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I had originally planned to make the system with a varying price depending on the features used. But actually it's up to you how much you cheat with it, a high price only leads to you cheating yourself out of money to buy it.
try a lower collecting range. something around 10km. Avorion has problems with high ranges for loot. you can also use fighters to collect stuff.
Don't forget that if you have an existing galaxy, you have to activate the checkbox Overwrite mod list before loading it - otherwise new mods will not be loaded into an existing savegame.
The mod you metioned is just altering the amount of a subsystem in your inventory.
Here is the code line:
inventory:setAmount(inventoryIndex,systemFinalQuantity)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2767938251
...because subsystems are no items with stats on it like weapons. They are calculated with a seed all the time. So there are no stats to copy and alter.
I took a closer look into the code but could not find any problems. But even the original Subsystem VI does not provide mechanic workforce even more. Maybe its a bug in the game itself.
There must be an icon in the top right corner between all the other icons. In an existing galaxy you have to enable the new mod with the checkbox in the galaxy selection window after installing and activating it.
The data of your subsystems is saved in a text file located in a folder next to your savegame files.
Have a look for %AppData%\Avorion\moddata\CustomUpgradeBuilder1.txt and copy that file to your new computer.
Sounds like a problem in the script. Could be a incompatibility with other mods. Please try to use just this mod in a new game and check if it is working ot not. then add your other mods one by one to this game.
I thought about increasing cost / energy consumption with the number of active perks but at the end you can just increase the energy production of your ship to circumvent the limits. So I didn't found a good way to balance the subsystem. But if you have a good idea, let me know.
I'm sorry, but these systems are too complex to simply add them. Furthermore, it is not the aim of this mod to replace every subsystem. And I don't have enough space to place another 20+ switches in the mod window. Sorry.
I have already experimented with it. But in the end, we are all old enough to decide for ourselves how far we want to deceive ourselves.
I get in the description its a mod for people who do like this type of content, but I do, I just have the idea that we should have that option there!
Schaue mal nach ob der Mod auch geladen wurde. (im spiel ESC drücken und dann die Modslist aufrufen). Bestehende Spiele merken sich ihre Modliste und neue Mods muss man manuell vor dem starten der Galaxie in der Modliste DIESER Galaxie anschalten. Das passiert nicht automatisch nach dem herunterladen der Mod.
Leider funktionieren Subsysteme komplett anders als Geschütze oder Torpedos oder so.
Subsysteme werden ständig live anhand des Seeds berechnet und haben ihre Werte nicht am Objekt gespeichert. Dadurch ist es mir nicht möglich das serverseitig zu speichern oder zu steuern.
The normal subsystems from the game are calculating there values all the time live depending on the item seed. But with custom values I can not use seeds to store and load these values - I have to save the item values in a file as soon as you create a subsystem.
All input fields are made by hand for the most properties of the available subsystems. I have no clue which custom properties from your mods found there way into the game.
sounds like you did not activated the mod in the galaxies modlist. You have to check the tiny box in the top right corner of your galaxy selection window in main menu to add a newly downloaded mod to an existing galaxy.
Is there a way to include Mining?
Yes but I'm lazy and you have to use other subsystems too. It was never designed to be the all in one subsystem.
One problem is, that the mod has to save the entered values somewhere (they are not saved on the item like turrest do) and therefore all players on the server can see and change them everytime.
Because you can not add a subsystem to a drone. But you can build a ship and use the chat command "/cub readd" to readd the script to your new ship. It's not a perfect solution but I never had this issue in my galaxies.