General Empyrion Thread

GasBandit

Staff member
Bonanza, Akua, and Ningues are still not wiping, despite everything acting like it is. I've reverted my "fixes" to Ningues (so you should have the deposits back on your map, your fog of war should be what it was, and you can once again discover POIs), and have submitted a detailed bug report with a copy of the save so they can reproduce. Hopefully this will be fixed soon. I blame the 8.1.1 hotfix, so much else has gone wrong with it, and this really didn't start happening until wednesday.
 
Bonanza, Akua, and Ningues are still not wiping, despite everything acting like it is. I've reverted my "fixes" to Ningues (so you should have the deposits back on your map, your fog of war should be what it was, and you can once again discover POIs), and have submitted a detailed bug report with a copy of the save so they can reproduce. Hopefully this will be fixed soon. I blame the 8.1.1 hotfix, so much else has gone wrong with it, and this really didn't start happening until wednesday.
Dave's been stuck in the cockpit of his ship something like 85 times since the hotfix, and it wasn't happening before the hotfix, so it looks like it may also have undone some of their previous work at preventing people from getting stuck in open cockpits as well. Granted, it only really seems to happen when he relogs inside the SV, but since he has to do that any time he goes near a PoI that has drones up top (for the continuous CoQ errors that are thrown when drones don't fall through the earth), that's a pretty common occurrence.
 
It seems, from anecdotal evidence I admit, that they've changed the way their calculations are made in some drastic way. Which, given that between RC1 and RC3 they changed the way planets are generated, wouldn't surprise me. I would say that they'd done it without proper testing, but we're the alpha testers. Sometimes I forget what alpha really means. All of my programming was done under the gun with no time for alpha or beta phases. I was lucky half the time to even have separate testing environments.
 
I wonder if the error is being generated at decay time. That is, whatever is throwing the error is something related to the expiration of that “will be removed in x minutes/seconds” you get on downed items. Has anyone noted if this happens with patrols? Or is it just the drones?

—Patrick
 

Dave

Staff member
The only time I've seen it is when drones that WOULD have fallen through the world in the past no longer does.
 
I wonder if the error is being generated at decay time. That is, whatever is throwing the error is something related to the expiration of that “will be removed in x minutes/seconds” you get on downed items. Has anyone noted if this happens with patrols? Or is it just the drones?

—Patrick
I haven't had any issues with patrols or other dropped items/boxes. The error seems to be occurring when the game has to calculate the collision location for a falling drone that isn't going to phase through the surface. It doesn't happen when the game fails to realize that the drone was supposed to collide and instead allows it to fall through the surface.
 

GasBandit

Staff member
That's been my experience, too. I shoot down a drone, if it stays on the surface, within 60 seconds it starts throwing CoQ errors every 10 or 20 seconds until I leave the area.
 

GasBandit

Staff member
Or log off. Maybe I should try just flying away next time.
It sucks when the drone comes to your base, but if it's at a POI, flying a few KM away for a minute or so also seems to do the trick.

As with all things in this game, YMMV, AAF.
 

GasBandit

Staff member
Well that's weird. You know so much more about that stuff than I do.
At first I thought it was the media embed addon, but then I noticed YOURS are working and mine are not, so I suspect the problem is actually on twitch's end.
 

GasBandit

Staff member
In case anybody was curious what the server console/admin helper looks like -

This is what the console looks like for the Dedicated Server software. That's it (redacted areas are playfield names)



And here's the main screen of the admin helper, again, with playfield names redacted. I am SO thankful to you guys for using faction chat (which shows up blue instead of black) to spam /vb and /scan :D I like being able to keep discord notifications on, so I can hear about problems immediately.



The "Functions" flyout at the side is what is used to do things like warp stuff around, restore backups, etc. But it's still pretty much all just spreadsheets of names and numbers.
 

Dave

Staff member
Sorry about sniping your viewers, Gas. You can probably stop that by turning off cross-hosting. What's happening is that I'm getting on before you and since your stream hosts mine when you're not on they are just sticking around even after you log in.

I feel bad about it, but I'm also amazed that people actual watch me. I'm really not that interesting and Empyrion is NOT an exciting game to watch.
 

GasBandit

Staff member
Sorry about sniping your viewers, Gas. You can probably stop that by turning off cross-hosting. What's happening is that I'm getting on before you and since your stream hosts mine when you're not on they are just sticking around even after you log in.

I feel bad about it, but I'm also amazed that people actual watch me. I'm really not that interesting and Empyrion is NOT an exciting game to watch.
I'm not really worried about it, man. Truth of the matter is, the majority of twitch streamers who stream Empyrion are already in this thread :p So anybody who wants to watch an Empyrion stream is gonna end up on one of us, it's just who starts/stops at what time. A lot of our twitch traffic is driven by empyrion.gamepedia.com , which has a "live on twitch" dropdown at the top, and whenever somebody is streaming empyrion, they show up there.
 

Dave

Staff member
So I streamed last night for a few hours and did a bunch of POI runs. I had 8 or 9 people spectating, people actually chatted(!), and I had two new followers and one guy started hosting me!

I get up this morning and the guy who had hosted me had already stopped following me. He had about 4k followers so him hosting me would have been amazing. Guess he didn't like that I stopped broadcasting at 11 pm CT. :(
 
I see that there’s already an 8.2 EXPERIMENTAL announcement.
Some of the stuff that stood out to me:
Known Issues:
Drones stop spawning after drone base regenerates
Random CoQs after killing drones

Fixed issues:*
Drones fall through terrain after being killed
RepairToTemplate stops if player moves too far away or leaves playfield
HVs sinking in water
AI shooting through walls this time for real we swear

New features:
Added “Arid” starter planet
DSL (Dynamic Structure Loading) - any structures not in render range (1.2km in atmo, 3km in space) are unloaded from memory. This should help performance and reduce partial-load of structures on approach.*
Multiple solar capacitors allowed to increase reserve capacity :eek:
Removed flashlight from survival tool :(
Max # of structures per playfield increased from 255 to 65535 :eek:
Can now farm “buds” plant (yay!)
Added toggleable visible bounding box for repair pad
Toggle to switch between metric/imperial
Pentaxid is now magenta (to better distinguish from Promethium) THANK YOU

*Maybe
—Patrick
 

GasBandit

Staff member
Oh man... migrating existing stuff over to that is gonna entail a lot of yaml work >_<
But at least it says that repairs will not reset when you move away from the pad. Here's hoping it actually works as intended.

Hope it gets a good, thorough shakedown in experimental.
 

Dave

Staff member
Starting a new project that I think you'll all like. I suck at building ships and stuff like that, but I do like interactive content.

So I'm building an interactive PvP base that is essentially a maze with 4 entrances. The middle area (or wherever I decide to put it) I will place a cargo box with the Prize of the Week and then we can have contests between factions to get to the middle. It's going to be on a PvP planet so that we can all shoot each other, but I think this sounds like fun. Thoughts?
 

GasBandit

Staff member
Starting a new project that I think you'll all like. I suck at building ships and stuff like that, but I do like interactive content.

So I'm building an interactive PvP base that is essentially a maze with 4 entrances. The middle area (or wherever I decide to put it) I will place a cargo box with the Prize of the Week and then we can have contests between factions to get to the middle. It's going to be on a PvP planet so that we can all shoot each other, but I think this sounds like fun. Thoughts?
Sounds good to me. Sounds kind of like what I'd hoped to accomplish originally with Gargantua City, but never put in the gruntwork to make it work.
 

Dave

Staff member
There's actually a maze on the workshop already that has some cool stuff, but it's only a single in/out so it's a solo thing. I subbed to it so I can play around with it.
 

Dave

Staff member
I set up my stream today to do reruns, which means that given enough clips and recordings, the stream could be live pretty much all the time. I even had people come in to spectate, although most didn't stay too long. I turned it off. On the one hand, it's nice that the stream would be more active, but on the other I feel like I'm doing a bait & switch that would ultimately drive people away. I did add a scheduler, but it shows that tonight's stream will go live in 1 day, 5 hours...so I added a different one that says the same thing without the countdown.

I really need to learn Photoshop, though. Almost everything you do for backgrounds, etc. need to be made by you to put in. Sucks.
 

GasBandit

Staff member
A guy named ASTIC has created a mod that lets users set up and use their own teleports, and at my request, he has added a configurable setup/use fee option. I hope to get it working this weekend, and that will automate users "buying" teleporters so I won't have to program them myself any more.

As such, the fee structure will probably be changing. As the "teleports" the mod uses are each one way (you have to set one up to go, and another to come back), I'm thinking 1 mil per teleport creation, but I'm still not sure what an appropriate fee to use a teleport should be. If refined pentaxid is ~300 credits each, and a normal jump is 20 AU, that would mean a single jump costs ~6000 credits in a ship... so I'm thinking maybe 10,000 credits to use a teleport? This is to mitigate that the price of teleports no longer will be increasing exponentially. If you guys have input, chime in.

The extra good news is that this mod supports CVs as teleport origins/destinations, not just bases.
 
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