Just a quick fyi, I am not back to modding but I am at least around for now. Deciding if 6.0 offers anything interesting before tackling the mountain of work to get everything updated.
Scoob wrote: ↑Mon, 17. Oct 22, 01:44
Hi.
I started a fresh game, with the usual other mods, and set a captured Hermes Sentinel as a Dead Tater. I set his Anchor space to Argon Prime, with a buy and sell distance of 3 / 7. All other settings are default, including "Allow illegal wares" UNchecked. That last bit is of note as this guy is making a killing buying Spaceweed from SCA in Silent Witness XI and selling it in Hatikvah's Choice I to the HAT Argon Trading Station. Now Space fuel is not illegal to HAT, but this ship is passing through Argon sectors where it is. Should it do this? I admit, I never
noticed my (Dead) Tater Traders trading any of the generally illegal goods like Spaceweed and Spacefuel before, have I simply missed it? Is it normal for them to smuggle stuff through sectors where it's illegal, even if the source and destination locations are fine with it?
It actually is a bit of an oversight, it only checks seller sector and buyer sector if they are illegal.
That is very interesting, I never experienced anything similar to that but it makes sense logically. Awesome work figuring that out (especially since I would have never expected the engine to behave that way).
Xeneonic wrote: ↑Sun, 15. Jan 23, 14:47
Any reason why DeadAir Ware removes Hull Parts as a building requirement from most modules, but leaves in all the Silicon Carbide requirements from Terran modules? Was this an oversight? (Using VRO with DeadAir mods, I apologize sincerely if it happens to be VRO doing this and not DeadAir Ware mod)
Terran have an already huge advantage with their simple (boring) economy. The reason for hull parts removal from stations was to prevent complete economy stall due to shortage of one ware. With hull parts == ships and claytronics == stations, they are much less likely to enter a death spiral.
rudi_pioneer wrote: ↑Wed, 18. Jan 23, 23:06
Is dead air jobs significant enough in adding ships that with player help, faction A can win war against faction B? (For example, HOP being completely wiped out?) I know that factions will keep rebuilding, but as long as other factions can claim all sectors, that’s good enough for me.
Currently, when I play longer games, current job system ends up in stagnation, even if I let AI build ships at my shipyard.
They have a much more efficient economy set up and the built in expansion allows them to expand up to 200% (iirc) of their space. Unfortunately, the jobs system is fairly limited and giving them enough expansion capacity for entire universe causes massive performance impact.
user1679 wrote: ↑Sat, 21. Jan 23, 09:25
I searched for "VRO" in this thread but didn't see an answer to ths question: Why do the ship mods require DeadAirFactions_VRO?
DeadAirFactionDaldari can be added without DeadAirFactions_VRO and the AI will build Caldari ships but if I also want to add DeadAirFactionDaldariShips so the ships
are added to the shipyards, I have to add DeadAirFactions_VRO. If the ships already exist in DeadAirFactionDaldari, why does the VRO have to be applied before the
player can build them?
I was using the original VRO but stopped because I found S / M ships too fragile. I know your VRO-Lite is different but I wanted to avoid stat modifiers if possible.
DeadAirFactions_VRO is a submod that contains common code for all the faction ship mods. It doesn't alter vanilla ships at all (iirc), it just saves implementing the same code 4x for all my mods.
Peanutcat wrote: ↑Thu, 26. Jan 23, 00:48
Regarding DeadAirFill, I do not want it to ever spawn wares, only remove and add shipmods, from what I understand setting Min Trading Station Ware % and Min Shipyard/Wharf Ware % to 0 will achieve this.
I'm unsure of what the other settings do however, what do the:
- Adjusted Max Trading Station Ware %
- Adjusted Min Trading Station Ware %
- Adjusted Min Shipyard/Wharf Ware %
settings do?
They are the level it will adjust to if above max level or below min level. If you set min to 0 on the other settings, it will never add wares. Example for one of them you asked about, If trading station is below Min Trading Station Ware % then it will be filled to Adjusted Min Trading Station Ware %. (hopefully that makes explanation clear)
user1679 wrote: ↑Sat, 11. Feb 23, 04:27
Posting this here because the
tatertrade github page doesn't have a button for bug reports:
When I assign tatertrade or deadtater as a job, the icon attached to my ship on the map is a blue square. I notice in the mod, it is looking for this:
assets\fx\gui\textures\order\order_traderoutine.tga
but this file doesn't exist in the mod or the base game itself. When I extracted the assets from the game, there is an
"order_tradeexchange.gz" and a few others
and they all share the same icon, a white basket with a + sign. I know this isn't a vram issue because I have an RTX 3060 with 12 GB vram and Afterburner shows less than 4 GB
in use.
It existed when I stopped modding, thanks egosoft.
Tisoonours wrote: ↑Mon, 3. Apr 23, 08:07
Hi,
I want to add these 4 new factions to my modded game. However, some of the sectors are overlapping with already existing sectors.
I tried to look in the files how to change the sectors coordinates (e.g. 8, -2), but I can't find these coordinates anywhere. Can someone kindly tell me in what file(s) I can find these coordinates so I can change them?
I assume changing only the sectors coordinates will not have any impact.
I already tried to start a new game with these overlapping sectors, it's possible to interact with them, but it's just very ugly on the galaxy map…
Thanks for your help.
galaxy.xml
the actual back end files use a different number system for coordinates so if you are still trying to get this changed, let me know.