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Yeah @mirmidon, very much alive and kicking. I should have to install that and see how well it does, each time I installed any apps for the game I found them a tad over complex to use, so have never really given it much of a chance to be fair. I'm more mostly busy playing a few relaxing story-based games of late, and made a new Steam Group or games-list. That has been keeping me busy to be fair. Modding might finally start being a thing, I know I tried to work it out but I've never had the time investment it would need.
I'll publish the updated scenario with a new name and then update/copy it back here once it's working to prevent too much mucking about with the workshop churning/re-downloading repeatedly, will post a link to folk can test it again, hopefully tonight. Just need to remember how this all works LOL - at least I have some recall of it all.
Yes, was unable to work out why 4 armour mod slots is the maximum that works. I'll need to do some programming to continue to maintain this mod. but now that I'm started on playing games again (also playing NMS now too unfortunately.) I'll be able to give this an update. Expect some turbulence.
Had a look at suit Boosters, you cannot lock them to a specific suit, and adding new boosters is much much more work to figure out.
Updated, shout if anything breaks!
==================================
Adds flamethrower fuel only
(prettier) tidied up/ rearranged techtree
(prettier) loading screens aspect ratio fixed
Edited the recipes/templates for all boosters to make them "harder" to make, but still simpler
Annotated the ECF file with whatever I changed in recipes, bio-fuel simplified.
Epic Heavy Armour slots changed from 5 to 4, since 5th slot does not get saved by the game
1. Create more Multi boost booster. I.e. They provide insulation and radiation protection and also some extra o2. Or maybe EVA with additional shields.
2. Boosters should be able to be installed per class of armor i.e. there is a type that installs on medium armor only and other that installs on heavy armor only. Though I am not sure if you can activate such a restriction through means of ecf files....
[continued bellow]
3. Create booster that take damage. I.e. armor boosters have their armor value decreased before the armor itself is decayed when the player takes damage.
4. Create armor boosters that are better for energy weapons and others for projectile.
5. Finally imagine a booster that acts like permanent permanent jet pack and levitates the player permanently at a specific height not more than 100m i.e.Like it acts on creative mode , to give you an idea. Also this special booster could consume special type of fuel. But only one extra booster type can be installed in this one is installed on an armor.
I hope I triggered your imagination.
I need to compare the item stats again, because the armours in this scenario all differ from vanilla quite a lot already.
Will take a day or so, stick around.
It should not make a difference which recipe you used to craft the armour, I may just have to accept that 3 boosters is the limit. I am going to have fun testing that this weekend.
I still need to test why my experimental changes to starting inventory on easier start to give you starting weapons and ingots do not always work correctly too. I wish I did not have a day job ...sometimes.
Sorry about that, I'll be testing my changes more thoroughly in future.
By default all items do deconstruct, I'm just going to verify this now to be 100% sure on that for you. I'm getting the impression the scenario is not updating for you though - you need to start a fresh game unfortunately for some changes to take effect because the game "caches" things. Will come back to you on this.
Light armour in small or Large constructor, an Advanced constructor is the only one that will make Medium, Heavy and Epic.
I searched, I am not finding an item with an id of 1811, so that is strange that you are having an issue. I need to make the loading progress screens a little prettier anyway, so I'll push an update just in case something has in fact magically (we all know software is magic) changed.
Keen to not change recipes too much, because this can (it actually aborts making the item) confuse the constructor if you are making something and get a scenario update when you load the game.
Next up for tweaking is the flamethrower though - it's pretty much the flamethrower from the "Reforged" scenario, I might use the same fuel recipe, but I plan to tweak the cost of it slightly.
I used up my afternoon working out how to do this for this update (Flamethrower added, loading screens tidied up, config file split up correctly, an fancy animation workshop preview gif) - so I am almost qualified to write a guide on it now... almost.
A flamethrower fuel recipe is still missing, would appreciate if someone tests the items that are in this version before I add that.
Ooooh I never thought about making PDA changes to make the mod more "immersive". I'll have to come back to that. That sounds ultimately delicious as an idea.
I actually felt limited in the recipes because if you add too many ingredients in the list, then the tooltip gets out of hand and un-readable, but do let me know if the recipes make the items too cheap.
1.I might make them in a way that are too powerful.
2. There is a thrill I enjoy on occasional rare loot box I collect.
One of the main components of my idea was to require a number of upgrade kits per weapon. I was collecting all of them and I ended up with many. Now this configuration gives me no excuse, so I have to try them.
Thank you.