 it hide the Alarm Trap? I looked at the provided Primitive Server ini and it removes more than we'd like to remove. Do I need all the different lines or can I just use the above line to hid the engram from being learned?
Do the other lines block them from being dropped as blueprints or something?
188.0 numbered
^ This works perfectly and as you can imagine was a lot less work than making an entry for every single item and adjusting them all.
188.0 Named
Using the named version doesn't work. The only things that changed were "OverrideNameEngramEntries" and "EngramEntry_" that is now in quotes instead of unquoted with numbers.
Is the only option now to list what you want visible?
For now I guess I'll have to continue using the numbered version since I can't for the life of me remember how much each engram costs and my server uses a semi-primitive ruleset.
Behemoth Gates: Allowed without prereq since Spino, Bronto and Mammoth won't fit in regular large gates. Temporary solution until they add wood or stone equivalent. All other metal structures are removed since they are the main issues. Weapons, etc.. all allowed.
The numbered version works perfectly as of today. Even with patches, it's much quicker to update numbers with new items. If this broke with the named versions i'll do the work since it won't need to change, but I'm still curious why it works with the numbered version but not the named.
I put all this new .ini posted here and in my server all engram list interface appear for the players. In the final of the list we have vault, weapons and others that dont supose to appear.
When i enter in a Oficial server it dont appears, go only to the high lvl saddles.
HELP ME PLEASE!!!!!!
What i miss? What i doing Wrong?
OverrideEngramEntries=(EngramIndex=0,EngramHidden=false,EngramPointsCost=3,EngramLevelRequirement=2,RemoveEngramPreReq=false)
EngramHidden=True is what i need :D