So we are running Project Eden on a dedicated server, we love it but there is some issues that are bugging us. Retractable miniguns are placeable on HV but not SV. We edited the blockconfig and made it so the miniguns were placable on "SS,GV" (space ship and ground vehicle). It showed in the list of things to make in the SV section, it shows in the tool tip that it could be placed on a SV....it could not be placed on an SV....I have no idea why. I asked the Project Eden dev for advice on it (the dev was who told me to look at the blockconfig) however not recieved further assistance, fair enough, as they are likely very busy and no one is owed the devs time....but its driving me nuts that what looks to be a simple change does not seem to work right. The changes we want to make: Increased teleport range on the CV (same as bases) Retractable HV vehicles placeble on SV. CV guns working in atmosphere (man it bugs me that only the turrets work in the atmosphere lol) Clone station/medical device from HV placeble on SV Solar panel working on CV (and actually a viable power source) deconstructor and furnace working on CV Shield strength Is the above possible and if so how? its driving us nuts a little lol. Thanks in advance.
I feel like "solar panel working on CV" is already a thing, but I'm playing Reforged Eden. You might want to look at those configs for clues. I'm pretty sure RE also changed some of the CV turrets to work in atmosphere. Deconstructors work on CVs in my game (furnaces do not). As for shield strength, I think you can make those changes in the BlocksConfig.ecf file. For example, search for "shield" in that file and the first instance is Block ID 1808 Name: ShieldGeneratorBA, so that's the base shield generator. In that section you can find and edit the "ShieldCapacity" to increase it's strength, as well as "ShieldRecharge" and "ShieldCooldown" among other options. I haven't modified shields in a while, but I'm pretty sure that's the file I edited.
will sub to the reforged and see if i can compare the changes, cheers for the heads up on that. much appreciated
Found the shield hitpoints and I think I have found how to make th stuff placable in a CV (though its the same change I made to put the retractable turrets from GV onto SV and it didnt work, no idea why but retrying) Unable to find whats stopping some turrets working in atmosphere though EDIT I found a Config.ecf in reforged eden that showed how to enable turrets in atmosphere (think i should be using this instead of editing the blocks file directly.....) Problem is....it doesnt work lol The config Pastebin.com I put that into the scenario folder on the dedicated server, Booted the server up Hopped into my capital ships artillary turret....and tried to fire...nope not allowed...arghhhhhhhhhhhhhhhh
In the BlockConfig.ecf first find the device you want. Then find a line that like this : AllowPlacingAt: Base, display: true You can change this line to allow the device that is allowed to be placed on a Base to be also placed on a CV. Change it as follows : AllowPlacingAt: "Base,MS", display: true Save the file and load the game to check if the placement works.
Appreciated, got that to work on furnace. Think the idtem ids in reforged are different to project eden and that is why my confic copy didnt work...now testing I dont think the config file is loaded, made the changes to match the item ids, no luck though updated config - Pastebin.com
Only the config that is under the scenario folder for the scenario you play every time is active. If you want to play without scenarios make one of your own by copying the default scenario or the scenario you like to play.
Yep, we have the server set to use the scenario folder I am editing (and it was turned off when editing the file turned back on when the edit was saved) No idea why my custom config is not being used
If you haven't already done so, try editing the relevant .ecf files in both the 'Project Eden' folder and the base "Empyrion' folder. Some of my weapon mods wouldn't work until I got all the configs to match.
Will give that a go after work, it does seem that changes to the blocks file worked but the config.ecf did not. I am not sure the game is loading the Config.ecf but no idea how to find out. It is following the same pattern as the one in reforged eden so it should work? Its maddening as it looks so easy to adjust (thank you devs!) and yet doesnt seem to work right lol
Rather dont do that. Dont edit the base files unless you enjoy pain. THat's why the devs created scenarios - my experience it that you should also not mix using a config.ecf and using modified copies of the other ECF files in the same scenario, in my experience at least it did not work to mix.
problem is changes to the scenarios main files which i did before I discovered the Config.ecf have worked, but changes to the later have not. I have been loathed to edit the main files as I can see issues arising when the game is updated (to be fair I can see the same issues rising as project eden is updated) I dont see any errors in the logs about the Config.ecf (theres one about the admins config which we are not using so i know it would moan if the yaml file was wrong ....yaml *shudder*) so it leaves two possiblities, 1) the file is not being loaded (do i need to do anything to make it load?) 2) my edits are completly wrong lol (possible) EDITED as sounded like I had edited the base files when I said "main files"
I have had partial (only done this twice) success by creating a blank scenario, sub to https://steamcommunity.com/sharedfiles/filedetails/?id=2122687972 and follow the steps there, which I assume you have done by making a copy of the ProjectEden files instead of the ones in the blank scenario. Then creating a github project and pushing all files into a github repository. This gives you Version 1 as a baseline Then I dropped all my scratch files into a backup ,and deleted everything .ECF that I might have mistakenly edited in the empyrion main content folder and get Steam cloud to refresh all the missing main game files. I'm assuming you did this too. I then started with making all changes to blocksconfig.ecf in my new "scenario" and keep testing as I go one file at a time. You have to always check in the console, even if nothing goes boom, there could be errors and warnings. The pain is that the game will spit out a load of text warnings every time you load, and you have to try to ignore them all and hunt just for the messages higher up. A game in survival mode, but with lots of containers and resources so you can test is needed, and after a while it should iron out, always, do shout if you want us to try something out for you.
Were currently using the project Eden as our baseline, if I suggested restarting then I am pretty sure my mates would lynch me....possibly not in the game lol. The idea does not appeal to me either. What I am trying to do is to tailor the scenario to our preferences while not killing the save file. We have a copy of the scenario on the dedicated sever (with the config aiming at it) and thats what we have been editing....sort of similar to what you have suggested just with project eden instead of a blank scenario. I would love to get good enough with the files to add more content to the game, but thats a way aways and ofcourse such additions could never be shared as they would use project eden as the base line (not sure how easy it would be to add new items and coding to the game as have not even looked at the api) You mention the console, we do not seem to have access to that on Gportal but we do have access to Logs\Dedicated.log is there a command I can throw into the Custom.ecf to have it say "hello world" or some such into that log? this would allow me to atleast know if the file is being loaded lol Being at work and unable to look at the files indepth slows me down a bit lol
Ah OK, so small tweaks on the server, yes You did say this was on a live server a bit further up. I am pretty sure if you message @ravien_ff , you will get filled in on the details for copying and republishing with credits, if I recall the crazy nutter only wants credit (we are call crazy actually.) Ah so you use gportal and hosting, as far I know the scenario loads whenever the server starts, which is going to make doing edits slower than you need, I would 1. copy the server scenario locally and "check/commit" it into a local git repo so you can diff the files 2. then test it all locally and tweak locally, keep testing locally, it's much faster (I am running the game on a SSD) 3. before copying changes back to the server, do a diff in git to verify the changes are in fact what you have made. 4. Commit those changes to git repo and then copy back to server and hope nothing crashes, if it does, just roll back to the commit from step 1 A downside of using project Eden, is that the universe is actually a bit too big for just 3 or 4 mates, someone might have pointers on how to edit the yaml to cut it down, although it's too late for that now, maybe next time. I think that very few of us understand all the files in depth, certainly nobody has written a guide. I mostly struggle to keep up with the complexity, so have stuck to very minor modifications in groups, and not actually "added" any new content.
Sorting them out locally sounds a good plan. On the scale of the universe, its one of the reasons we picked eden. Hate limitations in games so haveing a huge universe we can explore is awesome
Agree, being forced to scrounge the only Erestrum in the galaxy off of a high G planet that ends up costing you as much resource in losses to enemies is not my idea of fun either, but then again cutting a swathe into enemy territory is all the more satisfying if it is at scale. If anything, I have encouraged you to keep at at for now.
The enemies is what has put the game higher for me than space engineers. Ok the Ai is not fantastic but its still fun. At the start of the game (about a week ago) we got off the ground in a little starter ship. We made it... we were in space... An alien ship flew towards us (a zirx? corvette) meh, we have destroyed drones and at this stage even attacked outposts...one little corvette is no match for us! Well we a few minutes later our ship was merged with thiers, I was in a spawn death loop trying to get back (they had to run out of ammo eventually right???right???) and my mate who survived the encounter was having the time of his life stalking the halls of thier ship(it was stuck tight into our ship, neither going anywhere) After an hour of us trying things and my mate also being in a spawn death loop we spawned back in safety...we rebuilt. A deep hatred for the Zirx(think thats the spelling...still at work) was born, as we progressed we started to obliterate their outposts. 3 days ago I got my first capital vessel operational, and began looking for the resource that begins with a Z...not gonna attempt to spell it lol, I found it before work yesterday, and after work my ship was armed to the teeth. We hunted down that Corvette, we killed its engines, we boarded her and destroyed the core. The plan was to take control of the ship and rebuild her (my mate loves fixing up the wreckages we have found, though some have glitched out and been "bases" not ships, so that was the plan...alas the corvette also glitched, havent had time to report it on the project eden page yet as steam is tricky at work. We got a core on her but we couldnt sit in the pilot seat. We will now slowly wipe the Zirx scourge from the universe, and add their ships and bases to our own (well the ones that dont glitch lol) The infinite galaxy will mean we can just go on doing that till we get bored and we are still finding new points of interest, lots of dupes too sadly but such is the way of such games. We are very much enjoying the game though
Sorry, I wasn't as clear as I should have been: copy/move the stock config.ecf to somewhere safe, modify the config_example.ecf, then rename it to config.ecf. Then you always have a backup. Which, come to think of it, makes config_example.ecf completely redundant... I wonder why they did that?
There is not supposed to be a config.ecf file in your folder, if it exists, its an old file. config_example.ecf is a template, you are supposed to copy it to config.ecf and then edit it. Whenever the game updates, the config_example.ecf file WILL get overwritten. It's an example. config.ecf only works in this way for single player, so to share the recipes in it with friends, you need to create a scenario, and play the scenario and can publish to workshop. config_example.ecf is also limited, (blocks,templates and a few others) you can only configure some parameters of the game which live exclusively in a few of the other files (traders for example), at this point you are forced to create a scenario, else those changed files will get nuked on each update.