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When i change <OxygenConsumptionMultiplier>-1</OxygenConsumptionMultiplier> to <OxygenConsumptionMultiplier>5</OxygenConsumptionMultiplier> does it make me use actually more oxygen?
<PlayerInventoryMultiplier>-1</PlayerInventoryMultiplier>
the "-1" means that there are no changes on those options, only if you use values under or over "1" the mod apply those multipliers
something like:
<PlayerInventoryMultiplier>5</PlayerInventoryMultiplier>
<PlayerInventoryMultiplier>-1</PlayerInventoryMultiplier>
doesent seem to change anything
The only recommendation is to add as many more settings as you can!
im using the MES Planet Creature Spawner by the way...
For the record, the issue seemed to be that the mod wasn't properly handling custom voxels that did not have a MinedOre value set. I think I covered all of the cases this time.
Parameter name: key
at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
at ExpandedSettings.OreYieldModifiersConfig.GetOreData(String oreType)
at ExpandedSettings.ExpandedSettingsCore.Init()
at ExpandedSettings.ExpandedSettingsCore.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
I have a question/suggestion - is it possible to add configuration not only to the capacity of the player's inventory, but also to blocks like cargo containers, assemblers, refineries, etc.? Something like a multiplier to that block inventory capacity multiplier that we set up at the start of the game in the advanced settings. Ideally, if this setting will pick up the inventory of all blocks (both game and mod) where this inventory is present (there are mods that significantly change the game, such as Industry Overhaul, in which there are completely new blocks that have their own inventory, it would be great if the setting also affected such mods).
I'm sorry if I'm asking too much, especially if adding a 3rd party multiplier to the block inventory isn't possible...
The only thing I could complain about is that it cannot load worlds after you maek use of any PlanetOreModifiers. The asteroid ore frequency and ore yield seem to work fine. Could you look into that?
Does the changes in the xml work in realtime? Some value changes might work without a reload the save.
Is it possible to alter (remove) the block edges?
@16BitPotato It looks like one of the planets on the file might be using a voxel that isn't defined? I can add a safety check for that to prevent the crash, but there might be a separate issue with a modded planet. I'll take a look later.
I'm getting this peculiar error when I attempt to add this to a particular modded save. I'm uncertain if this is an issue exclusive to my configuration, but I hope someone could assist in making sense of the traceback?
Full error here: https://pastebin.com/BRNfyuC9