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Unable to find node at path "<modes/career/sectors/sysgen.rules>/Spawners".
did the replace stuff from below but if i wanna start the game that pops up
{// 48
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/2/Count"
With = [225, 550]
}
{// 49
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/2/Distance"
With = [3850, 58000]
back to
{// 48
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/3/Count"
With = [225, 550]
}
{// 49
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/3/Distance"
With = [3850, 58000]
---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<modes/career/sysgen_military_stations.rules>/BaseMilitaryStation/Distance"."
Disabled all mods... still pops up, What am I missing.
Car je n'ai pas compris quelles lignes il faut remplacer pour que le mod refonctionne de nouveau.
Merci ;)
If yout open the mod.rules in workshop/content/799600/2884186464 and change every entry except &data/modes/career/sysgen_DSC_ftl.rules with sysgen to /sectors/sysgen and the the line with AddTo (line 455) to AddTo = "<modes/career/sectors/sector_basic/sector_basic.rules>/Sector/SystemGenerator/Spawners" it should work
if you're still modding maybe you should put a disclaimer in the mod description related to that, as the lag spikes and the displacement of items due to floating point errors are not your fault
Before you start playing, be sure that your game also manages the number of sectors, save and load your save 2-3 times to be sure (recommended max sectors 500/600 everything above that is experimental).
If you can't save or load, try choosing a smaller number of sectors
About Painspace ... The idea of mod is great, and i have idea for something like painspace ++ b
At the moment there was just multiplication of enemies per quest and wandering pirates, i had traveled through whole 15-17 sector without big trouble in fights BUT i do not encounter highest rank ships (except once when i destroy station with nemesis reputation) ... SO my idea is to implement 17+ rank sectors where stations and ships will spawn at highest ranks possible (also player-builded ships could be included)
TLDR:
Optimise mod by decrasing distances ~30%
lets make painspace++ with harder (mayber custom ) ships and stations
The main cause of my asking for smaller gaps is lag of game. I noticed there is much smaller lag when there is less asteroid belts in system but it is the second-hand solve of the case.
My suggestion is to decrease system size from around 100 KM to 70-60KM (and radius of missions with proportion) to just decrease the time of travel beetwen "?" without care about setup or mods installed.
- added additional beacons for the big space
I guess this makes having a decently fast ship more important, but personally i didn't have too much issues with it at 50+m/s partially because of the increased timespeed limits.
If you didn't read the message below there's a core addon called "painspace" which iirc increases the amount of roaming pirates from 50-300, atleast doubles the amount of bounties, then it says amount of enemies is multiplied by 2 which i assume means that if you get 2 enemies inside a bounty instead of 1, or more enemies in pirate stations etc, and 3x police units when you attack neutrals or friendlies.
I'll probably use it on my next run but i wanna play past the early game for once because of all the restarts.
but also i think you should make distances 20-30% smaller, this will increase density of sectors.
Ah i see, that explains my confusion.
But what i was wondering is if his pirate bay mod conflicts with your DSC mod, like how many roaming pirates are there in a system in your mod?
-10 to 20 pirates, for more enemies I have "PainSpace (DarkSpace Core-Addon)".
Is there a way to increase the amount of enemies relative to the area to increase map density?
-Since not everyone likes it that much, I kept the basic mod a little smaller with the amount of enemies and for more "PainSpace (DarkSpace Core-Addon)" would be recommended.
-As soon as I can, I will add a settings menu for my mods ingame so that you can set everything yourself, or I will write an extra tool.
But what i was wondering is if his pirate bay mod conflicts with your DSC mod, like how many roaming pirates are there in a system in your mod?
In vanilla it felt a bit empty and i wanted to increase the spawn rates of enemies, bounties, bases, pirate bases, defense platforms, etc to a level that allows you to do a lot of work without having to travel super long distances.
This mod does pretty much anything i wanted but one thing i noticed is that even with all the additional pirate bases, bounties, etc it's a bit empty because you spread everything over basically 6 times the surface area.
Is there a way to increase the amount of enemies relative to the area to increase map density?
Is there a more in depth documentation about what exactly this mod alters?
-Unfortunately not yet.
What i'm wondering about though is how your pirate bay mod affects this mods values, like does this mod already increase the amount of free roaming pirates, or only the amount of zones within pirates stay?
-I myself am not the dev of this mod, I'm just helping there and as soon as the new race is ready in his and in this mod, a suitable compatibility patch will be created.
I only did a quick test run yesterday and love that there is much more to do in a single sector so that it doesn't feel as empty.
What i'm wondering about though is how your pirate bay mod affects this mods values, like does this mod already increase the amount of free roaming pirates, or only the amount of zones within pirates stay?
•更随机的广泛发现。
•更多随机分布的站点。
•更随机的广泛奖励。
•更随机分布的小行星。
-1-2内0-3外的随机奖励小行星环
外层小行星环拥有更好的资源,但并非每个扇区都有。
•更多探索。
-可探索的最大扇区空间。
•改进行星的渲染
•船舶建造多达2000x2000块。
•更多随机航行的船只/贸易/海盗。
•小型AI改进
•增加相机的最大/最小变焦
•更多速度设置,从10倍到50倍。
If I change the sector size then I have to adjust all other things as well and this can result in running savegames being broken.
If I have the time and my mod is in a good phase then I will try to add an ingame mod settings menu so that everyone can change everything as they wish.
Works for me very well without problems, you have to see what works well for you :)
The issue is "Nighthawks Night Rod Special" mod
Thanks :D
@ConcereteWavez
Yes, the mod "Nighthawks Night Rod Special" stole a few main scripts from me...are about 4x 3-5 line packs and it is important that this is no longer compatible because the same scripts are loaded twice. ..I wish I could optionally encrypt my mods
Yes 8x is vanilla, so some mod is causing problems with the speed mh.
I have no problems, have you ever tested that you only have this mod active?
So it's a good idea, I already had something like that, but unfortunately the planets consist of a shader, but I can think of another way of thinking of it if the game allows it, but I could add a warp point to the planets, I'll test it.