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I would recommend to reset the configuration in that case.
This mod loads the default values quite late in the loading process. So if another mod is overwriting the same parameter, it will be seen (and saved) as the new default. If you still have issues with that, play around with the load order of the mods.
the set value doenst change if its below the new max value but if you did change the max value and cant pull them up to the new max value or they didnt got lowered to the new lower max value something did go wrong.
from past cases the usual thing was that there was no saving of the world after making the changes and before unloading the world which doesnt happen automatically on a server when stopping the world.
I assume you mean for the character's jetpack and not for thruster blocks.
If so, that is already available.
If you look at the jetpack settings, you can choose the "custom" preset. There you have something like a consumption factor, which you can increase or decrease, depending on what you want to achieve.
can you add in a hydrogen consumption use multiplier? have one for oxygen
That's a perfect valid reason. ;)
@Atomhirsch
Only on the first load, the default values are loaded and stored in the configuration. So if any of the default values changes with a game update (like the suit settings lately - which is as far as I remember the first time of this mod's lifespan), they will NOT be updated.
You can either check with loading a new game, as you said, or you could use the reset option, save and load to enforce new, fresh default values - though that would reset your entire configuration.
I would recommend comparing (Notepad++ or some other tool) of the saved configuration (in Sandbox.sbc) of your existing world with the one of a fresh world and check, if that contains any unintended changes.
If i want to make sure all values are default, is there a config its saved?
I could load a new game, add this mod, and check...
Oh yes since Apex several planets stopped having meteors as well so thats a nice addition.
Resetting might work even on a dedicated server. But I don't know right now, just try it out?
@Camnomis
The configuration is saved in Sandbox.sbc - make a backup first.
@Verlian
Good suggestion! There are the following properties inside the MyPlanetGeneratorDefinition, which all look interesting to me:
public float RadiationGain;
public float? RadiationStartHeight;
public float? RadiationEndHeight;
public bool AllowMeteors; // Not related to radiation, but might also be nice to enable/disable meteors per planet.
public float SolarRadiationProtectionFactor;
I need to play around with these to understand, what they do exactly and then I might add some settings regarding that, when I find some time.
This feature is only available, if you are running the session as Singleplayer or hosted Singleplayer."
Just to make sure, that means Reset doesnt work on dedicated servers?
to my understanding it doesnt change anything until you tell it to change stuff.
that is a worldsetting you set inside the worldoptions.
i have both set active inside a world and configurable parameters with it in use and no probs with them showing up so far.
as long as you dont use a mod like modular encounter systems which is made to interact with these systems i cant think of any mod that would influence them.
Thank you.
Unfortunately, that is not possible. The gravity is already set to the spawned entity. Changing the definition of the planet would not affect the already existing planets.
And if I would add this option with the hint, that it will only work for manually placed planets, it will just be confusing and lead to a lot of (false) reports.
Thank you for the report.
There was a small issue in the code when applying the parameters.
It should be fixed now.
This seems especially to be on the non-DLC large grid welder & grinder, and in SOME ways the drill.
Your latest update for ship tool settings seems to have borked... something.
i'll check if its a mod compability issue or something else and report back
That sounds correct? With this mod, you can define, which ores can spawn within asteroids, but that does not mean, that all of these ores will spawn on a single asteroid. The likelyhood of each ore type you can also define in the "Ores" section of this mod.
for me, i cant get more than 3 ores on asteroids, usually its Iron and nickel.
once i disabled those, best i can get is uranium, gold and deuterium (mod)
i did some testing, now a few month in the past, while having wc in the world as i wanted to adjust the rocket speed to the changed gridspeed and it caused wc based rocket launchers to no longer work which is why i say it shouldnt be touched.
as it didnt happen without wc i am just avoiding touching any of the weapon options as long as wc is in the world and its also why i didnt report it in as i didnt know the whole section should be skipped if wc is in use.
All settings apply to the whole world and therefore everyone.
@Abisius Xarvenius Carbensius
Just for clarification:
The entire section regarding Weapon adjustments is skipped, when the WeaponCore mod is used in the same world. There is no risk involved here.
Also the UI section for "Weapons" will only display the Searchlight settings in this case, which is uncritical to adjust alongside WeaponCore.
as its worldspecific once a value has been changed, the world saved and reloaded on host side it applies to all that use that world.
though you should make sure that no other mod that wants to change the same thing takes a bad take on having stuff changed via this one.
for example:
- aerodynamics has no prob with speeds beein changed even though it has a speed change by itself.
- weaponcore takes it badly if you change weapon related values via this one as the settings from this one are changing stuff based on the vanilla weaponframework which gets replaced by weaponcore with the weaponcore weaponframework.
Entirely my fault.
did you save and restart se before loading into the world again after changing the value for grid speed?
i for my part work with 150m/s for large and 200m/s for small grid as speed limit and can move 210m/s with my char.
if you mean the speed for the rocket launcher that needs to be altered inside a specific file provided by wc itself when wc is useed as already mentioned and file alterations should always be done with se closed.
Just gotta figure out what the best way to increase speed actually is. For some reason, even after increasing small grid speed to 250ms, it can't go above 110ms. I do have the aerodynamics mod installed, but I upped the speed there too, and I tested that in space.
dont touch any of the weaponrelated settings if you use weaponcore as it has the possibility to break stuff.
the weaponsettings are made to work on vanilla weapons and when you use a mod that replaces the vanilla weapons you shouldnt touch the settings related to the weapons beeing replaced.
that said if my brain isnt totally of the wire there should be a file where you can modify some settings related to wc based weapons, info about that should be inside the github based wc wiki which is linked inside the moddescription of wc itself.
if none of the mods using the interface of rich hud are showing up in it it might be related to rich hud.
as i havent noticed it on my end i would guess it could be either a mod conflict or a case of file corruption related to rich hud.