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The purpose of the Original Gangsta mod *is* to be a general passive income mod. I quote from the description: "If the account is full, interest payments are added directly to the owning Factions credits."
"Bank Station" sent the overflow into my main inventory of credits. When I later added "Bank Station Expanded", I expected this Expanded mod to behave the same way. I was rather surprised when I noticed that I wasn't getting any money from the bank for a while.
I apologise for the delay in updating to the latest game version, but here it is! Please let me know if the mod has any issues and I will add them to the bucket list for the next update.
- Chances are however, I may not be able to do another update for a while again.
I'm not entirely sure of what you mean in "sending the excess credits". The point of the mod, is to make a bank station with a credits capacity - which is what real banks do for accounts like an ISA, while introducing the interest function which only affects what's in the bank, not outside, or to send any overflow into your main inventory of credits. That then would defeat the purpose of both my mod and the OG mod. It's meant to be a banking mod, a place to store money to generate interest, not a general passive income mod - which could in instances be classified as such, but just with banks I suppose.
@Kira, no, there is presently no way to disable interest.
@Rune Trantor, I'm not too sure what the problem could be, I used the main mod as a base to work from and altered it to suit how the mod should work.
@Johny Knoxville, overflow? What do you mean? There is no overflow mechanic in this mod, or the base mod. Once the limit is reached, it cannot go any further, and if it did, it'd reach the hardcoded max integer value in the 1e18 range. And the excess credits aren't redeposited into your inventory, it'd defeat the purpose of having the bank station altogether.
Not sure if thats what they mean though.
No, the bank doesn't overflow interest into the main account. Once it reaches the max capacity in the bank, it doesn't generate any more credits.
If the event is still kicking in, I'll have a look at the mod's code and see what's wrong.
Jesterhunter, apologies for the late response.
If you haven't already mate, please check to make certain both the main Bank Stations mod is installed and active along with BSE. Otherwise, there shouldn't be any conflicts or issues with the mod - unless anyone has the same trouble? In which case I will look into it when I get the time. - Which presently I don't have sadly.
Also, getting the 'Bank Robbers are attacking X sector' occasionally.
I assume nothing is spawning as I get no other notification after, but might as well mention it here that it still warns of that event.
Unfortunately however, because Christmas is coming up, I won't be able to work on the mod until some time after New Years. Because of this, I shall ask for all of you if you have a report to make, to chuck'em in Bug Reports so I can list them and fix them after the festive season. In the meantime however, Happy Holidays, I hope you all have a good time!
The Bank Station should appear at the bottom of the last tab, so long you have Bank Station v1.2 [v2.3.*] installed and running.
Could you please be more specific about what the problem is? In what way is your banks not able to be made?
And apologies for not getting back to you sooner YouTube.com/StoneLegion , I've fallen back into a busy state IRL. It could be possible the lag is due to other mods, conflicting mods, or an error in some of the code. If you still have any details from back in Feb, I'll look into it when I get back to modding. o7
All major situations have been resolved on my end. I can now focus my attention on modding once more. I have a brand new project lined up as it is, so I may not make any additions to this mod until after its completion.
Delays may persist, as I was expecting a fix to a major problem IRL today, and could not. I presently do not know when this issue may be resolved, however I will update again when there is something new.
Sir Mario's change to the code made it so instead of triggering a bank robber event, it would be removed*. Essentially it can stay there, but without being triggered by any coded event.
I neglected to notice that in my version upon investigating what the problem was initially. It's probably a good thing it's still there tbf, so it can be better refined and perhaps redone in the future, as it does need a little overhaul.
* - I'm not 100% certain as to it, but that's what I can gather from it.
A great addition to an awesome mod!
I have a major problem IRL I need to deal with presently. So I won't be able to make an update until I'm certain it's properly sorted.
After having a look at the code for the OG mod, it appears the Bank Robber feature wasn't removed, or was reintroduced in it's recent update.
I removed all code of it from my mod, but since it's back, I'll have to do the same.
Please let me know if there are any further issues, so i can look into a fix.
In the meantime, is anyone else seeing Bank Robbers spawn despite the update I made the other week?
Changes
- Updated mod version to match with original Bank Station mod
dependencies = {
{id = "2328171251", max = "1.2.*"},
{id = "Avorion", max = "2.*"}
},
My mod should uplift the max number of upgrades, with the IR adapting upon reaching certain amounts in the bank. See tables above (or in Description) for info
As for why it may not be working properly, I'm not too sure why there would be an issue to be honest. If there is a conflict somewhere, I can have a look at it after Christmas. Could you please provide me a little more detail as to the versions of both mods? - I know you said you installed a fresh copy of both, I'm just covering all bases to be sure.