I just returned to EGS after a few months when I saw the 1.7 update. I found that the old config.ecf does not work anymore. Instead, EGS now uses itemsconfig.ecf and blocksconfig.ecf. The problem is that every time the game updates, these ecf files were replaced by the default version, which overrides my changes. In the past, the game will only load what I put in the config.ecf and use default internal value for items that are not in the config.ecf file. This seems not working with the new config files. Is there a way to preserve my changes to the config files after game updates? Thank you for your help.
Never modify the default files, or this happens Either copy them to a custom scenario or to the mods folder But you still have to update them when we release an update otherwise you get errors The Config.ecf doesnt work anymore All other config files NEED all entries or the game wont work
So no Configuration or Content subdirectories beneath that, just the ECF files dropped directly within?
This can't possibly also apply to modding playfield files...? (This is why I asked about subdirectories; I was thinking BIG modding picture.)
Well I now understand how the Mods directory currently works (thank you). In order for it to be more comparable to how other games handle modding, I would encourage Eleon to broaden its usage, by making the Mods directory a localized analog for the game top-level directory. Does that make sense? In other words, in order to locally mod the game, one would duplicate the necessary parts of the game's directory structure beneath the Mods directory, and then place the modded files within that hierarchy beneath Mods. The game would give precedence to any files found there, including playfield files. I think that would be more approachable for many people. Also , the scenario system is not a good method for sharing modding efforts, as the game has no provision for merging multiple modded files. It's an all-or-nothing proposition. I've been advocating for a Vortex extension for this game for a while now, which would create that ability to merge mods from multiple authors. A Vortex extension to support the game would make it possible for many more people to enjoy modding the game and in a much more flexible fashion.
That would be an excellent thing to do. In the meantime, if we could at least have this even if just via a scenario, so we could put custom stamps in there (for playfields)...
Thank you. How do I combine the updated files with my old modified ones? It looks stupid to manually find out what entries are changed and then update the new values in my own .ecf files. There should be a convenient way to do this, isn't it?
You can use a tool like this : https://winmerge.org/ Some players use it to keep their files up to date. I know @Myrmidon told me about a similar tool a while ago but I can't remember if it was the same or another one.
WinMerge is also what I use. You're right that this process should be more convenient. If Eleon or someone else with enough knowledge of the game's data and some programming skill had developed an extension for NexusMod's Vortex mod manager tool to support this game, then keeping modded files up to date with new game patches would be as easy as combining changes in different modders' files together for your own use. Vortex is capable of handling merging of competing sets of data; the purpose of the extension would be to "teach" it about the specifics of the Empyrion game data, the syntax and files. It could be made MUCH easier than using WinMerge.
I have another issue. According to your reply above, I have put the modified ecf file under the /content/mods folder. However, instead of the modded file, the game still loads the default config file under /content/configuration folder. How can I make the game use the modified ecf file?
I had the same problem, but inconsistent : sometimes the game loads the custom configs, sometimes not. If they do not load on a first attempt, just exit the game/ Steam, clear windows temporary files, and try again. It can also be an error / typo in your custom config that causes the game to fallback on the default configs. On this, I don't know if it's an "all-or-nothing" case, where one error can force the game to just fallback to the whole original ecf file, or if it is based on some items only. Sometimes it crashes the game, sometimes it reverts back to defaults.
For years I have used a completely different "unsanctioned" method, and I have never once experienced this behavior you both describe. My method returns the exact same desired result every time you start the game. My method even has a slight advantage to trying to use the Mods directory does not. I exploit the capabilities of the NTFS filesystem. You can also use it so long as your game volume's partition is formatted with it. You will need to install and use Link Shell Extension to be most effective. I have used this utility for over 20 years and it's a rock-solid addition to Windows. You will find other uses for it over time, if you are a power user. First, I create a directory where I will store my modified ECF files. I also use a personal versioning strategy to keep track of my cumulative changes over time, but I won't distract with that, as it is not crucial. In this directory I drop every ECF file that I have modified. Second, I make a copy of the existing Configuration directory, and then rename it to something like Configuration_B1.7.1.3639. You will need this copy when another patch updates any of the ECF files! Without it, you can't use WinMerge to just see what changed from one version to the next; using WinMerge's three-pane view, you can compare the LAST version to the current version and then copy any changes directly over into your modded version, to keep it current with the object data the game requires. Having made a copy of Configuration, I then delete from it every ECF file for which I have a modded version. Keeping the directory where I moved all my modded files open in another Explorer window, I then RIGHT-CLICK AND DRAG AND DROP my modded files into Configuration. A context menu will then appear, which includes a submenu -"Drop Here..." - for Link Shell Extension, and from that submenu I choose Symbolic Link. In the Configuration directory I now have, for every ECF file that I have modded, a symbolic link "pointer" to my actual modded file stored elsewhere. This symbolic link is transparent to the game and to it appears to be a normal file; it's the filesystem performing all the magic. As I said, this strategy works, and works flawlessly. It has one more advantage: whenever a game patch updates any ECF file that you have modded, Steam will overwrite the symbolic link with the new copy of the file. Since you know which files you have modded, you can see at a glance into Configuration whether any of your symlinks have been replaced by a normal file (there's an arrow overlay on the file icon that indicates that it's a symlink, as with Windows Shortcuts). You can then set about making a new backup of those changed files and then merging their changes into your modded files before finally deleting them and replacing them with symlinks to your files again. If you'd like to try this approach but are uncertain of any aspect, please do ask and I will clarify as best I can.
I put modified itemsconfig.ecf and blocksconfig.ecf under /contents/mods and leave the default ones under /contents/configuration. But the game still loads the default ecf files.