INI Settings

INI settings can be used to fine-tune how the Upgrade StationBlueprint Station, and Augment Stations work for your single-player game or dedicated server.

The following settings go in GameUserSettings.ini under a section called [UpgradeStation].

Upgrade Station

Upgrading

UpgradeMultiplier=1.0
Float

Specifies how many resources from the previous tier are required to upgrade an item. Lower values (1.3) will result in much lower upgrade costs; higher values (1.6) will result in much higher upgrade costs.

UpgradeExponentialMultiplier=1.0
Float

Specifies what the UpgradeMultiplier should be multiplied to the power of and is used to fine-tune the upgrade costs. Lower values (1.3) will result in a more linear upgrade path; higher values (1.6) will result in an exponential upgrade path.

MaxUpgradeQualityIndex=5
Integer

Specifies the maximum quality level items can be upgraded to. Clamped between 0 and 5.

0 = Default (Ascendant)
1 = Ramshackle
2 = Apprentice
3 = Journeyman
4 = Mastercraft
5 = Ascendant

UpgradeStatIncreaseMin=2000
Integer

The minimum value to use when generating a random value for stat increase. Default is 2,000. Clamped between 2,000 and 10,000.

UpgradeStatIncreaseMax=10000
Integer

The maximum value to use when generating a random value for stat increase. Default is 10,000. Clamped between 2,000 and 10,000.

UpgradeDisallowedItems=PrimalItem_ExampleItem_C
String

A comma-separated list of item classes that aren’t allowed to be upgraded. For example, to disallow upgrades of torches and cloth shirts, you would use:

UpgradeDisallowedItems=PrimalItem_WeaponTorch_C,PrimalItemArmor_ClothShirt_C

Salvaging

DisableSalvage=False
Boolean

Specifies whether or not items can be salvaged.

SalvageMultiplier=1.0
Float

Specifies how many resources are returned when an item is salvaged. Higher-tier items will return more resources than lower-tier items.

Fortune

FortuneQualitySkipChance=0.1
Float

Specifies how often the Quality Skip fortune should trigger. When this happens upgrading an item will skip a quality level. Default is 10%.

FortuneReducedResourcesChance=10
Integer

Specifies how often the Reduced Resources fortune should trigger. When this happens upgrading an item will consume only a percentage of the required resources. Default is 10%.

FortuneReducedResourcesMultiplier=0.25
Float

Specifies how many resources should not be consumed when upgrading an item and the Reduced Resources fortune triggers. Default is 25%.

FortuneIncreasedSalvageChance=10
Integer

Specifies how often the Increased Salvage fortune should trigger. When this happens salvaging an item will return more resources. Default is 10%.

FortuneIncreasedSalvageMultiplier=2.0
Float

Specifies how many resources should be returned when the Increased Salvage fortune triggers. Default is 2x.

FortuneUpgradeFailedChance=5
Integer

Specifies how often the Upgrade Failed fortune should trigger. When this happens upgrading an item will sometimes fail and still consume a percentage of the required resources. Default is 5%.

FortuneUpgradeFailedResourcesMultiplier=0.1
Float

Specifies how many resources should be consumed when the Upgrade Failed fortune triggers. Default is 10%.

Augment Station

Note: These values only affect increasing item stats. When decreasing using a Negator Reagent, item stats can be decreased all the way to the item’s original base stats.

RangeMinPerAugment=1,000
Integer

The minimum value to use when generating a random value for stat increase/decrease. Default is 1,000. Clamped between 1,000 and 5,000.

RangeMaxPerAugment=1,000
Integer

The maximum value to use when generating a random value for stat increase/decrease. Default is 1,000. Clamped between 1,000 and 5,000.

MaxArmorPerIndex=10000
MaxDamagePerIndex=10000
MaxArmorDurabilityPerIndex=10000
MaxWeaponDurabilityPerIndex=10000
MaxHyperthermicInsulationPerIndex=10000
MaxHypothermicInsulationPerIndex=10000
MaxWaterRetentionPerIndex=10000
Integers

Specifies the maximum amount a stat can be increased to per item quality level. Default is 10,000. For example: Primitive is 10,000, Ramshackle is 20,000, etc.