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
For my NPC mods please keep them unlisted
For any Planets and/or respawn just make sure to credit and link back to the original.
For my Server Modpacks those are best left untouched as those typically contain content i've gained permission to use from other authors. Don't re-upload content from those without first seeking approval from their respective original authors.
Can we have permission to upload a mod with some of your content for private use with an unlisted posting (i.e. for a server). We would want permission to tweak the ships for our custom scenario and factions. Also if this only applies to certain mods of yours could you please let us know?
Thanks,
Strike
Thank you.
That said, our next big update will be implementing a new MES system called dereliction that will allow us to spawn wrecks in with random damage. A large focus of which will be applied to Turrets and Thrusters. With each block of those types having a roughly 70%-80% chance of spawning damaged and non-functional.
Ideally this should keep most spawns from being too large of a threat and will still allow for relatively easy capture.
The decision to have them spawn under NPC ownership was primarily intended so that they would require a degree of effort to claim, rather then be immediately captured with zero effort.
We didn't want them to be massive threats, just wanted to make capturing require a little more effort.
Dead wrecks are a boon to whoever finds them, and in our server scenario, finding a wreck is a necessary step in making it off the starter planet, which has virtually no other resources on it.
Wrecks with guns, potentially big modded guns, are just another bunker spawn, with a rusty aesthetic. Variety is nice, but this mod enabled a unique early progression system that our players really enjoyed.
Your V2 isn't just a "newer version" of the same thing, it's completely different in the way it works and fits into the world.
If you are abandoning this version, would you mind if I made a private fork for a private server and maintain it myself?
No part of my Mod dictates spawn settings, it only provides content for Modular Encounter Spawner to work with. Any change for Spawn frequency has to happen within MES's settings.
You should be able to tailor MES to your own preferences and specifications and use its cleanup system. My mod only provides content for MES, it's up to you to configure MES to spawn and cleanup at the rates you desire
That's actually pretty close to its original intent. I built this initially for a "Salvage" based server I ran. There was no ore to process in that server, all your resources had to be collected from the wrecks this mod spawned.
I'm currently avoiding any small grids for wrecks as the system gets a little glitchy when it comes to forcing small grids static.
That said, we've got another batch of wrecks coming soon. Should be adding another 8 or so into the mod.
But if there's no MES command for it, I can't switch their ownership without changing the entire mod. Which i'm unwilling to do.
If you want a hostile version for your server, feel free to change it and upload a custom version. So long as you link back credit to me for the original