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Config File


tony Liberatto

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Maybe if a lot of people post their ideas here we will make this a reality.

Remember, a Config File is not about making the game easier, is about making the game customizable to the player preferences.

I will update this OP to include all suggestions, so post here any and all your ideas of things that you would like to be included in a config file.

Of course, any Single Player config option should also be available as a server option for multiplayer.

I will start with some of the things that I can remember right now. Understand that those are some things I have seen people requesting, not necessarily things that I need.

 

CONFIG OPTIONS:

  1. Drifter Damage.  just a number, some people think it should cause more damage to make the game more interesting.
  2. Death Penalty:  Keep inventory or not.
  3. Ore Chance: There needs to be a per ore percentage. Some people may think we have too much Copper and not enough Tin.
  4. Max Player Health: Just a number.
  5. No hostile Mobs: Player would still get fall damage and hunger, but no wolves or drifters.
  6. Hostile Mob damage Scaling: Maybe as a percentage of the initial value, it could be smaller or bigger.
  7. Torch burn out time: From 1 day to 30 days or never.
  8. Day duration: From 20 minutes (10 min day 10 min night) to 2 hours (one hour day one hour night)
  9. Day Night, how long the day is in relation to the night.: In percentage numbers, so you can have either the day or the night to last longer or not have night times ever.
  10. Bloomery times: Number of in-game hours it takes for the bloomery to be ready.
  11. Charcoal pit time: How long does it take for the charcoal to be done.
  12. Terrain Generation: For when we have oceans, the proportion of continental land mass, versus ocean. So one player can easily generate an archipelago world full of small islands and huge oceans, while another can generate bigger continents.
  13. Your idea here:
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Mods can add configurations if you ask nicely and the mod developer knows how and is willing. However, they are a pain to add and there are no known examples.

Also are the configurations you are proposing in-game, on world generation, after generation but before you enter, or a mix with different configurations at different times? If they are in-game how do you determine what is able to be changed on a client verse a server? Is it even possible to dynamically change something like ore gen and wolf damage while the world is loaded? If it's on world generation, are you okay with not being able to change the setting of that world after you've built yourself up and decided you want something different? 

How are configurations different than mods? What do you do in the case of mod and configuration overlap? If a mod sets creature damage at X and the configs set creature damage at Y does it choose X or Y? If there's a configuration for no hostile mobs, how would it know to disable hostile mobs from mods and should it? Are mobs that attack when you attack them considered hostile? How about female boars that attack if there's a baby boar around? Do you remove hostile mobs so they don't spawn and if so how do you get their drops? Same goes for damage and health scaling. Let us say you have a mob with 1 hp and you scale it to 43% now all those mobs will instantly die upon being spawned.

There's the chance for an ore vein to spawn based on an ore density map, there's the average size of a vein, how much variability to average size, average number of layers to a vein, variability to the average number of layers to a vein, the range of world heights the ore can spawn in, different terrain features it can follow such as( the surface, sea level, completely flat, spawn conditions such as rock type and only in caves). I.E. there's a lot of complexity to ore spawning. Do you want to let the player change everything and if so how is that different from making a mod? Or do you want to simplify it and give the player fewer options and which options would you take out? When do you want to give the player these options, at world generation or after, or both? If only at world generation you can't change it later and if after then only newly generated chunks will be changed.
 

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Many questions Stroam. I will try to answer most of them.:

  1. Config for Mods: I actually have no idea how hard or easy it would be for a Mod to have its own config file. I do know is possible, since many Minecraft Mods have a config, with many different options for the player to choose from.  They will be as complex or simple as the Mods themselves.
  2. World Generation Config Options: - First, My main proposal is to have a config file for the Game itself. The options on the OP are just examples, some of them from other players. I will not try to defend each option. But, I do not believe there are any VS players that have never played Minecraft. Everyone knows that World Generation changes must be done at first world creation or they will only affect new chunks. People are used to that. I have created many worlds in TFC, just to get my settings the way I like.
  3. Server vs Client: As with Minecraft, the Server takes precedence over any SP config options. That's the way it has always been in MC.Again, that's what people expect, when they Join a server, they know it is configured according to the taste of the server creators.
  4. How are configurations different them Mods?: they are not. It's just a question of complexity. Config options do not usually add items, blocks or Mobs to the game. Config options are more a way of changing the behaviour of something that already exists in the game. 
  5. What do you do in the case of mod and configuration overlap? If a mod sets creature damage at X and the configs set creature damage at Y does it choose X or Y?:  They are not supposed to overlap, if we have a config file that can change a mob damage, why would anyone make a mod to change that? There would be no need for that.
  6. If there's a configuration for no hostile mobs, how would it know to disable hostile mobs from mods and should it?: I don't think so, but again, you are confusing my intention. I am not advocating or wanting for a peaceful option, I have never played MC on peaceful, but I do strongly believe that we need a Complex Config File for VS, with as many options as possible, so we can attract a wide range of players with all their different preferences. (If a player already made the choice to disable hostile mobs, why would he go ahead and install a mod that adds them?) ff
  7. Are mobs that attack when you attack them considered hostile? How about female boars that attack if there's a baby boar around?: That's even another option, they are another classification of Mobs, all the mobs in VS attack back, Now, if the player chooses to have no damage from animal attack it would be an option.
  8. Do you remove hostile mobs so they don't spawn and if so how do you get their drops?: Right now, Drifters and Locusts do no drop anything
  9. ModConfigs.png.9ed5c8a9a43773bc9b3e53786e7c6dbf.png  

I'll finish this latter, gtg to work now.

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My point in all of this is VS has made modding easy and it's gets easier with each new update. If a configuration file is sufficiently complex then it's at the same complexity as a mod and therefore there needs to be no configuration file. For a configuration file to be useful it must be more simple than modding, and the more simple a configuration file is the few options it has. So if a configuration file allows you to edit ore generation in as fine detail as I laid out then it is no more complex than a mod. Same with fine tuning creatures, and other aspects of the game. Before minecraft switched over to json files, configurations were necessary because everything was done at the code level. With VS assets pretty much everything you wish to configure is laid bare. Most configuration options people would want they could request for on the mod discussion forum.

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I want to understand your argument, but I disagree in principle.

Modders create the mods that they themselves want to see in the game. They do not work on demand. If you are happy with a game feature you will see no need to create a mod to change that feature. Also, a mod just changes the player dependency, from the Game creators to the modders whim.

A config file puts the game under the control of the player, it gives the player the ability to set the game to his/her unique wishes. 

One example is the case of the Wolves. The Game original damage is 10 hp. Your mod changed it to 6. A config File would give the player to set the damage to any amount he/she wishes, And most importantly, without the need to beg a modder to change something in the game. That little something may be the thing that will make the game enjoyable for that one person. One person that if likes the game may tell his/her friends to buy it so they can join the game.

Mods will always be needed and appreciated. Don't worry, configs will not take away your fun.

TFC had 3 config files, and still had a whole bunch of add-ons that added many things to the Game.

The TFCOre config file let you choose all the details about ore generation and actually made easier for modders to add their own version of ores.

I loved that I could easily set where the ores would generate and all sorts of settings. No mod will ever give me that unless it is a mod to create a config file.

An example from the TFCOres config:

Spoiler

# Configuration file

####################
# bismuthinite
####################

bismuthinite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        igneous extrusive
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=7
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# bismuthinite surface
####################

"bismuthinite surface" {
    I:"Horizontal Density"=40
    I:"Maximum Height"=240
    I:"Minimum Height"=128
    I:"Vertical Density"=40
    S:baseRocks <
        igneous intrusive
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=7
    I:rarity=35
    S:size=small
    S:type=veins
}


####################
# bituminous coal
####################

"bituminous coal" {
    I:"Horizontal Density"=40
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=90
    S:baseRocks <
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=14
    I:rarity=100
    S:size=large
    S:type=default
}


####################
# borax
####################

borax {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        rock salt
     >
    I:oreId=2098
    I:oreMeta=0
    I:rarity=120
    S:size=large
    S:type=veins
}


####################
# cassiterite
####################

cassiterite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        igneous intrusive
     >
    I:oreId=2096
    I:oreMeta=5
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# cassiterite surface
####################

"cassiterite surface" {
    I:"Horizontal Density"=40
    I:"Maximum Height"=240
    I:"Minimum Height"=128
    I:"Vertical Density"=40
    S:baseRocks <
        granite
     >
    I:oreId=2096
    I:oreMeta=5
    I:rarity=35
    S:size=small
    S:type=veins
}


####################
# cinnabar
####################

cinnabar {
    I:"Horizontal Density"=80
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=30
    S:baseRocks <
        igneous extrusive
        shale
        quartzite
     >
    I:oreId=2097
    I:oreMeta=11
    I:rarity=150
    S:size=small
    S:type=veins
}


####################
# cryolite
####################

cryolite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        granite
     >
    I:oreId=2097
    I:oreMeta=12
    I:rarity=100
    S:size=small
    S:type=veins
}


####################
# galena
####################

galena {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        igneous extrusive
        metamorphic
        granite
        limestone
     >
    I:oreId=2096
    I:oreMeta=6
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# garnierite
####################

garnierite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        gabbro
     >
    I:oreId=2096
    I:oreMeta=8
    I:rarity=150
    S:size=medium
    S:type=veins
}


####################
# graphite
####################

graphite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        marble
        gneiss
        quartzite
        schist
     >
    I:oreId=2097
    I:oreMeta=4
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# gypsum
####################

gypsum {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        sedimentary
     >
    I:oreId=2097
    I:oreMeta=1
    I:rarity=120
    S:size=large
    S:type=veins
}


####################
# hematite
####################

hematite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        igneous extrusive
     >
    I:oreId=2096
    I:oreMeta=3
    I:rarity=125
    S:size=medium
    S:type=veins
}


####################
# jet
####################

jet {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        sedimentary
     >
    I:oreId=2097
    I:oreMeta=8
    I:rarity=110
    S:size=large
    S:type=veins
}


####################
# kaolinite
####################

kaolinite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        sedimentary
     >
    I:oreId=2097
    I:oreMeta=0
    I:rarity=90
    S:size=medium
    S:type=default
}


####################
# kimberlite
####################

kimberlite {
    I:"Horizontal Density"=80
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=30
    S:baseRocks <
        gabbro
     >
    I:oreId=2097
    I:oreMeta=5
    I:rarity=200
    S:size=medium
    S:type=veins
}


####################
# lapis lazuli
####################

"lapis lazuli" {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        marble
     >
    I:oreId=2098
    I:oreMeta=2
    I:rarity=120
    S:size=large
    S:type=veins
}


####################
# lignite
####################

lignite {
    I:"Horizontal Density"=40
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=90
    S:baseRocks <
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=15
    I:rarity=100
    S:size=medium
    S:type=default
}


####################
# limonite
####################

limonite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=11
    I:rarity=150
    S:size=medium
    S:type=veins
}


####################
# magnetite
####################

magnetite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=10
    I:rarity=150
    S:size=medium
    S:type=veins
}


####################
# malachite
####################

malachite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        limestone
        marble
     >
    I:oreId=2096
    I:oreMeta=9
    I:rarity=100
    S:size=large
    S:type=veins
}


####################
# native copper
####################

"native copper" {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        igneous extrusive
     >
    I:oreId=2096
    I:oreMeta=0
    I:rarity=120
    S:size=large
    S:type=veins
}


####################
# native copper surface
####################

"native copper surface" {
    I:"Horizontal Density"=40
    I:"Maximum Height"=240
    I:"Minimum Height"=128
    I:"Vertical Density"=40
    S:baseRocks <
        igneous extrusive
     >
    I:oreId=2096
    I:oreMeta=0
    I:rarity=35
    S:size=small
    S:type=veins
}


####################
# native gold
####################

"native gold" {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        igneous extrusive
        igneous intrusive
     >
    I:oreId=2096
    I:oreMeta=1
    I:rarity=120
    S:size=large
    S:type=veins
}


####################
# pitchblende
####################

pitchblende {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        granite
     >
    I:oreId=2097
    I:oreMeta=10
    I:rarity=150
    S:size=small
    S:type=veins
}


####################
# platinum
####################

platinum {
    I:"Horizontal Density"=80
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=40
    S:baseRocks <
        sedimentary
     >
    I:oreId=2096
    I:oreMeta=2
    I:rarity=150
    S:size=small
    S:type=veins
}


####################
# saltpeter
####################

saltpeter {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        sedimentary
     >
    I:oreId=2097
    I:oreMeta=13
    I:rarity=120
    S:size=medium
    S:type=veins
}


####################
# silver
####################

silver {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        granite
        gneiss
     >
    I:oreId=2096
    I:oreMeta=4
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# sphalerite
####################

sphalerite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        metamorphic
     >
    I:oreId=2096
    I:oreMeta=12
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# sphalerite surface
####################

"sphalerite surface" {
    I:"Horizontal Density"=40
    I:"Maximum Height"=240
    I:"Minimum Height"=128
    I:"Vertical Density"=40
    S:baseRocks <
        metamorphic
     >
    I:oreId=2096
    I:oreMeta=12
    I:rarity=35
    S:size=small
    S:type=veins
}


####################
# sylvite
####################

sylvite {
    I:"Horizontal Density"=40
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=90
    S:baseRocks <
        rock salt
     >
    I:oreId=2097
    I:oreMeta=15
    I:rarity=100
    S:size=medium
    S:type=veins
}


####################
# tetrahedrite
####################

tetrahedrite {
    I:"Horizontal Density"=60
    I:"Maximum Height"=128
    I:"Minimum Height"=5
    I:"Vertical Density"=80
    S:baseRocks <
        metamorphic
     >
    I:oreId=2096
    I:oreMeta=13
    I:rarity=120
    S:size=medium
    S:type=veins
}


####################
# tetrahedrite surface
####################

"tetrahedrite surface" {
    I:"Horizontal Density"=40
    I:"Maximum Height"=240
    I:"Minimum Height"=128
    I:"Vertical Density"=40
    S:baseRocks <
        metamorphic
     >
    I:oreId=2096
    I:oreMeta=13
    I:rarity=35
    S:size=small
    S:type=veins
}


 

 

It's about freedom for the player. 

The TFCOptions let the player change other game behaviours.

Like the Food Decay, it was not just about having a decay or not. we could have different settings that affected the gameplay. Again making it more enjoyable for players sharing the same mindset. Sometimes you can make the game harder or easier, but it is the player choice.

Year length is another option, we hear that the intention for VS is to have an actual year with seasons. When that comes I want to be able to set the year length to my liking, I definitely do not want to have to ask, nicely or not to a mod to create a mod specific to my taste.The default TFC year length was 96 Days. It may be easier for me as a server owner and with the good relationship I have with you and Milo, I could ask one of you to create a mod to change it to let's say 360 Days. I would still have to convince one of you to do it. Now, what if another player thinks that 96 is too little and 360 is too much? maybe he wants the year to be 240 Days. 

By your argument, this player now has to come into the Forums and nicely ask for a modder to create a mod specifically for that small change. Some may do it, others will just not play the game and will talk bad about the game because they do not like the game the way it is.   In the end, it does not matter how big and complex the config file is, it will be about things that exist in the game. Mods are about adding things to the game, so they will; always have a niche. 

I will give one more example: The torch burn out time. The game is set for 2 days. Some player may think that it should not burn out. Some other may think that if it last for 4 days is long enough. Someone else may think that it should last only for one night.

This kind of options cannot be made with mods, because the modder will only change the game to his liking. 

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Quote

This single line enables the player to choose how much total health he can achieve in the game. You are free to make it smaller or bigger. Do you seriously think that TFC had less mods, because it let the player set the health in a config?

Somehow it gives me the impression that Milo and Stroam are against Config files in principle, not in merit.

I have played thousands of our of Ark Survival Evolved. The game has a complex Config, where I can change a lot of settings, including not to have certain dinos spawn. How hard it is to domesticate them and how much damage I would take from them. Just look how many mods Ark has.

 

To change the damage in the wolf damage mod is trivial.

To change the wolf damage to any damage you want, unzip the folder, navigate to the patches folder, open one of the files you see there in your favorite text editor and look for where it says "value: 6". Change the "6" to whatever amount of damage you want and save the file. Once you are done modifying, make sure you get rid of the original zip folder. Then put the "assets" folder and "modinfo.json" back into a zip folder with the same name.

We are not against config file in general. We are against stuff that takes more work to duplicate the functionality of systems already in place. A proper configuration file takes a dedicated place for configuration files so the players know where to find them, the game and each mod to have access to a file reader which with code mods sure, content mods, however, require no code and to keep that the game would have to detect each mod and then look for the configuration file if it exists. It then has to make sure each configuration file has valid information which I'm not sure how it would do that since it wouldn't know everything that is in the mod and what was changeable which you could try with complex parsing but I can't imagine would ever work flawlessly and would be a nightmare to try.

Older versions of Minecraft and Ark Survival Evolved configuration files can and have to be there because the game and every mod requires coding which allows each mod to write it's own file reader and parser and the data the game pulls from isn't exposed. However with the newest versions of Minecraft that is no longer the case. You can add blocks and other stuff using json files without touching code. With Vintage Story most of the data is exposed in easy to edit json files.

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Wait, you are saying that the fact that VS uses json files makes easy to create modes, but at the same time, it makes harder to create config files?

Not every addon in tfc had a config file, as not every mod for Minecraft had a config file. Some had others don't.

Just because the Game has a config file it does not mean that each mod also has to have a config file. 

One example: Mod X adds a new Hostile Mob, A Zombie. To be able to add this Mob it has to add to the class Entities and the kind of damage that this Mob causes. If the game has a config file that will use a multiplier for damage from mobs, it will be applied to any and all mobs in the game. The fact that Zombie was added from a mod does not matter. As long as the mod author used the existing classes in the game.

I really do not understand why the reluctance in admit that a config file, especially if is included in the Game opening screen in the form of sliders, to avoid player error, will be a great addition to the game.

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@tony Liberatto
What you propose seems *really* redundant though. I don't see whats the differences between modifying a file called config.json or wolf.json. Both are essentially modifications of the vanilla game, with a slightly different syntax. Maybe what you actually want is just to make modding even easier, to a point that you don't need to learn json patching / creating zip files?

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Not really, and the wolf was just an example of another thread.

My idea is something like this:

ArkConfig.thumb.png.dc8c04a2b2e8cf44d916f0c3191cbf78.png

Now Ark sold more than 10 Million copies and has today more than 4000 Mods. Obviously having a config file did not diminish the possibility of mods. But having that config, made the game more enjoyable to a great number of people. Those people bought the game and advertise it to their friends. Its for players that have no idea how to edit a file, as simple as that may appear to us. When they try they make errors and the game does not load. This kind of config makes possible for the player to change basic settings by himself, no need to ask or wait for a mod.

Config files will never replace the need for mods. Mods add blocks, items and Entities to the game, They add entire mechanics, and can even overhaul the World and terrain Generation. that will never be part of the Game Config.

I do not need it for myself. I can edit a file, even if sometimes I need a little help. I am thinking about the player that tries the game and is unhappy or frustrated. Maybe he dies so many times that he will just stop playing the game. Or maybe the game is too easy and he thinks silly. with the ve move of a slider, both players will be happy customers. Understand that difficulty is just one of the settings in this config file.

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33 minutes ago, tony Liberatto said:

Not really, and the wolf was just an example of another thread.

My idea is something like this:

Now Ark sold more than 10 Million copies and has today more than 4000 Mods. Obviously having a config file did not diminish the possibility of mods. But having that config, made the game more enjoyable to a great number of people. Those people bought the game and advertise it to their friends. Its for players that have no idea how to edit a file, as simple as that may appear to us. When they try they make errors and the game does not load. This kind of config makes possible for the player to change basic settings by himself, no need to ask or wait for a mod.

Config files will never replace the need for mods. Mods add blocks, items and Entities to the game, They add entire mechanics, and can even overhaul the World and terrain Generation. that will never be part of the Game Config.

I do not need it for myself. I can edit a file, even if sometimes I need a little help. I am thinking about the player that tries the game and is unhappy or frustrated. Maybe he dies so many times that he will just stop playing the game. Or maybe the game is too easy and he thinks silly. with the ve move of a slider, both players will be happy customers. Understand that difficulty is just one of the settings in this config file.

I think there should be a "custom playstyle" button on the playstyles selector that would open up a menu like this that would let players easily customize if mobs/hunger/hearts/etc. are enabled, some modifiers like a mob damage modifier, hunger drain modifier, etc. but not to specific settings, like damage modifiers for every single entity.

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A config system like this is a lot of work for little gain, particularly if it has a GUI.

In short, it is the kind of feature that would be added to game that is well along in development, in the polishing phase, not something you would add to a game that is not even close to finished.

Frankly, I'm kinda tired of "suggestions" that read more like demands listing features that are minor at best while the game is still missing major features.

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On 4/22/2018 at 7:44 PM, tony Liberatto said:

Not really, and the wolf was just an example of another thread.

My idea is something like this:

[pic]

Now Ark sold more than 10 Million copies and has today more than 4000 Mods. Obviously having a config file did not diminish the possibility of mods. But having that config, made the game more enjoyable to a great number of people. Those people bought the game and advertise it to their friends. Its for players that have no idea how to edit a file, as simple as that may appear to us. When they try they make errors and the game does not load. This kind of config makes possible for the player to change basic settings by himself, no need to ask or wait for a mod.

Config files will never replace the need for mods. Mods add blocks, items and Entities to the game, They add entire mechanics, and can even overhaul the World and terrain Generation. that will never be part of the Game Config.

I do not need it for myself. I can edit a file, even if sometimes I need a little help. I am thinking about the player that tries the game and is unhappy or frustrated. Maybe he dies so many times that he will just stop playing the game. Or maybe the game is too easy and he thinks silly. with the ve move of a slider, both players will be happy customers. Understand that difficulty is just one of the settings in this config file.

Ok so what you are actually suggesting is an ingame customization screen, because you don't necessarily need a config file for that. And yes, I would very much like to have that.
 

On 4/22/2018 at 8:38 PM, Milo Christiansen said:

A config system like this is a lot of work for little gain, particularly if it has a GUI.

In short, it is the kind of feature that would be added to game that is well along in development, in the polishing phase, not something you would add to a game that is not even close to finished.

Frankly, I'm kinda tired of "suggestions" that read more like demands listing features that are minor at best while the game is still missing major features.

On the contrary, I think it has a lot of gain, because it makes the game a lot more re-playable. Judging by the current heated discussions on game difficulty i'm inclined to believe perhaps this should be implemented rather sooner than later.

On your last sentence - I believe everyone has the right to post suggestions that they find to be important or of great value. I think every person has it's own unique qualities and experiences and may see things I don't see. I would not like to discourage discussions based on my own personal view. Please do treat eachother kindly ❤️

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