I would really appreciate it if you could add the various status/buff/debuffs to the food section/templates. Right now, you can only set food/health/stamina/oxygen. I'd like to be able to remove (OR GIVE) the various debuffs, such as poison, healing a broken leg, etc. etc. Also, I'd like to be able to set if a food can cause food poisoning in the config file. Thanks!
Dear Developers, I'm not sure where the info is coming from for the tool tips, but it sure doesn't appear to be the config file. Right now, I have the SV plasma cannon set to speed 120, range 1200, with a damage of 99999 (blast radius 9, blast damage 99999). RoF is 1, Reload time is 1. ALSO: While you can set a speed for direct-fire weapons, that only affects the tracers. But tracer speed causes the tracers to move/act erratically, oft-times moving off in the wrong direction. Tracers/bullets doesn't appear to do much. Overlapping values in weapon and ammo entries. Which is "real"? { Item Id: 2208, Name: TurretGVPlasmaCharge StackSize: 200 Mass: 1, type: int, display: false, formatter: Kilogram Category: Weapons/Items { Damage: 535 BlastRadius: 3 BlastDamage: 535 Speed: 350 Range: 530 Ballistic: False DamageMultiplier_1: 1, data: head DamageMultiplier_2: 0.5, data: body DamageMultiplier_3: 0.01, data: stone DamageMultiplier_4: 0.01, data: dirt DamageMultiplier_5: 10, data: rock BlastDamageMultiplier_1: 1, data: head BlastDamageMultiplier_2: 0.5, data: body BlastDamageMultiplier_3: 0.01, data: stone BlastDamageMultiplier_4: 0.01, data: dirt } UnlockLevel: 1 TechTreeNames: Hidden } { Item Id: 2164, Name: TurretGVPlasmaWeapon StackSize: 5 Mass: 250, type: int, display: false, formatter: Kilogram Category: Weapons/Items { ROF: 0.6, type: float, display: true, formatter: ROF Range: 530, display: true AmmoCapacity: 50, display: true AmmoType: TurretGVPlasmaCharge, display: true ReloadDelay: 3, display: true } } Of course, some weapon entries contain everything... { Item Id: 2175, Name: TurretBaseMinigunWeapon StackSize: 5 Mass: 2000, type: int, display: false, formatter: Kilogram Category: Weapons/Items { AllowAt: "Space,Planet" ROF: 0.1, type: float, display: true, formatter: ROF Range: 600, display: true Automatic: true Damage: 120, display: true AmmoCapacity: 500, display: true AmmoType: 15mmBullet, display: true ReloadDelay: 2, display: true TracerPerBullet: 3 Tracer: Weapons/Projectiles/TracerOrange1 DamageMultiplier_1: 0.01, data: stone DamageMultiplier_2: 0.01, data: dirt DamageMultiplier_3: 0.01, data: wood } } { Item Id: 2104, Name: 15mmBullet, Ref: 50Caliber StackSize: 1500 }
Is this correct, that for SV the Warp distance is hardcoded to be 15AU ? I've enable the CV Warp drive and tank fpr the SV, replaced the SVs with these, and still I get the message, SV can only warp 15AU. Can this be made configurable? Ideally the Max Fuel amount (number of slots) should be configurable and the Maximum Warp distance would be equal to that maximum Fuel amount.
While I think this config file is freaking great and I've waited a long time for it, the way it is implemented is a headache. May I make a suggestion. Instead of one big file that simply overrides the default settings, how about an override file with only the changes that you want to make in it be in it. As it is now, every update I have to go through my entire custom file again and doing a diff and updating any new settings that Eleon may have introduced. Like the recent solar panel changes. What if I only want to change two or three things? Why can't I just make an override file with those two or three things in it instead of everything and everything not in the file uses the default Eleon settings? This is how SE does it with their mods and XML files. If I want to change one block, I only have to edit that one block in their sbc. It is a major headache to have to revisit the entire file and diff it.
This would be wonderful. I'm in the process of making myself a little script to programmatically modify the config file based just on the changes I want to make. Guess I ought share it when it's done.
The file actually already works like this! You only need to add what you want to change. Things or items sounds not change, will load their defaults. That’s also why when you f.ex want to remove an ingredient from a template you need to set it to 0 (Zero) and not delete it.
So if I have a file with only a modification for say, a turret and nothing else in the file it will use the defaults fore everything else?
I think it should, as long as you have the complete block for that turret in the file, and you don't want to tweak anything else- you can't have one file for a turret and another for say hangar doors.
..and yes. At least that is my last and latest info on that subject. The example config is filled with ALL devices and items as an overview, but sounds not NEED to have them all in your file.
There seems to be a missing reference in the file. I can edit all values from the tech tree, but only around line 884 there is a missing reference for the Thruster M (CV), so I can't set its UnlockCost and UnlockLevel. It forces the two "following" devices to the next line in the game UI, and writes an error in the console. I added 2 lines but it changes nothing, the Thruster M is stuck at level 10... I changed the entirety of the tech tree without problem, that's the only missing bit.
More specifically, the entry for "ThrusterMSRoundBlocks" is missing entirely. It's there for "ThrusterMSRound2x2Blocks" and "ThrusterMSRound3x3Blocks" . . . .
Changed all blocks to <IsOxygenTight: true, display: true> in order to fix some really annoying leaks when using certain blocks as decoration in walls via the Config.ecf file on my Dedicated Server. Restarted the server, no changes seem to have taken effect. Does this only work on newly spawned blocks? Or should it take effect on all existing blocks in the current game? [edit: I messed up somewhere and fixed it a couple days back. It works now, all blocks are airtight, now certain builds using stairs as deco don't leak air...]