I have not noticed, because I mostly use closets. Closets do appear in logistics window, but wardrobes do not. Is it intended or is it a bug? I ask before I fill a bug report.
Not a bug, just the way there setup When a StorageContainer has the "IsAccessible: true" flag they show up there
{ +Block Id: 927, Name: DecoBlocks . . . . IsAccessible: false, type: bool . . ChildBlocks: "ScifiBed, Bed, BunkBed, BunkBed02, Sofa, ScifiSofa, ScifiLargeSofa, KitchenTable, ScifiTable, ScifiTableV2, ReceptionTable, ReceptionTableCorner, ReceptionTableThin, ReceptionTableCornerThin, SmallTable, ControlStation, TableTV, ScifiChair, ScifiNightstand, ScifiStorage, Bookshelf, KitchenCounter, BathroomCounter, Toilet, Shower, ScifiShower, ToiletModern, Closet" Am I still missing something? In the ecf the default is false for all. Does the boolean flag above means there is something the player or builder can do to change properties? It is not clear at all.
Look to the Blocks it self not just to the Ref Block Parameters override the Ref Parameters Closet: { +Block Id: 1077, Name: ScifiStorage, Ref: DecoTemplate Group: cpgEquipment IsAccessible: true, type: bool IsLockable: true # CanPickup: true Class: Container IndexName: Container DropInventoryEntity: DropContainer LootList: 64 Model: @models2/Entities/Decorations/Sci-Fi_InteriorPack/ScifiStoragePrefab EnergyIn: 1, type: int, display: true, formatter: Watt ShowUser: Yes VolumeCapacity: 800, type: float, display: true, formatter: Liter } Wardrobe: { +Block Id: 1232, Name: Closet, Ref: DecoTemplate Class: Container IndexName: Container DropInventoryEntity: DropContainer LootList: 64 Model: @models2/Entities/Decorations/Misc/ClosetPrefab SymType: 4 ShowUser: No VolumeCapacity: 1250, type: float, display: true, formatter: Liter }
This is so confusing. In how many files are the blocks designated? Also since ScifiStorage has true as "IsAccesible" Why I can not access the Wardrobe and I can access the Closet? Where do I change this for Wardrobe?
Just add the required flags and see what happens. If it bugs then try making a custom object with a different name with same parameters. In Notepadd++ search keywords are kept (last 10 or so I believe) so we can quickly search files for a specific item. Usually most of these are in BlocksConfig and sometimes have a part in ItemsConfig.
If you take a look to what i linked. Then you see the flag isnt added to blockid 1233. Thats why it doesnt show. Simple add it your self if you want it Its not that confusion if you actually pay some attention to it. Object B referenced object A. B gets parameters from A. Object c referenced object B. Gets the paramters too BUT has own paramters. So own paramters work on object C and not object B paramters So if B has set it to false then C set the same paramter to True. Then True is what matters Since A doesnt have the parameter. It uses what B gives
How am I suposed to know that? How is a new player supposed to know that? What if this changes in the future? Are we supposed to search through countless change log notes to find a needle in the haystack? The ecf files need a WikiHowTo somewhere. Describe each designation, with a preface for default arguments as what a boolean operand is, or any other operand. Else they are just a bunch of files "thrown in to our faces" with the ability to be in a sandbox environment and change their use in the future. This game needs a Wiki How To. The old one used to be useful but now is obsolete.
Fair, But then every time I want to play Survival vanilla game it will get overwritten by any updates on game versions or during verify local files, I might do for other reasons. Nesting brings problems. Unless you want to create a Gordian Knot. And thank you for your help but this, some times gets tedious for both developers and players, I think.
If you leave the files at default directory they get overwritten ye. Copy them to the mods folder or a custom scenario Tedius not really. Neither it gives issues really. Over the years i develoled my own tools and workflow for it
I better give up......I can not be inside the developers' head. No offence but I think you guys try to do something good but in a wrong way. We need info. Most of us do not want to waste time in "trial and error" methods on a game. Once twice, maybe three times is ok. Also there is no properly compiled and centralized reference of what is what. Whatever we talked about today I might forget tomorrow. Then I might bother you again tomorrow with the same question. If i had that reference I wouldn't waste your time. I would be reading. The games changes still.
The whole game was never build to be modable. It was never build to hand out the original Config Files. Changeing this means starting from 0. Thats one reason its so complicated Providing info is something iam trying to do here by telling you how it works. If you just give up, then fine by me. But i cant answer questions your not asking me. You cant be in my head. Neither i can be in yours
You have a point there, with one detail. I am the customer here. You guys created and maintain a product. I know I have paid already and I can play the game legally. You might not care about that. Instead of trying to go after every question posted here or on discord, try to start compiling a wiki. Like this one, which is obsolete by the way : Empyrion Galactic Survival wiki I recall during my first weeks on Empyrion I was consulting that page often. Not only for me but also to help other players new to the game asking questions here in the forums. Time passed things changed, page become obsolete. I do not know why I still have the link. All we have now is people with knowledge about the game chasing their tails responding to the same questions asked again and again by different guys. I am sorry I do not know how to ask a question regarding something I do not know it exists. My IQ is very low regarding. Apologies.
I get your point, but since the game is still changeing allot on allot of area's we dont want to invest time now on a wikki. Otherwise we keep bussy writeing things and have no time for the rest anymore The wiki you link is player made and not ours. If we add something we add something that can only be controlled by us
I will try and be constructive out of this thread. Since things are as they are and nothing is set to stone, why not introduce some kind of editor to work as extra settings on player. Like extra tab on options next to Player Avatar Settings, maybe. There the player can assign what to keep default and what to change as for aspects of the game i.e device limits placements characteristics etc. Think of it like the long character creation part of the classic RPG games where the player may spend hours customizing aspects of the character is going to play with. This way the player may also be able to load parts of files from scenarios already subscribed. Example can use the thuster characteristics from vanilla game or use those from Reforged Galaxy, then may chose to keep default block placing on CV/SV/HV & BAs or chose to use those characteristics from another scenario where those blocks have i.e lower or higher power consumption or can be placed on vessels vanilla does not allow. Might sound complicated,but it can be done once and used multiple times per new game started. This way the player may have a more comprehensive an centralized control over devices, blocks, factions, traders etc. Also changes can be made during gameplay. Just an idea.
An editor will not be part of the game as that implies that we support modifying the files. And thats not the case Tools is a subject in our current talks, but if we will add something i cant say at this time. If something will be added it will be a independed tool