Star Traders: Frontiers

Star Traders: Frontiers

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Ship Component Max
   
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4 Jan, 2022 @ 4:06pm
16 Jul, 2022 @ 7:16am
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Ship Component Max

Description
Ship Component Max increases the number of component sizes on all Player and AI ships. Ships now have at least 14 small, 14 medium, and 7 large component slots. These values were chosen to fill out the GUI. The additional slots are filled with Empty Components from the Trese Brother's Empty Component Mod. Empty components will take damage as they are still components. This mod will only effect NEW ships created after the mod is applied. Ships that are saved with the additional slots will remain even if the mod is disabled. Ships with more component slots will not have their slots reduced.

Notes:
This mod is incompatible with the Trese Brother's Empty Component Mod because it includes their code.
This is an updated version of Ship Component Max that is compatible with the Shizari Huntress and Caliga Vindex. It doesn't currently change either new ship.
This mod currently uses the following ids:
ShipDataCompartment._id 11775 to 12812
ShipComponent._id 1001 to 1003
22 Comments
narutotoro666 5 May, 2024 @ 11:51am 
Yeah I figured. And I made sure to write a dumbed-down, straight-forward version of how to use "--" so that a lot of people can understand when they have trouble. It's only sensible.
ptarth  [author] 4 May, 2024 @ 4:31pm 
I'm sorry to hear you had trouble, but I see your comments on the other mod showing that you were able to solve the issue. Mods in Star Traders Frontiers are (primarily) in SQLlite. The code is parsed and then run by the game after all other files are loaded. Any line in the mod sql files are run by the interpreter, any line with the first characters being '--' (two dashes) are ignored. The wiki has more detail: https://startraders.fandom.com/wiki/Creating_Mods
narutotoro666 4 May, 2024 @ 7:00am 
Yeah, but the only instructions they gave me was "Comment out commands and comments by using double dash". I wish they'd be more specific, cuz I still don't know what that means. All I got was errors from the files upon entering the game after I tried removing and adding "--".
ptarth  [author] 3 May, 2024 @ 10:17pm 
The MiniMod Mod has the code you are looking for.
narutotoro666 3 May, 2024 @ 8:47pm 
You should know some components for officers and crew are worthless. This mod made no difference to how many staff you can have on this ship. I bought a suite for two more officers, but still cannot hire more officers because of the stupid hull limit. If there is another mod that you know of which can can bypass the crew limit, I would like to know about it.
ptarth  [author] 1 Jan, 2023 @ 5:33pm 
If Max Components is above No More Mass Reducers in the Mod List, it should work. I loaded it just now to check and it looks like it works correctly.

Max Components uses the Empty Component to fill slots, but No More Mass Reducers deletes that component without replacing it for the large slots. Thus when NMMR has priority, it removes the extra large slots.

NMMR doesn't really remove mass, but instead lowers mass for components to the point that most ships won't have mass issues after removing the mass reduction components. NMMR lowers the mass of components to 200/100/50 for L/M/S components.

If this doesn't match your experience, please get back to me and I can try to troubleshoot more.
Rob'sEvilTwin 1 Jan, 2023 @ 4:55pm 
Appears to be a conflict with "No More Mass Reducers" (confirmed by Davea and Trese Brothers in the comments on that mod). Based on my own testing:

If you load "No more mass reducer" after "Max Components" you get all the slots but still have mass limits.

If you load "No more mass reducer" after "Max Components" you don't get extra Large slots but you also have no mass limits.
ptarth  [author] 16 Jul, 2022 @ 7:19am 
This should work again now. Thanks for the heads up about it being broken.
ptarth  [author] 13 Jul, 2022 @ 10:29pm 
I've added a separate mod as a v2 to get it working while I get this straightened out. Please use that one until I'm able to do so.
ptarth  [author] 13 Jul, 2022 @ 10:09pm 
This mod was built with the assumption that newships wouldn't be added and uses ShipDataCompartment._id 1775 through 2812. The new Carriers use ids up to 1818. That overlap is causing the error. I'll need to do something with the offset.