Take On Mars

Take On Mars

MicroFood
27 Comments
BravoAlpha101st 13 Feb, 2024 @ 10:16pm 
mod doesnt work
Myst Leissa  [author] 17 Jul, 2019 @ 3:42am 
@Irena - although I haven't tested as much - I believe "growing" fresh potatos counts as spawning for the purposes of reading the config files - but that may or may not work because Honestly I'm not sure if it caches the individual items or all the configs at load. Still Try growing fresh potatos in a prespawned enviroment - it MIGHT let them shrink.
MitsukiTakeda 17 Jul, 2019 @ 1:22am 
So if I wanted to do have the food in smaller slots in Campaign, I would need to spawn brand new food in missions that require it. I could also just run a scenario that it works with, that's brutal like the start of the campaign. Good to know how it works. Thank you.
Myst Leissa  [author] 16 Jul, 2019 @ 11:19pm 
Also @Irena - The Thing with the mod is it doesn't effect "already spawned" food from campaign maps - and will not go into effect on Multiplayer Maps until the map is regenerated (by starting a fresh save) This is due to the fact prespawned food is technically already "saved" in the map files and thus can't be edited by simple config edits - in order to change these values I would need to edit each scenerio of the campaign individually. It's a side-effect of playing the campaign - you technically are loading someone else's (namely the dev's) save instead of starting a fresh one.
Myst Leissa  [author] 16 Jul, 2019 @ 11:10pm 
@Irena A. Petrova - It's not designed to shrink the icon itself - that's handled by the inventory slot - all this is is a config file change to allow the larger items to fit in the smaller slots (regardless of size). Also the only things this particular mod shrinks are potatos, water packs, and other vanilla Foods OTHER than beef steak packs (try reading the desc if you don't understand beef steaks :P)

Note: it will /NOT/ work with modded foods - so if you have botanist or some other food adding mod they won't be shrunk - that's not something I can control though as the author of the individual mod would have to edit their slots. Vanilla Foods except for beef are fully supported though. Beef Steak was already a small slot item. And All Slots were shrunk exactly 1 size (for foods this means micro slots in most cases)
MitsukiTakeda 15 Jul, 2019 @ 4:29pm 
Nysch, stuff doesn't shrink down in most situations. Only specific scenarios allow the stuff to shrink. I even did a brand new manned campaign and it still didn't work.
Tenera 8 Jul, 2019 @ 3:48am 
Thank you very much for your efforts!
Myst Leissa  [author] 7 Jul, 2019 @ 11:56pm 
I also did the robotics campaign for you - since I wasn't sure which rover you meant - note that I haven't tested the robotics one because I've never had an interest in the campaign mode. If it doesn't work first try restarting the campaign and if it still doesn't work let me know. Although this is a controller mod it may not update until you restart - the truth is I don't know. You can give me feedback if you wish on the speed mod page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1796409526
Myst Leissa  [author] 7 Jul, 2019 @ 11:26pm 
Eurkea! I got it this time this one triples the base speed and raises the accel to match the cheat mode (without applying the "uber" trait to the engine)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1796393332

I'm also going to make one that does x5 but that'll be a minute to create.
Myst Leissa  [author] 7 Jul, 2019 @ 11:03pm 
Actually I'm going to take another crack at this I may or may not have forgotten to save my mod before attempting to test it :facepalm:
Myst Leissa  [author] 7 Jul, 2019 @ 10:41pm 
I should note that there is supposedly a cheaty way to increase speed in the debug console - if you absolutely HAVE to have super speed you could mess with the base game speed controls - but it's risky and in MP it's kinda difficult to deal with since opening the debug panel pauses the game for non-host players...
Myst Leissa  [author] 7 Jul, 2019 @ 10:25pm 
Well I tried and to the best of my ability I cannot do a speed mod; It's kinda strange - there's a variable for it - but in game testing enabling/changing it doesn't seem to do anything at all. It remains a solid 16m/s Top Speed on Earth... I don't know why TKOM does this but all I can think of is it's a left-over relic from the days when Damage Calc was done regularly (now adays all the safeguards in place prevent you from doing anything dumb - even walking out the airlock without closing it behind you is not important because the airlock auto-cycles and closess at the same time... :facepalm: anyway I gave it my best shot and failed - so I don't expect you to be happy with these results but...this is what I have.
Myst Leissa  [author] 7 Jul, 2019 @ 8:04pm 
Just to make this clear - I'm not certain it will be possible; but I will TRY to do it. I'm hoping it'll just be a matter of adding a speed multiplier to an existing calculation but if it's not things could be beyond my skill level. The mods I've made for TKOM thus far were relatively simple, just simple edits of existing fields that were stored in config files. Tiny Item mods in particular are just a single field overwritten for a config variable. As for my scenerios I largely followed the tutorials available on Steam Guides...
Tenera 7 Jul, 2019 @ 9:48am 
Thank you very much THANK YOU Do not worry, take the time you need! I'm very happy that you agree to try to project! Because to hide anything, I ask several other person and I had only refusals ... Either no answer, or so too complicated ... So thank you for trying! If you agree, I think it would be judicious to modify the big rover alone or at least to start. It would do less work for you and at least his permetais to save you time because if there are any problems you will not have to redo the 3 ... Again thank you! I will wait for your news with impatience! ;-)
Myst Leissa  [author] 7 Jul, 2019 @ 5:54am 
Sorry for the seriously late reply - I seem to have been sucked into a series of events that has left my someway isolated from people. I can attempt to make such a mod but I've not even got TKOM downloaded atm - and I haven't played it in probably close to a year - so I may bea bit rusty. I also have the problem that I'm off my sleep schedule and need to sleep like now - but I can try when I wake up. I'm just logging in because of all the stuff that's happened on my plate to check my messages but I'm open to trying to do such a thing.
Tenera 29 Jun, 2019 @ 6:52pm 
Hello! Your mods work perfectly well and it is convenient and easy to use, thank you! May I ask you a favor please? Can you do a little mod that would make faster rover, because it's really long to go through Mars ... Can you roll them between 30 and 50 Km / H And if you have neither the time nor the want to do the 3 can you just do the big rover please?!?!
MitsukiTakeda 22 Jun, 2019 @ 6:45am 
Unfortunately any of the Micro/Mini mods done by you aren't working in any SP scenario that I try, except Vesta Station.
pixelfoundry 22 Feb, 2017 @ 3:22am 
Ok ! that's work now with some new scenario :)
Thanks
Myst Leissa  [author] 18 Feb, 2017 @ 12:57pm 
My Scenerios Don't have "Set" objectives - which is why people think they don't work. Truth be told they're more Sandbox like multiplayer tends to be; which is something I enjoy. IF i could ever figure out how to scriipt mission objectives into my scenerios I'd be willing to add some but the guide I was following to add them was taken down before I could read all of it.
pixelfoundry 18 Feb, 2017 @ 8:04am 
**** or try an other scenario
pixelfoundry 18 Feb, 2017 @ 8:03am 
I've already tried a workshop scenario (the martian / by john fujiwara) and your own doens't seem to work anymore...... try again perhaps
Myst Leissa  [author] 17 Feb, 2017 @ 5:18pm 
@pixelfoundry - instead of rerunning the campaign when you complete it - I would recommend taking on some Workshop Scenerios or attempting some multiplayer - as that can break up the tedium of the game - especially the multiplayer; of course multiplayer comes with it's own problems...
pixelfoundry 17 Feb, 2017 @ 4:18pm 
erf !.... bad news indeed but not dramatic. When I'll finished the campaign, I plan to retry again again without all my 1st newby's trials and errors.
Myst Leissa  [author] 17 Feb, 2017 @ 2:32pm 
It seems I have bad news for you pixelfoundry - I forgot to mention this in the desc but I will add it shortly - adding this mod to an existing save will do nothing - I remembered this only after trying to load the mod into a scenerio for easy testing - it did not respond like you said; However when I started a fresh game (scenerio/campaign/savefile) it worked properly. I am sorry to tell you this mod will only work properly if it's Loaded while the game world is initially created - loading it mid-game will produce the same results as before - I have no control over this atm as my modding skills not high enough to know how to force the "itemfiles" to refresh midgame.
pixelfoundry 17 Feb, 2017 @ 2:18pm 
Ok nice, waiting for the update :)
Myst Leissa  [author] 17 Feb, 2017 @ 2:09pm 
@pixelfoundry - I might have to update it to match the latest files but generally it's not a huge difference between the stock files and the mod ones - only a simple config change.
pixelfoundry 17 Feb, 2017 @ 1:55pm 
simply doesn't work at all !