Considering there was just another hotfix update to 1.8.3 we probably have to wait for an update to this mod.
I am quite curious and looking forward to trying it :)
One thing I could not find though: Does it by any chance to something about the rather slow "in atmosphere speed limit"?
Last time I played all my vehicles had a rather unpleasant speed cap that made them feel sluggish. I know with games like Empyrion and 7 days to day. Basically all malleable environment games have issues with fast vehicles and environmental loading but for example in space engineers there are mods that kind of work fine for me. So I am hopeful that a similar thing can be achieved in Empyrion.
Just gave this mod a try. Started new game. When attempting to spawn a vessel from BP. Get internal error. Hit continue. Click for spawn. Get second internal error. Game says that it was spawned, but nothing there. Console says an instance was attempted with a nil reference to an object. (not an exact quote), close enough. Tried with 3 different things. HV, SV, and CV. Same with all. And all are able to be spawned. So uninstalling until a mod update is available.
Seems to be incompatible with the most recent release. I tested it and for some reason, the blockconfig.ecf file is preventing me from loading up a world or even starting a new one.
Well I found at least part of the problem. With the 1.81 patch, item id numbers are no longer needed for items that are added to the game. All of the vanilla items still use item id numbers. This mod adds a few things to the game, the WolfMother Shield and the growable pentaxid. I went through the files and was able to remake the shield, and add a couple others for Bases and SVs. I even got the icon to showup for the WolfMother shield. I was also able to get 999,999 stack sizes on almost everything (still looking for Carbon Substrate) but all the other ores and ingots are @ 999,999.
The growble pentaxid is still a bit of a mystery. I basically started from scratch and edited the BlockConfig and ItemConfig files. I have been using the same game save to test with and even though I didn't start with the growable pentaxid yet, the inventory of it that I had before is still there and works. Another puzzle I have to sovle. But at least I got a good bit of this mod to work.
Well it changes a lot so i would prefer you loading a new game with this. But if you already have the mod installed and you install an update for the mod you can for sure use an existing save because i usually only do a few things at a time for each update.
Makes sense, though it's a bummer I didn't know about this mod before starting our game a week ago. I'll be sure to come back next time we start a new server though.
I know you said you 'prefer' we load your mod with a fresh game, but what are the odds of it totally breaking our game if we added it into our existing game?
I love fresh starts and all, but naturally, we would lose everything and we are not willing to do that yet.
We are willing, however, to back it up and make a calculated risk...
Well thats why if i need to do a fresh restart just use im to press H and open the spawn menu so you get everything back and use SBP to spawn blueprints for free or you can even put an admin core on your stuff save the blueprint in creativemode and bring it to another save with all resources plants and stuff in it. However if you really want to risk it. I would say its a 40/60 chance of it working properly. But just please back your save up before your do lol
@ RogueRunner1 , Hi ,Did you do a fresh start or did you just install the mod and carried on ? I ask because i am thinking about using this mod and wanted to know if it broke anything . And do you know if this mod needs to be on server and client or just server ? . Any info would be great cheers .
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I am quite curious and looking forward to trying it :)
One thing I could not find though: Does it by any chance to something about the rather slow "in atmosphere speed limit"?
Last time I played all my vehicles had a rather unpleasant speed cap that made them feel sluggish.
I know with games like Empyrion and 7 days to day. Basically all malleable environment games have issues with fast vehicles and environmental loading but for example in space engineers there are mods that kind of work fine for me. So I am hopeful that a similar thing can be achieved in Empyrion.
All of the vanilla items still use item id numbers. This mod adds a few things to the game, the WolfMother Shield and the growable pentaxid.
I went through the files and was able to remake the shield, and add a couple others for Bases and SVs. I even got the icon to showup for the WolfMother shield. I was also able to get 999,999 stack sizes on almost everything (still looking for Carbon Substrate) but all the other ores and ingots are @ 999,999.
The growble pentaxid is still a bit of a mystery. I basically started from scratch and edited the BlockConfig and ItemConfig files. I have been using the same game save to test with and even though I didn't start with the growable pentaxid yet, the inventory of it that I had before is still there and works. Another puzzle I have to sovle. But at least I got a good bit of this mod to work.
Thanks.
Thanks! Looks like a fantastic mod.
Thanks for the quick reply.
I love fresh starts and all, but naturally, we would lose everything and we are not willing to do that yet.
We are willing, however, to back it up and make a calculated risk...
I ask because i am thinking about using this mod and wanted to know if it broke anything .
And do you know if this mod needs to be on server and client or just server ? .
Any info would be great cheers .