Empyrion Galactic Survival - Reforged Eden 2 Build Updates 7/8/2024
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- Опубликовано: 21 авг 2024
- In this video I try to answer some questions brought up in playthru videos as well as shown a new completed RE2 SV miner and a UC (ultra cheap) early game SV get around ship. I also updated the the Camp-UC blueprint. I am trying to work out what I should release the to workshop and when. More than likely I will release the new miner and maybe another creation tommorrow. Let me know your thoughts.
I like the Camp-UC. Nice and simple. Workshop it.
Love the Camp-UC concept. I suggest adding a couple levels of disposable columns straight up over the doorway. Leave them poking out when you bury it to give you an aim point for your tunnel.
Put all you builds, everything on your workshop! We will find a reason to use it! 😉
Like the new 4 drill miner. The 3 drill served well. The ramp definitely needed an update. Struggling to get in with something chasing you down is no fun.
Release everything you make please I live vicariously through your builds in game ….. cuase I suck at building …..still
One suggested mod for the Camp-UC: swap the core and the fuel tank locations. That way all the radiated devices are one block away from the interior space so nothing can hurt the player.
The new miner looks like it works great. Only concern I have is that one-block hallway that may trap the player unless they crouch past it. Would it be possible to make that wider even if it means a slight reduction in cargo capacity? Even if you can manage to rotate the armor locker to free up an extra half a block in width for the hallway I think it would help a lot.
As for releasing these UC builds, maybe a good way to do stuff like this is to zip up the build folder, throw it on Google Drive, and then post the link in the description of a YT video "releasing" it. You could do one video showing all 3 UC creations and post all 3 links. Or heck, throw all 3 builds into the same zip file so you get all of them at once.
For the little mini level 3 HV, I will say that the starting hand held scanner is pretty trash. So getting into a HV/SV as soon as possible just for the detector is my new starting must do. Assuming the HV is super unlock points light, it may be easier to get into when also wanting to unlock the shotgun, light armor, drill and so on. Also, until you get a proper craft with detector you're probably limited to mostly ground rocks and processing crushed stone. The HV might be the faster start to get you into a decent scanner and finding those deposits.
I like your creations and use many of them in my playthroughs. The issue with the ramp has been there for a while and I corrected it by putting a block or two between the ramp and the door to offset the sensors. It works but using the jumping platform might be better. Keep pumping out the great builds.
I like that Camp-UC. Looks like it would also make a decent Teleporter Relay station as well
It's too bad there is no ramp delay for so many seconds so you have a chance to jump on it before it retracts. I noticed if you're in space and get stuck on the wrong side you can crouch and push yourself around it. I did this during the comm array mission when I got stuck prior to visiting the comm array with the bad guys inside it.
Regarding Camp-UC: Correct me if I am wrong, but a solar capacitor is cheaper than a generator and can still burn fuel (like a fuel cell I imagine) to provide plenty of power for it, while allowing free placement of surface solar panels. Also, the AI seems to sometimes be able to shoot through/into the ground if you are too shallow and kill you/damage a structure through AOE explosions. Recommend users to bury it more than 1 block deep.
RE Miners: Again, my preference is a cheap as possible SV miner for early, it needs no upgrades for shield and such. I would rather use it to jump start my way to a deluxe miner or CV. Otherwise it seems a little too expensive for very early, and not functional enough for endgame. A huge portion of my midgame is done with a CV miner, or my entry level SV protected by my CV. The entry level SV miner then gets recycled into an endgame SV miner with a full complement of laser drills to speed up mining those tougher ores.
You could possibly release one of the UC items, and just link the others from it as "more of the ultra-cheap collection". Then in the future, if you wanted and had nothing else to go onto the workshop, consider doing an actual release of another. They would all be available, from one front page release for those that know to look for them.
I look forward to the next play vod.
EDIT: While you are playing your new miner, consider adding 2 more spotlights to the sides to see if it gets rid of that massive shadow?
Thanks Jeff!
Solar capacitors burning fuel is an inconsistent bug and shouldn't be relied upon. It seems to do that after the playfield reloads, but if you add or remove a capacitor they revert back to their correct behavior of only running off of solar energy.
Thanks and great questions/info. In my experience with builds only dependant on solar and no generator, they seem to frequently turn on and off regardless of the number of solar panels and capacitors. Maybe the issue is they just have to stay off for a while and let the capactors charge. I have tried solar only on some past builds but always had issues with it unless it also had a generator. Also I do not believe a capacitor would use fuel at all even if a fuel tank was on the build. This could use some testing thou. I am curious.
As in the miners and prices, so far the 3 tier 1 starter miners I made are really close in price. Having the upgrade path for a shield or more guns doesn't really make it more expensive. I may have some un-need options like a armor locker, o2 dispensor, etc, but those parts are extemely cheap and barely raise the cost or use much CPU at all. The bulk of the cost is the thrusters and mining drills as well as the hull blocks and storage controller/extensions. On the new miner, it has a constructor as well which I just personally like to have as you can process ore while mining or use to build whatever in the field if you have the resources available at least. The only thing I can think of for reasonably cheaper miner would be maybe a 2 or 1 drill tiny one with very little harvest storage and no guns. It may be quite useful but would still be player unlock level 10 if it was a SV. I agree, later in game you would mostly do CV mining or have a higher end maybe high gravity SV miner.
As in the lights, I will mess with it a bit more and see if I can get it better lit yet with side lights. And thanks again!
@@garaman_ Wait, wait, wait! The bugs are the only consistent thing in this game! I call foul.
The workshop really needs a button, to easily distinguish valilla, re and re2 builds .... or everyone puts re2 or somet in the names ....
I started putting in "RE2" in the names of the new creations for RE2. I realize with vanilla, RE1, and now RE2 a lot of confusion can happen on what a build is for. It would be cool if a button/option when saving a BP would let anyone looking at the workshop know clearly what it is for, but it does not do that and I doubt changes would be made to do that. So for now, having RE1, RE2, or Van or Vanilla in the name itself would help a lot. And thanks again!
Try to put spotlights left and rightside for better view of new SV miner. There is also vent that obscure some vision on right side. And still no space for Warp Drive that you need in order to get neodinum for CV
Good points. A warp miner may be another future build project. At tier 1, I believe you could add warp drive (?) in a miner but no guns. Also it is a big part to fit on something this size. The Scarab SM1 build absolutely does not have room for that. I will think on this thou and maybe try to make one that can do warp in the future. Also on the lighting, I may try that with the lights and see what happens. And thanks again!
You do not need neo for a CV. You can build something like the Makar (or even cheaper) and salvage thrusters all over any of the starting systems. You then put a warp drive on the CV and carry the SV where you need it.
@@tarsis6123 you will have not enough thrusters on wrecked ships on starter planet to put on your starter CV. And if you playing on server you wouldn't be able to get full parts.
@@Prime0pt No, you still need to go to the moons to get enough. There is plenty of salvage in POIs if there aren't enough wrecked ships.
My rare plays on servers have still given me full parts. 6 thrusters is not a big ask for a UC starter CV.
@@tarsis6123 6 thrusters will not lift Makar
I don't like how miners basically allways turn out the same way, with a square of drills or a hexagon. They alll look a bit samey and it's a shame. My own miner i tried to make more unique by going for an X with 6 drills but it's just more efficient to go with 4 in a square or 6 in a hex. You did detail as best as you could and for a miner it looks great but it's still a box pretty much haha 😅 you did make it super functional though with interior and lots of storage so gj
Thanks. Everytime I have tried something different with a miner it never does very good. I have found no way to make a miner that needs to bore into mining holes not be box shaped unless of course it doesn't work good. lol. And thanks again!
I recommend posting the links or your workshop name. otherwise those of us looking for blueprints have no where to look. what am i supposed to search for?? just RE2 SV miner?
Best way to do it is Browse the Collections tab, you will see the individual authors names come up and the collections they have built for example JRandall has Skaar, Kriel and others.
If you see a creation you like in his videos just go to that collection and scroll to bottom for newest.
If you follow author on workshop their latest creations will be highlighted for you when logged in to workshop, hope this helps.
AI definitely don't know how to send troops into action in my current base that is a pit 7x7 ground floor, B1 3 tall B2 processing B3 separate elevator for core access 2 tall with core below central shaft elevator.
I get 2 troop transports and 6-8 gunships every other day on high, unless there are bombers my base takes no damage, I think the munitions cost is worth the "rare" materials from the loot.
4 basic turrets on the 2nd floor and 8 on the 3rd floor with a dome cap turret.
Still inexperienced with AI behavior, but that one time I tried a mountainside base it was rly annoying dealing with drop-off proximity of troops assuming it is median range between core and turrets.
Hello Mr Randall, I am a starting player. not alot of experiance. I wondered if you could (or anyone else :) ) give tips on how to take on lvl 1, 2 and 3 POI`s. with SV or HV or even better, a Chalange........ designe a starter attack SV for raiding POI`s lvl 1,2 and 3 :)
I usually start with taking out "Abandoned" POIs. They are sort of a pinkish color rather than red. These feature primarily melee enemies so you can just chainsaw many of them. They also rarely have ship busting turrets outside, just sentry guns you can take down with a sniper rifle.
After you have taken out one or two of these POIs you should have enough loot to give you a couple of respectable weapons, an improved armor, and some armor upgrades. You can also salvage some materials for build a more attack centric vehicle for shooting up the large turrets on the other POIs.
I would honestly avoid any shielded POI until you have a laser/plasma armed SV.
Where is your workshop? I have looked at several of your videos and have yet to see a link.
Here is a link to my workshop on Steam:
steamcommunity.com/profiles/76561197971586119/myworkshopfiles/?appid=383120
I hope that helps. And thanks again!
@@jeffrandall2813 Thank you just got this game for me and 2 of my children in the sale last week and were still learning on vanilla. Any chance you will do a vanilla version? My son tried to rework it in creative but it was really cramped.
Why not release 2 now and 2 Saturday?
how do you submit a ship for Jeff to showcase in a future showcase?
It's not really done by submitting a ship. I normally just pick what ends up on the EGS workshop front page/spotlight on Friday mornings before I do the video. Also sometimes I take a look in the new releases and see whats there. However, If you can list the name of the ship and author, I would definitely look it up on the workshop and try to show it in a video. I hope that helps, and thanks again!