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New pics are posted toward the end of the slideshow.
Change log notes are updated as well..
Mod list discussions page will be deleted and re-updated on the next update.
Thank you all and much respect.
Replacing some areas with beam blocks.
Dual comm's tower foundation work, some semi looking water in a couple places and lighting updates.
Boarded/added trim work around the tree and water area (City area top side.)
Replaced grass area upper section with game version blocks.
Working on removing and replacing the ma pole mod with vanilla blocks and dlc...
Working on cargo area for the downed ship rebuilding area.
Note: Ship re-build grid is not placed yet but will be avl. in this update within the next ten minutes or so.
This should be the first pic you see now this will be ready to build once I get the tools and such setup on the platform not only will this be ready to weld but it will be pretty much complete once built. Also, The shuttle will be able to be done the same way as well.. I am still working on this major update tot he world. It is not yet active in the world.
New pic added.
Change log updated.
New Pics Added.
Change Log Updated.
More to come.
I have never had any problems with the shields, if it is something serious, I suggest reporting it in the DC of the modders or in the workshop in the comments.
The weapon replacer should actually work, I always use it without errors... otherwise ask the modder...
It could be a mod conflict.
And as for build info, yes it has its problems with WeaponCore, but otherwise it works.
(I usually only use weapon mods that I have rewritten myself so that the missing information is in the block description.)
But as I said, these are just suggestions.
In the end, you only know by testing...
Build Vision 3.0
Defense Shields
Pro drill
Have been added and will be updated to the world file later today.
As, I am already using 2.5 weapon core and some star trek weapons for this world I will not be changing out that weapons on the star trek weapons.
The next world may use the the other pack for a heavy version warring world star system but for this one I feel like it maybe just over kill for that imo.
Never could get it to work right and it caused inv issues on servers so i don't use it
Consolidation Armament II had issue with this as well but don't the road i might try it again.
Shields I use Def version..
But this world file some of that would be over kill on and the vanilla re-placer for core I have tried many times before to use it always pops up with errors and becomes annoying with removing them every time something new spawns there for this usually is not use in any of my builds or works/reworks...
Plus something to do with the core weapons versions as well... I noticed it goes nuts with def shields for some reason. Not saying I would not add some of these to the weorld but it isn't really based around these mods I mean the shields and build info sure I can add those to the world file but the weapons and such not to sure about at the moment if that's what your asking me to do here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=514062285
-The Build & Repair is a great mod that I use a lot myself (made my own version for a private server), but the Facility is more versatile
-The Relative Top Speed mod has the advantage of automatically calculating speed based on ship type, engine power, size and mass. This is a bit more realistic and saves work when setting up
-Since the Star Trek weapons have a long range, the vanilla weapons should at least be able to keep up with that, because of the vanilla replace
-The Consolidation Armament, because I'm a fan of real turrets and some grids look better with them than with the Star Trek weapons.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1359618037
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=219757726
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1931509062
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154379105
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933383148
And then I would like to know whether the scenario also works with the NPC from the Contact Update, i.e. Factorum etc.
Thank you all and much respect.
Pics Added.
1. There are over 500 different wrecks, which might be too many for some people. It is important to set the spawn timeout correctly so that something doesn't spawn every few minutes.
2. They are ALWAYS hostile
3. The wrecks will have mod weapons if there is such a mod on them, no matter what you set in MES.
When it comes to weapons, this mod seems to partially or completely ignore the MES settings. (at least that's my own experience)
I suggest
Wrecks:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2539299261
and NPCs:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1284658378
Regarding the wrecks, it must be said that they can now spawn as vanilla thanks to the last update, so a mod wouldn't necessarily be necessary...
If, you know of something close to it let me know as even something small in that area would help me out a-lot.
Thank you all and much respect.
Mods Added:
Mes Keen Space Exploration
Mes Mobile Merchants
Weapon Core 2.5
Star Trek Weapons 1.7
Acs Assertive Bunkers
Acs Combat Systems
Assertive Loot
Enabled:
Random Encounters
Cargo Ships
Aim Assist
Disabled:
Auto save game
Meaning you will have to save your progress as you go.
This is now working with the most recent update to the game.
If, you have issues let me know thank you all.
Also, Please see the change notes for more details.