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Function over Fashion. A CV with lot of space and CPU to expand to your liking.
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Dr Eggman's personal small vessel. The famous Egg Mobile!
Pitch, Yaw and Roll are rather powerful. You may need to adjust the sliders to your liking.
Vanilla Ship. No mods needed.
Airtight: No
Warp: No
Shields: No
Maneuverable: %!#@ Yes!
Instructions:
Download and extract into your blueprints folder. By default, this is in your Steam install folder, then: steamapps\common\Empyrion - Galactic Survival\Saves\Blueprints\##########
########## being whatever number you have in your folder.
Example:
If your Steam is installed to your C: Drive, and your number is 12345678, then you would extract the Egg Mobile folder into:
C:\Steam\steamapps\common\Empyri... -
1/16/23: Mod updated for Empyrion update 1.9 and Reshade version 5.5.2....
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This is just a Scenario...
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Empyrion Stats REBORN 1.3 Updates
VERSION 1.3 UPDATES
ARTILLERY TURRETS HAVE 5 TIMES THE RANGE
All vessel turret damage outputs changed
All vessel drill damages increased by 80%
Capital vessel drill radius increased by 50%/Range increased by 150%
Capital Vessel artillery is more realistic. Damage Radius increased by 150%
Repair tool works in space, water, and on planet now
Detector Range increased by 75% Which means Capital vessel in planet can now detect any signals on an entire planet like the Prometheus from Stargate!
Survival tool damage increased
All plant harvests increased by 25%... -
Update includes CV weapons enabled IN ATMOSPHERE
Medic Stations from HV's are now enabled for CV, HV, SV, Base's
ATM's are now enabled for Base's, CV's
DECONSTRUCTORS ARE NOW ENABLED FOR BASE'S AND CV'S ;D... -
I edited all crafting outputs some T2 weapon damages along with clip sizes i will work on editing the rest of the weapons if this mod takes off.
Shields have been increased for HV, SV, CV, and Base Shield Hull Generators by about 150%-250%.
All crafting componets required have changed along with how many items you receive on output, some objects take longer to make however while others take a shorter amount of time.
Basically this mod takes away about 30% of the grind required when you get near end-game to help assist raids, along with creating more CV's and Bases.
Armor has been rebalanced all armors have 4 modifier slots now like the good old days, and all armor has been increased, EVA resistance is increased as well. Heavy armor is still b... -
Have you ever placed a shiny new furnace in your base, left for a jaunt through the woods only to come back to a base drained of energy and all of your plants dead? If yes (or if you just want to avoid this unpleasant experience) then the Solar Furnace is for you! This building lets you smelt to your hearts content without ever worrying about losing power in your main base.
I made a Solar Cement Plant (basically 3 advanced constructors) that goes great with the furnace:
https://steamcommunity.com/sharedfiles/filedetails/?id=1382989571
Features:
• A furnace of course!
• A single cannon turret to ward of drones
• An extensive solar array in an eye-pleasing cross pattern (Now with one side missing to fit in the new 15 panel limit) -
This is a little starter base that can also serve as an auxiliary food production structure for a main base. I originally made it for starting on Masperon where I would dig out a hole (it didn't have solar panels at the time) and place it in a cave to hide from the patrol vessel so the relatively high stone requirements weren't an issue. It still makes a nice first base above ground and can easily take out drone attacks because all it takes is a single cannon turret : S. If you place it on a planet with a patrol vessel, just throw a few more cannon turrets around it which can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1383001215
Features:
• Room for 18 growing plots (split into two separate rooms just incase) so you don't need to make th... -
allow Capital weapons in planets
this probably only works on single player...