CONFIGURATION

Configuring Eldiron

You can configure Eldiron using the Config Tool with the in-built TOML editor.


Game Configuration

Game configuration options are located in the [game] section.

[game]
target_fps = 30      # The target frames per second for the game.
game_tick_ms = 250   # The milliseconds per game tick.
ticks_per_minute = 4 # The amount of ticks per in-game minute.

entity_block_mode = "always" # The block mode, "always" or "never"

Option Descriptions

  • target_fps

    • Defines the refresh rate of the game.
    • A higher FPS results in smoother gameplay, but increases CPU usage.
  • game_tick_ms

    • Sets the milliseconds per game tick, which is Eldiron’s internal clock.
    • Events, actions, and player interactions are processed each tick.
    • Default: 250 ms, meaning 4 ticks per second (suitable for most games).
  • ticks_per_minute

    • Defines the number of ticks per in-game minute.
    • Default: 4, meaning 1 in-game minute = 1 real-time second.
    • To sync in-game time with real time, set this value to 60 * 4 = 240.
  • entity_block_mode

    • Controls whether entities (i.e., characters) can move through each other.
    • "always" → Entities always block each other.
    • "never" → Entities never block each other.
Tip

A future update will introduce custom entity block modes to support alignment-based blocking and other movement rules.

Using In-Game Time for Events

Some commands use in-game minutes for timing. For example, the notify_in command schedules events after a set number of in-game minutes:

notify_in(2, "close_door")

With the default settings, this means the event will trigger after 2 real-time seconds.


Render Configuration

Render configuration options are located in the [render] section.

[render]
sample_mode = "nearest" # "nearest" or "linear"

Option Descriptions

  • sample_mode
    • Defines the interpolation mode used for scaling textures.
    • "nearest"Nearest-neighbor interpolation (best for pixel art).
    • "linear"Bilinear interpolation (better for high-resolution textures).
    • Recommendation: Use "nearest" for pixel art games to preserve crisp edges.