That's exactly what I did. We temporarily turned off CPU for now. Every base, CV and SV needed CPUs. And it was a vicious cycle because running an Advanced Constructor to make lots of CPUs then led to generators blowing. And it feels wrong to spawn in new CPUs. Yup, I went in and manually reverted the many "ThrusterForce" settings in the BlocksConfig.ecf using the stock file as comparison. My group doesn't play with mass and volume on, which is why they (who are resistant to change) were upset at me as server host for installing the mod and crippling everyone's builds. But all of the other changes so far are well received (ESPECIALLY the AI, status effects, visuals and sound effects, etc.). Eleon should consider hiring Vermillion even as a consultant. These balance changes are soooo welcome and is breathing new life into the game.
These will be overwritten with any update to RG/RE. You can use config.ecf to keep changes to blocks, items, and templates more consistent, however it can still be overwritten as well, so I would advise stashing a backup config.ecf You would want to only include the datablock headers and the specific lines being tweaked. As a random example: { Block Id: 267, Name: CockpitMS02 StackSize: 1500 }
If you're subscribed to the workshop scenario, it will automatically update when you start up the game if there's an update available. The only time you'd need to manually update the files is if you're doing a manual install using the files here. Which if used over the game's main files, applies RG to all games, including creative.
Hey Brimstone do you have your game set up using the config file? Have you run into any quirks or issues using it? I've been thinking about using it myself as I've been essentially updating my files manually which is a PITA. Just trying to figure out if this might be a better solution for me.
This may be a bug? Not 100% sure yet. In some Small Vehicles, homing rocket launchers, rail guns and plasma cannons are not able to reload until the weapons are low on ammo. But if you fire one shot, you can't reload - tapping or holding the reload button does nothing. Issue may persist with other SV weapons too. I can't replicate issue on my SV but two friends can on their SVs.
That's a game issue and not unique to Reforged Galaxy. The only fixed weapon with an altered reload cycle is the Gatling Cannon since it can feed multiple rounds at once. Unrelated, but now that I have my main PC back and it can take screenshots at a proper speed I was able to show off the new explosions.
Works fine, just keep it simple with only the modded lines. Still have to update the trader config, but I keep those datablocks- along with all the tweaks- in a file I call patch.ecf as a backup
On this I wonder is it a possibility to auto-append the changes to the end of the used config file? Would it throw a duplication error, or would the latter, same data overwrite the values when loading into the game? Right now I manually edit the text after each manual update on the dedicated server - I wonder the possibble ways of automation. We do only enabled automining gold veins on a low percentage value, considering we fully restarted the 3rd time.
I add my tweaks to Vermillion's config file, because I also have very few tweaks. I've restored default thrust values because while I completely agree with the idea of reducing thrust, it doesn't really have the desired effect as long as the stupid mass speed cap is in place; moved the O2/H2 generators to a little earlier in the tech tree; and restored the green HV engine thrust and torque defaults. I also tweak progression on CPU extenders, autominers, and grow plot templates, for example t2/3/4 is small/large/adv, and removed cobalt from the steel grow plot template. Oh, and added small base O2 tank and grow light to portable to aid setting up a first base All the other block/item changes I was making are now default Reforged, like enabling CV weapons on planets and all basic weapons/ammo in the portable constructor, so it's easier to update now Other than that, I increased the max inventories of traders- these guys are supposed to represent interstellar conglomerates, after all- so more loot can be sold, and enabled sprouts to be sold again. That is in the trader file, though, and I kept the Reforged pricing chnages
absolutely hate the new ranges on ground npcs.. makes me want to ignore npc combat altogether.. COMPLETE pain to try to target them in a SV when they can fire at your from so far away.
Thanks! I am looking for simpler solutions to automate update+insertion of my changes, but I do not know how the game loads in configs. Then appending modifications to the end of the files isn't applicable.
I don't think it will work if you append to the end of the same file (items.ecf, f.ex), but I don't think it matters so much for Config.ecf. I just have in-game OCD
With 1.1 out today, are we safe to load the RG 1.0 files or should we wait until Vermillion releases a 1.1 RG?
I've been using it for a few hours without any problems, except for possibly one (that I don't know if it's related to RG, release 1.1 or just yet another bizarre and annoying Empyrion bug that): ALL my bases and vessels that were powered on went to 0% fuel, and had their foods spoiled (fridge powered off). All of them had a lot of fuel beforehand. None of the bases or vessels that were turned off suffered from this, so it just looks like the game "skipped forward" a lot of time (a couple of autominer that I checked were maxed out). So from my personal experience, just log in, turn everything off and then update. After that, game is running without any problems.
I am vexed by a CV conundrum. I'm finding my favorite light cruiser totally unadaptable to RG. She was already a modest tier 2 design, geared more for expendability, expandability, and endurance than performance. With RG's thruster nerfs, her wings are totally clipped. I barely managed to get her in the air after stripping out the primary weapons (which were only projectiles turrets anyway), doubling the generators, and festooning the underside with thrusters. I supposed I could remove the shield since I have no way of powering it now. I guess I can swap out the titanium for steel armor as well. Now that she's utterly unable to fight anymore, the month I spent developing this hull configuration for maximizing the frontal barrage without sacrificing side or rear firepower is utterly meaningless. Hence, vexation. I've spent several days working on the problem and I'm no closer to a solution. Are tier one and two cruiser and destroyer CVs just not meant to be a thing in RG? Because without an intermediate thruster between medium and large, I simply cannot find the math for them.
Interesting you mention that. On the night of installing RG for the first time ever last week (version 1.0), one of my friends mentioned his CV ran out of gas and food was spoiled. He had parked his CV in a different playfield that none of us had ever been to, and jokingly blamed the rest of us for playing too much D) causing his ship to run out of gas.
I think that the game progresses regardless of who's online. I'm probably wrong, so don't quote me on that So leaving a ship running will make sure that the fuel will just be used