Empyrion: Galactic Survival Wiki

Building is one of the most fundamental and important parts of Empyrion: Galactic Survival. Players can build a Base to live in and can build Hover Vessels, Small Vessels and Capital Vessels to move around.

Building[]

All structure- and vessel-building starts with placing a starter block. There are unique starter blocks for each of the four types of base and vessels. There are many types of blocks which can used to build vehicles and structures. Some can be used in all kinds of construction and some can only be used in certain vehicles or structure types.

To place a block, left-click while the desired block is equipped on the toolbar. While a block in the toolbar is selected, it will show a ghost block where the Crosshair is pointing. If the location is suitable for that block (i.e correct structure type, adequate space etc.) the ghost block will look like the block would after placement with a blue border around it, showing how much space it will occupy. If the location is invalid, the block will turn red and have a red border around it.

If a player tries to place block while it is red an error message appears at top right corner with the reason for invalid placement.

To place multiple blocks at once:

  • To place a line of blocks: Left-Click and drag while having the block equipped
  • To place a plane/floor of blocks: ctrl+left-click and drag while having the block equipped

To remove blocks and recover components, use the Multi Tool. You can use the Survival Tool to salvage components as well, but it's slower and unable to recover blocks.

Blocks can be painted using the Color Tool or the Color & Texture Tool.

Build Limit

Build Limit

NOTE: With the introduction of Ownership, block placement is restricted in a few cases. See ownership for more details.

There is a block limit for building. A structure or vessel can only be 250 block long in any axis and that limit is calculated considering the core as the middle of every axis, i.e. maximum 125 block can be placed along the axis at any side of the core. However, if one side of an axis has 125 blocks, the other side can have only 124 blocks, to include the core and stay within the limit of 250 blocks. If the core is relocated manually, the build limit is still calculated from the original core position.

Not all blocks can be placed in every structure/ Vessel. Some blocks can only be found in creative mode and some can be crafted in survival.

Orientation[]

default orientation

default orientation

Orientation determines which direction is considered the front. Bases, for example, have orientations in only 90 degree increments, and orientation is extremely important for vessel building. Before Pre-Alpha 3.2.0, the core of the starter blocks of vessels had an arrow which showed the orientation of the starter block. Every direction-dependent device like cockpits or weapons had to be placed that way and could not rotate. In Pre-Alpha 3.2.0, the arrow was removed, and devices can now be placed facing all four cardinal directions (Front-back-left-right). The default direction still remains, but direction-dependent devices are not restricted to that direction. The default front is determined by which direction the player is facing when the starter block is placed (see the image "default orientation").

If the player doesn't move:

  • blocks facing away from the player are the front (the player always looks in flight direction when the starter block is placed)
  • the side of blocks which is the upright side for the player is considered as up.

The easiest way to find the default front is to hover a cockpit over the starter block and see the orientation of the ghost block. Up-Down can not be determined by this method, however.

Cockpits and weapons can be placed in all four cardinal directions (front / back / left / right), but the player can only use the guns which are in-line with the cockpit orientation, i.e. if there are multiple Vessel Mounted Weapons placed on the vessel looking in different directions, only the weapons whose directions match the cockpit will fire. In the image below, the weapons which are in the same colored circle with the cockpit will fire, if the player operates the vessel from that cockpit.

Cockpit Orientation and weapons
Cockpit Orientation and weapons

The up-down orientation is obvious on planets, as down will always face the ground. In space, where there is no ground for reference, locating down can be confusing. The other four cardinal directions (front / back / left / right) can be interchanged by cockpit orientation, (i.e. if players build their vessels facing left, placing the cockpit in the left direction will make the left direction act as front), but up-down can not be changed.

NOTE: Known Bug: Though flying capital vessels works with interchangeable Front-back-left-right, the Warp Drive does not work unless the CV is flying and facing in the default front direction.

Symmetry Building[]

Symmetry Build GUI

Symmetry Build GUI

The Symmetry building method can be used to replicate one side of a structure on the opposite side. Symmetry can be achieved along the XY plane, the YZ plane, or the ZX plane. The N key is assigned by default to access the symmetry build menu.

To place a symmetry plane:

  1. Equip any place-able block.
  2. Press N and select the plane axis (XY, YZ, or ZX).
  3. Click on the block through which the plane should go, while holding down N and keeping the block equipped.
  4. To remove the symmetry plane, press N and select none.

Usebthe "Undo" and "Redo" button in Symmetry Build GUI to undo or redo any block placement via symmetry build in a Creative game.

NOTE: Known Bug: If you place a block right at the symmetry plane, it will consume 2 blocks and place them in same location.

Factory[]

Menu Blueprints
Workshop Icon

Workshop Icon

  1. Press F2 to open the blueprints menu.
  2. Select one of the blueprints.
  3. Click the "To Factory" button in the top right to deposit materials into the factory.
  4. Once the material requirements are met, click Start Production.
  5. Check the timer to see how long the build will take, once it's complete it will show up in the "Workshop" section of the blueprints menu.
  6. Select it and click Spawn, and your item is now complete.

While building, press ALT + O to save your build as a blueprint you've created. If building something large and complex, it's a good idea to save your build as a blueprint in case it gets destroyed and you would like to rebuild it.

NOTE: If what you are building in the factory needs a complex item, for example, Steel Plates, the factory tells you it needs Iron Ingots, but it will accept Steel Plates for the build. This will also reduce the build time. If you give the factory enough Steel Plates to cover the cost of the items in the build that need Steel Plates, but the build still has items that need Iron Ingots, the factory will no longer accept Steel Plates as Iron Ingots, since these items are not deconstructable.

Maintenance[]

Control Panel GUI1. List of controllable Devices • 2. Properties of the selected device of the list • 2a. On-Off toggle for the selected device. • 3. Information Panel • 3a.Name of the structure/vessel • 3b.Faction selector • 3c

Control Panel GUI
1. List of controllable Devices • 2. Properties of the selected device of the list • 2a. On-Off toggle for the selected device. • 3. Information Panel • 3a.Name of the structure/vessel • 3b.Faction selector • 3c.On-Off toggle for the structure/vessel

To maintain any structure or vessel, press the P key (default) while on or in the structure or vessel to open the Control Panel.

The Control Panel has following uses:

  • See every individual device and turn it on or off via the control panel GUI, under the devices tab.
  • To see the mass, total power output, power consumption, total available fuel, time left till fuel is empty, total oxygen available in the vessel, etc., go to the statistics tab.
  • Verify whether no device which is required for the structure/vessel to function is missing.
  • Change the Structure/Vessel name and ownership.
  • Check the damage (in %) of various devices im vessels.
  • Change the color of the lights.

NOTE: If the player opens the Control Panel aiming at any devices, it will be automatically selected when the control panel GUI opens. This is very useful to change the color of a particular light or turn a particular device on or off.

Faction and Ownership[]

See Faction for details.

Ownership of a structure/vessel was introduced in Pre-Alpha 4.1.0. Faction determines the Ownership and Ownership determines who can access doors, cargo-boxes or constructors, and how weapons and tools behave in and around the structure. The Table below shows what a player can or cannot do depending on the ownership and faction relationship of the building/vessel.


Faction Use a Drill on the ground near the structure Weapon Damage against the structure Disassemble blocks using the Remove & Repair Tool Use Doors Use Cargo Use the Control Panel
Factionless Yes No Yes Yes Yes Yes
Public Yes No Yes Yes Yes Yes
Private (Other Player) PvE No No No No No No
PvP No Yes No No No No
Private (Own) Yes No Yes Yes Yes Yes


Private

(Other Player, Same Faction)

PvE ? ? No No No No
PvP ? ? ? No No No
Faction-Owned

(Other Faction)

PvE No No No No No No
PvP ? Yes No No No No
Faction-Owned

(Own Faction)

Yes No Yes Yes Yes Yes
Alien Yes Yes No No Yes No