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But if you can ignore the problem of starting a new game by simply turning on the mod after creating the first ship, then there are problems that require urgent solutions.
Yesterday I conducted tests in multiplayer, nothing terrible happened before we tried to use the resource storage to sell the cargo-resource, we received money, but the items were not removed from the cargo hold. We could also build indefinitely, limiting ourselves only to the maximum amount of resource that was required to build one block and credits. Most likely the reason was that our cargo was on a ship that was in another inactive sector.
This is a good mod, but it has a huge potential for cheating. I can't trust the server players while this bug exists.
Here is an idea to sort out the "new ship" use case:
- When you open the building menu, scan all the ships owned by the player if it's on a player ship, or alliance ships if it's on an alliance ship that are inside a radius from the player.
- Take all these ships/stations cargo into account for the resource count (just sum them up).
- Modify the "spend resources" and "give back resources" procedures to use first the cargo from your own ship, then the ships noted previously that are inside that radius, then fill the player storage first, then the neighboring ships.
Take a look at this Subnautica mod if my description i s not clear: https://www.nexusmods.com/subnautica/mods/24
Then there is the problem that ships can move while building, I personally would "require" to be at 0.0 speed for the neightboring to trigger.
Best wishes and thanks for this mod!
function MineAI.instance.getHasRawLasers(weapons)
return weapons.stoneRawEfficiency > 0 or weapons.stoneRefinedEfficiency > 0
end
I have not looked into it, but I wouldn't be surprised if the same issue arose for salvaging lasers. A similar change to data/scripts/entity/ai/salvage.lua's SalvageAI.instance.getHasRawLasers() would probably work just the same. Below is the untested idea.
function SalvageAI.instance.getHasRawLasers(weapons)
return weapons.metalRawEfficiency > 0 or weapons.metalRefinedEfficiency > 0
end
Hope this helps and thanks for the cool mod Bubbet!.
Nothing major, but considering the increased difficulty in acquiring materials, it was alarming at first when it looks like you've just lost everything from that last haul...
It seems to be a matter of keeping them in sync, as they were added correctly to the cargo hold, and after either ejecting and re-collecting, or getting the number to change in any other way such as simply refining more, the numbers did update and were available as expected.
Regarding the starter ship, I think that would be an interesting and welcome mod even without BRAG (if you forgive my introducing an acronym here ;) ), and could do well as standalone.
I don't know of any other mod providing that functionality besides XAvorion, which is a huge bundle in itself, and not exactly trying to be compatible with anything AFAICT... although I have only read the description, not played it myself.