Question : Ores. If you add a new ore recipe/template for an ore, the ore is not listed as a separate output in a contructor. It sits inside the contructor's "inline queue" when you queue up an ingot that uses the ore. So that "Stone" => "CobaltOre" => "CobaltIngot" , produces ingots, but does not actually produce the leftover ores unless you set the divisor for the last stage to generate an excess ore. My trouble is if I only want to make the ores, it's not possible with the hard coded inputs/recipes available. Cobalt ore is not a constructor listed item # uses 3x the material for a base ore and 3x longer to make { Template Name: CobaltOre BaseItem: true CraftTime: 15 Target: "LargeC,AdvC" { Child Inputs CrushedStone: 45 } } /edit Got it working : https://steamcommunity.com/sharedfiles/filedetails/?id=2038218889 Just add these lines, perfectly logical now that I think about it. ... UnlockCost: 0 UnlockLevel: 5 Category: Components ... Not sure how to group the items in there, but that's a question for another day I guess.
These should be in the config.ecf (if not alredy set, it will be labeled as example_config.ecf.... and can be renamed to config.ecf to activate it.) Under C:\SteamLibrary\steamapps\common\Empyrion - Galactic Survival\Content\Configuration Code: { Item Id: 2249, Name: IronOre, Ref: OreTemplate Mass: 16.48, type: float, display: true, formatter: Kilogram Volume: 3.2, type: float, display: true, formatter: Liter } { Item Id: 2251, Name: SiliconOre, Ref: OreTemplate Mass: 4.64, type: float, display: true, formatter: Kilogram Volume: 2, type: float, display: true, formatter: Liter } { Item Id: 2253, Name: CopperOre, Ref: OreTemplate Mass: 20.39, type: float, display: true, formatter: Kilogram Volume: 9, type: float, display: true, formatter: Liter } Then in the TEMPLATE section of the file: Code: { Template Name: IronOre BaseItem: true CraftTime: 5 Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs RockDust: 40 CrushedStone: 0 } } { Template Name: CopperOre BaseItem: true CraftTime: 5 Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs RockDust: 50 CrushedStone: 0 } } { Template Name: SiliconOre BaseItem: true CraftTime: 5 Target: "SurvC,SmallC,HoverC,BaseC,LargeC,AdvC" { Child Inputs RockDust: 30 CrushedStone: 0 } } But all these recipes should already be in the game. If your intention is to be able to craft ANY of the ores from stone dust, then you would adjust the recipes with the correct desired reference, and add those to the appropriate sections... That, to me, just seems like it becomes way to easy to craft any ores, and then all you need to do is just dig up stone and not go anywhere. Kinda defeats the purpose of exploration..... IMO. I personally enjoy the fact that there are many things that you can't craft and then either have to trade for, or search for.... as it creates objectives in the game play.
My question was, why it looks like this: https://steamcommunity.com/sharedfiles/filedetails/?id=2038218889 I wanted the cobalt ore recipe to appear next to the other ore recipes. I am not wanting to defeat the "purpose" of the game, I mean for that matter I would actually disable the silicon recipe in all but the higher level constuctors. It's hard coding that makes the assumption that I've not modified all of the other recipes to require more cobalt already. If you look at my github repo, I've edited loads of things, and discarded or stopped using some items almost altogether because that just don't sit in my sandbox universe story. Every story is unique. Hence the question. It's a game, it has no "purpose" really, so the art gets disturbed when the ores are not all together in the GUI.