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Thanks for making this thing and keeping it updated, I like the additional use for tristeel, and making it silly expensive was excellent practice in how to structure a basic data-only mod without being too much to get started with!
Now has it's foldable icon in editor, looks kinda neat.
You mod would have 10 ops to replace cost (one per piece) with a higher cost.
Its a single node in /Part/Resources that needs to be altered :)
I have my own mod for Large Crew Quarters to add +1 toon per bed and it looks something like this:
Actions
[
{
Action = Replace
Replace = "<../../../workshop/content/799600/2883177284/ships/crew_3x1/crew_3x1.rules>/Part/Components/CrewSource/Crew"
IgnoreIfNotExisting = false
With = 6
}
]
I'm in the middle of something else right now, but feel free to make such a mod and publish it for people and your friends to have easy access to for multiplayer purposes :)
Also if you do, let me know I'll link it here as derivate for other people who would love it.
Please drop me a crash log and some repro steps for easier fixing :)
I'll try to differentiate cost a little bit, this is probably a leftover after the recent crew construction change.
As for the armor HP vs balance, at danger level 15+ anything but triple layer usually means nothing to the enemies, so I think I'll stubbornly stick to the original formula ;)
But now thanks to your effort people have a choice :D
I made a mod that modifies your mod. It corrects that, makes some modifications in the English translation, adds a Spanish translation and also makes a rebalance to the armor (a large nerf cause it is overpowered in my personal opinion).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022653361
I'll need your crash log to solve this puzzle.
It's definitely a different animal modding a game that is not dead.
Well, thanks for the heads up, gonna update it now. But I think things will eventually get crazy again, as game moves down the roadmap.
The Tristeel Armor mod has the same bugs.
It's both 1x1 hybrid armor parts. Both have one line which needs to be commented out/removed:
UnderlyingPart = cosmoteer.structure_tri
The parts in question are tri_armor_structure_hybrid_1x1.rules and tri_armor_structure_hybrid_tri.rules.
Not sure how I missed those bugs earlier, but they should be squashed this time :)
Please verify that you have enough resources onboard, perhaps?
Some weird crashes with thins new feature. I'm already scared thinking about the future, as we are just in 0.23.xx version :/
To reproduce the error, I'd recommend to go into creative mode, spawn yourself a ship with plenty crew+storage+tristeel+steel etc. Enable the new crew construction feature.
Then build the tristeel armor pieces one at the time. After construction is done, deconstruct it again (one at a time). Go at 8x speed as it will take a while.
Remember which piece you were building, from top of my head 3 or 4 of the pieces will crash once decondtruction is about to end (health bar was about to run out).
Thanks for keeping this up, I'll take a look.
Since my Diamond Armor mod and the Tristeel Armor mod had the same crash bugs, I decided to fix both these mods at the same time since Sir Evans doesn't appear to have responded since december of last year.
I made no changes except to prevent any crashes when trying to deconstruct any of the smaller blocks.
I'll maintain the tristeel armor mod until Sir Evans returns. The main thing for me is that everyone can continue their current playthroughs while using the tristeel armor mod.
Sir Evans, if you're reading this, feel free to copypaste my fixes and please let me know if you want your mod back, then I'll hide the version I'm hosting.
I'm thinking of an armor that is only about 4x or 5x the HP of regular armor (or about twice that of your "Stronger Vanilla Armor 2xHP" mod). And while it would require some Tristeel plates to build, it would not require nearly as much as full Tristeel Armor.
On the other hand tritanium in the vanilla game is so scarce that this armor is not usable, unless coupled with a mod increasing tritanium drop/spawn rate.
Yet I really like the idea and the graphics fit the game style very well, so I made a companion mod changing the tristeel production efficiency: ;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912120184
I just wanted to let you know that I tested adding ```IsCrewSalvageable = false``` line to each piece of tri-steel and it seems to work perfectly fine. Crews cannot salvage anymore, but mining lasers still can. For the rest the tri-steel armor behaves just like it should.
It's even backward compatible to a few test ships containing some tri-armor parts made by your vanilla mod.
Of course it will still take a bit longer for the mining lasers to mine the tri-steel.
Btw personally I think the graphics looks pretty nice and I think this mod is pretty much awesome. It's unfortunate there isn't a quick way to exchange standard armor parts for the tri-steel one instead of having to exchange the armor triangles piece by piece.
Regarding the men taking a very long time to weld down this armor, have you tested adding this line to the tri-steel armor parts?
IsCrewSalvageable = false
This line is used in the rocky asteroid bits and means the rocks with this line of code in them are not deconstructible using men with welders, but can still be mined using a mining laser.
I have not tested this myself yet, but it may help alleviate the issue with this armor taking too long to mine down.
Would be great it this worked, lore wise I think it fits rather well.
I know.
Hence the note:
[quote]
Notes:
I don't like how the graphics turned out and I might alter them at some point in the future.
[/quote]
I plan on unifying shading a bit once the busy time in my life ends in two weeks :)
-Tristeel装甲部件的HP是普通装甲的10倍,抗穿透能力为2倍,但需要使用Tristeel钢板制造75%的成本。
给他们披上常规的盔甲以防止早期的银行崩溃可能是一个明智的主意。
Have fun!
Mining Lasers seem to help though :)
Bit of advice, though: if you're going to abandon and disassemble a ship, make sure to replace all these high-HP armor blocks with regular steel armor, unless you enjoy watching your little space fleshlings using a welder for about half an hour to clear a single block of it.
Added de.rules files to the mod, uploding right now.
Could you please add it? :)
Also anything that is not at least 5x hp of vanilla gets torn down extremely fast in this game.
Seems like some issues with balancing, maybe projectiles should have some damage vs range decrease, I dunno.
But yeah, it would be great if some way of spawning ships with modded parts was available in this game, thus far it seems all designs are locked solid.
Also I think instead of all armor having massive HP buff or having intermediate tiers we should have 3 distinct type of armors:
1. tristeel alloy: 50/50 mix of steel and tristeel, 75% of the weight of steel armor with 50% more health, same penetration resist.
2. laminated diamond armor: 90/10 mix of steel and diamond, +50% weight of steel armor, +100% more health and +200% penetration resistance.
3. depleted uranium armor: 75/25 mix of steel and enriched uranium, +100% weight of steel armor, +200% health and +50% penetration resistance.
Not sure if this is a good idea, since AI won't use it anyway... would be nice if someone made a variants of existing ships with these armors.
As Flandre pointed out I think it needs better penetration resistance and I feel like it would be better to have like 4x the hit points with the build material being a 50% mix of steel and 50% tristeel, or maybe make it as an in-between tier called tristeel alloy armor.