Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you have mods that modify similar files, it may not work as intended.
Take this one.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2987825228
Does the AI still try to mine these nonexisting asteroids ?
Asking, because 6 miners just fly about to places that they think have asteroids, but they just get stuck there and nothing goes into their cargo holds.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2835748173
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2835751019
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2826020606
super mod,70fps→120fps now !
Also I heard Egosoft changed something of how they compile shaders for asteroids.
Dunno if this affects this mod in any way. Broke the "Asteroid fade in" mod.
I hoped it is, because crystal rarities isnt touching the asteroids directly but looking at them in my current game and seeing all the "M-ship sized" rocks floating around i have the feeling it isnt. Crystal Rarities is btw the only other mod regarding Asteroids i have.
Interesting what sector is that?
It is possible I may have again missed a region or two.
This ideally should work best on a new-game start at the generation of the asteroids and debre fields, thought it will also work on existing saves as they field is depleted.
Is this mod supposed to work on a new gamestart aswell or only over time when asteroids respawn?
Asking becasue i just started a new game and im currently in The Void flying through hundreds of small astereoids.
I got this info from UniTrader so the issue you have might just be that the name of mode has to be lower in then the load order of the merge file u are replacing. aka lower in the list of loaded ext.
code: https://pastebin.com/AuCJL60a
The above is just moving all of the dlc region edits into the main region definitions file, and in doing so most of the dlc asteroids finally stopped spinning. A few sectors still have spinning asteroids, as I learned later, for reasons I can not possibly comprehend.
Leaves me to think that I'm misunderstanding something the client is doing with XPathing but hey..
Still this is worth testing.
Diffing against addonName\extensions\ego_dlc_terran\libraries\region_definitions.xml , and the Split equivalent, did not stop the asteroids from rotating. Once I moved the DLC replacements to addonName\libraries\region_definitions.xml everything seemed to function as expected, the asteroids stopped rotating. This was tested, and especially noticeable, in Asteroid Belt.
In the Egosoft Discord I was told that files like this, in DLC or patches, are called merging files instead of diffing files (notice the lack of <diff> in them). The nodes are simply added to the original file which shares the same name.
*Rebuilt mod from scratch!
*Supports Split & Terran DLC.
*Small Debris now removed as-well.
I will attempt to re-do it at some point as yes I agree it helps performance and larger XL and L asteroids are just better then tons of small ones.. I may leave Medium in at lower density thought for the crystals.
I don't know how it effects the yields but I did make the L and XL denser to compensate but this has been needing a redesign.
so unsure on that front but if you are using the beta version of the game patch wise there was a bug in IRC beta 6 which had big over mining issues, they fixed mining stuff from beta 7 onward
I do need to look into the other issue where someone said it did not do anything in certain sectors as I may very well of missed something as the last time I wrote this I did so by hand.
There is a diff patch tool now by sirnukes uses Python that will find objects or components in the script and change the the values exporting a diff patch I tried it and it works great I just have not re made this mod with that tool and that should fix any mistakes I made by hand.
I would not mind having a slow spin.
I made a mod last night to try and rectify the gas bug that was introduced with the latest patch, and decided to slow down spin rates at the same time. I was able to successfully get rocks that had 0 spin at 0 rotation and 0 rotationvariation. Or that had very slow spin at rotation 2, 0 rotationvariation. It did not update between save games. Changes required a new game start to check/verify.
I am assuming that the resources need to be depleted to update to the new standard, but I didn't want to sit around to wait and see.
This mod will not effect existing sectors only effects ores as the newly generated ores over time as old ones get mined.
I know this to be the case I am not sure why it would rotating still if not but happy to give it a look chances are I missed a region or two.