Keller`s Extreme Galaxy 1.10+

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Authors: GamerKeller87, Ratan Kabidge

Last revision: 29 Jun, 2023 at 21:34 UTC (3)

File size: 307.66 MB

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Description:

INTRODUCTION:
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Keller’s Extreme Galaxy (KEG) is a fully randomized galaxy (aside from faction sphere locations which have hard set coordinates, but the stars contained within the spheres are fully randomized) with the full maximum of 20 starting locations in the create game menu, which occupy three different starting star system types (BH, G2, M).

The scenario also includes our own, custom faction named OLD who occupy and maintain many locations in the G2 star system OLD-Yeller’s starting worlds, and have even been rumored to patrol the spatial regions of Legend and Extremicus, but with their peaceful nature they have tried to avoid the aggressive Zirax who are the primary occupants of those planets.

The Robinson Protocol is now active only on appropriate worlds "Lyndon, Keller, Akua, Skillon"

CONFIGURATION:
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There are a total of 11 files included within the scenario. They will be used when launching the scenario automatically, however some such as Config.ecf can be used separately if you desire to, while certain others such as the ItemsConfig.ecf file work in tandem with BlocksConfig.ecf so we would not recommend using them manually unless you are fairly adept with configuration file functionality. The configuration files modified are: BlocksConfig.ecf, Config.ecf, Containers.ecf, EClassConfig.ecf, EGroupsConfig.ecf, DefReputation.ecf, Factions.ecf, GalaxyConfig.ecf, ItemsConfig.ecf, LootGroups.ecf, Templates.ecf, TraderNPCConfig.ecf.

Notable additions to the scenario are listed below, however there are far too many modifications to create a complete list.

* Approximately 250 additional POIs, PVs, OVs are included in the random generation pool.
* Most blocks are now useable on all blueprint types, generally in an "upward" direction, for example CV thrusters are useable on either a SV or HV, however a SV thruster will not function on a CV. As a result, most can be published to the workshop and spawned naturally within the factory if you desire to even when they possess an "illegal block" while using default configuration.
* Return of multiple PVs/OVs in playfields, since default now sets a single PV per faction galaxy wide. We have returned the functionality of pulling them out of a "pool" of possibilities to increase the variety of what you may encounter in your travels.
* Handheld weapon adjustments. The T1 Multitool now uses biofuel instead of multicharges as it is only used in the very early game normally. Returned personal drone capability for Shotguns, allowed underwater use of the Chainsaw (to remove underwater logs or plants that obstruct block placement), and added both to all pistol types since no handheld weapons have that capability using the default configuration to protect yourself from those obnoxious octopods that crawl through the muck underwater. Both capabilities also added for the Assault Rifle (Debug) as it is basically the "God Mode" weapon in the game.
* Tech Tree additions. Numerous new unlocks can be found throughout the Tech Tree (F3). Recipes have been created for all of these items which are now craftable within an Advanced Constructor at least, smaller constructors in some cases for earlier unlocks. See below for a more detailed listing of "default" items that are now craftable, as well as some new unlocks for things previously only available through the item menu, or not available .
* All Armor, including Epic
* All boosts, with the addition of previously unavailable Epic boosts.
* All Epic weapons, including the Assault Rifle (Debug), Detector (Debug) and Epic Drill
* T2 Warp Core, which has increased range in our scenario up to 750LY (standard Warp Core is 500LY in the scenario)
* Return of the classic O2 generator, Hydrogen Generator and Fuel Pack (Hydrogen)
* Addition of Tribal Furnishings (Deco) and Stone Statues (Deco)
* Flamethrower, as well as the previously unavailable Flamethrower (T2)
* Increased BA teleporter range to 500 LY, Small Warp Core and CV teleporter range increased to 250.
* The Radar (Deco) now will function as a CV detector. ** Note: This block WILL use one of the 22 triggered slots on your hotbar, compared to the Detector block itself that actually uses a specified 23rd slot.
* Grown crop harvests have been altered to include all perishables, as well as most organic substances used for medical cures. All 18 harvestable crops have their own unique produce, so it is recommended you have all 18 growing.
* Several critters have returned as well, such as the classic Treewalkers and Plant Men.
* Loot tables have been adjusted in many cases to include the Epic Boosts to containers, adjustment of more meat on larger animals opposed to their young, and a higher chance of some of the rarer materials such as Platinum and Aluminum Ore since they are used in many recipes.

HISTORY:
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Update 1.9: Updated for Live 1.9 to implement new features such as the new starter worlds, completed (for now) rebalancing of configuration files. Enlarged the faction bubbles a bit to include more stars, future plans include multiple spheres after a bit more experimentation and math to spread them around the entire galaxy a bit (rumor has it the Zirax have had an internal argument causing an offshoot already though).
Updated to implement new features as they were released in Live 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8
Updated and rebranded from "Keller’s Extreme Universe" to "Keller’s Extreme Galaxy" as the random galaxy generator had been implemented, so a nearly complete rewrite was required to implement the additional playfield pool types into the galaxy generator.
Updates for various things from Alpha 8.x through Alpha 10.x as we continued to increase the POI pool, playfield types and configuration to the extent we were unable to keep track of them all.
Original publish of Keller’s Extreme Universe was done in Alpha 7.x

CREDITS:
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Author: GamerKeller87 – Primary maintainance of the scenario. Collection and creation of playfields, POIs, vessels and lifeforms contained within. Configuration file editing and discovery.
Co-Author: Ratan Kabidge – Creation and alteration of POIs, vessels. Configuration file editing and fine tuning. Documentation.

Contributor: Piddlefoot – Author of Lost City of Sol scenario back in A7, which composed the majority of the initial POIs and playfields, who also serves to inspire the original construction in the first place.
Contributor: Ravien_FF – Author of Project Eden, numerous assets used in the scenario and configuration discovery related to additional recipes and tech tree additions.
Contributor: Vermillion – Settings and possible POIs and Author of Reforged Eden and Reforged scenarios in general.
Contributor: JRandall – Numerous capital vessels modified to function as both PVs and OVs.
Contributor: Lift Pizzas – Author of a few of the extreme playfields and CVs/OVs used in the spawn pool.
Contributor: BLACK_METAL – Creator of Numerous extreme POIs used in the scenario.
Contributor: Monroe – Author of many of the static start planet playfields used in the scenario.
Contributor: Steam Empyrion – Galactic Survival workshop in general, as there have been many individual blueprints from more authors than can possibly be listed individually.

Influencer: Grandpa’s Gaming – Leader of the original "OLD" group, whose recruitment and assembly of our team has made this possible. Without his multiplayer server as far back as Alpha 5 this would never have happened. Owner of our internal Discord used both for authoring of the scenario and multiplayer communication.

***** Suggestions and bug reports are always welcomed, either in the comments below or via steam messages to either GamerKeller87 or Ratan Kabidge. In general either of us will accept friend requests in steam to help simplify communications. *****

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