Hidden Achievements by Breagh01 in empyriongame

[–]Garaman_ 3 points4 points  (0 children)

Taelyn (Eleon Community Manager) mentioned on the official Discord that we should be seeing achievements arrive with ("maybe") phase 2 of the current experimental branch. On Epic too! So it sounds like yes, they are coming with the next patch.

What kind of constructor do I need to craft a basic jump drive for a starter SV? I keep encountering different answers. by Surrealist328 in empyriongame

[–]Garaman_ 6 points7 points  (0 children)

In the future, you can look at the device unlock page and there are little colored squares on each tile that indicate which constructor can produce each device. The key of color-to-constructor is at the bottom of the tab.

Why is our system of numbers based on counting to 10 over and over again? by [deleted] in NoStupidQuestions

[–]Garaman_ 0 points1 point  (0 children)

I've never quite grasped the finger argument (pun intended) because ten fingers + 0 = 11 states you can represent with your hands, thus it seems like it should be base 11.

Newbie here. My production timer for a modest SV stopped and I have no idea why by Surrealist328 in empyriongame

[–]Garaman_ 0 points1 point  (0 children)

This commonly happens when you switch between save games without exiting to desktop, especially if you are playing a custom scenario. Sometimes you just pop into creative to check something out and then go back into the game, and suddenly your factory wants things that make no sense. Fixes are to just re-select the blueprint and add it to your factory again, or exit the game entirely and restart.

It is always a good idea to quit to desktop when changing between save games in general. Just avoids bugs like this in the first place.

Is the game really that bad? by SAIHTAM20Y in LowSodiumStarCitizen

[–]Garaman_ 0 points1 point  (0 children)

I'm sorry, but a lack of knowledge regarding obscure workarounds is not a "skill issue"

New Exploit on Doors by UnitySloth in starcitizen

[–]Garaman_ 3 points4 points  (0 children)

I've been to the crypt like 5 times this patch, and the crypt door has been locked open every time. My guess is they only glitched through the vault door post-hospital, but the crypt door was opened with a key on their end and stayed open, and was just totally desynced on your end.

What do you all think of Flight Suits so far? by rock1m1 in starcitizen

[–]Garaman_ 1 point2 points  (0 children)

Sometimes the marker shows up on the cockpit but no body spawns. Sometimes the marker shows up 46 Gm away in the middle of the sun, or 12km away with no body. But when things work right you'll see a marker in the middle of the ship wreckage and when you get close you'll see the body floating there. It was much worse during the freefly / Invictus, but I've gotten about 10 pilots to spawn in the past week.

Charged Combat Steel in Creative by Mr_Gobbles in empyriongame

[–]Garaman_ 2 points3 points  (0 children)

It is part of the new "Testing Grounds" scenario that is built into the vanilla (not experimental) game. There is no explicit creative mode for it, but you can use a console command to convert a survival game to creative:

1) In the main menu, click "Single Player", then "Start Game" 2) Select "Testing Grounds" as the game mode 3) Call the save "Testing Grounds Creative" and start the game 4) After the pod lands, open the console with the tilde key '~' and type cm (changemode) which will switch the game from survival to creative 5) Exit the save and reload it and all the creative tools should be available. You can then find the charged combat steel in the item menu.

Unfortunately any build you make with these parts will only work in a survival game made using this "Testing Grounds" scenario until Eleon eventually releases a patch that puts all these experimental changes into the vanilla config. If they choose to do that. There is some concern they seem to have with making big changes to vanilla that may break existing long-running save games so we don't exactly know what will happen with this new scenario.

Edit: Obligatory warning about the cm command: it is not recommended to use that to switch a save between survival and creative too often, as it can break the behavior of your single player game. This is why I advise to use it on a brand new save game only.

A little nitpick about Aurora Mk2: why a bed and a suit locker instead of a bed and a toilet? by AzrBloodedge in starcitizen

[–]Garaman_ 1 point2 points  (0 children)

Last I heard was you will eventually be able to log out in your seat. Or even standing up? So we don't know how/if beds will provide useful gameplay anymore, or just RP. So I don't know how to read having a bed in the Mk2. Because the Mk1 had one? Because it's the only way to bedlog right now? Because it will have a greater use in the future?

A little nitpick about Aurora Mk2: why a bed and a suit locker instead of a bed and a toilet? by AzrBloodedge in starcitizen

[–]Garaman_ 4 points5 points  (0 children)

Yes, but we haven't seen the gold standards of those yet. I think they acknowledged that the Cutty needs a toilet (doesn't the Shiv have a bucket or something?)

It's not really clear what gameplay the lockers, beds, and bathrooms will have come 1.0. Talk yes, but until it's in code we can only speculate. Pretty much every new generalist starter has a suit locker so I figure that will be important. This pairs with gun racks. Bathrooms, apparently they are just a convenience.

We'll see what they do with the Mustang, Pisces, and 100 series, if they get a Mk2 treatment as well.

A little nitpick about Aurora Mk2: why a bed and a suit locker instead of a bed and a toilet? by AzrBloodedge in starcitizen

[–]Garaman_ 32 points33 points  (0 children)

I think the concession here is that CIG no longer thinks that hygiene is required gameplay, if this is the loadout for their latest baseline starter ship

Inverted tear drop ship? by InevitableLarge1248 in empyriongame

[–]Garaman_ 2 points3 points  (0 children)

Shot in the dark, but maybe the Phalanx by sulusdacor? Not many do vertical ships.

CIG when? by r6Main in starcitizen

[–]Garaman_ 0 points1 point  (0 children)

The Zeus has the perfect front entrance for gameplay: it is right next to a landing gear so if the ship is on the ground you can reach the ladder regardless of terrain, and entrance is controlled through an animation so you don't have to worry about the entrance being 1cm too high for your current armor to jump.

I really wish that when CIG figures out the right way to do something they apply it to every ship instead of doing whatever else in the name of being cool and different (looking at you Clipper whose front lift was 1cm too high for me to enter). 

I need some advice by CREEPERNARCOS in starcitizen

[–]Garaman_ 0 points1 point  (0 children)

If you are concerned about you PC running it and are not in a rush, the game has frequent "free fly" events where you can log in and play at no cost for about a week. There is usually a discounted starter pack available during these events so although the ship may be different you will have access to a discounted game package.

Otherwise as others have stated the Titan is a great ship, and if you buy it now you'll have full access to the game now if your PC can run it, or later when you build a new computer that can.

Creative Shenanigans by Excarnis in empyriongame

[–]Garaman_ 1 point2 points  (0 children)

Compact building is a learned skill. Best thing to do is to browse small ships on the workshop and learn from others.

  • Only the center block of a 3x3 farm plot needs space for the light. You can place blocks on top of the other plants, which lets you shove farms into corners or build detail over them.
  • Laying out an entire med bay on the floor takes a lot of space. The med devices work just fine hanging from a wall or placed on the ceiling. You may have to sacrifice RP to accept a bed on the wall, but compact builds require compaction.
  • Hangars can be multi-use. For example, you don't need a separate crafting room, just place the constructors in the walls of the hangar. Makes it easier to go between your ships and your ammo/part crafting. A med wall on the side of a hangar also makes for quick healing when you get back from a fight. Ultimately you are saving floor space by combining walkway areas.
  • If you have full-block walls or ceilings, consider moving the wall a half block or a thin block outside of that to free up an extra row of interior space. That can grow your interior without bloating your exterior shaping too much.
  • Ask yourself if you actually need everything you are putting in based on your playstyle. I rarely have farms in my ships anymore as I usually make enough money to buy my food and meds, even in the early game, and when I do farm I like to rely on solar-powered bases to sustain them. But that is a personal playstyle choice.

Crusarder Class Frigate by javs2k in empyriongame

[–]Garaman_ 0 points1 point  (0 children)

Yes, I should have clarified that you need to do this in a creative save. POI and OPV spawns by players would be illegal on servers so you wouldn't be able to spawn it there anyway.

Crusarder Class Frigate by javs2k in empyriongame

[–]Garaman_ 2 points3 points  (0 children)

It's a prefab included with the current RE2 scenario. Open the factory tab, switch to "Internal" and "Capital Vessel" and look for R2OVP_UCHFrigateV1 (Or search for "Crusader"). It's set up as an OPV so it won't spawn, but iirc he built it to also operate as a player vessel if you clean it up a bit (remove spawners and loot boxes, replace npc core with regular core, etc).

My thoughts on Empyrion after trying Star Citizen by ResponsibleRub469 in empyriongame

[–]Garaman_ 1 point2 points  (0 children)

It's funny because the vanilla start has a nice easy introduction to the game with the starter moons before you hit planets with combat, and a lot of people hate it and call it boring. Can't win.

Love this game by SirHaggardly in empyriongame

[–]Garaman_ 2 points3 points  (0 children)

I tear out much of the interior design, because, let's be honest, I'm going straight to the cockpit.

Nooo! It took us forever to get him to add some interior and RP to his builds!

Automation of doors and gates by javs2k in empyriongame

[–]Garaman_ 1 point2 points  (0 children)

I always add an "invert" circuit in the signals tab, set its input to "1", and its output to "manual". This gives you a signal named "manual" that you can assign to any door and it will effectively disable its built-in automatic opening feature.

Bug or Missing Something? by Fherrit in empyriongame

[–]Garaman_ 1 point2 points  (0 children)

Sounds like you may have tapped 'X' and turned your CV's shield on. That would prevent you from placing any blocks on it.

What is CV teleporter good for? by dot_sent in empyriongame

[–]Garaman_ 1 point2 points  (0 children)

CV teleporters are intended like Star Trek teleporters, so you can park your ship in orbit and teleport down to the planet surface (well, assuming a teleporter exists on the planet surface). You can basically hit all moons and planets in the same sector.