Post by rynix on Dec 16, 2016 1:21:11 GMT
For debug/testing/experimentation purposes, I put in support for an overrides files that will alter various aspects of the game. To enable, create a file named overrides in
Each override is key/value with one per line. For example:
Here are the currently supported overrides:
C:\Users\<User>\AppData\Local\Granite
Each override is key/value with one per line. For example:
player_starting_weapon_1=1
player_starting_weapon_2=2
player_starting_active_utility_1=1
player_starting_active_utility_2=2
Here are the currently supported overrides:
Override | Type | Default | Notes |
player_thruster_force | float | 1300000 | |
player_rear_thruster | float | 0.3 | percent of player_thruster_force |
player_lateral_thruster | float | 0.6 | percent of player_thruster_force |
player_rotation_speed | float | 200 | degrees/sec |
player_mass | float | 10 | be careful when changing this one - you will probably have to drastically change thruster force |
player_max_health | float | 300 | you might throw off the UI if you make this too large/small |
player_max_shield | float | 800 | you might throw off the UI if you make this too large/small |
player_shield_recovery_delay | float | 3 | in seconds |
player_shield_recovery_rate | float | 400 | shield/sec |
player_starting_weapon_1 | int | 0 | these are every changing part ids - invalid numbers should not break the game, so experiment away |
player_starting_weapon_2 | int | N/A | see above |
player_starting_active_utility_1 | int | N/A | see above |
player_starting_active_utility_2 | int | N/A | see above |
player_starting_passive_utility_1 | int | N/A | see above |
player_starting_passive_utility_2 | int | N/A | see above |
player_laser_base_damage | float | 30 | |
player_missile_explosion_damage | float | 120 | |
player_missile_explosion_radius | float | 300 | damage is a linear drop off |