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I'll verify it though, since I did upload something there. An unfinished/unpolished mod - hence why I never really uploaded it elsewhere. I figured it would be a decent little discord extra or something.
Weapon vending machines - mostly random generated weapons that get generated every time you open the interface. But one of the machines has some random boss drops if you want stuff without killing the boss 200 times or whatever the RNG gods demand of you.
Then just start a new one (you can have more than one).
/admin
spawnitem stationtransponder 1
/admin
The implementation of this mod is pretty simple and I really doubt it would conflict with anything. I also doubt any future updates will break a mod like this.
Yeah 1x isn't enough at all. Well I'll just recycle a previous comment that might explain -
Think in terms of tiles. Where as a wooden door is 5 tiles tall. The starting station area is 35 tiles tall including the walls.
If you use something like long shafts (the ones conveniently pre-setup with rails) which are 3 grids tall, you'll run out of room fast. Likewise the large cores will rapidly deplete you of room.
In vanilla you can only place 1 long shaft going up(from the starting grid) and that leaves you 2 grids above that to use. And 2 long shafts down from the starting grid, leaving 1 grid below to use. So I guess that's a mere 13 grids tall top-to-bottom. Quick calculation says that world height in theory should support a little more, but their starting height seems to prevent full use of one grid area. And I don't think you can use the area right at the very top/bottom anyhow.
I don't see the point of such limitations - no benefit at all.
In the video you could show off how much further you could place things over the vanilla one like an extension type demostration of sorts......idk...lol
What would i take a picture of exactly? Stations are a vanilla feature. Even the vanilla stations aren't something that fit in a single screenshot. Even a video... I'm not sure what I'd even be showing off besides a vanilla feature.
With this mod. you can make far larger stations than vanilla allows. This mod doesn't touch anything else.
That has nothing to do with this mod per say. That's just how the stations work. I didn't touch how they work, but expanded the blank "world" they spawn within, and the starting position within that world (centered it).
Help.
I don't have the logs, this was long ago.
P.S. This was a while ago and it mightve been patched.
What other station mod do you have? That's quite the interesting bug. I'd like to see what caused it.
If removing the other mod you mention doesn't fix this, You might need to do a string search for "playerstation" on your workshop folder. Notepad++'s "find in files" feature is perfect for this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1237390654
The server/player hosting requires the mod in order for it to work properly.
- Napalm-Sama
I don't play multiplayer myself, so I can't verify my answer.
Your station is saved as a "world", and I don't think you'd have access to your own worlds while on the server because you're in their "universe" rather than the local one stored on your computer. The universe/planet generation is always going to be handled server-side.
So I think it would be the other way around - the server could have it without the players needing it - as long as "allowAssetsMismatch" is set to true.
Yes. This alters generation of the "worlds" that stations are made in. Those "worlds" will remain altered after unsubbing for the same reason stations made prior to using this mod won't change. You could (if desired) subscribe, generate a station, and then unsub.
Though the only reason you'd really need to do that is servers where "allowAssetsMismatch" is false. But you can.
With such a restricted surface, I understand space stations design is really restricted. And if you haven't seen any negative effects to the 64k, then let's go for it.
After all, in the word "space" there is "space"... XD
Sometimes CF make weird choices...
Think in terms of tiles. Where as a wooden door is 5 tiles tall. The starting station area is 35 tiles tall including the walls.
If you use something like long shafts (the ones conveniently pre-setup with rails) which are 3 grids tall, you'll run out of room fast. Likewise the large cores will rapidly deplete you of room.
In vanilla you can only place 1 long shaft going up(from the starting grid) and that leaves you 2 grids above that to use. And 2 long shafts down from the starting grid, leaving 1 grid below to use. So I guess that's a mere 13 grids tall top-to-bottom. Quick calculation says that world height in theory should support a little more, but their starting height seems to prevent full use of one grid area. And I don't think you can use the area right at the very top/bottom anyhow.
I don't see the point of such limitations - no benefit at all.
I doubt it. This isn't adding in new content. It just changes the parameters of the "world" your station is built within. Should be vanilla friendly.