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Please make sure all of you have the 1.3.30a (with the a at the end) version. Steam can be a bit janky when it comes to auto-updating mods and it's not always clear what the eact problem is, but your error is most likely caused by the issue I just described above.
Any clue why this would be happening (game crash at startup) for specifically TWO people using it in a collection and not the other TWO? We've already gone through the full reinstall/resubscribe/clear cache shuffle so it's not a "some of us got the update and some didn't" issue.
Saturnium will be added later due to currently incorrect pricing which I want to fix first.
You're doing a self-imposed 1 ship run and are currently in the starter system.
Once you progress through the tiers you will find that the 250 raw resources storages will become much more conventient, especially if you also use other mods that increase the amount of drops.
I'm not going to make changes to the core values of this mod just so you can have an easier time in your self-imposed 1-ship limit in the starter system.
Thank you for using my mods and have a nice day :)
Regarding the ammo storages though, I'll consider it. I think this is actually a good idea and I think the need is there.
I will see what I can come up with.
@A single communist: Tbh your suggestion seems rather convoluted compared to the existing solution, let alone that retroactively changing the contents of these storages will also affect already build storages and depending on whether the contents increases or decreases, many people might find themselves getting the short end of the stick.
On top of that I'd need to put effort into this (what I see as a non-benefitial) project at the cost of the other projects I'd have to postpone.
I use these 250 storages all the time and 250 for raw resources doesn't bother me. I use the 250 storages a lot more than the 50 storages btw. Anything under 250 for raw resources I'll just store in standard open storages for my factories to consume. The 50-sized storages are usually only use for small transport ships.
Sorry, but don't count on me implementing your current suggestion :)
The exact numbers are:
40-stack: 2000 medium, 10000 large (same as currently)
20-stack: 1000 medium, 5000 large (can stay as-is, but would feel much better to use)
10-stack: 480/400 medium, 2160/2000 large (first one is according to "6 stacks per storage", second is "5 stacks because that's close enough and the numbers look better that way")
5-stack: 240/200 medium, 1200/1000 large (ditto)
It should be a simple numbers tweak in the stats and description, but, if I'm wrong, please, tell me.
Iron plates, coils, hypercoils, and everything else that stacks to 40 can stay the same (250/storage, a tad more then 6 stacks)
Hyperium is the only thing I know of that stacks to 20, so dropping the base to 125 will bring it to balance with 40-stacks. (Can stay as-is, as 12 stacks of hyperium is not too much space taken up before you can compact it)
Enriched uranium/letanium stacks to 10, so it's 60 per storage (can be dropped to 50 to make the numbers look nicer, it's still close enough)
Finally, all ores, processors and diamonds stack to 5. Their small storages can store 30 (same compression rate as iron plates) or 25 (for the nice numbers).
(Screw the character limit, will have to split the message)
The numbers 250, 2000 and 10000 were chosen to make calculating stock easy and smaller sized storages would be impactical for mats that have 20 stack sizes (and 40 as some now have in vanilla).
The storage mod I use for ammo (which is unreleased) still has much of its UI missing and only sizes are 240 iirc. Also ETTM already has open ammo storages which store 3 times the standard ammo amount.
Atm I happen to be working on the finishing touches for an addon for my Tyberium mods and I'm also occupied for new content for ETTM and its sattalite mods and since there already are the 50-storage sizes for raw materials, I see no need to add same sized storages to this mod (for now at least).
As for ammo, I see no reason not to inlude it here. Ammo is a thing you need a lot of, you get a lot of it, yet the best option for storing it in large quantities is storage bays, that have 3x compression. Nice, but not nearly enough to store all of the ammo you get from fighting. There may be balance concerns, but I don't see how they would affect combat at all, given that your crew needs to exit the ship to salvage it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2954129884 and kind does what you want.
For ammo, I actually did make one which partially works, but never finished it. It might actually be a good idea to complete and release it since I use it (the unreleased ammo storage mod) all the time.
Thank you for your feedback.
Platinum is a new resource for ETTM.
Due to this, this mod now requires ETTM version 1.3.17 or higher (from januari 2025).
If you wish to use the version without ETTM, you can use this version instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942154504
The compacted storages placeholder blocks are added to the end of the 250, 2000 and 10000 Compacted Storages for convenience so they are available in each build menu while not changing the order of the storages inside the build menu so all storages remain in their original place.
The placeholder blocks can make the use of the Compacted Storages more comfortable in certain situations (like when mining asteroids and you are full of iron for instance, if you have any leftover steel or coils after building a Compacted Storage for iron, they could end up being left in space or a 1x1 storage area could be occupied by a single coil or steel).
It's rather minor, but I liked it during playtesting, so here it is.
On the topic of sizes I believe this current mod caters to a different audience (the current subscribers) than any updated smaller version would (peeps like myself). Might upset them if their subscribed mod suddenly doesn't do what they expected it to, just my 2 cents. I'm sure you'll figure it out smoothly
But it also depends on which mods I end up using. I could update the existing one(s) or create a new one.
One the one hand I prefer not to create unnecessary extra mods people need to install buit otoh I also don't want existing menues to get clogged up (I want to be able to find what I'm looking for).
Also I'm currently playing another game. It's also needed to take brief breaks from modding to prevent myself from getting burned out again (I'll still fix crash bugs ASAP though) so progress will be a bit slower for a bit.
Now i do agree that base game storage takes a ridiculous amount of space compared to what we're supposed to build with it. But I also believe the privilege of compacting resources to save space should come with a cost. Your mod does that well to the extent that these resources are "locked in" and can't be walked through and probably other features.
But with numbers like, say 40, 70 and 100 that would feel much better (to me). I'd also increase whatever variable gives that tile mass, i suppose "density", because well, it's literally compacted physical matter.
That should also keep the HP in check because right now a 1x1 40k HP wall is something worth spending iron on just for the stats. What do you think?
I am lucky (or not?) to have started playing basically yesterday, and never knew the game without crew construction. It's fair to say I consider it an integral part of career mode and don't intend to play that without it.
That said, I can see where you're coming from. I checked out your other mod and it seems to do a bit more than just that. 50 is what i call a reasonable value for compacted storage, I just wouldn't wanna "cheat" by having resource teleporters as there seems to be in that mod (personal preference, more power to whoever uses it).
The reason behind these numbers is that I wanted the largest to hold a really huge number and the 2 below it to not be too large of a step-up to make it more feasible to go from multiple smaller ones to the larger one.
And the reason I didn't add more differently numbered ones is because if I add too many, it would make the menu more messy and look disorganized (making it harde to find the storage that you want).
Perhaps adding the refined resources to the above mod would be the way to go as it would be easiest for me to implement and would look kinda nicest.
I did make what is basically what you request here, but it's only for raw materials (like iron and copper and such, not for steel and coils). You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2954129884
It has storages of 1, 8 and 50. Perhaps it would actually be a good idea to expand this to include the fabricated materials as well.
However, I think your idea is actually a valid one.
Suppose I'd expand this mod, which values would you like to add to the ones already existing? (existing ones are 250, 2000 and 10000).
I'm considering lowering the health by about 80%. I haven't experienced any of my ships with compacted storages being destroyed in combat (it's a rare occurance and easy to prevent) and the performance issues from back then are not much of a factor anymore.
I'll think about it for a bit, but as I see things now I'll probably won't split up the mod and make a global health reduction downwards to about twice the hp that regular armor has (so still plenty). But this should improve (de)construction by 80%.
I think that would be a fair compromise and this way I won't need to split up the mod.
Perhaps you could add a mod option to either lower HP for those who prefer to keep crew construction enabled or an option to increase HP for those who, like you and I, prefer to play with crew construction disabled and want to keep storages with relatively high HP? Wouldn't that more or less satisfy both camps?
Also iirc there was a way to circumvent the hp as parameter for deconstruction length, but I'd have to ask the modding discord for that and I don't get my questions answered there most of the time alas.
But I'll see what I can do. I think lowering the hp will go a long way. Until then, try to prevent relocating these storages too much (keep them in one place, rebuild the ship around the storages).
Or disable crew construction, but I can see that the latter will not be very appealing to a lot of players.
I'll see how I'm gonna alleviate this issue, but it may take a bit.
So the compacted storages mods were all made before crew construction was a thing.
I don't play with crew construction enabled, so I haven't experimented a lot with this.
I doubt there's a lot I can do top speed up construction and deconstruction of these blocks, but I'll see what I can do. I'll need to do some testing as well so if I come up with anything, it's probably gonna take a while.
Maybe I'll come up with some kind of other alternative instead, I'll need to see what the best solutions could be.
I wanted to add compacted storages for the new resources sooner, but was a bit torn in what order I would want them added and took the time to try out several variants before deciding on the current order.
I ended up making minimal changes to the order of the storages with the alloy metal plates sorted in at the very end.
This mod is meant to be used in career mode.
Creative mode has changed since the crew construction update and this mod will also not work as intended with crew construction enabled.
Creative mode is odd, for some reason I'm unable to disable crew construction without enabling free build mode. You'd want no free build mode with no crew construction but that setting for creative seems to not be there anymore?
If you want to play this mod as intended, you need to disable crew construction (this can be done from the same advanced settings where it is called "I Hate Crew Construction", same place where "I Hate Exploring" is located).
Perhaps I should amend the intro text of my compacted storages mod to better reflect the changes the crew construction update have brought to the game.
These storages don't work like normal storages. These are essentially buildings which costs raw resources.
When crew construction is enabled, you'll need to have all resources taken to the build spot by your crew (so 250, 2000 or 10000, which may take a long while!).
It will work...but I would personally construct or deconstruct them with crew construction disabled unless you don't mind these storages from taking a while to get build (because of the huge amounts of resources it takes to construct them, it takes a longer amount of time before construction is finished).
If you're unable to see the difference between yellow and green, you should still be able to see and distinguish the visually distinct logos when in blueprint mode and you can always use mouse-over to read the descriptions.
When picking the different colors, I did look at some sites to minimize impact for colorblind people, but in the end it would limit my artistic freedom by so much that I decided to do the blueprint differentiation instead and make them the way I wanted them.
In one of the two pics, you can see I build all of them in 3 lines. Top is line with compacted storages of 250. Middle line is all storages with 2000 and lower line is all with 10000.
Each of these amounts come in 2 color variations, which is described also with this line:
"Also, the differently sized Compact Storages will be colorcoded according to their size and the value of the resources stored in them to make it easier to visually distinguish between them"
will be colorcoded ... and the value of the resources.
So thank you for the code checking, but in this case it's as it's supposed to be.