Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Could you share a quick breakdown of what the values in the AsteroidSettings.cfg file do? Most of them are obvious, but some are unclear as to what units are being used and what the parameter actually affects.
I'm assuming that at some point there'll probably be a guide made for actually configuring this mod but in the mean time you mentioned that you're hooking into Real Gas Giant's ring system, could you perhaps explain how one might configure this to spawn these 'roids inside of said rings?
doable, now have a plan for a refactor into making this more like a framework internally. the roids should soon be mass consistent based off of the keen ore "components", so small ones will deflect off
probably, i'm hooking into RealGasGiant's ring influence stat for determining where in a sphere around the player it could spawn. Will look into that once I make the breaking apart better
For instance I want to use the PlanetaryAsteroidRings, with this mod.
just vanilla ores atm, you mine them by shooting them and sucking up the items
/dn removespawnarea (name)
gotta get the name from the world's config its convoluted atm, can make it just get the nearest one to your player
Wondering similar question. I would love to integrate this into my world some how with WeaponCore. Even if a custom "asteroid detector" or something is needed.
no, but shouldn't be too hard to add that
"They can split apart when shot, eventually down to the floating object items that can then be picked up."
You literally break them down until they can be picked up, like in real life...
@allmybase they can move, they're just really massive. gotta landing gear to the smaller ones and thrust
Custom scenario idea, world size of say a 2 km box, asteroids wrap around, and you get a fighter, also, if the asteroids touch your ship, game over. Maybe throw in a drone occasionally. You could call it 'Meteors".
Wait, I swear I have heard of this before, but I can't quite remember where... /s