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It'll only be overwritten if there was an issue loading it.
Exception: Method static System.Reflection.MethodBase GMod.Patches.InfiniteAmmoPatch1::TargetMethod() returned an unexpected result: null
at HarmonyLib.PatchClassProcessor.RunMethod[S,T] (T defaultIfNotExisting, T defaultIfFailing, System.Func`2[T,TResult] failOnResult, System.Object[] parameters) [0x00117] in <7a31311deded4c49b532500f167f7ed4>:0
If you want to produce at x3 speed, you just set it to 0.3333 (1 / 3 == 0.3~). One third the original value, which means things produce in 1/3rd the time; 3x faster.
"But I can only do it in 2x, because after values below 0.5 there are some really crazy speeds, like 10x+"
And exactly what are you setting it to? That's what I would expect if you set it to 0.1.
What are you setting it to to try and get 3x speed?
And have you actually timed the difference to confirm it's mathematically doing what it should? If it isn't, please provide me concrete examples of what the time was before on a given recipe, what you set the multiplier to, and what the time was after the change, as well as which recipe and so on.
Give me data that can be checked/verified mathematically to show the multiplier isn't doing what it should
Because you need to set a lower value there to accelerate, you won't be able to fine-tune the speed as you would with production points. For example, I would like to speed up only 3x But I can only do it in 2x, because after values below 0.5 there are some really crazy speeds, like 10x+ :( That is why the setting is exactly Production points will be better than production speeds
Not really needed or lacking. In effect, that's basically what the production speed multiplier will do.
Thanks for the mod, I was looking for a replacement mod "Better Tiers" because it doesn't work in the current version of the game and came across your mod. And this is just a great mod, it will probably become my new favorite :) But please, a small request, add a multiplier for Production points. This is a really important factor that is sorely lacking :(
All the changes here are global. Everything applies to the object/type itself, no matter who is using it, be it player or cog.
If that is inteded great but then I would't see the point of your other mod "turrets don't need ammo"
Great mod was just wondering about this part :=)
But all I have tried worked without issue so without something more concrete I can't help.
(And this still probably conflicts with the "more drillships" mod.)
No it wasn't. It works just fine, nothing in the update broke it.
- Turret module range multiplier
- Module T1/T2/T3 health multipliers (each tier separately; a general "all tiers" multiplier is up to you)
- Module T1/T2/T3 main stat multipliers (each tier separately; a general "all tiers" multiplier is up to you)
- Turret module health multiplier
- Hull armor upgrade bonus multiplier
Though it should only be set once on startup so I'm not sure why that would happen.
The file isn't included in Steam sync or anything so I that shouldn't be an issue either.
Now, other mods might be overwriting things, but I've never seen the issue you describe.