Hi all, Hummel writes in his FAQ on this topic: - If you want to use custom playfield.yamls, you need to a) copy those files into the PLAYFIELDS folder of your scenario AND b) you need to change the references in the sectors.yaml file of your scenario a) seems to be clear. But i have a problem with b), as i do not know the rules of referencing. In the original sectors.yaml there is only the name of the folder, that the desired playfield is in, BUT without path. I do assume, it it a relative path. If this is the case - where is the root of this path? Thanks in advance!
The names of the playfields in the sectors.yaml are referenced to those in the PLAYFIELD folder. Look at the Akua entry > there is "Akua, Temperate". > "Akua" = Name you can choose freely > "Temperate" = name of the folder you store the customized playfield.yaml
@Moonsugar This was difficult for me to grasp at first too. Basically, planets and their orbits need a playfield type. If you make a new planet called "Big Rock", it needs a "type", like Barren, Temperate, Desert, or any of the other playfields out there. If you want to customize Big Rock, you can copy the playfield folder that is close to what you want, eg. Temperate, and paste it into your new scenario, then rename the folder to something like Rocky. The playfield yaml in that folder is where all the customization for Big Rock takes place. The Sector yaml in your scenario folder must contains a reference to that custom playfield, like Hummel describes. > "Big Rock" = Name you can choose freely > "Rocky" = name of the folder you store the customized playfield.yaml[/QUOTE] So yes, I guess the "path" is relative. Everything referenced in a scenario sub folder needs to exist in the subfolders beneath it. EXCEPT... some prefabs. I think the factory prefabs get pulled from the main game folders so they don't need to be included in your scenario folder. Custom Scenario ......prefabs ......playfields ............Temperate .................playfield.yaml .............Desert ..................playfield.yaml .............Space ..................playfield.yaml ..............Rocky ...................playfield.yaml ..Sectors.yaml #-- this contains the name of your planet and it's terrain type.
Yes, thats the obvious part. The thing in question is: Where does the game search for this folder? I did some testing in the meantime and came up with the following: The game uses two paths: One of them is the standard one: Empyrion - Galactic Survival\Content\Playfields. If a scenario was started, this is _preceeded_ by the corresponding scenario path: Empyrion - Galactic Survival\Content\Scenario\<name-of-scenario\Playfields. Only, if the desired playfield was _not_ found there, it uses the standard folder as a fallback. This way, i could just copy the complete folder of the playfield to alter out of the standard into the scenario path, deleted anything apart from the playfield.yaml and didnt even need to touch the scenarios Sectors.yaml. The modified playfield was found and loaded. So, if looking closer, its quite straightforward. @Captain Jack II : You do not need in your scenario-folder anything beside the things you were altering, if i understand correctly. Anything, not only the prefabs, the game needs and doesnt find in the scenario, is filled in with the standard version. All in all: Thats a really, REALLY intriguing thing, those scenarios. No whining anymore: Too difficult, too boring, too bright, too dark, too... godknowswhatever. I just make it to my liking and thats it. SUPERB! Thank you! Übrigens: Das Spiel stellt keine Umlaute aus dem Beschreibungstext der description.txt dar (gespeichert in UTF-8).
Yeah, it didn't used to be that way... but I saw it in the FAQ and it's very exciting. When used in conjunction with @jmcburn 's playfield designer, the rather intimidating process becomes a LOT more accessible. P.S. - Don't forget to share.
Ui, mmm... wasnt aware of this. I'll take a look, tomorrow Oh, thats not really worth sharing. I just whished a start in difficulty beween the holidays on Akua and the murderous Patrol ships elsewhere and decided to just change the atmosphere on Akua to not breathable. A quite fast disaster at first - on Akua you start without any equipment to generate O2 and with just 1 small Oxygen bottle... well, maybe in very, very lucky circumstances its even doable . But i decided, to move the inventory from the locker to the player inventory and to add a small oxygen generator. Thats all - maybe later on i will add a deposit of those blue warpstuff to the moon. But some testing first... maybe i will remove that wreckage, too.
The game pics the playfield folder from /CONTENT/PLAYFIELDS... BUT if you do a Scenario, you need to move the customized playfield to the <nameofscenario>/PLAYFIELDS folder! http://empyriononline.com/threads/r...-mp-customization-scenario.11204/#post-127120
Yes, didn't i write so? And if i dont rename this folder, the game uses the scenario folder, even if i dont touch the Sectors.yaml. Works very nicely so far; i now just have to work out what i really want...
Ah.. ok, thought this was unclear. Of course you should not rename the default folder..this will break the game What you can rename is your scenarios save-folder (As this is also the name how it is shown in the workshop or in the start menu)
Is there a better way to place POIs, other than setposition, setrotation, write down the numbers and then edit a yaml accordingly? I desperately want a button that captures the IDs coordinates in game, and then lets me paste them into a yaml, or better yet, lets me paste them into @jmcburn 's playfield designer. Edit: Sorry for the thread jack, but it is related.
What should we expect from a pirate?? on topic: sorry, dunno. I have never fiddled around with this so far, mostly because of the elaborate process you are describing.
That should be doable in a kind of way with the modding capabilities of Empyrion. I guess i can send out the players position, as EAH uses this as well. Let me think about it. Do you want to use this for fixed POIs only, i guess, as you can't 'place' random POIs. /jmc
Yes, for fixed POIs only . In game, the console "ents" gives us the ID and position of POIs... if your designer were able to pull in that list somehow... so when we EDIT or ADD a POI, maybe we can select it's position from the dropdown. Just brainstorming though. I suppose after I do it enough times, maybe my brain will adapt enough and let me remember 3 numbers, but it's not going well.
I guess, i should be able to retrieve any given entity's pos and rot with this MOD event, if i understand this mod event correctly. If i send out an ID (or maybe a list of all ids) to empyrion, i should be able to receive the position and rotation: Eleon.Modding.CmdId.Event_Entity_PosAndRot But i am still testing, as i really didn't play around with empyrions modding capabilities yet, but i will try my best. I'm pretty sure, it's doable that way, but i may need some time to implement. /jmc
You lost me at I guess. No worries though, was just testing the waters to see if anyone had any ideas how to make that process faster. If you're interested, by all means, go nuts, but I won't hold you to it. Thanks!
I found creating and naming an new playfield for each planet is the easiest way to not get mixed up with playfield names and there folders for the template. So Earth has a folder under it in the Templates folder called EarthOrbit. The best advantage Ive found with this is it makes remembering Teleporter addresses much easier. I have a book fast filling up with details from this scenario I created, getting mixed up and simple uber 101 mistakes are the most common and annoying to so I learnt fast to write it all down as I go !