I just spent the last 2 days balancing the games guns and making a few other minor changes. There are a few changes I would like to do but don't know how to do at the bottom if someone wants to tell me how. Any feedback is appreciated. Fair warning this was balanced so that the heavy late game weapons blow chunks out of CVs and obliterate SVs and HVs in a few hits. Changelog 1.0 Zirax Shotguner damage reduced to 25x8 from 50x8 T1 Multitool now uses Biofuel HV/SV O2 Tanks now hold 500 units of oxygen Small O2 Tanks now hold 75 units of oxygen Emergency O2 Tanks now hold 25 units of oxygen The Solar Panels now have 2x their normal output for both small and large panels The Solar Capacitor now has 2x the power storage size. All Assault rifle reload times are now 2.5 seconds The T1 assault rifle now has a 30 round magazine All Pulse Rifles reload times are now 2.5 seconds All Pulse Rifles now match assault rifle damage for there tier T1 Pulse Rifle now holds 40 rounds T2 Pulse Rifle now holds 50 rounds T1 Laser Rifle now holds 50 rounds T2 Laser Rifle now holds 75 rounds T1 Laser Rifle rate of fire set to 0.15 T2 Laser Rifle rate of fire set to 0.1 Laser Rifle Ammo now costs 2 additional hydrogen bottles. All Shotguns now have a 0.5 second rate of fire All Shotguns now have a 3 second reload time All Sniper Rifles now have a 2.75 second reload time (shows as 2.8) T1 Sniper Rifle now does 100 normal damage Epic Sniper Rifle now does 150 normal damage All Handheld Miniguns now hold 500 rounds T1 Handheld Minigun now does 70 damage T2 Handheld Minigun now does 80 damage T1 Handheld Minigun spread now set to 0.4 T2 Handheld Minigun spread now set to 0.3 Handheld Minigun Ammo now costs an additional 4 Magnesium Powder T2 and Epic Handheld Rocket Launcher now does 800 base damage Epic Handheld Rocket Launcher now has a 1.5 second rate of fire All Handheld Plasma Cannons now have a 10X damage multiplier against hull blocks Epic Plasma Cannons now has a 1.5 second rate of fire SV Minigun now holds 500 rounds SV Minigun now does 100 damage SV Minigun now has a 0.05 rate of fire SV Railgun is now automatic SV Railgun rate of fire now 0.4 SV Railgun now holds 100 rounds SV Railgun damage reduced to 1000 from 2780 SV Pulse Laser rate of fire now 0.25 SV Pulse Laser damage upped to 1500 from 575 SV Pulse Laser Ammo now requires 2 additional hydrogen tanks to make SV Rocket Ammo Recipe now produces 15 rockets rather than 6 SV/HV Homing Rocket Ammo Recipe now produces 15 rockets rather than 7 SV Plasma Cannon standard and blast damage set to 1750 from 615 and 650 SV Plasma Cannon blast radius set to 7 SV Plasma Cannon ammo capacity reduced to 15 SV Plasma Cannon ammo now only produced in batches of 15 rather than 100 SV Plasma Cannon ammo stack size reduced to 300 from 500 HV Minigun Turret now holds 500 rounds HV Minigun Turret now does 100 damage HV Minigun Turret now has a 0.05 rate of fire HV Rocket Turret now automatic HV Plasma Turret now automatic HV Plasma Turret capacity reduced to 25 from 50 HV Plasma Turret standard and blast damage set to 1250 from 650 and 720 HV Plasma Turret Ammo Now only produced in batches of 50 rather than 100 HV Artillery Turret rate of fire set to 4 HV Artillery blast radius set to 7 BA Minigun Turret rate of fire now 0.05 BA Cannon Turret now automatic BA Cannon Turret Damage set to 1000 BA Cannon Turret rate of fire now 0.25 BA Pulse Laser Turret now automatic BA Pulse Laser Turret rate of fire now 0.25 BA Pulse Laser Turret damage set to 7500 BA Pulse Laser Turret Ammo now additional requires 2 hydrogen tanks to make BA Rocket Turret Rate of fire now 2 BA Flak Turret now automatic BA Flak Turret rate of fire now 0.5 BA Flak Turret standard and blast damage set to 3000 BA Flak Turret blast radius reduced to 2 from 3 BA Plasma Turret is now automatic BA Plasma Turret rate of fire now 2 BA Plasma Turret blast radius set to 5 BA Plasma Turret ammo capacity now 15 BA Artillery Turret rate of fire now 4 BA Artillery Turret projectile speed set to 425 (Ground) and 525 (Space) BA Artillery Turret standard and blast damage now 300000 BA Artillery Turret blast radius set to 8 BA/CV Sentry Gun is now automatic BA/CV Sentry Gun damage set to 150 BA/CV Sentry Gun rate of fire now 0.25 CV Minigun Turret, CV Rocket Turret, CV Cannon Turret and CV Flak Turret now match there BA counterparts in every way other than ammo CV Fixed Rocket Launcher can now fire planetside CV Fixed Rocket Launcher rate of fire now 2 CV Fixed Pulse Laser now automatic CV Fixed Pulse Laser rate of fire now 0.25 CV Fixed Pulse Laser damage set to 10000 CV Fixed Pulse Laser Ammo now costs an additional 2 hydrogen tanks to make CV Pulse Laser Turret rate of fire now 0.25 CV Pulse Laser Turret standard damage now 7500 and blast damage 5000 CV Pulse Laser Turret Ammo now costs 2 additional hydrogen tanks to make CV Plasma Turret rate of fire now 1 CV Plasma Turret ammo capacity now 15 CV Artillery Turret rate of fire now 3 Changelog 1.1 MAJOR ERRORS REPLACE DrillT2 Fill rate of fire now set to 0.1 DrillT2 Flatten rate of fire now 0.1 DrillT2 Flatten radius now 10 DrillT2 Dig rate of fire now 0.15 Laser rifle ammo now fits in stacks of 1000 Railgun Projectile speed is now 750 and 1000 Fixed so Small O2 tank now displays correct amount 35 Repair Station no longer requires Zascosium Alloy and power coil so it can be built after an orbital trip. Repair Bay Console no longer requires Zascosium Alloy, Power Coils and Capacitors BA T1 Repair Bay no longer requires Zascosium Alloy, Power Coils and Capacitors BA T1 Repair Bay now requires 2 computers BA T2 Repair Bay now requires an additional 5 Zascosium Alloy 4 Power Coils and 10 Capacitors Medical Kit no longer requires Alien Thorns Laser Pistol no longer requires an Oscillator T2 Multitool can now be made in a large constructor T2 Multitool no longer requires Oscillator and Flux Coil T2 Multitool now requires 1 computer and 1 cobalt alloy Both Alien Plasmas no longer require Eggs Changelog 1.2 Repair Station now actually no longer requires Zascosium Alloy and power coil so it can be built after an orbital trip. Repair Bay Console now actually no longer requires Zascosium Alloy, Power Coils and Capacitors Repair Bay Console can now be made by a large constructor Repair Bay Console no longer requires Flux Coils BA T1 Repair Bay now actually no longer requires Zascosium Alloy, Power Coils and Capacitors BA T1 Repair Bay now requires 2 computers BA T1 Repair Bay can now be made by a large constructor BA T2 Repair Bay now requires an additional 5 Zascosium Alloy 4 Power Coils and 10 Capacitors Medical Kit now actually no longer requires Alien Thorns Laser Pistol now actually no longer requires an Oscillator T2 Multitool can now be made in a large constructor T2 Multitool now actually no longer requires Oscillator and Flux Coil T2 Multitool now requires 1 computer and 1 cobalt alloy Both Alien Plasmas now actually no longer require Eggs 1.3 ARMOR UPDATE Medikit now only fits in stacks of 5 Fruit Juice now only fits in stacks of 10 Vegetable Juice Now only fits in stacks of 10 Berry Juice now only fits in stacks of 10 SV Railgun Damage now 3000 SV Pulse Laser damage now 3000 SV Plasma Cannon damage now 2350 Chainsaw now holds 250 charges and gets 250 charges per biofuel Light Armor Durability set to 500 Light Armor Oxygen tank set to 500 Light Armor Defense set to 125 Light Armor Fall Damage set to 0 Light Armor Max Speed Multiplier set to 2 Light Armor Acceleration Multiplier set to 2 Light Armor Jump Multiplier set to 2 Light Armor Jetpack Multiplier set to 0.5 Light Armor Food Consumption Multiplier set to -0.5 Light Armor Stamina Multiplier set to -0.4 Light armor now has 3 slots Medium Armor Durability set to 750 Medium Armor Oxygen tank set to 750 Medium Armor Defense set to 250 Medium Armor Fall Damage set to 0.5 Medium Armor Max Speed Multiplier set to 1 Medium Armor Acceleration Multiplier set to 1 Medium Armor Jump Multiplier set to 1 Medium Armor Jetpack Multiplier set to 1 Medium Armor Food Consumption Multiplier set to 0 Medium Armor Stamina Multiplier set to 0 Heavy Armor Durability set to 1000 Heavy Armor Oxygen tank set to 1000 Heavy Armor Defense set to 500 Heavy Armor Fall Damage set to 0.75 Heavy Armor Max Speed Multiplier set to 0.75 Heavy Armor Acceleration Multiplier set to 0.50 Heavy Armor Jump Multiplier set to 0.75 Heavy Armor Jetpack Multiplier set to 1.75 Heavy Armor Food Consumption Multiplier set to 1.5 Heavy Armor Stamina Multiplier set to 0.4 Heavy Armor now has 3 slots Armor Boost Mod now gives 150 armor All other Armor Boost Mod values set to 0 Oxygen Boost Mod now gives 100 oxygen All other Oxygen Boost Mod values set to 0 Mobility Boost Mod no longer affects armor Mobility Boost Mod no longer affects food consumption Mobility Boost Mod jump multiplier set to 0.5 Mobility Boost Mod acceleration multiplier set to 0.5 Mobility Boost Mod max speed multiplier set to 0.5 Mobility Boost Mod stamina multiplier set to -0.25 EVA Boost Mod max speed multiplier now set to 0 EVA Boost Mod acceleration now set to 0 EVA Boost Mod jetpack multiplier now set to 0.25 Jetpack Boost Mod Jetpack multiplier now set to 0.25 Insulation Boost Mod no longer affects armor Insulation Boost Mod heat protection set to 40 Insulation Boost Mod cold protection set to 40 Radiation Boost Mod set to 12 All other Radiation Boost Mod values set to 0 Multi Boost Mod armor set to 25 Multi Boost Mod oxygen set to 20 Multi Boost Mod heat protection set to 10 Multi Boost Mod cold protection set to 5 Multi Boost Mod stamina multiplier set to -0.1 Multi Boost Mod jetpack multiplier set to 0.2 Multi Boost Mod food consumption multiplier set to -0.25 Multi Boost Mod max speed multiplier set to 0.1 Multi Boost Mod acceleration set to 0.1 Multi Boost Mod jump multiplier set to 0.1 Desired changes I don't know how to do. Started a separate thread for this https://empyriononline.com/threads/a-few-things-i-still-dont-know-how-to-do-or-if-i-can.43051/ It is unlikely there will be any major updates to this file again until I can change some of these things or there are new blocks to balance. Allow Small Solar Pannels on CVs (Doesn't work right) Increase all constructor objects craft speed. (Hard Coded) Change all plants currently growing 1 item to grow 2. (Hard Coded) Allow HV medbay on and cloning chambers on SVs (Hard Coded) Increase stone drop rate. (Hard Coded) Change Small O2 tanks Capacity (Doesn't work right) Allow construction of currently unbuildable items. (armors, mods, and NVGs) (Can't get this working and don't know why see linked thread) Increase sentry turret turn rate. (Hard Coded) I really do need feedback on if everything still feels balanced as I only made minimal changes to construction costs and I don't know if it was enough. Use the file in this post I didn't know how to attach it at the time of the original post that's what the file below is. PLEASE NOTE ALL CHANGED BLOCK RECIPES ONLY AFFECT CONSTRUCTOR RECIPES. ALL BLUEPRINTS WILL STILL ACT AS IF THE BLOCKS HAVE THE ORIGINAL INGREDIENTS CURRENTLY AFFECTED BLOCKS BA T1 Repair Bay BA T2 Repair Bay Repair Station Repair Bay Console
Well, when I went to look for it with the attach button it wasn't the file so I assumed that I couldn't attach the file type.
MAJOR UPDATE Changelog 1.1 DrillT2 Fill rate of fire now set to 0.1 DrillT2 Flatten rate of fire now 0.1 DrillT2 Flatten radius now 10 DrillT2 Dig rate of fire now 0.15 Laser rifle ammo now fits in stacks of 1000 Railgun Projectile speed is now 750 and 1000 Fixed so Small O2 tank now displays correct amount 35 Repair Station no longer requires Zascosium Alloy and power coil so it can be built after an orbital trip. Repair Bay Console no longer requires Zascosium Alloy, Power Coils and Capacitors BA T1 Repair Bay no longer requires Zascosium Alloy, Power Coils and Capacitors BA T1 Repair Bay now requires 2 computers BA T2 Repair Bay now requires an additional 5 Zascosium Alloy 4 Power Coils and 10 Capacitors Medical Kit no longer requires Alien Thorns Laser Pistol no longer requires an Oscillator T2 Multitool can now be made in a large constructor T2 Multitool no longer requires Oscillator and Flux Coil T2 Multitool now requires 1 computer and 1 cobalt alloy Both Alien Plasmas no longer require Eggs All edits made to top post
1.3 ARMOR UPDATE Medikit now only fits in stacks of 5 Fruit Juice now only fits in stacks of 10 Vegetable Juice Now only fits in stacks of 10 Berry Juice now only fits in stacks of 10 SV Railgun Damage now 3000 SV Pulse Laser damage now 3000 SV Plasma Cannon damage now 2350 Chainsaw now holds 250 charges and gets 250 charges per biofuel Light Armor Durability set to 500 Light Armor Oxygen tank set to 500 Light Armor Defense set to 125 Light Armor Fall Damage set to 0 Light Armor Max Speed Multiplier set to 2 Light Armor Acceleration Multiplier set to 2 Light Armor Jump Multiplier set to 2 Light Armor Jetpack Multiplier set to 0.5 Light Armor Food Consumption Multiplier set to -0.5 Light Armor Stamina Multiplier set to -0.4 Light armor now has 3 slots Medium Armor Durability set to 750 Medium Armor Oxygen tank set to 750 Medium Armor Defense set to 250 Medium Armor Fall Damage set to 0.5 Medium Armor Max Speed Multiplier set to 1 Medium Armor Acceleration Multiplier set to 1 Medium Armor Jump Multiplier set to 1 Medium Armor Jetpack Multiplier set to 1 Medium Armor Food Consumption Multiplier set to 0 Medium Armor Stamina Multiplier set to 0 Heavy Armor Durability set to 1000 Heavy Armor Oxygen tank set to 1000 Heavy Armor Defense set to 500 Heavy Armor Fall Damage set to 0.75 Heavy Armor Max Speed Multiplier set to 0.75 Heavy Armor Acceleration Multiplier set to 0.50 Heavy Armor Jump Multiplier set to 0.75 Heavy Armor Jetpack Multiplier set to 1.75 Heavy Armor Food Consumption Multiplier set to 1.5 Heavy Armor Stamina Multiplier set to 0.4 Heavy Armor now has 3 slots Armor Boost Mod now gives 150 armor All other Armor Boost Mod values set to 0 Oxygen Boost Mod now gives 100 oxygen All other Oxygen Boost Mod values set to 0 Mobility Boost Mod no longer affects armor Mobility Boost Mod no longer affects food consumption Mobility Boost Mod jump multiplier set to 0.5 Mobility Boost Mod acceleration multiplier set to 0.5 Mobility Boost Mod max speed multiplier set to 0.5 Mobility Boost Mod stamina multiplier set to -0.25 EVA Boost Mod max speed multiplier now set to 0 EVA Boost Mod acceleration now set to 0 EVA Boost Mod jetpack multiplier now set to 0.25 Jetpack Boost Mod Jetpack multiplier now set to 0.25 Insulation Boost Mod no longer affects armor Insulation Boost Mod heat protection set to 40 Insulation Boost Mod cold protection set to 40 Radiation Boost Mod set to 12 All other Radiation Boost Mod values set to 0 Multi Boost Mod armor set to 25 Multi Boost Mod oxygen set to 20 Multi Boost Mod heat protection set to 10 Multi Boost Mod cold protection set to 5 Multi Boost Mod stamina multiplier set to -0.1 Multi Boost Mod jetpack multiplier set to 0.2 Multi Boost Mod food consumption multiplier set to -0.25 Multi Boost Mod max speed multiplier set to 0.1 Multi Boost Mod acceleration set to 0.1 Multi Boost Mod jump multiplier set to 0.1
I'm guessing it should be the same as the directions in Config_example.ecf C:\Steam\SteamApps\common\Empyrion - Galactic Survival\Content\Configuration From that Eleon file; " # How it works: # - rename to 'Config.ecf' to activate # - change original values of parameters as desired # - listed parameters will overwrite the game's internal original values # - parameters not listed (commented out / removed) will cause the game to continue using the internal ORIGINAL values VERSION: 7 # ==================== BLOCKS, DEVICES ========================== " So download Ronins file above, place it in the above directory, unzip and make sure the files name is exactly "Config.ecf".
ahh, '2018'. Missed that, sry. Likely best to just use his file for examples, if you're inclined to mod your own Config. Just make sure to use the current "Config_Example.ecf" as the reference master. Eleon doesn't officially support modding yet, so this Config file does get major changes. The method they use for 'version' control is near the top of the file, " VERSION: 7 ", so older versioned Configs are intentionally ignored. oh, and if all you do play with this don't directly follow their instructions on simply renaming the example file; it's 17,000+ lines. Basically a full on copy of everything Eleon has been kind enough to expose. And there's no need for the game to re parse all the same values. Just make your Config with the bits you want to change. Final tip; the names of things are _not_ what they show as in-game. Nothing uses "HV", it's 'GV', SV = SS. CV = MS. To identify a particular block in-game, go into the console and enter " di ", should put a black box top of your screen that will show the working name. and you'll need to be fairly close to things for the correct ID to show. Good luck and there's a lot more info here on these forums if you decide to jump in.
Sorry to necro this thread, but I'm having some trouble implementing similar changes in v1.4. I've compared your file to the default values for, in this example, SS/GV pulse lasers, but none of the changes I've made seem to be showing up in-game. I took the extra step of finding the weapon in blocks.cfg and changing the values there to reflect my desired stats, still nothing TIA! EDIT: Somehow I made it work... I also wanted to update the ammo properties, and as soon as I did so, the changes I made to the weapon seemed to take place. Curious.