Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Help with the config.ecf file
I am trying to find the proper config.ecf file (as shown here: https://empyriononline.com/attachments/ecf-png.55078/ ) so I can change the Deconstructor to actually break down say Flux Coils into ingots. I found Config_Example.ecf but it says version 7 and the entries seem off. I also see the notes for Alpha 10 ( https://steamcommunity.com/games/383120/announcements/detail/2430169961249139594 )
have an entry that seems odd:
"- Some renaming for consistency (pls adapt your custom config.ecf, trader config and PDA):"

What exactly does that mean? Is there a new file or am I just overlooking something obvious. Thank you in advance for any replies and help.
Originally posted by Gwizzz:
By default there is no Config.ecf. The Config_Example.ecf is provided to allow you to make changes and save it as Config.ecf. Then when the game loads and sees a Config.ecf, file exists it will use values from that file to overwrite game variables if they are different than the default values.

The Config.ecf version number is not really reliable. It is still showing version 7 even though the most recent update changed and added some data.

I make a backup of each Config_Example.ecf and compare it to the last backup (using WinMerge) to see exactly what changes were implemented . It also makes it easier to update my modified Config_Example.ecf saved as Config.ecf.
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Showing 1-15 of 18 comments
The author of this thread has indicated that this post answers the original topic.
By default there is no Config.ecf. The Config_Example.ecf is provided to allow you to make changes and save it as Config.ecf. Then when the game loads and sees a Config.ecf, file exists it will use values from that file to overwrite game variables if they are different than the default values.

The Config.ecf version number is not really reliable. It is still showing version 7 even though the most recent update changed and added some data.

I make a backup of each Config_Example.ecf and compare it to the last backup (using WinMerge) to see exactly what changes were implemented . It also makes it easier to update my modified Config_Example.ecf saved as Config.ecf.
Originally posted by Gwizzz:
By default there is no Config.ecf. The Config_Example.ecf is provided to allow you to make changes and save it as Config.ecf. Then when the game loads and sees a Config.ecf, file exists it will use values from that file to overwrite game variables if they are different than the default values.

The Config.ecf version number is not really reliable. It is still showing version 7 even though the most recent update changed and added some data.

I make a backup of each Config_Example.ecf and compare it to the last backup (using WinMerge) to see exactly what changes were implemented . It also makes it easier to update my modified Config_Example.ecf saved as Config.ecf.

Just found this out, it states right in the header of the file but the wording threw me on the Alpha 10 update as well as it saying Version 7. I do not want to cheat at all but I really believe, at least for me, that the deconstructor should be able to break things down into base elements. Or have it break down into components that can be further broken down in raw resources. Not at a 1:1 ratio but maybe 50% and tier it up with upgrades. For now this works but that is a lot to change so just going to edit component by component as I need, in this case I just needed 20 ingots to start a ship up.

Thank you for the informative reply and happy gaming.
The deconstructor will only break down complete parts, not components. As far as I know, there is no way around that using the config.ecf settings as it's hard coded.

Just remember though, an update may require you to make the changes again as the old config.ecf is incompatible and the new example one will have to be used and renamed again. The game does warn you that the config.ecf won't be used though.

I would personally like to see the config.ecf broken down into seperate parts, (weapons, production, refining and so on), so a change to the weapons damage for example, won't affect ingots in the refining configuration and so on. At least it will only be the particular one you change that has to be redone if there was an update in it, the others can remain as they are and not need to be touched.

There is a configuration for traders that allows you to set prices and quantities they sell, also the products each trader type handles if I recall, but I have no more information to give you on that as I have never bothered with it.
Originally posted by Tryst49:
The deconstructor will only break down complete parts, not components. As far as I know, there is no way around that using the config.ecf settings as it's hard coded.
...

It can be, I made it so I can now break down Flux Coils and you can enable that config file and alter any item to be further broken down. Original post I found on this:

https://empyriononline.com/threads/e9-decontructor-does-not-breakdown-some-items-into-ingots.47076/

Thank you also for your reply and now back to the game for me :)
The version number is changed when there's renaming of items or terms. It's to prevent possibly broken configs from loading.

You can set up a custom configuration in such a way that the only thing you'll need to update between versions is the version number at the top of the file.

For example if you want Flux coils to be able to be broken down in the deconstructor, you only need to include that specific line that makes that happen.

Some people use the whole file and compare tools and all that but if all you're doing is making specific changes to some items, your config is very likely to be just fine between even major game updates.
Originally posted by Elder Drake:
It can be, I made it so I can now break down Flux Coils and you can enable that config file and alter any item to be further broken down. Original post I found on this:

https://empyriononline.com/threads/e9-decontructor-does-not-breakdown-some-items-into-ingots.47076/

Thank you also for your reply and now back to the game for me :)
Had I seen this sooner than everyone else, I could have told you specifically what you'd need to do with DeconOverride and where to do it, and offered the exact syntax. I've changed dozens of recipe templates like that, so I'm quite familiar.

Anything you might imagine altering with config.ecf, I've either already done it myself or have considered it. I made it possible to use regular blocks in place of grow plots, fer chrissakes (just for the demonstration, not to play that way). I'm not playing the game again, however, until they backtrack the lockdown of the player tool rates of fire, as I counted on being able to mod that.
Originally posted by ravien_ff:
The version number is changed when there's renaming of items or terms. It's to prevent possibly broken configs from loading.

You can set up a custom configuration in such a way that the only thing you'll need to update between versions is the version number at the top of the file.

For example if you want Flux coils to be able to be broken down in the deconstructor, you only need to include that specific line that makes that happen.

Some people use the whole file and compare tools and all that but if all you're doing is making specific changes to some items, your config is very likely to be just fine between even major game updates.

And its possible that when something changes you will be confused `wondering why your game wort run correctly, BECAUSE YOUR LITTLE TRIVAL CHANGE AFFECTED SOMETHING ELSE. Its ;est rick to compare entries to she what they entail versus TAKUBG YOUIR CHANGES THAT NOTHING IS GOING TO CHANGE,
Anyone maybe have a config file that allows everything to be broken down in the Deconstructor? I may just go with that and keep the original backup of the file.
Originally posted by Gwizzz:
Originally posted by ravien_ff:
The version number is changed when there's renaming of items or terms. It's to prevent possibly broken configs from loading.

You can set up a custom configuration in such a way that the only thing you'll need to update between versions is the version number at the top of the file.

For example if you want Flux coils to be able to be broken down in the deconstructor, you only need to include that specific line that makes that happen.

Some people use the whole file and compare tools and all that but if all you're doing is making specific changes to some items, your config is very likely to be just fine between even major game updates.

And its possible that when something changes you will be confused `wondering why your game wort run correctly, BECAUSE YOUR LITTLE TRIVAL CHANGE AFFECTED SOMETHING ELSE. Its ;est rick to compare entries to she what they entail versus TAKUBG YOUIR CHANGES THAT NOTHING IS GOING TO CHANGE,
No need to get testy. While I also use the entire file as you advocate, and keep religious track of every change to Config_example.ecf, I do so because of the massive scope of what I change. If I were only altering a half dozen objects then I'd likely consider the collapsed technique.

Both techniques are valid under different circumstances.
Originally posted by Elder Drake:
Anyone maybe have a config file that allows everything to be broken down in the Deconstructor? I may just go with that and keep the original backup of the file.
If I excerpted just the relevant part of my file I expect it would suit your purpose well enough, but I don't dare give you the entire file. You'd have to keep careful track of any Config_Example.ecf changes with every new release to make sure that your alterations are still valid; the template recipes get changed often enough. It's extensive enough that to paste the text here would be impolite. I need to save the edited file and then post the link here, but it's past my bedtime.
Originally posted by VulcanTourist:
Originally posted by Elder Drake:
Anyone maybe have a config file that allows everything to be broken down in the Deconstructor? I may just go with that and keep the original backup of the file.
If I excerpted just the relevant part of my file I expect it would suit your purpose well enough, but I don't dare give you the entire file. You'd have to keep careful track of any Config_Example.ecf changes with every new release to make sure that your alterations are still valid; the template recipes get changed often enough. It's extensive enough that to paste the text here would be impolite. I need to save the edited file and then post the link here, but it's past my bedtime.


Right on, I will just go through and do as I find things I do not like that can not be deconstructed. Thanks for all the replies and help everyone.
Originally posted by Gwizzz:
Originally posted by ravien_ff:
The version number is changed when there's renaming of items or terms. It's to prevent possibly broken configs from loading.

You can set up a custom configuration in such a way that the only thing you'll need to update between versions is the version number at the top of the file.

For example if you want Flux coils to be able to be broken down in the deconstructor, you only need to include that specific line that makes that happen.

Some people use the whole file and compare tools and all that but if all you're doing is making specific changes to some items, your config is very likely to be just fine between even major game updates.

And its possible that when something changes you will be confused `wondering why your game wort run correctly, BECAUSE YOUR LITTLE TRIVAL CHANGE AFFECTED SOMETHING ELSE. Its ;est rick to compare entries to she what they entail versus TAKUBG YOUIR CHANGES THAT NOTHING IS GOING TO CHANGE,

Any internal names that are changed are listed in the update notes.

I think you are misunderstanding how the config.ecf file actually works.

For example, this config file will allow Iron Ingots to be broken down into Iron Ore. The only things that would need to ever be updated in this config is the version number at the top, or the template name if they change the internal name of IronOre.


VERSION: 7

{ Template Name: IronOre
BaseItem: false
}

Of course it is your responsibility to look at the update notes and make sure your config file is still compatible. If you are making smaller changes like this, it is better to make a tiny config file like this. If you're making huge changes to large portions of the config file, then you might need to use the whole file and compare tools, etc.

But for something as simple as allowing components to be broken down further? No, you don't need to go through all of that. You can if you want, but it's not needed.
Originally posted by Elder Drake:
Right on, I will just go through and do as I find things I do not like that can not be deconstructed.
That's probably best, because it keeps the changes to a personal constructive minimum. It's how I started with those particular changes, but at some point I went a little berserk. ravien_ff is correct that for some items, the ones which are already described as BaseItems (with that property), that property must be flipped rather than adding DeconOverride: Continue if you want that to be broken down further. It should go without saying that there needs to be a BaseItem(s) at the bottom of the food chains....
Originally posted by MyProfile:
Am I correct to assume that there can be only one instance of config.ecf?
True. You cannot subdivide your modding into functional groups, as helpful as that would be, nor is there any precedence mechanism (that we know of) other than config.ecf taking precedence over internal defaults. With the .module files for the original Dawn of War games, for instance, you could define your own custom precedence among multiple external files, by directory. No such thing exists here that I can tell. This is Modding Lite, as the First Order would approve it.
Originally posted by VulcanTourist:
Originally posted by Gwizzz:

And its possible that when something changes you will be confused `wondering why your game wort run correctly, BECAUSE YOUR LITTLE TRIVAL CHANGE AFFECTED SOMETHING ELSE. Its ;est rick to compare entries to she what they entail versus TAKUBG YOUIR CHANGES THAT NOTHING IS GOING TO CHANGE,
No need to get testy. While I also use the entire file as you advocate, and keep religious track of every change to Config_example.ecf, I do so because of the massive scope of what I change. If I were only altering a half dozen objects then I'd likely consider the collapsed technique.

Both techniques are valid under different circumstances.

Hmmm...I would like to say I didn't write that as it was a bit testy and contained lots of gramatical and spelling errors I would normally go back and correct. But it has my name on it so unless someone hacked my account I'll have to own it. Applogies in abundance, however I do still believe it is better to modify the full file than keep edits in a condensed one. Peace out.
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Date Posted: Jul 2, 2019 @ 8:43pm
Posts: 18