Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Playfield.yaml Explanations: Planets
By Xango2000 and 3 collaborators
This guide goes step by step thru a planet's playfield.yaml and explain what everything does.
   
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General Information (Header)
As with all Yaml:
Tab is not allowed
# is used for comments that aren't read by the game


RealRadius: 1303.797294 # Please don't change ScaledRadius: 1300 # Please don't change
I generally don't mess with these 2 lines, they mess up the transitions between planet and space. Larger is bigger.


Gravity: -9.81 # Gravity on planet
This setting requires some calculations.
9.81ms^2 is our standard Earth gravity and Empyrion uses this value as well.
A value of 1.0 gravity in-game equals -9.81 in the playfield.yaml file.
Therefore, for whichever in-game value you would like simply multiply that by -9.81 and use that result.
E.g. for a gravity of 1.5:
1.5 x (-9.81) = -14.72 (rounded to 2 decimal places) Enter -14.72 in your playfield.yaml.


AtmosphereDensity: 1.217 # Please don't change AtmosphereO2: 0.1 AtmosphereBreathable: True # If player can breathe without helmet
Density affects Range of weapons on a planet
AtmosphereO2 changes the value on the in-game maps, Affects Emergency O2 Generator Production
Breathable True, you can breathe on this planet without a helmet, set to False and you always need to wear a helmet


Temperature: 32 # No functionality yet TemperatureDay: 53 # No functionality yet TemperatureNight: 13 # No functionality yet
These have no real effect but they do show in the planet data section of the map


DayLength: 24 # No functionality yet PlanetType: Desert # No functionality yet Moons: 1 # No functionality yet

DayLength: No functionality yet.
PlanetType: No finctionality yet. (Remark by SQuarrels: PlanetType does however currently have a visual impact, most noticeably to that of water, if set to Lava the water will have an orange glow surrounding it regardless of water type given in next section).
Moons: No functionality yet, seriously, you could leave this at 1 and have 50 moons (moons are added in sectors.yaml)


Water: WaterGreen # WaterBlue, WaterGreen, WaterBrown, RockLava03 SeaLevel: 42 # Sea level of planet Emissive: True # True if planet has emissive texture (e.g. Lava)
Water color, pretty obvious. If you go with Lava then Emissive can be set to true otherwise it HAS to be False or just left out.
SeaLevel 0 = no water, max is somewhere between 50-75, I haven't nailed it down yet. it is impossible to completely cover all land with water.


PvP: False # Set to True to allow PvP in this playfield, default is False
PvP: False = PvE
PvP: True = PvP
each playfield is set separately


Seed: 123456 # If set overwrites main Seed
You can set a playfield to Always use a specific seed number (remove the # and set the number you want to use). If this is Omitted then the seed you choose during game setup is used.


UseFixed: False # If set uses fixed POIs + resources
UseFixed: True allows you to specify exactly where you want all resources and POIs in a later section.


#Difficulty etc Difficulty: 2 # Between 2 and 5: larger values indicate higher difficulty PlayfieldType: Planet # Please don't change Description: Titan is a Desert type planet that used to look like Mars after the failed first attempt at being terraformed. It has some water and Can sustain life though that life Wont be comfortable.
Difficulty sets how tough the mobs and Drones are (higher means it takes more shots to kill each).
PlayfieldType can be Planet or Moon for Planet/moon playfields
Description is what shows if this playfield is set as a starter planet
these are allowed in the SunFlare setting


#Sunflares SunFlare: EnvironmentalEffects/SunFlareYellow
  • SunFlareBlue
  • SunFlareWhite
  • SunFlareWhite2
  • SunFlareWhite3
  • SunFlareYellow
  • SunFlarePurple
Special Effects and more
General Settings was too long, had to break it up

# Special Effects # Please don't change SpecialEffectsLocal: - Name: Grime Biome: [ DesertLowPlains, SmallLake ] #optional Time: Day #optional MaxHeight: 200
*Repeatable section
See This Spreadsheet[docs.google.com] for a list of FX that can be used here. I split the list in case local and global arent interchangable.
Biome names are set Biome section later on (Optional)
Time of day the effect shows up (Optional). Day, Night, Always
MaxHeight above bedrock that the effect shows up


SpecialEffectsGlobal: - Name: BirdFlocksVultures Biome: [ DesertLowPlains ] Time: Day InitialDelay: 2 # in game hours Delay: 4 # in game hours Lifetime: 600 # in realtime seconds PlyDist: 50 SpawnY: 40 Struct: True
*Repeatable section
Name = Use See This Spreadsheet[docs.google.com] for a list of FX that can be used here. I split the list in case local and global arent interchangable.
Biome (see local section)
Time (see local section)
Delay = after Time that the effect shows up
Lifetime = how long the effect lasts
PlyDist = how far from player the effect shows up (so player isnt too close to effects like Lightning)
SpawnY =Height above bedrock where the effect takes place
Struct = allowed near structures. True, Avoid


#Atmo and Sky AtmosphereEnabled: True # Atmosphere True or False AtmosphereColor: "0.3,0.3,0.3" # Color of atmosphere seen in space, default is white "1,1,1" SkyColor: "0.39,0.39,0.39" # Color of skybox, default is white "1,1,1" LightZenithColor: "1, 0.95, 0.92" # Color of light if sun is in zenith, default is almost white "1,0.95,0.92" LightHorizonColor: "1, 0.6, 0" # Color of light if sun is on horizon, default is orange "1,0.6,0"
Atmo color is color... you know, i dont know this one
Sky Color as seen from the ground. Also affects Fog color (thank you Kieve)
Zenith Color, color of the light at noon
Horizon color is color of the light at sunrise and sunset
You can use this color picker[www.google.com] to get the RGB values. For use in Empyrion divide each value by 255.
Here is a color guide I threw together of the more common colors, all colors are available not just these.



#Light DayLightIntensity: 1.3 # Between 0 and 1: larger values = brighter, default is 0.6 NightLightIntensity: 0.25 # Between 0 and 1: larger values = brighter, default is 0.6 DayShadowStrength: 0.95 # Between 0 and 1: larger values = stronger NightShadowStrength: 0.5 # Between 0 and 1: larger values = stronger
Intensity is brightness, how bright do you want your lighting...
Shadow Strength, kind of odd... I'd say leave it alone.


#Fog AtmosphereFog: 0.6 # Distant fog, between 0 and 1: larger values = stronger FogCloudIntensity: 1.0 # Waft of mist in air, between 0 and 1: larger values = stronger FogIntensity: 0.85 # Near Fog/Atmospheric Scattering Intensity, between 0 and 1: larger values = stronger FogStartDistance: 400 # Near Fog/Atmospheric Scattering Start Distance, in m GroundFogIntensity: 0 # Ground Layer Fog, between 0 and 1: larger values = stronger GroundFogHeight: 0 # Ground Layer Fog Height
FogStartDistance, how close to you does the (groundfog?) fog start showing up
GroundFogIntensity of 1 is Solid, 0 is none
GroundFogHeight max is the same as max water height, if you set this below the water level the water looks... odd =)


# Clouds CloudsDensity: 1 # Between 0 and 1: larger values = more clouds (coverage) CloudsSharpness: 0.8 # Between 0 and 1: larger values = less dense clouds CloudsBrightness: 0.5 # Between 0 and 2: larger values = brighter clouds CloudsOpacity: 0.7 # Between 0 and 1: larger values = more opaque, default is 0.9 CloudsZenithColor: "0.87, 0.92, 1" # Color of clouds if sun is in zenith, default is light blue "0.87,0.92,1" CloudsHorizonColor: "1, 0.76, 0.56" # Color of clouds if sun is on horizon, default is light orange "1,0.76,0.56"
see color chart above


# Wind Speed WindSpeed: 3 # Between 0 and 10: larger values = faster moving clouds
no effect other than visual... it blows the clouds around
Resources
This is the list of what the yaml recognises as Resources for each "Name" variable below
  • IronResource
  • CobaltResource
  • CopperResource
  • SiliconResource
  • PromethiumResource
  • SathiumResource
  • MagnesiumResource
  • GoldResource
  • NeodymiumResource
  • ZascosiumResource
  • ErestrumResource
  • PentaxidResource


Note: each resource may be used more than once per section but only the Last instance will be used for each resource type. All 11 resource types may be used in in each section


### Fixed Resources for Seed=0 # No functionality in Seed>0 games # pos, radius, name FixedResources: - Name: IronResource Pos: [ -333, 72, -552 ] Radius: 10
*Repeatable Section
FixedResources is only used if UseFixed is set to True
Name = see the list above
Pos = coordinates of the node
Radius = How large the node is (what? why isnt this Size? very odd)


### Randomly distributed resources RandomResources: - Name: ErestrumResource CountMinMax: [ 5, 8 ] # range of number of resources to distribute on planet SizeMinMax: [ 8, 14 ] # range of sizes of resource depots DepthMinMax: [ 0, 1 ] # Range of how deep to bury depots below terrain surface (e.g. 0 = partly visible, 3 = top of depot starts 3m below surface) DroneProb: 0.4 # probability that the resource is defended by drones MaxDroneCount: 1 # if at all, 1..n drones will defend the resource [default = 1]
*Repeatable Section
Name = see list above
CountMinMax = the number of nodes that can be present, affected by water height and a RNG
SizeMinMax = range of sizes available to a RNG that chooses the Size of each deposit
DepthMinMax = Depth in Meters (zero is surface), keep this number small.
DroneProb = what is the likelyhood a drones will be present (a percent expressed as a decimal number)
MaxDroneCount = 0-3 is allowed, anything higher will have no effect.


### Resource Asteroids AsteroidResources: - Name: ErestrumResource Threshold: 0.5 Amount: 0.5
*Repeatable Section
Name = see list above
Threshold = Percent expressed as a decimal. if the planetwide total of node ores of that resource drops below this percent then Meteorites start dropping for this resource type.
Amount = Percent expressed as a decimal. Percent of max size... max number of ores available from each Meteorite.

Terrain
rather than posting all the available lists, here is a Lists Spreadsheet[docs.google.com]
ive been putting together over the last couple months (and trying to keep updated)

Terrain: Name: Lava PoleLevel: 28 # Pole level of planet NoiseStrength: 0.3 ColorChange: YFadeCenter: 80 YFadeRange: 40 YFadeMin: -0.05 YFadeMax: 0.2
Name = this list is all the usable variables (see /content/terrains/x86_64).
It affects the overall surface terrain topography of the planet.
  • Alien
  • Barren
  • Desert
  • Desert2
  • Lava
  • Lava2
  • Moonstone
  • Snow
  • Temperate
  • Temperate2
  • Temperate2a
  • Temperate2b
  • TemperateNew
PoleLevel = Unknown
NoiseStrength = Adds physical texture to the texture (graphic). (thank you Kieve)
ColorChange =
Originally posted by Kieve:
While I have no idea how precisely these affect the terrain, they do appear to have some kind of color-shifting effect on the planet

and an update
Originally posted by Kieve:
So I figured out last night what "ColorChange:" properties do. Turns out they were actually stupid-simple.
It applies a light/dark gradient to the "default" surface texture. (The one specified in MainBiome)
Not all textures work for this. I've found most "rock" and "stone" patterns are affected, but cliffs seem to ignore this. Or, since cliff textures are essentially two textures in one (a flat-surface and a sheer-surface for steep inclines), perhaps it's only affecting the cliff's "flat-surface" texture and I'm simply missing it.
YFadeCenter: The altitude of the gradient's center.
YFadeRange: The range (in altitude) that the gradient shifts between YFadeMin / YFadeMax.
I am not sure if this is total range (20 = +10 up and -10 down) or range from center (20 = +20 up / -20 down). I suspect the former, however.
YFadeMin: / YFadeMax: Both of these set "light" or "dark" parameters. Both positive and negative values will work for both - however, they are extremely sensitive and positive YFade values can easily cause the texture to "wash out" and become stark white, while negatives will cause it to go pitch-black. Surfaces with emissive properties, like lava or AlienBlack01, will retain their glow.
I recommend values no higher or lower than +/- 0.2 for either one.
Both Min & Max are independent of each other - the name is a little misleading. Min: 1 / Max: 0 would result in a mountain that starts stark-white at the bottom and darkens to its default color at the top.
As a side-note, the MainBiome texture is also the one affected by NoiseStrength.
Reference[empyriononline.com]




MainBiome: Textures: - [ RockGrey08, 1 ] - [ RockBrown03, 4 ] - [ RockBrown01, 0 ] - [ Bedrock, 2 ] Decorations: - [ RocksmallA02, 0.3 ]
Textures = this section allows 2-4 textures (see Link Above). 2 is the bedrock layer, 0 is Default, 1 is surface layer, the other is distance from surface that terrain is used. (2 and 0 are HIGHLY recommended) The 4 layers have to be in this order 1, #, 0, 2 where "#" starts Under the surface layer and extends that # down.
Decorations = See Link above for the list of available Decorations. the number is How common that decoration is in the MainBiome (non specified sections of the world). Higher number means more common.


SubBiomes: - Altitude: 40 Textures: - [ RockGrey08Lava, 1 ] Decorations: - [ RocksmallA02, 0.2 ]
*Repeatable Section
Altitude = Height above bedrock where this SubBiome is used
Textures = thse textures replace the MainBiome textures as specified by the number (see MainBiome). For textures in this section the Surface texture comes AFTER the layer directly under the Surface (so 2+ before 1)
Decorations = see MainBiome description above


BiomeTextureReplacements: - Biome: 2 From: Grass02Cliff To: Grass05Cliff - Biome: 5 From: Grass02Cliff To: RockGrassCliff
*Repeatable Section
Biome = these numbers are set in the Biome section, they are used only in this section, they are used to specify which sub biomes to use texture replacements on.
From = change this texture From...
To = To...
Biome
See this Spreadsheet of lists[docs.google.com] for variables that can be used in this section.
See also this thread[empyriononline.com] which includes pictures of many of the vegetation types you can use as deco. Credit to LiftPizzas, the thread author.


# Biome Definition and Main Decoration Biome: # Water Area - Altitude: [ 3, 12 ] Slope: [ 0, 5 ] BiomeClusterData: - Name: "Water" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ CoralBig01, 2] Grass: - Name: "GrassGreen01" Density: 1200 YScale: 1 Preset: "GrassDense"
*this whole section is repeatable
Altitude = range of heights this section is applied to
Slope = terrain angles this section is applied to
Name = in quotes, without spaces. This name is used for mob placement at the end of the yaml. *Repeatable Sub-Section
ID = Number used in texture replacements section where applicable
ClusterSize = Size of the Biome. zero is Infinite
NbOfClusters = number of times this sub-biome is used per... something. Zero is Infinite
Decorations = *Repeatable Section. see the link above, number is how often the deco is used in the biome.
Grass = *Repeatable Section
Name = see link above
Density = how many instances of the grass are used in the biome
YScale = changes the size of the grass
Preset = No Idea... no really, i have No idea what this does.

POIs
Well, considering players can make their own POIs... this is going to get a bit complicated.

POIs are located in the folder at /content/prefabs
see all those epb files? those are all POIs. they can be assigned Group names and called by their group name to be used in the playfield.yaml file. Group Name is assigned when the POI is created by double clicking the blueprint and typing a Group name into the dialog box.


### POIs POIs: Random: - GroupName: AbandonedMine CountMinMax: [ 1, 1 ] DroneProb: 0.1 DronesMinMax: [ 1, 1 ] ReserveCount: 1 TroopTransport: False
*Repeatable section
GroupName = See that folder mentioned above. A Group Name may also be used... if one was assigned.
CountMinMax = how many times this POI is to be used. RNG chooses the quantity. POIs cannot be set in water.
DroneProb = Percent expressed as a Decimal number. how likely it is a drone is set to guard the POI.
DronesMinMax = how many Drones, set by a RNG.
ReserveCount = On planets the total number of drones allowed to exist at any one time is 39 (+1 Troop Transport). This reserve sets aside a slot for a drone to replace a drone that is killed.
TroopTransport = When this POI is attacked, is a Troop Transport dispatched?


Fixed: - Type: BA_Player Prefab: BA_OutpostAkua # Filename of blueprint Mode: Creative # Creative or Survival SubMode: Normal # Empty / Normal (only evaluated in Creative mode) [default: Normal] Name: Outpost Akua # name of blueprint as displayed to player Pos: [ -472, 11.2, -266.7 ] # position coordinates Rot: [ 0, -33, 0 ] # rotation angles InitPower: True
*Repeatable Section. This section is used only if UsedFixed is set to True.
Type = what type of structure and what faction it is (unknown values)
Prefab = see /content/prefabsStock
Mode = what mode these fixed POIs are used on (Creative or Survival)
SubMode = That setting on game creation that allows structures (Empty / Normal)
Name = The name to be given to the POI when it is spawned
Pos = (Position) Coordinates the POI is to spawn at
Rot = (Rotation) Which direction the POI is to face
InitPower = is it to be powered on when the game is created?


FixedPlayerStart: - Mode: Creative # Creative or Survival SubMode: Empty # Empty / Normal (only evaluated in Creative mode) [default: Normal] Pos: [ -428,25.7,-291 ] # position coordinates RotY: -50 # rotation angle around Y axis
*Repeatable Section
This section is where the Player spawns in each game type
Mode = game mode this POI is to spawn in (Debug, Creative or Survival)
SubMode = That setting on game creation that allows structures (Empty / Normal)
Pos = (Position) Coordinates the POI is to spawn at
RotY = Rotation... direction the POI is to face

Drone Base and Drones
See This Spreadsheet[docs.google.com] for lists to use in this section.

### Drones DroneBaseSetup: # PresetStyle: # -> 0 = no drone attack base, # 1 = day + 2 triggers, # 2 = night + 2 triggers, # 3 = at once + 2 triggers, # 4 = night + turret trigger # Extra: # -> 0 = default # 1 = Attacking base # 2 = Troop transport # 3 = Ground troop
Just comments that explain things below


Random: - GroupName: DroneBaseAkua DronesMinMax: [ 2, 3 ] # Range of number of drones that defend drone base ReserveCount: 3 # Number of drones that will be replaced when defending drones got killed DroneProb: 1.0 # Probability that drones will defend drone base Difficulty: 5 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level (5, 6, 7 = low, medium, high difficulty but with infinite drone waves) PresetStyle: 2 # 0..4 -> see comment above # BaseAttack: DroneSmallAttackBase
*Repeatable?
GroupName = sets which Drone base to use
DronesMinMax = how many drones defend the drone base, set by RNG
ReserveCount = set aside this many drones from the 39 to replace defending drones as they get killed.
DroneProb = Percent expressed as a Decimal, how likely is it that drones defend the drone base
Difficulty = allowed: 0-7, 5-7 are Infinite waves, 0 is No Drones
PresetStyle = See Comments section (I havent tested what each of these settings mean)
BaseAttack = what is this and why is it commented out?


Stock: - Name: DroneSmallFast01Rocket # Name of drone Amount: 100 # Amount of drones in stock Extra: 0 # Type of drone 0..3 -> see comment above
*Repeatable Section
Name = see Spreadsheet Link above
Ammount = this is a little complicated. According to the devs (in a post I dont ahave a link for), these numbers are added up to figure a probability for each type of drone to be spawned using a RNG when a drone needs to be spawned. It doesnt mean this is the total number of drones of this type will ever spawn.
Extra = see comments section. Zero is used for patrollers, defenders and the like. 1 is used for Drones that attack bases. 2 is used for Just the Troop Transport. 3 is used for mobs available on the Troop Transport.


# Patrol drones on whole planet # Type determined by stock of drone base DroneSpawning: Random: - DronesMinMax: [ 5, 10 ] # Range of number of drones that patrol CenterX: -2500 # Center of circle around which drones patrol (radius 1500m) - DronesMinMax: [ 5, 10 ] CenterX: 2500
*Repeatable Section (I'm Told)
DronesMinMax = RNG quantity of drones on patrol that are spawned by this setting
CenterX = I Dont know... I suspect it is the distance from the drone base that the patrollers spawn at or have to path thru occasionally or center of a radii that they have to patrol within... something.
Creatures
Use This Spreadsheet[docs.google.com] for lists to use in this section

- Biome: SmallLake # Biome (defined above) in which creature will spawn Entities: - Name: CaveWormsGreen # Name of creature Period: Night # Night / Day / Always Amount: 1 # Amount of creatures that will spawn at a given time Delay: 0 # Time in game hours during which no creatures will spawn # RestrictYMinMax: [ 70, 120 ] # Creature will spawn only in between these altitudes
*Repeatable Section
Biome = set in the Biome section. this links it so the game knows where to place the mobs
Entities = *Repeatable Sub-section
Name = See This Spreadsheet[docs.google.com] for Mob names available for use.
Period = what time period the mobs spawn (Day, Night or Always)
Amount = number of mobs that spawn in each biome (limit is unknown, 3 is suspected)
Delay = delay after period begins when the mobs spawn
RestrictYMinMax = range of heights that the mob is allowed to spawn in (they still only spawn in their biome). *Optional.
60 Comments
Max  [author] 8 Jun, 2021 @ 4:31am 
@Xango2000: it's unlisted meaning it would not show up in searches but if you had the link saved or subscribed you would get a notification and upon clicking would open this page.
I will probably wait until around 1.8 before trying Empyrion again...
Xango2000  [author] 8 Jun, 2021 @ 2:54am 
It's no longer public, how did you find it? and No. I've abandoned Empyrion.
aaronfranke 7 Jun, 2021 @ 8:07pm 
@Xango2000 Can you update the guide?
Xango2000  [author] 27 Dec, 2018 @ 12:55pm 
This whole guide is out of date, I wrote it back when there was only one Yaml per playfield. Somone asked a question yesterday that I thought i had answered in this guide so i set it back to public for a bit.
SteelWolf45 27 Dec, 2018 @ 4:36am 
It seems the Google spreadsheet links are not working. The rest of the links seem to be working. Additional note, I haven't checked the links in the comment section. Also is this information still up to date other wise???
Angel 16 Oct, 2017 @ 12:06pm 
oo nvm that. i found a software/tool someone made, its wonderful. think call playfiled designer.
Xango2000  [author] 16 Oct, 2017 @ 10:39am 
Idk, I'd test in single player first. Worst case scenario: add in tons of resource nodes (60+) with huge sizes (200+)
shargett2 26 Aug, 2017 @ 6:45am 
I was thinking of making a resource moon or planet. Basically a planet or moon that has a normal surface and mountains with grass and trees, but under say level 2 the entire planet would be promethium or iron. Of course this planet would be heavily defended, but is there a way to make a planet like this? I would probably still have some of the other resources around, but not much
Angel 7 Aug, 2017 @ 6:23pm 
need a Reference for FixedPlayerStart. like Armor, Items, how its written ect. like want to add minigun or soemthing to it, ect
Xango2000  [author] 27 Jul, 2017 @ 4:51am 
On second thought... Deleting the contents of the areas folder and world.dat requires the server to be shut down. So you would have to set up the API to continue running when Empyriondedicated.exe is not running. It Can be done