Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They're not the only ones either. Project Eden does as well, to a much lesser degree (its mostly about adding in more content than changing game mechanics).
If so, there isn't much on public offer, a few old ones on github you'd probably have to update yourself, otherwise you have to pretty much write your own API mods, most who have their own working mods don't tend to share them.
Scenarios are hard to write because they stop working often after an update, script mods, are just hard to set up, hence not very popular.
Trying to reboot an old scenario of my own right now, it's very time consuming.
What is glaringly lacking is support for any ability to MERGE mods, such as what Vortex or Mod Organizer can do. A Vortex extension to support this game[forums.nexusmods.com] COULD Be written, but Eleon refuses to do it and there's few other people with sufficient understanding of both programming and the game's data structure to do it, since none of it has ever been publicly documented.
Modding the game using the API is another matter altogether, and requires a programming skillset. It's not just modifying or adding game data, as it can inject active code into the game, similar to what is possible with DLL injectors for other games, like SKSE64 for Skyrim. It's also now possible to insert INLINE code directly into the game data ECF files, but I don't know of anyone who has yet attempted to exploit that mechanism.
API modding used to be restricted to servers only, but an ingenious person devised a mechanism to make it work in singleplayer games by loading it into the game via LCD panels! I haven't tried this yet, but it is documented to some degree here in this thread[steamcommunity.com].
As for my modding, I alter and add a bit to the game's ECF data and also lightly mod some of the playfield files. My Steam profile has Google Drive links to my ECF modding, but not the playfield stuff. You can borrow ideas freely from what I've done. You can also subscribe to and inspect those PE, RG, and RE scenarios in the Workshop, if you want to learn from those. They make far more extensive playfield changes than I do.
Also good to separate out mission scripting which is completely different to API scripting.
As you have pointed out the only "modding" we can do is not that well supported by the game devs. I'm pretty sure they will come up with some tools at some point, but since it's so terribly hard to do, not many people do it. Not looked at it yet, but scripts using ASTIC's mod are probably what people really want https://empyriononline.com/threads/mod-my-mods-astic-compatible-with-the-v1-8.49107/
It's probably also worth mentioning that if you have the patience, you can also create skins for entities in the game, but only for certain ones.
Do you remember how to change the starting loot drop?
For an example look in the default playfield files, open the MoonTemperateStarter folder, and open the playfield_debug.yaml file.
Inside that file search for "EscapePod".
Now, this is also set in the playfield_static.yaml file.
When do you need to use the debug version versus using the static version, I don't have a clue.
Since I don't have a clue which one gets used when, personally I would just set it in both of them.
You are looking for this,
- Mode: Survival
Spawn: EscapePodLandAtPos #Escape Pod cannot be controlled in that mode
Underneath that is a section that defines the items for the various starting item difficulty settings.
Steam won't let me post the actual code in, it cuts the items off. Just search for that above in the correct files and you will see it.
Bedtime now, good luck with the mod searching there @Sarah.
You've also exposed a potential means for me to undo the new fixed descent of the escape pod, which matters especially to me because I'd modded the escape pod to have even more torque for turning so that you could manage a full 360 for scouting and still have enough time to pick the spot you decided to make landfall.
Since I'm already lightly editing the starter moon's playfields, it will be just one more little tweak. (I really like the game start much better when I'm not smothered in the grass, so shortening it all by half is essential. I still don't have a programmatic way of doing it, but I'm hopeful since I know it's possible.)
Oddly, it's IGNORING the Light Armor specification and depositing the player with no armor at all. The swamp start has always included Light Armor. I'm unsure why the Items property here has repetition; apparently it's for the difficulty levels, but they're not delimited differently.
Since all 4 of the starter moons have it set up to not be steerable in the default scenario you will have to look in an older playfield file to see how it was done.
It should still be possible, but admittedly I haven't tried to make them steerable since 1.8.