Hmm, I'd need the playfield.yaml you created, to see what's the problem. Upload it here, but rename it to .txt first. /jmc
DroneBaseSetup: Fixed: - Name: MainDroneBase Pos: [8564,555, 3739,917, -11188,19] Should be 8564.555, 39739.917, -11188,19 Its an issue with the SSG whats fixed in the EXP Branch already you have , what should be .
UPDATE (v1.63.3 b2018) CHANGED: New Preflight: added first batch of checks and new layout. For now only on fixed 'playfield.yaml' and playfieldtype 'planet'. Now Preflight can be run separately from saving. See toolbar button. Preflight windows will now show all the time when saving (except when disabled in options), but will still save if all is green. PlayfieldTree/FileSystem: Now possible to toggle 'show all files' in tree. PlayfieldTree: Now possible to delete/cleanup all game generated '.yaml.bin' files in content folder added missing 'AsteroidFieldRingOld' to fixed prefabs list. changed description tooltip for BaseAttackCount to better make clear what 0/1 means. FIXED: SplatMapInfo for SplatMap stamps wasn't emitted to yaml, when stamp probability was set to 1. OptionsEditor: changing the main game path in options had no effect anymore. DOWNLOAD LINK: https://www.dropbox.com/s/0scq9t1kqurv0hy/EPD_v1633b2018_public.zip?dl=0 /jmc
When saving an asteroid field, the following error is emitted during preflight: Biomes list is either empty or does not have exactly 1 entry, you need exactly ONE biome in the list. A save is not possible! Edit: Same at an Orbit Playfield
Ok, seems to be a bug, since orbit playfields don't have biomes. Will take a look right away, but for now, disable preflight in options, then it should work. /jmc
Thank you for this tool. 1) Are there any doc or guide, please? 2) Is a easy way to enable PVP on all playfields? or have i go one to one and change them, please? 3) I want to add ores meteors on all playfields too. I want all ores on a planet had meteors too. Could anyone explain me the 2 options, please? The first one (0 to 1): 0,2 means the metors should starts drops after all ore deposits for the same meteor, on ground be at 20% right, or im wrong? And how about the second one? I really want that meteors fall down all the time and allow at max 3 meteors for each metal at the same time. Thank you!
Yes. In the gameoptions.yaml inside a scenario, you can set "ForcePvP: True" as an option. In fact, I think that may be the default setting.
Sounds like you want to enable random meteors. Those will drop at specific intervals and last a specified amount of time.
Not really, sorry, although I added some tooltips, when you hover over a property to show you (known) min/max limits and also some usage tips, as far as I know them. But you can also take a look at the playfield Examples found in ./Content/Playfields/ folder. But if you have any questions about usage fell free to ask here. Here's some VERY BASIC Wiki I was working on a while ago, but it just covers the very basics yet. http://empyriontools.org/wiki Hmm, so do you want them to drop always or by threshold? Those are two different things. Here's the excerpt from .\Content\Playfields\+ExamplePlanet\ Code: - Name: IronResource # Name of resource in asteroid: IronResource, CopperResource, PromethiumResource, SiliconResource, NeodymiumResource, MagnesiumResource, CobaltResource, SathiumResource, ErestrumResource, ZascosiumResource, GoldResource, PentaxidResource Threshold: 0.6 # Float [0, 1] - threshold (compared to the total amount of ore, NOT related to single deposits) below which asteroids will start to spawn Amount: 0.8 # Float [0, 1] - amount to restock (compared to the total amount of ore at game start) - Name: IronResource # Possibility to spawn resource asteroids independent of the remaining amount of ore on a planet Amount: 5000 # Amount of ore that is spawned per event. Minimum is 3000 ore. InitialDelay: 1 # Float [0, 10000] Initial delay in game hours before spawning of asteroids, if InitialDelay < 0 => no spawning Delay: 24 # Float [0, 10000] Subsequent delay in game hours, if Delay = 0 => no spawning DespawnDelay: 5 # Float [0, 10000] Delay in game hours after which asteroid will be removed. If parameter is not set or set to 0, asteroid will not despawn The first block describes the options using threshold. Amount is between 0 and 1 here. It defines the restock amount compared to game start, so 1 drops meteors as long as original amount on planet is restocked. The second block describes setup for 'always drop' meteorites independent of remaining amount on planet. Amount minimum is 3000 here, as it's an absolute amount in this case. Hope this helps. /jmc
Be careful with randoms. In my experience the game doesn't handle random meteors well. Threshold meteors work fine. No matter how I configured random meteors, 60 or more would rain down at a time and I think it was the cause of some other problems with my game. Try it though, maybe they've fixed it. That was before the Unity engine upgrade.
That's already set it up this setting. I think i will have to edit all my playfields to add the option: PvP: True =( I'm using the scenario Redux 10.x from workshop and i noticed at first try, that all starts planets are PvE, and i want all systems pvp. So i would have to edit all playfields, and there are more than 300 if im not wrong. Do you have any tip to change those easier instead edit all files one by one, please? @jmcburn , @Monroe Ty very much, i really appreciate Just one n00b question, please. All the time that I change one Playfield, it auto update on the server or have I wipe the server? If so, which files have i delete to apply the changes? Thank you!!!
They are set to pvp. The planet selection screen doesnt read that flag since the game isnt created yet. We fixed this already on our side today
I'm not much of a server or MP expert, but if your playfield has already been visited once, then it got copied already from the main templates folder ./content/scenarios/<ScenarioName>/playfields to your savegame folder ./saves/<SaveGameName>/playfields. So, after that happened you would need to edit that file in the savegame folder from there on and wipe that playfield OR edit the template in the scenario and delete the playfield folder in the savegame after you've changed something. Also, if there is a .yaml.bin file in there already, I think you maybe also need to delete that one, as the game first tries to load that as far as i know. But as I said, no expert there. Maybe others know more about it. /jmc
The meteor needs to be set at 3000 or 5000 I believe (I think the lower limit actually is 5000). If you set it lower then it causes the problem you encountered. Though it does look cool when it happens.
I can't do that because there aren't the line PVP: on the files if it is false. It just have PVP: true if you set it true. So i can't search the line because it don't exits. =( Anyway as Taelyn said, if i placed ForcePvp: True all playfields will be pvp, the error is because on select planet screen it don't load this option, telling that's pve but they are all pvp ;D
UPDATE (v1.64.0 b2054) WIP Still way to go with the new Preflight, but I thought, I'll release an update. CHANGED: New Preflight: Total internal rework of Preflight engine to make coding new preflights more modular and readable. New batch of preflight checks (Dronebasesetup, PlanetVesselSetup, BiomeCluster texture setup). Now also supporting status type 'Warning' besides 'Error' and 'Success' Now you can save, even if Preflight reported errors (New button in Preflight window 'Ignore & Save') Showing of PreflightLog on saving can now be disabled if no errors were found in Preflight. Playfield tree will now remember it's collaped/expanded state of each tree node when cleaning up backups/bins or just when refreshing. CreatureSetup: Changed description text in tooltip for 'Delay'. Removed 'IsOrbit' property from Space playfields. Don't think that's needed anymore. If anyone knows for sure, that this one's still needed, plz let me know. Then I'll enable it again. FIXED: Some Preflights were marked as Success, although they failed. Options Editor 'forgot' current playfield name, thus 'SaveAs' routine was called instead of 'Save' after closing of OptionsEditor. A bunch of little bugs. DOWNLOAD: https://empyriontools.org/download/ /jmc