Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Eclipse X - SMD Edition
   
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Blueprint: Capital Vessel
Tags: Blueprint
File Size
Posted
Updated
157.261 KB
9 Oct, 2022 @ 7:29am
24 Feb, 2023 @ 6:55am
16 Change Notes ( view )

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Eclipse X - SMD Edition

Description
A heavily customized (and lightly faction branded) version of Ente's Eclipse X - https://steamproxy.net/sharedfiles/filedetails/?id=2788790233. Mostly the same on the outside, but it's what's inside that counts. Features include:

- Revamped & expanded storage
- Single laser drill (for emergencies or laziness)
- Public utilities in boarding ramp areas
- ATMs (if supported by your server or BlocksConfig.ecf, remove in creative if not)
- Additional, more diverse crew
- Radioisotope Generator mounting locations
- Power saving & QoL automation* (Some of these are broken currently, see comments below)
- Automatic inventory sorting and restock system*
- Automatic refueling of the ship and all docked vessels*
- Automatic crop harvesting (requires credits in 'Valuable' container)*
- Three different salvaging scripts (recycle, deconstruct, hull strip)*

*Requires Empyrion Scripting mod by ASTIC for full functionality - https://github.com/GitHub-TC/EmpyrionScripting.

CPU is 97% efficient without Aux Cores. Upgrade instructions are located on the TV in the captain's quarters. Sorting scripts are still missing some items and will be updated as they are found. Use the LCD next to the 'Unsorted' container to determine item IDs and update scripts accordingly.


Scripts borrowed and modified from:
- Grimgar by Noob - https://steamproxy.net/sharedfiles/filedetails/?id=2834057918
- Astra Blade by Natjur - https://steamproxy.net/sharedfiles/filedetails/?id=2802720553
- Nyx by Lillyth - https://steamproxy.net/sharedfiles/filedetails/?id=2858922166
Popular Discussions View All (1)
0
28 Dec, 2023 @ 7:49am
the salvaging scripts?
Ageless
6 Comments
Dixon Cox  [author] 24 Feb, 2023 @ 2:15pm 
I'm still pretty unfamiliar with the full scope of what the scripting can do, I've mostly just played around with it on other people's creations and figured things out as I went along. As far as I understand it, you're right about what SetSwitch does, though there may be some more intricacies to it that I'm unaware of.

I had the automation scripts tied to the physical switches in the CPU room and they would self-toggle depending on the criteria (pilot and playfield detection in this case). They toggled various thruster and weapon states, as well as the if the gravity was turned on.

Next time I hop on I'll take a look at that LCD issue. It should only be using the name provided by the item IDs but maybe there's some funkiness going on somewhere.
Tachaerus 24 Feb, 2023 @ 8:36am 
Thanks for the quick response on this!
While I'm super excited about this new functionality in Empyrion, I only just got started with it, so I'm not certain what exactly "SetSwitch" does. Is it just toggling a signal?

Another oddity I noticed was in the LCD that displays various materials that you have stored. The names for the items flickers back and forth on some of them, likely shifting between their current name and the name that the item(s) might have had in prior patches. Difficult to explain. I'll try to get some screenshots later, but you should be able to reproduce it on a server by just dropping some mats in the box.
Dixon Cox  [author] 24 Feb, 2023 @ 7:28am 
I split CVInfo off into its own script LCD so that display should still work properly at least. The other scripts - thruster/weapon/gravity automation - are disabled for now. There are still toggles for most everything in the ship control panel, and the physical switches in the CPU room and service corridor will still work if you flip them manually. It's not a solution I'm super happy with but I don't know my way around scripting well enough to get away from using SetSwitch (if it's even possible). Definitely open to suggestions on how to fix those properly if you've got any, though.
Dixon Cox  [author] 24 Feb, 2023 @ 5:55am 
Appreciate you pointing that out, I'll see about reworking that script to fix it. It used to work fine in 1.8 and then something changed in 1.9 to make that happen. The latest scripting release mentions disabling SetSwitch due to it causing crashes, so I'm assuming that's where the problem lies.
Tachaerus 23 Feb, 2023 @ 8:27pm 
Script:CVInfo appears to be the cause of the crash. If I toggle this off, entering a cockpit no longer crashes my client.
Tachaerus 23 Feb, 2023 @ 7:48pm 
Beautiful ship. Loving the scripts. Problem is, this ship crashes the client when jumping into the cockpit while on a server. Server itself seems unaffected, and will place the crashed player in the cockpit of another nearby ship upon rejoining. I have a feeling there are scripts that turn on engines and do other things that is causing it.

Let me know if you need any more info to reproduce the issue.