procedurally generated - the same seed means the same world CustomScenario: Default Multiplayer # Enable custom scenario. Name of custom scenario from folder Content Scenarios SharedDataURL: https://www.dropbox.com/scl/fi/xxxxxxxxxx/FileName.zip?xxxxxxxxxx=0 !ATTENTION! Any time a custom scenario's SharedData folder is updated, you should upload a new version to your file host, create a new share link, and update the dedicated.yaml file with the new link. The SharedDataURL information will be at the bottom of the stock dedicated.yaml that comes with the standalone dedicated server download. Instructions for Co-op Mode 1. Preparing the SharedData Folder:• Steam: Right-click "Empyrion" in Steam library > Properties > Installed Files > Browse > Content > Scenarios • Epic: Right-click "Empyrion" in Epic library > Manage > Open Install Location > Content > Scenarios • Navigate to the custom scenario folder, right-click on SharedData folder > zip/compress it. • Upload the compressed folder to a cloud service (Dropbox, OneDrive (Personal), Google Drive). 2. Custom Scenarios from the Steam Workshop:• Navigate to: SteamLibrary steamapps workshop content 383120 > find the correct folder by ID number. • Once you find the correct folder for the workshop scenarios create a shortcut to it on your desktop or somewhere else for easier finding in the future • Zip/compress the SharedData folder and upload it to a cloud service. 3. Enable sharing and create a share link:• Enable sharing for the uploaded folder. • Create and copy a public share link. 4. Add the share link in the Co-op menu setup:• In the Co-op setup menu, find “SharedDataURL”. From the Main menu > Co-op > Start Game > Survival >Start (after setting up the "Difficulty Settings" if you want to change anything) > Then in the Local Co-op setup GUI it's the second element from the top. • Paste the copied share link. • Start the co-op server. The link will be added to the dedicated.yaml file. 5. Monitor for Updates:• Check for updates from the scenario's author. • If an update to the scenarios SharedData folder has been done delete the old zip, create a new one, upload it, and generate a new share link. • Update the dedicated.yaml file with the new link. Active Co-op Saves 1. Identify the Save Game:• Main menu > Single player or Local Co-op > Load Game • Navigate to save game folder: • Steam: Right-click "Empyrion" in Steam library > Properties > Installed Files > Browse > Saves > Games • Epic: Right-click "Empyrion" in Epic library > Manage > Open Install Location > Saves > Games • Open "dedicated.yaml" in Notepad++ and note the CustomScenario line. Keep the file open. 2. Prepare the SharedData folder:• Steam: Right-click "Empyrion" in Steam library > Properties > Installed Files > Browse > Content > Scenarios • Epic: Right-click "Empyrion" in Epic library > Manage > Open Install Location > Content > Scenarios • Custom Scenarios: Navigate to SteamLibrary steamapps workshop content 383120 > correct folder by ID number. Create a shortcut if needed. • Zip/compress the SharedData folder and upload it to a cloud service (Dropbox, OneDrive (Personal), Google Drive). 3. Enable sharing and create a share link:• Enable sharing for the uploaded folder. • Create and copy a public share link. 4. Editing the dedicated.yaml:• In Notepad++, add a new line after the last line. • Add "SharedDataURL:" followed by the share link. Example: SharedDataURL: https://www.dropbox.com/scl/fi/xxxxxxxxxx/FileName.zip?xxxxxxxxxx=0 • Save and close the file. • Start the game and load in to Co-op mode with your save game. Updating the SharedData Folder:• When updating, delete the old zip, create a new one, upload it, and generate a new share link. • Replace the old link in "dedicated.yaml" with the new one and save. • Start Local Co-op with the save. Delete the old upload if desired. Notes SupportIf you have questions you can reach us by the following ways Forum: https://empyriononline.com Discord: https://discord.gg/empyrion Email: support@empyriongame.com Or leave a comment in the guide section at the bottom. You can also start a discussion post on Steam but since we get no notifications then it might be missed by Eleon Game Studios

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游戏1.11.3版本翻译。PDA、对话和本地化文件的近乎完整翻译。 说明: 对PDA、对话和本地化文件进行了机器翻译(并进行后续修正),以便更舒适地游玩包含新增任务的更新版本。文件中已删除其他语言的翻译。 2024年2月21日更新了对话.cs和本地化.cs文件及其翻译。PDA.cs文件未做改动。 安装: 对话。解压并替换Dialogues文件到游戏安装目录:【帝国霸业 - 银河生存】Content Configuration PDA.cs 解压并替换PDA文件到游戏安装目录:【帝国霸业 - 银河生存】Content Extras PDA 如需在个人存档中修改,请替换以下目录中的文件:【帝国霸业 - 银河生存】Saves Games 您的存档 PDA Localization.cs 解压并替换Localization文件到游戏安装目录:【帝国霸业 - 银河生存】Content Extras

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Detailed change notes for the Build 30 update to Reforged Eden 2. Build 30 For information updating the scenario for Epic players, updating the PDA, or updating dedicated servers, please see here. Project Eden 2 Courier Missions: Reworked Courier Missions (was called delivery contracts) between Distribution Headquarters and Distribution Centers. Now gives reputation for completion. Visit a Distribution Headquarters in a Trading Station sector in Trade Federation space in Tranquility to get started. Due to this update, Distribution Headquarters and Distribution Centers in already visited star systems will no longer offer courier missions, and some existing Large Sealed Packages you have in your cargo will decay. You will need to visit unexplored star systems to get courier missions. Uses a new dialogue method to allow using cargo containers for mission items. (Massive thanks to RexXxuS for the original dialogue code examples used) Rewards are a work in progress and started low, please give constructive feedback on the new system. (New star systems only, requires PDA update to fix Expedition: The Forge mission) Deprecated traders and items used for old delivery contracts. Please do not report finding these in-game as they will still appear in any star systems that had already been generated before this update. Blocks and Devices: Added new Waterfall and Lavafall effect projectors. Their style can be adjusted via the Effect Selector setting on the multitool. Updated visuals of deco shuttles and added custom icons for the blocks. Removed voxelization from Industrial Water Extractors to mitigate issues with ghost blocks. (You can no longer place blocks within the bounding box of them) Geothermal generators now automatically detect if the planet type is suitable without having to perform a survey. You still need to drill for the rock sample to upgrade them. Updated visuals of warp drive explosions. Updated visuals of scanning station and science station to fix some visual issues and improve the look of their holographic projections. Updated beam visuals and audio for automated ice, rich asteroid, and excavator drill turrets. Removed CPU cost for science station and scanning station. Deprecated or replaced old ore shipment bundles used for old mining missions. Added one way forcefield block for POI use. Green side allows you to walk through, red side stops you from going back. Forcefield effect can be placed precisely within normal (not armored) doors. Can be turned off via signal. Size adjustable with debug multitool 100 damage mode from 1x1, 3x3, 5x5, 7x7. Removed several unused assets from asset bundles and compressed more assets to reduce overall size. Merged the assets from the eden_projectiles bundle into the rg_projectiles bundle to save space. Removed eden_projectiles bundle files from the scenario. Servers and Nexus Mods players: Please make sure you have no eden_projectiles file in the SharedData/Content/Bundles folder of the scenario after updating. If you have custom content that uses @eden_projectiles/xxxx models you'll need to change it to @rg_projectiles/xxxx in the configs. Sectors and Galaxy: Added new crystal desert class planet as a rare variation of desert planet. Has a one time per planet mission to construct gold mines if in neutral territory. (New star systems only, requires PDA update for mission) Added new D-BH class stars to the edges of the galaxy and D-N class stars randomly as rare star types. (New save games only) Stopped Tesch stars from spawning outside of their region. (New save games only) Added 2 new exploration sites (Class 2 and Class 4). (New star systems only) Added 4 new mining sites (Class 1 through class 4). (New star systems only) Added new crystalline based NPCs to crystal desert planets and promethium and pentaxid rich crystalline moons. (New star systems only) Added sector wide background ambient shuttles to trading station sectors. These shuttles will randomly warp in, fly for a bit, then warp out to give the appearance of a busy sector. They are clientside, purely visual, and cannot be interacted with. (New star systems only) Added new wreckage field sector visuals for exploration sites. Added new rock cloud visuals for mining sites. Updated visuals for space lightning. (Does not apply to POI decals) POIs and NPCs: Replaced placeholder POI blueprints with a new empty generic construction site as some of the old placeholder POIs had various problems due to not being updated for RE2. (New playfields only) Tweaked POI setup of Akua moon (also used for Omicron, Roggery, and Ningues) to make it easier for players to approach the teleporter for the story. Also changed the T1 Zirax POI into a starter Zirax POI. (New save games only) Adjusted POI detection ranges on Desert Canyon Moon. (New star systems only) Removed Kriel satellites from neutral territory. (New star systems only) Removed old Zirax Electronics Factory from playfields. The new one can be found spawning along with other Zirax POIs. (New star systems only) Added new upgradable Colony POI to most temperate-like planets and moons at a 50% chance, with 100% chance inside Colonist galactic territory. (New star systems only) Added one way forcefield to the final exit of the Derelict Station. Misc: Updated UI localization text for planet resource info for better clarification. Updated localization text on blueprint factory to clarify that only RE2 blueprints should be used and where to find completed blueprints. Added new tutorial message the first time you finish building a structure using the blueprint factory directing you to look at the top of the blueprint library to spawn it. Can be turned off in the Project Eden Settings menu under the Tutorial tab of the PDA. Added death visual marker and "code red" audio warning when a player dies within render range. The visual marker lasts 4 seconds. The audio warning won't be heard by the dying player or other players within 5 meters of the dying player. Misc fixes. Reforged Galaxy 2 Renamed and updated the Zirax Electronics Factory. Fixed shield. Moved Zirax Electronics factory from its own group into the XenuAuxT2 POI group. Renamed Zero Horizons Manufacturing's display name from Manufacturing Plant to the factory's actual name (Zero Horizons Manufacturing). Updated Abandoned Powerplant to fix spawners producing Zirax instead of Infected Zirax. Replaced blocks with bad colliders (game bug). Added extra info pads on how to destroy the reactor and changed reactor room spawners to prevent confusion. Updated Abandoned Assembly Yard to lock side hangar doors since these are signal-only doors. Changed signal logic for elevator. Reduced enemy spawns from biopods. Updated Abandoned Drone base with improved signal logic and doors. Updated Tovera-Class Dreadnought with not-pink quantum computers, new deco and different turret options. Updated Corruptor with boss battle instructions and a puzzle guide. Removed duplicates from the Localization file. Added Inverted Curved Deco Console to match with the one added in the last update. Replaced the texture on the back of the chairs on curved deco console with one that takes coloring better and has little lights on it. Also changed the center screen from targeting "Europe" (should be Europa) to a star system selection screen. Energy Walkways are now available for HV/SV use. Increased the range of the HV 120mm cannon to compensate for the lost ballistic trajectory in the previous update. Reduced the block height set on the SV Open Cockpit 1 to match Open Cockpit 2 allowing better placement of windows and blocks inside HV/SV Cockpits. Added Canopy Forcefield for HV/SV that can be placed over an existing cockpit to provide additional protection. Added a Heavy Vulcan Cannon for CVs. This is not available for players yet. (WIP) Increased number of bones dropped by bone-dropping creatures. Reduced amount of Magmacite used in Heavy Railgun ammunition. Changed Legacy Spherical Forcefield to more clearly show when it's in "invincible mode". Updated Ahax Fruit and related mission with new name, description and a higher payout. Heavy Lasers no longer produce visible beams when shot. Laser tracers are fired at higher speeds. Same DPM. Still hitscan. No janky beam. Updated Laser Rifle and Laser SMG models to remove Bolt and Curved magazine. Replaced with energy cells. Reduced durability loss of handheld drills. Changed the Model of the SV 10 and 13-long T2 Plasma/AntimatterJet Thrusters to fix a game bug with the existing models. Added Colony-Building system (only one model available at this time) that will allow you to supply materials to an undeveloped colony to accelerate its development. (PDA update required) Bugfixes

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视频指南:如何按模板修理船只 GEEKsogen的修理视频教程

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This is the TLDR guide on how to install and use ASTIC's script mod for automation right away, without knowing how to code. Just copy paste. What's in this guide? ASTIC’s Scripts Mod: TLDR Beginner’s Guide For a visual guide after you have read this and installed the mod, please watch this video - 1. What is ASTIC’s Scripts Mod? 2. How to get and install ASTIC’s Scripts Mod. 3. How to use, ASTIC’s Scripts Mod, right away without coding. 4. Where to find out how to code your own scripts for ASTIC’s Scripts Mod. 5. Some scripts you can copy-paste and use right now. 1: What is ASTIC’s Scripts Mod? ASTIC’s Scripts Mod is a Mod for Empyrion: Galactic Survival created by ASTIC. The Mod adds script functions and complex operations to Empyrion: Galactic Survival using the Placeable LCD item in the game to execute the functions and display information and results of functions on LCDs you place in and on your Bases, SVs, HVs, and CVs. 2: How to get and install ASTIC’s Scripts Mod. ASTIC’s Scripts Mod can be found on GitHub at: ASTIC scripts Github Download[github.com] To Install the ASTIC’s Scripts Mod into your Empyrion: Galactic Survival game, Download EmpyrionScripting.zip AND the EgsEsExtension.dll.zip from the above link and unzip the EmpyrionScripting folder into C: Steam steamapps common Empyrion - Galactic Survival Content Mods, or wherever your Empyrion – Galactic Survival/content/Mods folder is located on your machine. To find the location, go to your Steam Library, Right click Empyrion – Galactic Survival, click “Manage,” and click “browse local files.” From there open the Content folder and inside you will find the Mods folder. To run the mod’s scripts in Single Player or Co-op, you must have EAC off. Go to the Options in the game, go to Misc tab at the top, choose the EAC option to OFF and restart the game. 3: How to use, ASTIC’s Scripts Mod, right away without coding. A: Placing and using LCDs to use a script. To use the scripts and functions provided by this mod in the game, you will need to place at least one LCD on a Base, HV, SV, or CV you own – meaning the core must be either private or your faction. After the LCD is place, you need to add it to a group in the Devices tab of your base or ship. To access this, point your crosshair at the base or ship, press P to open the Control Panel, Click on the Devices Tab, Click the + “create group” button and name it something like LCD. Then find the LCD in the “ungrouped” list. Click on the LCD and use the “Add to group” button and find the LCD group in the dropdown list. Click the group you want in the dropdown list and press the OK button. When the LCD is in a group you can click on it in the group and rename it. For using a script, you must name the LCD Script:Nameofscript – Change Nameofscript to anything you want or find easy to use and remember. When the LCD is renamed, you can use the access button in the device menu or just press the use key (default “F”) to open the LCD screen. Then either type in the script code you want to use or copy and paste the script code from somewhere. I’ve included some of the most useful scripts at the bottom of this guide. B: Displaying information from scripts on LCDs. To display the information of a script you have created on a script LCD, simply place another LCD somewhere, add it to a group and rename it to the same name of the script. If the script LCD is “Script:Nameofscript” then the display LCD should be “Nameofscript”. Keep in mind that some scripts require a large LCD to print all the script information on to. You can use an LCD projector for larger script displays. 4: Where to find out how to code your own scripts for ASTIC’s Scripts Mod. More information on the scripts and code of the scripts can be found at ASTIC’s GitHub Wiki for the mod. The link is https://github.com/GitHub-TC/EmpyrionScripting. The English-Version is a little more than halfway down the page. If you have any coding experience, you may find the scripting language easy to understand and use. If you have no experience and can’t be bothered to learn the scripting language, you can always just copy and paste scripts that others have created. Some scripts that ASTIC has created can be seen, and copied from his Empyrion – Galactic Survival, Steam Workshop mod “Empyrion Scripting-Demo” at https://steamcommunity.com/sharedfiles/filedetails/?id=1751409371. Subscribe to the workshop item, start the game and create a creative world, then spawn in the ship and view the scripts LCDs. Most of the scripts have the script LCD and the display LCD next to each other and are easy to understand. SOME of the displays are not so easy to figure out. Basically, you need one LCD to run the script and one LCD for the script to print information to, as described in section 3 above. Though, some of the displays don’t have script LCDs with intuitive connections. As I figure these out, I will try to add them below. If you have written a script you feel is unique or want to share with others, Please E-mail it to grinningstudio@gmail.com formatted as below in section 5 of this guide, with the Subject “ASTIC’s Script.” I will add it to this guide after I have tested it. 5.1: Deconstruction scripts you can use right now (copy paste) ((Deconstruction Scripts)) (((*****))) Deconstruct Script, Written by ASTIC: This script will deconstruct any BA, SV, HV, or CV and place the blocks in a storage you choose. What it does: Finds all BA, CV, SV, and HV entities on the playfield and prints them to an LCD if the core is not specifically named for deconstruction. If the core of the found entity is renamed for deconstruction, the script will remove all of its blocks except the core and place them in a specifically named storage container, or container controller. What you need: 2 LCDs, one for the script and one for the display. 1 Storage container or container controller. Usage: 1. Name one of the LCDs “Script:Nameofscript” and paste the code below to it. You can change the container name by editing the line {{#deconstruct . 'Stuff'}} and changing ‘Stuff’ to whatever you want the container’s name to be. {{#entitiesbyname '*' 500}} {{#each .}} {{#test @root.E.Id neq Id}} {{Name}}: {{#deconstruct . 'Stuff'}} min: {{MinPos}} max: {{MaxPos}} current X: {{X}} current Y: {{Y}} current Z: {{Z}} TotalBlocks: {{TotalBlocks}} CheckedBlocks: {{CheckedBlocks}} RemovedBlocks: {{RemovedBlocks}} {{else}} - {{/deconstruct}} {{/test}} {{/each}} {{/entitiesbyname}} 2. Name another LCD (recommended 1x2 size) to “Nameofscript” the same as the script LCD but without the “Script:” part. This LCD will now display all the Entities on the playfield and what you should name the core to for deconstruction. 3. Place a container or container controller and name it to “Stuff” or whatever you changed the container name to in the code as mentioned in step 1. Go to the entity you want to deconstruct, make sure the core is in a group in the device menu, then rename it to the name printed on the LCD. The script will place all the blocks of the entity into the storage you named if the storage has room. If the storage runs out of room, the script will pause until the storage is empty again, and continue to fill the box until all items have been placed. WARNING>> If you do not have enough space in your container and leave the playfield before all the items have been transferred, any untransferred items will be lost. (((*****))) Recycle Script, Written by ASTIC: This script will deconstruct, down to the elementary parts, any BA, SV, HV, or CV and place the resources in a storage you choose. What it does: Finds all BA, CV, SV, and HV entities on the playfield and prints them to an LCD if the core is not specifically named for Recycling. If the core of the found entity is renamed for recycling, the script will remove all of its blocks except the core and place them in a specifically named storage container, or container controller, down to their elementary or secondary parts. i.e. Iron ingots, zascosium-alloy, motors, electronics, etc. What you need: 2 LCDs, one for the script and one for the display. 1 Storage container or container controller. Usage: 1. Name one of the LCDs “Script:Nameofscript” and paste the code below to it. You can change the container name by editing the line {{#recycle . 'Stuff'}} and changing ‘Stuff’ to whatever you want the container’s name to be. {{#entitiesbyname '*' 500}} {{#each .}} {{#test @root.E.Id neq Id}} {{Name}}: {{#recycle . 'Stuff'}} min: {{MinPos}} max: {{MaxPos}} current X: {{X}} current Y: {{Y}} current Z: {{Z}} TotalBlocks: {{TotalBlocks}} CheckedBlocks: {{CheckedBlocks}} RemovedBlocks: {{RemovedBlocks}} {{else}} - {{/recycle}} {{/test}} {{/each}} {{/entitiesbyname}} 2. Name another LCD (recommended 1x2 size) to “Nameofscript” the same as the script LCD but without the “Script:” part. This LCD will now display all the Entities on the playfield and what you should name the core to for deconstruction. 3. Place a container or container controller and name it to “Stuff” or whatever you changed the container name to in the code as mentioned in step 1. Go to the entity you want to recycle, make sure the core is in a group in the device menu, then rename it to the name printed on the LCD. The script will place all the blocks of the entity into the storage you named if the storage has room. If the storage runs out of room, the script will pause until the storage is empty again, and continue to fill the box until all items have been placed. WARNING>> If you do not have enough space in your container and leave the playfield before all the items have been transferred, any untransferred items will be lost. (((*****))) Recycle Script, Written by Mysteriouslabs: This script will remove the hull blocks of any BA, SV, HV, or CV and place the resources in a storage you choose. What it does: Finds all BA, CV, SV, and HV entities on the playfield and prints them to an LCD if the core is not specifically named for Hull Stripping. If the core of the found entity is renamed for Hull Stripping, the script will remove all of its hull blocks except the core and place them in a specifically named storage container, or container controller. What you need: 2 LCDs, one for the script and one for the display. 1 Storage container or container controller. Usage: 1. Name one of the LCDs “Script:Nameofscript” and paste the code below to it. You can change the container name by editing the line {{#deconstruct . 'Crg-Salvage' 'Core-HullSTR' and changing ‘Crg-Salvage’ to whatever you want the container’s name to be. <size=300%><sprite name="Engineering_Bar2"></size> <line-height=-17px> </line-height><align=right> <size=100%><b>Hull Stripper</b><br></size> </align> {{~set 'IDs' @root.E.Id}} {{~#each E.S.DockedE}} {{~set 'IDs' (concat @root.Data.IDs ',' Id)}} {{/each}} {{#entitiesbyname '*'}} {{#each .}} {{~#test Id in @root.Data.IDs}}{{else}} {{Name}}: {{#deconstruct . 'Crg-Salvage' 'Core-HullSTR' '403,404,405,406,407,412,413,1788,1787,1829,1854,1867,1828,1786,1482,1483,1683,2040,1910,1842,1856,1830,1869'}} min: {{MinPos}} max: {{MaxPos}} current X: {{X}} current Y: {{Y}} current Z: {{Z}} TotalBlocks: {{TotalBlocks}} CheckedBlocks: {{CheckedBlocks}} RemovedBlocks: {{RemovedBlocks}} {{else}} - {{/deconstruct}} {{/test}} {{/each}} {{/entitiesbyname}} 2. Name another LCD (recommended 1x2 size) to “Nameofscript” the same as the script LCD but without the “Script:” part. This LCD will now display all the Entities on the playfield and what you should name the core to for deconstruction. 3. Place a container or container controller and name it to “Crg-Salvage” or whatever you changed the container name to in the code as mentioned in step 1. Go to the entity you want to recycle, make sure the core is in a group in the device menu, then rename it to the name printed on the LCD. The script will place all the blocks of the entity into the storage you named if the storage has room. If the storage runs out of room, the script will pause until the storage is empty again, and continue to fill the box until all items have been placed. WARNING>> If you do not have enough space in your container and leave the playfield before all the items have been transferred, any untransferred items will be lost. 5.2: Information scripts you can use right now (Copy/Paste) ((Information Scripts)) (((*****))) Storage contents display, Written by ASTIC: This script will print the contents of storage boxes, containers, or controllers to an LCD. What it does: Finds all storage containers on the BA, CV, SV, or HV, the script LCD is placed on and prints the contents to an LCD with the same name as the storage. What you need: 2 LCDs, one for the script and one for the display. 1 Storage box, container, or container controller. Usage: 1. Name one of the LCDs “Script:Nameofscript” and paste the code below to it. Please make sure not to name it the same as any of the other scripts you may have already placed. {{#devicesoftype E.S 'Container'}} {{#each .}} Found: {{CustomName}} {{#if CustomName}} {{#items @root.E.S CustomName}} - [{{format Id '{0,4}'}}]:{{format Count '{0,5}'}} {{Name}} {{/items}} {{#devices @root.E.S (concat CustomName 'LCD*')}} {{#each .}} {{#settextblock .}} {{../../../CustomName}}: {{~islocked @root.E.S ../../../.}}(locked){{/islocked}} {{#items @root.E.S ../../../CustomName}} - [{{format Id '{0,4}'}}]:{{format Count '{0,5}'}} {{Name}} {{/items}} {{/settextblock}} {{/each}} {{/devices}} {{/if}} {{/each}} {{/devicesoftype}} 2. Place a container or container box, storage, or controller and name it to anything you want. 3. Place an LCD anywhere you want to see the contents of a box and rename it to the name of the box. Example, If the box is named box01 then the contents will be displayed on any LCD with the name box01. (((*****))) Ship information panel, Written by ASTIC: This script will print the player and ship/base information to an LCD. What it does: Finds playfield and entity iformation on the BA, CV, SV, or HV, the script LCD is placed on and prints the contents to an LCD with the same name as the script. ##Example of information included.## Playfield: "Ecios"/Planet/Black Desert/Black Desert/False Entity: "LCDInfo-Demo" Power:True #664002 (25989.8, 75.6, 14430.9) ███████████████████░ 99.47% =47744.1 / 48000.0 Fuel ░░░░░░░░░░░░░░░░░░░░ 0.00% = 0.0 / 8000.0 Oxygen ░░░░░░░░░░░░░░░░░░░░ 0.00% = 0.0 / 999.0 AU ░░░░░░░░░░░░░░░░░░░░ 0.00% Damage Docked: Pilot: Passengers: Players on Playfield: - ASTIC Players on Structure: - ASTIC Time on board: 10/2/2021 5:27:20 AM EmpyrionScripting by ASTIC/TC Version:7.8.1.0 ##END OF EXAMPLE## What you need: 2 LCDs, one for the script and one for the display. Usage: 1. Name one of the LCDs “Script:Nameofscript” and paste the code below to it. Please make sure not to name it the same as any of the other scripts you may have already placed. Playfield: "{{P.Name}}"/{{P.PlayfieldType}}/ {{~P.PlanetType}}/{{P.PlanetClass}}/ {{~P.IsPvP}} Entity: "{{E.Name}}" Power: {{~E.S.IsPowerd}} #{{E.Id}} {{E.Pos}} {{#use E.S.FuelTank}} {{bar Content 0 Capacity 20 }} {{~math Content '/' Capacity}} {{~format . '{0,8:P2}'}} {{~/math}} = {{~format Content '{0,7:0.0}'}} / {{format Capacity '{0,7:0.0}'}} Fuel {{/use}} {{#use E.S.OxygenTank}} {{bar Content 0 Capacity 20 }} {{~math Content '/' Capacity}} {{~format . '{0,8:P2}'}} {{~/math}} = {{~format Content '{0,7:0.0}'}} / {{format Capacity '{0,7:0.0}'}} Oxygen {{/use}} {{#use E.S.PentaxidTank}} {{bar Content 0 Capacity 20 }} {{~math Content '/' Capacity}} {{~format . '{0,8:P2}'}} {{~/math}} = {{~format Content '{0,7:0.0}'}} / {{~format Capacity '{0,7:0.0}'}} AU {{/use}} {{#use E.S.DamageLevel}} {{bar . 0 100 20 }} {{~format . '{0,8:P2}'}} Damage {{/use}} Docked: {{#each E.S.DockedE}} - {{Name}} {{~use S.FuelTank}} {{~math Content '/' Capacity}} {{~format . '{0,8:P2} Fuel'}} {{~/math}} {{/use}} {{~use S.OxygenTank}} {{~math Content '/' Capacity}} {{~format . '{0,8:P2} O2'}} {{~/math}} {{/use}} {{/each}} Pilot: {{E.S.Pilot.Name}} Passengers: {{#each E.S.Passengers}} - {{Name}} {{/each}} Players on Playfield: {{#each P.Players}} - {{Name}} {{/each}} Players on Structure: {{#each E.S.Players}} - {{Name}} {{/each}} Time on board: {{datetime}} {{Version}} 2. Place a container or container box, storage, or controller and name it to anything you want. 3. Place an LCD anywhere you want to see the contents of a box and rename it to the name of the box. Example, If the box is named box01 then the contents will be displayed on any LCD with the name box01. 5.3: Where to find more scripts to copy and paste? https://empyriononline.com/threads/mod-ext-empyrion-scripting-scripts.92458/

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The Reforged Eden 2 guide for Reforged Eden 1 players. Explains the main differences between Reforged Eden 1 and 2. Introduction and state of the scenario Welcome to the Reforged Eden 2 guide for Reforged Eden 1 players! In this guide I will explain the main changes in RE2 compared with RE1. This guide assumes you are already familiar with RE1 or have played it before. If you are coming from vanilla and wanting to know what RE2 is, please see the Reforged Eden 2 Workshop for a basic description of the scenario. First things first, as of the time of writing this guide Reforged Eden 2 is preparing for the first beta launch. As such everything is still subject to change and depending on when you're reading this guide certain things may be out of date. Reforged Eden 2 is nearly a complete rewrite of the original scenario. Some of the new values may be shocking at first, but please remember not to directly compare a value in RE2 to the same value in RE1 as so much has changed you just can't compare like that. The ultimate vision of RE2 is the same as RE1: an open ended, exploration focused scenario with slower progression and a wider variety of activities and challenges. Currently there is still a lot of work to do to get there. A lot of POIs are missing or placeholder. A lot of missions and playfields need to be remade. A lot of content still needs to be added in. This guide will hopefully answer some frequent questions about the differences between RE2 and RE1. New scenario bug report process For RE2 I am now using GitHub to track bug reports for the scenario. I will no longer be responding to reports made outside of GitHub. I am doing this because GitHub allows for searching for issues, cutting down on the number of duplicate reports I have to respond to. Also there are many game bugs that affect the scenario and this gives an easy way to let others know if this is the case. Please continue to leave feedback, questions, etc on the Workshop page, but if you encounter a problem you think is a scenario bug please report it on GitHub. You can find instructions on how to report issues here: TROUBLESHOOTING & BUG REPORTS. Blueprints Ships and bases will need to be updated for RE2 due to all the changes. This may involve slight updates, major reworks, or making completely new designs from scratch depending on what blueprint you are trying to update. Some blocks have been removed and some new ones added, so check your blueprints for missing blocks. In particular, Capital Vessel solar panels have been removed and replaced by the new plasma turbines. Some CPU extenders have had their size, name, and max count changed, so they will need to be added back to blueprints. Each size of thruster now comes in 3 tiers, allowing you to upgrade a thruster in-place instead of replacing it with a larger version. Power requirements have been overhauled. Now things like lights use less power relative to larger devices like thrusters and weapons. Always check the CPU, power usage, and thrust of your ships and keep in mind these numbers may change throughout beta and even into release. CPU The CPU system works fundamentally the same as it did in RE1. You have multiple tiers of CPU extenders, with each individual extender increasing your maximum CPU limit. In RE2 the limit for most CPU extenders is 2, except for auxiliary CPU extenders which now have a limit of 4. The CPU limits have overall been lowered, but likewise many blocks now have lower CPU requirements. There is new specialized crew to further increase CPU while adding additional bonuses. Standard crew no longer provide any CPU bonuses. Weapons and shields Weapon tiers and shared weapon limits:There are now 3 tiers of weapons, each with a shared hard limit. This shared limit includes both fixed manual weapons and turrets. Currently HV/SV can have 8 small, 4 medium, and 2 heavy weapons while CV/BA can have 24 light, 12 medium, and 6 heavy weapons. So for example a CV could have 6 manual heavy weapons, 6 manual medium weapons, 6 medium turrets, and 24 light turrets. Weapon damage:The average damage per minute (DPM) and CPU cost of all weapons within a tier is normalized, with the main differences being how each weapon actually applies its damage and what bonuses and penalties it gets versus different targets. So any two SV light weapons or turrets will deal the same average DPM as any other SV light weapon or turret. There are some exceptions to this for more unique weapons. Weapon tooltips have been improved, now showing their damage bonuses and penalties, shield DPM, and any unique traits. Several newly discovered game limitations or bugs that were affecting turrets have been worked around in RE2, greatly improving weapon balance. Shields:Some weapons now have shield penetration, dealing a percentage of their damage through the shield. This goes for both player and POI turrets. Higher tier shield upgrades are now more CPU efficient than lower tier ones. Armor blocks now give extra shields. CV weapons now deal half damage to most planetary POI shields, and most planetary POIs now deal double damage to CV shields. Planetary POIs have been equipped with externally mounted shield generators. They will recharge if not destroyed. On-foot combat There have been many improvements made to on foot combat. Classes and weapon mods:The class system from RE1 has been removed. Weapon mods have been added that you can use to customize your hand weapons using the new weapon locker. NPCs:NPCs have had their damage adjusted down to take into account that players with 0 armor actually take 100% more damage from NPC weapons. In RE1 "easy" difficulty was actually medium and medium was actually hard. In RE2 it is balanced so that medium difficulty is actually medium difficulty. This allows you to select easy and actually have it be easy. Armor:Light. medium, and heavy armor are no longer upgrades over each other. Instead each one is better for different situations, and the standard version of each can now be crafted. There are now 3 tiers of quality for each armor type, with 2, 3, or 4 booster slots respectively. Armor boosters no longer have any negative stats, now always giving only positive bonuses. No more losing all your armor because you're wearing an EVA booster. Medical System:The medical system has been simplified, with less status effect types, less chance for NPCs to inflict a status effect, and less medications needed. Loot:POI loot has been improved to be more rewarding overall. POIs:New Zirax sentinel NPCs are added with better AI. These NPCs won't face a wall or bunch up in a corner making the experience feel better and be more challenging. Abandoned POIs are now admin cored to prevent defeating them with a ship or burrowing through the wall and now have better loot including quantum processors that can be used to craft quantum CPU extenders. Level normalization:NPC level only affects the health and damage of an NPC, with a level 10 NPC having 2.5x as much as a level 1 NPC. Since level has no effect on loot or on the POI itself, all it did was make running through a POI harder for no extra reward. In RE1, the level of a POI was dependent on the level of a planet, which was dependent on its position in the galaxy relative to a faction's territory center. Thus planets near the center of a territory were level 10, while those on the edge or outside of a territory were level 1. Some planets also had a specific level given, such as plasma planets always being a high level. In RE2 this has changed. Now, with few exceptions, all playfields are between level 1 and 3. This means that when you run a POI, you will get a more consistent experience no matter where in the galaxy you are. Instead of up to a 2.5x NPC health and damage difference, the most will usually be up to a 1.48x modifier on level 4 NPCs that can sometimes spawn in a level 3 playfield. Level also affects the strength of a space defense reinforcement, so these are also being set on a per-POI basis instead of being based on the playfield level. Playfields and POIs POIs:The ultimate goal of RE2 is to fully replace all old vanilla and RE1 POIs with new RE2 versions. Most vanilla POIs and many RE1 POIs have already been removed from the playfield files, though a few do still remain pending new POIs to replace them with. Both vanilla and RE1 have some POIs that date back to alpha 6! New POIs are just of such a higher quality and are better balanced. During the beta, a lot of POIs may be placeholders or missing as it will take time to update old ones or add new ones to the scenario. Playfields:Most planets, moons, and space sectors have had their POI setups completely redone to add new RE2 POIs and remove old RE1 and vanilla POIs. This is also an ongoing process that will take months, if not years, to really finish.

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小型拖船与对接。 小型船只既可以移动小型船只,也可以移动大型船只。借助跳跃引擎,还能在星系的行星之间进行旅行。不过需要记住一些基于游戏物理的规则。 1. 无法进行“火车式”对接 “火车式”对接指的是一艘船连接第二艘船,第二艘船再连接第三艘船。这种情况下,要么第三艘船无法对接,要么第一艘与第二艘船会断开连接。 2.达到速度 进行跳跃所需的最低速度约为30米/秒。若尝试以更低速度跳跃,将弹出相应警告。 警告 不要将大型船只与小型船只对接! 如果这样做并保存游戏,之后再加载时,大型船只将永久保持对接状态。 尝试起飞时,会显示文字:【您的飞船上没有对接的船只。】“无法飞行”。只能拆解大型飞船。这是游戏漏洞还是游戏特性。

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This guide shows you how to adjust RE2 or any other scenario to your desire. Intro We played Reforged Eden in coop and found the progression to be a bit off, either enemies are ways to weak or ways to strong (ships). For us we wanted to adjust the CPU scaling of RE2, so we can build more powerful ships but still have the limitation and need to progress. Whatever it is that you don't like about it, i'm going to show you how you can create your own adjusted scenario and tweak whatever you want. Prepare your custom scenario based on RE2 Subscribe to the Reforged Eden 2 Mod on the steam workshop. Go to your Steam Empyrion install folder Steam is going to put content from the workshop in a separate directory, look for the following directory: steamapps workshop content 383120 3143225812 383120 = Empyrion game ID 3143225812 = Reforged Eden 2 Mod ID Copy the entire folder 3143225812 to steamapps common Empyrion - Galactic Survival Content Scenarios Rename 3143225812 to something else like custom_re2 Now we have a custom scenario that we can adjust the way we want Adjust CPU limits / Max number of CPU cores The relevant configuration to adjust for CPU blocks is located at: custom_re2 Content Configuration BlocksConfig.ecf Open the config in an editor that won't mess up encoding etc. (Notepad, Notepad++, other..) In this config you find all kind of blockes and their configuration, you can adjust whatever you want. For CPUs you can find blocks like this one: { +Block Id: 2023, Name: CPUExtenderHVT2 Group: cpgCore IndexName: Computer Material: Device MarketPrice: 2544, display: true Shape: ModelEntity ShowBlockName: true Model: @models/Blocks/Misc/CPUExtenderSmallT2Prefab DropMeshfile: Entities/Misc/DropContainerNewPrefab Faction: Player Place: Free AllowPlacingAt: "GV", display: true IsActivateable: false IsDuplicateable: false IsIgnoreLC: true MaxCount: 2, type: int, display: true ForceMaxCount: true IsOxygenTight: true, display: true Info: bkiCPUExtender, display: true Category: Devices BlastParticleName: @rg_projectiles/RG_BlastEMPM2 BlastParticleIndex: 0 BlastRadius: 1 BlastDamage: 300 BlockColor: "110,110,110" Mass: 100, type: float, display: true, formatter: Kilogram Volume: 31.25, type: float, display: true, formatter: Liter StackSize: 1000 EnergyIn: 10, type: int, display: true, formatter: Watt CPUOut: 2500, type: int, display: true CPUIn: 0, type: int, display: false HitPoints: 1000, type: int, display: true AllowWander: true UnlockCost: 7, display: true UnlockLevel: 7, display: true TechTreeNames: Hover Vessel TechTreeParent: Core } Search the file for CPUOut: not 0 or by BlockID directly if you know it to be able to find your desired block. I'm going to provide a list of all Blocks that provide CPU and that i found below so it's easier for you. Adjust CPUOut or MaxCount as you desire. Save the file. CPU Blocks Block Id: 1402, Name: CoreNoCPU Block Id: 2023, Name: CPUExtenderHVT2 Block Id: 2024, Name: CPUExtenderHVT3 Block Id: 2026, Name: CPUExtenderSVT2 Block Id: 2027, Name: CPUExtenderSVT3 Block Id: 2029, Name: CPUExtenderCVT2 Block Id: 2030, Name: CPUExtenderCVT3 Block Id: 2032, Name: CPUExtenderBAT2 Block Id: 2033, Name: CPUExtenderBAT3 Block Name: CPUExtenderHVT4R Block Name: CPUExtenderHVT5 Block Name: CPUExtenderSVT4R Block Name: CPUExtenderSVT5 Block Name: CPUExtenderCVT4R Block Name: CPUExtenderCVT5 Block Name: CPUExtenderBAT4R Block Name: CPUExtenderBAT5 Block Name: CrewEngineer01 Block Name: CrewEngineer02 Block Name: CrewEngineer03 Block Name: CrewPilot01 Block Name: CrewBridge01 Block Name: CrewBridge02 Block Name: CrewSecurity01 Block Name: CrewMedical01 Block Name: CrewStorage01 Block Name: CoreT2Small Block Name: CoreT2Large Block Name: CoreT3Small Block Name: CoreT3Large Block Name: QuantumComputer Block Name: CPUExtenderQuantumSmall Block Name: CPUExtenderQuantumLarge Block Name: Eden_CPUExtenderAuxSV Block Name: Eden_CPUExtenderAuxCV Change crafting templates / Grind Find the grind to much? In custom_re2 Content Configuration Templates.ecf you can find crafting templates, you can adjust them as you desire as well. For example for 10 IronIngot you need 5 ore, if you want change the OutputCount or ChildInputs to either have more output or need less materials to craft the ingot. { +Template Name: IronIngot BaseItem: true OutputCount: 10 CraftTime: 5 Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC,Furn" { Child Inputs IronOre: 5 } } Play your custom scenario After the adjustments you need to start a new game in Empyrion based on your own created scenario custom_re2. Beware that updates for the Mod RE2 will not work automatically, you would have to incoporate the changes yourself.

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This is a step-by-step explanation of, and Guide to how to complete the Reforged Eden specialized Crew Quest, in the fastest, easiest manner possible. The Quest and how it works. I'll start by first explaining the quest to get crew and how it is completed. The Quest is given at any 'settlement', settlement is a broad term to describe anything that looks like somewhere people would live, a permanent station, these have various names and there are ALOT of them. Arcology, in Polaris Space, is a settlement, "colony" is usually a settlement, "space station" is probably a settlement. This is where you will find the quest giver, who is typically close to the POI's front doors or entryway, the Quest givers name is "Settlement Trader", you will see this name as you mouse over the NPC. The quest actually consists of FOUR quests, all of which are the same quest from the same person. He will ask you for an amount of items ( IE: 10 luxury furniture & 25 Jewellry ), you will hand him those items, complete that 'quest', receive a cash reward, and then you will need to prompt him again for the same quest. This is done a total of 4 times. After you have completed it 4 times, you will prompt him again as you did before, you will be given a new option "Anything else...? ", He will then respond that a resident of the station's child has just completed training at the academy, and in light of your commitment and good works, has volunteered to join your crew, you will be prompted to accept, Accept, and he will give you a Crew member. Because you will not actually know what he's going to ask you for ahead of time on any of the 4 requests, this can be a VERY time-intensive quest. But you didn't think I'd let you suffer that, did you? Of course not, so not only am I going to tell you every potential item he could ask for, I'm also going to tell you where all of those items are found, and an already-tested strategy for acquiring all of those items easily and at a fast enough pace that this quest is actually worth doing. The Full list of Possible Turn-in items. Below are all of the potential items this quest giver ( settlement trader ) can ask for. So you can compile the materials ahead of time, without returning to the quest giver FOUR TIMES for each completion. 50 Leather 75 Raw Diamond 40 Luxury Clothing 42 Solar Cells 100 Filters 50 Work Clothing 80 Civilian Clothing 10 Luxury Furniture & 25 Jewelry 25 Civilian Furniture Where and how to Buy the turn-in items Now where can you get these items, specifically, where can you get these items in the fastest possible manner, so that you could conceivably complete this quest enough times to get not just all 16 crew, but The TYPES of crew that you actually want. Here's how I worked the problem. ALL OF THE POIS/vendors I will list ARE POLARIS, For a reason. Diamonds: can be bought at Polaris "Trade Station". Just "Trade Station", Not Trade station Iota, not Trade Station Lambda, the vendor is a robot next to the Bartender. I choose to buy my diamonds here because this POI is very common, very easy to scout, and can be directly teleported to. Civilian and Work Clothing: can be bought at "Trade Station Lambda" in Orbit, or Trade Station CZ57648, or Trade Station CB75860 on PLANETS. I buy my clothes here because again, these are very common, very easy to find POIs, and they all have their own teleporter. Leather: Can be bought at LiveStock Farms, this is NOT a trade locked vendor, he will sell to anyone, but there is no teleporter here, and so I set up a small teleport/turbine base outside ofo it. Filters can be bought at "Vitalife Pharmaceuticals", this is a trade-locked Vendor, he will ask you to similarly, return to him with some items, before he will sell you the Filters and become a normal merchant for you, often these turn-ins are simple items, if they are not easy to find items, you can use the GIN console to get a freighter order for "Vitalife" pharmaceuticals ( GIn consoles are found in most market/trade style POIs ), return to the vendor with your delivery order, and the quest will automatically be completed without the need for the turn-in items he wanted. This POI does NOT have a teleport, and so I build a small teleport/turbine base outside of it. Civilian Furniture is sold at "P3 Production", this is a trade-locked Vendor, he will ask you to similarly, return to him with some items, before he will sell to you and become a normal merchant for you, often these turn-ins are simple items, if they are not easy to find items, you can use the GIN console to get a freighter order for "P3 production" ( GIn consoles are found in most market/trade style POIs ), return to the vendor with your delivery order, and the quest will automatically be completed without the need for the turn-in items he wanted. This POI does NOT have a teleport, and so I build a small teleport/turbine base outside of it. Solar Cells are sold at "Solaris AMP", this is a trade-locked Vendor, he will ask you to similarly, return to him with some items, before he will sell to you and become a normal merchant for you, often these turn-ins are simple items, if they are not easy to find items, you can use the GIN console to get a freighter order for "Solaris AMP" ( GIN consoles are found in most market/trade style POIs ), return to the vendor with your delivery order, and the quest will automatically be completed without the need for the turn-in items he wanted. This POI does NOT have a teleport, and so I build a small teleport/turbine base outside of it. The Last Vendor sells 3 different items you need. Luxury Clothing, Luxury furniture, and Jewellry, these can all be bought at GOLD STANDARD WAREHOUSE. Gold standard warehouse is a Trade-locked Vendor, he will ask you to similarly, return to him with some items, before he will sell to you and become a normal merchant for you, often these turn-ins are simple items, if they are not easy to find items, you can use the GIN console to get a freighter order for "Gold Standard Warehouse" ( GIN consoles are found in most market/trade style POIs ), return to the vendor with your delivery order, and the quest will automatically be completed without the need for the turn-in items he wanted. This POI does NOT have a teleport, and so I build a small teleport/turbine base outside of it. & So, By building just 5 micro-teleport bases within a 25 Lightyear radius, you will have ready access, and instant transportation, to all of these vendors, which are restocked every 2-3 hours. They each sell 1-2x the amount required for each quest completion, so simply running through the vendors once and buying them out, will result in you having even more of those items than you need for 1 quest completion. ^ This scales, and so if you wanted 2 of each vendor type, to complete the quest a Dozen or more times per day, that is easy to do, simply setup 1 more teleport base at 1 more of each locatrion, rinse, repeat, as many times as you desire. It took me about 8-10 Hours to setup a teleport to THREE of every single vendor in an actual playthrough. 3 vendors of each type is enough for a single person to run the quest a dozen times per day. How to setup your Trade-Base and Teleport Network. Where should you setup your ( a ) base for this? You should setup in Polaris space, in a dense star cluster ( A star with many other stars around it ). Polaris space is the ideal location because it has all of the vendors required, and a huge amount of all types of trade stations, in a very small area, making finding all of these POIs within teleport distance of a single location, quite easy frankly. Where I set my base up, if I had to guess, I probably could have found 30+ vendors of EACH TYPE. Polaris space also has NO HOSTILES, So your teleport bases and your avatar are completely safe. So where do you find the Trade-locked vendor locations? The easiest place to find them is on Barren moons and Volcanic moons in Polaris space, these planet types always have a Polaris cluster of POIs on it, and scouting these small planet types takes only 1 ping with good radar, instantly uncovering the entire planet. Livestock Farms you will find effortlessly in space, simply by pinging as you are heading toward a planet to scout out the planet-based trade locked vendors. Trade stations.. are trade stations, you know where to find those, they will be shown on the system map when you visit a new star ( Nearly every polaris star has a trade station ) The Planetary Trade bases you will simlarly find effortlessly, while you are scouting for Trade-locked Vendors. 1: Setup a Base in a tight Polaris Star Cluster w/ a Teleport. 2: Scout the Trade-locked Vendors ( There are 4 total, you need 1 of each ) 3: Build a Teleport at Each Trade-locked vendor, 100m away from the POI. Ask the Vendor what he wants, if you have it, give it to him, if not, return later via teleporter with a GIN freighter order to unlock 4: Teleport to enough "Trade station" sectors that you will have a good supply of them when you return to base. 5: Return to Base, and write/type a list of all of the vendors you unlocked, their Star location, and what youre buying from them. 6: Buy it all, run through your entire list, each visit only takes about 2 minutes. Use TRANSPORT ARMOR MODS. 7: Profit, once you have a good supply of everything, take it all and start visiting 'settlements', complete the quest at each settlement, and collect your crew members ( refer to beginning of this guide for the definition of a settlement ) W/ a time investment of 8-12 hours, it is pretty easy to setup a vendor list which would get you a dozen or more crew members per day, if you are doing it as a faction, Each person can find 1 of each location, & your vendor list and the amount of times you can complete the quest will be ... a lot. A lot. Either way, it should only take you a week or two to get ALL 16 SHIELD TECHNICIANS like the baby jesus intended. Thank you to player Dracarysar & EnglishLad, who helped me navigate this quest and nail things down, they are A+ Players and absolute wizards. Ty also to the Lunatics ( LUN ) faction on Spanj's BE2 server, for helping me along as I worked the problem. ArtemisRouge DISCLAIMER: If you are not Honored with Polaris you may suffer a -400 Faction hit for establishing a teleport base inside of their territory on PLANETS. Making a teleport base outside of their territory and using a Hoverbike is another option. If you are honored with Polaris, there is no faction hit.

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