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Configuration
Updated a day agoConfiguration
Wisplings creates its config file the first time you run the game with it:
BepInEx/config/com.studio2711.wisplings.cfg
You can edit it with any text editor, or in-game with a config manager mod. Most mod managers also have a config editor built in.
Server settings and your own settings
Most settings are server settings. In multiplayer they come from the host's (or server's) file, and whatever is in your own file is ignored while you're connected. The description of each setting says when it's a server setting.
Sound, glow, colours and the Bastion's edge sparks are your own. Change them however you like.
How the file is laid out
There's a section per wisp, plus a few shared ones.
| Section | What's in it |
|---|---|
[<Name> Wisp] |
Enabled, plus that wisp's general behaviour (scan timing, ward rules, sounds) |
[<Name> Wisp Level 1] to Level 3 |
Ranges, amounts and timings for each level |
[<Name> Wisp Costs] |
The recipe and upgrade costs |
[Repair Wisp Upgrades] |
The Repair Wisp's upgrade costs (it has its own layout) |
[Wisp Anchor] |
The Anchor's build cost, which wisps may use it, delivery range |
[Crafting] |
Which station makes the wisps, and at what level |
[Wisps] |
Volume for all wisp sounds except the Repair Wisp's |
[Debug] |
Extra logging, for tracking down problems |
Things people usually want
Switch a wisp off. Set Enabled = false in its section. Its recipe disappears and any copy players already have becomes a plain wisplight (it still clears mist). Nothing is deleted, so turning it back on brings everything back.
Stop a wisp working from an Anchor. [Wisp Anchor] AllowedWisps lists the wisps that may use one. Take a name out and that wisp becomes worn-only.
No Galdr table on your server. [Crafting] Station moves the recipes to another station: GaldrTable, Workbench, Forge, BlackForge, ArtisanTable, Cauldron, Stonecutter, MeadKetill or FoodPreparationTable. AnchorStation does the same for where the Anchor can be built. These need a restart, and every player needs the same line in their own file, because they're read before the server's settings arrive.
Change a recipe. Each Costs section has three lines, Craft, Level2 and Level3, written as Item:amount lists:
[Balm Wisp Costs]
Craft = Wisp:9, RoyalJelly:4, Sap:9, Eitr:7
Level2 = Wisp:7, Eitr:18, RoyalJelly:9
Level3 = Wisp:18, Eitr:45, ShieldCore:3
Set an amount to 0 to take that item out. Item names are the game's internal names, which aren't always the same as what you see in game:
| In game | In the config |
|---|---|
| Refined Eitr | Eitr |
| Flametal | FlametalNew |
| Black Core | BlackCore |
| Molten Core | MoltenCore |
| Shield Core | ShieldCore |
| Jotun Puffs | MushroomJotunPuffs |
| Magecap | MushroomMagecap |
| Core Wood | RoundLog |
| Fader Trophy | TrophyFader |
| Queen Trophy | TrophySeekerQueen |
| Seeker Soldier Trophy | TrophySeekerBrute |
After an update
When a new version changes default numbers, your existing file keeps your old ones. That's on purpose, so any changes you made survive. Server admins see a short notice the first launch after an update that changed defaults.
To pick up new defaults, delete the lines (or whole sections) you haven't customised. The game writes them back with the current values next time it starts.
If an update changes a recipe and your file still names an item that recipe no longer uses, that one line is reset to the new default. You'll see a cost_line_reset line in the log showing the old and new values. It only happens once, and nothing else in the file is touched.
Debug settings
VerboseLogging writes a line to the BepInEx log for every repair, heal, zap and pick. It's handy if you're reporting a problem, but leave it off otherwise. TestCommands is for testing the mod and isn't needed for normal play.