Surviving Mars

Surviving Mars

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Disable Story Bits
   
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24 Jul, 2021 @ 2:25pm
4 Aug, 2023 @ 10:20am
5 Change Notes ( view )

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Disable Story Bits

In 2 collections by ChoGGi
ChoGGi's Mods: Cheats
130 items
ChoGGi's Mods: Misc
96 items
Description
Disable certain annoying storybits.

Mod Options:
Fickle Economics: The import price of <name> will be increased by <price_increase>% in <sols(delay)> Sols.
Rocket Malfunction: Our <DisplayName> Rocket seems to have suffered a malfunction in her fuel tank.
Grudge: Our experts have begun fixing the data block as we speak. However, preliminary analysis of the problem suggests it is sabotage from our rivals here on Mars.


This won't change anything if the storybit is already activated.
19 Comments
ChoGGi  [author] 13 Aug, 2023 @ 1:10pm 
> I do not have a communication number available to register for discord
Then a forum thread? It's off topic for here.

sponsor[rocket_class]

Did you define rocket_class, if not then use
sponsor["rocket_class"]
which does the exact same thing as
sponsor.rocket_class
I'm not sure what that if/else is for?
Fimnn 13 Aug, 2023 @ 12:43pm 
I do not have a communication number available to register for discord
I recently wrote a code to modify the weight and type of sponsor rockets:
1 local sponsors = Presets.MissionSponsorPreset.Default
2 for _, sponsor in pairs(sponsors) do
3 sponsor.cargo = 60000
4 if not sponsor.rocket_class then
5 sponsor[rocket_class] = "ZeusRocket"
6-- else
7-- sponsor.rocket_class = "ZeusRocket"
8 end
9 end
At that time, when I uncommented two lines(6,7), it would cause a dead loop
In addition,(5 sponsor[rocket_class]="ZeusRocket" )was not successfully applied
And if only (3 sponsor.cargo=60000) is used, it will cause imm, us, and newark to become the default rocket
I have no clue about the above three questions
ChoGGi  [author] 8 Aug, 2023 @ 4:14pm 
Though if you have my ECM mod, then open the console and check out the examine>story bits menu items
ChoGGi  [author] 8 Aug, 2023 @ 4:12pm 
This seems like it'd be better suited to discord: https://discord.gg/ZXXYaExThy
or make a forum post and link to it?
Fimnn 8 Aug, 2023 @ 3:18pm 
I guess when creating a new game, the StoryBit of (Enabled=yes) will be added to a list

Then control the probability of attempting to trigger based on the Category

If the Prerequisites of this StoryBit also pass, it will trigger

Perhaps to implement dynamic settings in an old game, it is necessary to write that StoryBit to this list

maybe, this is suitable for changing from disabled to default, and there should be other ways to enforce the StoryBit

but, I have not been exposed to Lua and am confused by its magical data structure (odd, considered=)


If you want to implement dynamic generation options like (Unlock Breakthroughs), you also need to exclude those StoryBits triggered by StoryBitOutput and StoryBit Enables by StoryBit
Fimnn 8 Aug, 2023 @ 12:28pm 
I want to build on this mod to allow some story bits to be triggered immediately

But it is static and cannot be used for old saves, and for new games FollowUp will cause StoryBit to trigger frequently

Due to unknown reasons, Tick only triggered one or two of the StoryBits during my testing (tested 60 sol days)

[
if( option == 0 ) then
bit.Enabled = false
else
if( option == 2 ) then
bit.EnableChance = 100
bit.Category = "FollowUp"
end
end
]
Fimnn 6 Aug, 2023 @ 3:13pm 
thank:steamthumbsup:
ChoGGi  [author] 4 Aug, 2023 @ 10:20am 
Added
Fimnn 4 Aug, 2023 @ 5:10am 
Can a new disabled item be added ('id' = 'Grudge')
ChoGGi  [author] 15 Mar, 2022 @ 3:48pm 
Yeah, there's probably internal countdowns. I'd have to take a look again to be sure, I'd assume that's why I said "This won't change anything if the storybit is already activated."?