Stationeers

Stationeers

Stationeers
Share the best world creations and game modifications with the community for Stationeers through Steam workshop.
NeiroNext 1 19 May, 2024 @ 11:46am
The update broke the mods again, this time I don’t know how to fix it (starter kit)
Hello!
Before this, when there was a big rocket update, the mods were already broken due to a change in the structure of worldsettings.xml, this time startconditions.xml broke and I don’t know how to solve it. The new structure seems like I can't add my kit, is anyone familiar with whether it is possible to change the starter kit and how to do it, any examples?
Thank you very much in advance!
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Showing 1-6 of 6 comments
Kastuk 9 19 May, 2024 @ 2:50pm 
Starting kits is modules now with more possibilities, like jam in custom gas mixes in canisters or set items based on difficulty. Best is to show your startcondition at discord for tips, how to rewrite it for new system.
Kastuk 9 19 May, 2024 @ 2:51pm 
Huh, but you already got over ome new worldsettings, I did learn from your example there, starting kit is simpler then that.
NeiroNext 1 22 May, 2024 @ 4:53pm 
I've seen a new structure for starter kits. I was pleased with the ability to regulate the volume and temperature of gases and liquids) But unfortunately, I was unable to find a starting point to enable the required starter kit, as well as the required suit settings. I tried to simply change the standard IDs to the name of my starting component, which is specified in worlds.xml, in different variations, but I couldn’t figure out how exactly to connect some other starting component, so that I could then look at further details.
It's nice that some of the world settings were used as an example)
Discord do you mean the official discord of the game?
Kastuk 9 22 May, 2024 @ 5:08pm 
Yep, official discord which need phone-verified account to enter.
Kastuk 9 22 May, 2024 @ 5:14pm 
Spawn is starting in worldsettings, like in this example of my earth world:

<Spawn Id="EarthSafeNewPlayer" Event="NewPlayer"/>
<Spawn Id="EarthSafeRespawnPlayer" Event="RespawnPlayer"/>

Which links to startconditions with sets like
<Spawn Id="EarthSafeNewPlayer"> <Spawn Id="EarthSafeHuman"> <Species Id="Human"/> </Spawn> ... </Spawn> <Spawn Id="EarthSafeHuman"> <Spawn Id="DefaultJumpsuit"/> <!-- <Item Id="ItemMKIIDuctTape" SlotIndex="1"/> --> <Item Id="ItemHat" SlotId="Helmet"/> <Spawn Id="DefaultToolbelt"/> <Spawn Id="SafeHardBackpackHuman"/> </Spawn> <Spawn Id="SafeHardBackpackHuman"> <Item Id="ItemHardBackpack" SlotId="Back"> <Item Id="ItemWaterBottle"> <Percent Value="100"/> </Item> <Item Id="ItemBatteryCellLarge"> <Charge State="Full"/> </Item> <Item Id="ItemDuctTape"/> ... </Item> </Spawn> <Spawn Id="EarthSafeRespawnPlayer"> <!-- Full Suit Respawn --> <Spawn Id="EarthSafeHuman"> <Species Id="Human"/> <Difficulty Id="Easy" Compare="EqualOrLess"/> </Spawn> ... </Spawn> <Spawn Id="EarthSafeEmergencyRespawnHuman"> <Species Id="Human"/> <Difficulty Id="Normal" Compare="Equal"/> </Spawn> ... </Spawn> [/code} So it may use parts of vanilla starting packs and have custom additions.
Last edited by Kastuk; 22 May, 2024 @ 5:16pm
NeiroNext 1 28 May, 2024 @ 6:41am 
Kastuk Thanks a lot!
Your solution helped. I didn’t immediately notice by your nickname that it was you who was also in the discord) I really liked the new structure, and I especially liked that I could control the temperature and the amount of liquids and zags, I managed to increase the starting reserves of oxygen and fuel of the zag cutter, which will help to survive, but in at the same time, they will not change the difficulty of obtaining water, which is the basis of survival in my mod)
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