Star Traders: Frontiers

Star Traders: Frontiers

Mini-Mods
81 Comments
narutotoro666 12 Aug, 2024 @ 3:25pm 
Okay thanks for the info.
ptarth  [author] 12 Aug, 2024 @ 12:21pm 
I'm sorry to hear you are having issues, but I don't think its the code in this mod. I validated everything this morning when I updated and rebuilt the mod profile. The code is stable, it runs, it uses the same syntax as all of the rest of the STF mods, and I've not seen anyone else report issues of this nature.

If you are using a modified version of MiniMods directly, you should definitely not do that. The mod file will update itself back to the original version at times, wiping out any changes you make. I strongly encourage you to create your own mod variant as described in the instructions and description above.
narutotoro666 12 Aug, 2024 @ 11:50am 
I checked and double checked! I KNOW there was a double dash. It still activated. What part of it don't you get?

I already made up my mind about erasing the entire line of code I never needed, since I apparently can't trust this mod to work as it's supposed to. The only reason I'm still using the mod at all because it's the only one in existence that will allow me to ignore the hull limit.
ptarth  [author] 12 Aug, 2024 @ 11:32am 
I've added mntressor's code and updated the mod.
jamesthesecond 12 Aug, 2024 @ 10:14am 
@ptarth, Like to thank you for your mod, If you ever have time can you please put the suggestions , like @montressor listed, so that it could all be in one place. When I trying to create my own mod, this mod a great place to look for code commands. Again like to thank you for your hard work.
ptarth  [author] 12 Aug, 2024 @ 8:07am 
Commenting out a line using double dash does prevent that line from running.
I can't see your version of the file, but are you sure that it is commented out? By default, line 125 (UPDATE characterlevel SET xp=1;) is not commented out. Line 124 (-- Decrease xp required per level) is commented out, but that line is just the description of what the following code does. It doesn't actually do anything itself.
The mod isn't intended to be used directly, its a template for how modding works in STF. Running it as it stands would make an absolute hash of all gameplay.
narutotoro666 12 Aug, 2024 @ 5:12am 
I think it's far easier to just erase the code lines altogether if it's going to activate even with double dash. A code can't activate if there is no code at all.
ptarth  [author] 11 Aug, 2024 @ 9:52pm 
I'm sorry, but most likely, you aren't going to be able to reverse this. If you still have a previous save game, that would work. But turn off the mod.
This mod isn't intended to be used directly, but as primer to build your own mods. It has example code and syntax for adding a massive number of different effects to the game.
Without knowing what exactly you did, I can only guess. My guess is that you left the code that lowers the level requirements. So when you triggered level ups, your captain leveled up. Turning off the mod wouldn't change that, because levels are set in the save file; it isn't caused by the mod. You could possibly edit the save file using SQL but that is more complicated than modding and could have even more strange side effects.
narutotoro666 11 Aug, 2024 @ 8:52pm 
Devs said deactivating the mod doesn't undo xp! BUT THE CODE FOR IT HAS A DOUBLE DASH, IT'S NOT SUPPOSED TO BE ACTIVATED!

I very badly need answers from the author! How do I fix this?! This is beyond messed up!!
narutotoro666 11 Aug, 2024 @ 3:18pm 
I just found out that the mod isn't doing anything. I deactivated it, and my captain is still level 45!

WTH!
narutotoro666 11 Aug, 2024 @ 2:35pm 
For some reason my captain and crew had a huge level and point burst! I never did anything to cause this! I looked at the whole data file but I can't find anything!!!

How do I turn this off??!!
jamesthesecond 13 Jul, 2024 @ 9:43am 
@Montressor, thanks!
Montressor 13 Jul, 2024 @ 9:31am 
For anyone who want to modify the black market, regarding the section "Give all Contacts Black Market Access IIF they have an appropriate Trait".

UPDATE Contact SET offerMarket = 1;

The problem with this is that it also removes the black market from contacts who ALWAYS has it regardless of trait.

To remedy this, just add "WHERE offerMarket != 2". Like this:

UPDATE Contact SET offerMarket = 1 WHERE offerMarket != 2;
Montressor 11 Jul, 2024 @ 6:57pm 
For anyone who wants to increase the fuel capacity of components that provide fuel capacity, add this line:

UPDATE ShipComponent SET fuelBonus = fuelBonus * 2 WHERE fuelBonus > 0;

"fuelBonus * 2" means fuel is doubled. If you want a flat increase across all components just change it to something like "fuelBonus + 500"
Montressor 11 Jul, 2024 @ 5:56am 
For anyone who wants to increase the number of talents of your captain and officers, add these two lines.

UPDATE CharacterLevel SET talent = talent * 2 WHERE levelType = 1;

UPDATE CharacterLevel SET talent = talent * 2 WHERE levelType = 2;

"talent * 2" means you get twice as many talents.

I haven't tested this thoroughly as of posting this comment, but will be doing a playthrough soon. I tested using the Merchant Marine: Assistant mod to force level ups and it seems to work fine.
Montressor 8 Jul, 2024 @ 8:17pm 
this is amazing! it's like multiple mods all compiled into one. Cheers!
ptarth  [author] 15 Jun, 2024 @ 11:38am 
Mods at the top will be loaded first and overwritten by mods lower on the list.
For Charlie Kirk 3 Jun, 2024 @ 8:09pm 
Hey, dumb question here, do mods at the top of the list load first or last? I can't figure out the load order.
narutotoro666 4 May, 2024 @ 8:25am 
NVM. I finally figured out how to work this *quack* thing.

For those also struggling with it. Remove "--" next to "UPDATE" in order to activate the mod. Putting "--" next to "UPDATE" deactivates it.
narutotoro666 4 May, 2024 @ 7:17am 
Listen! I tried removing "--" to try and turn off mods I don't need, and all I got was errors when I entered the game.

I need VERY SPECIFIC instructions on how to turn certain mods on/off. All I want to use it for is expand the crew/officer limit, ignoring the hull block. I don't need all the other mods unless something else comes up that requires them.

Can someone please help me how to use the mods the EXACT way?
NECEROS 30 Apr, 2024 @ 5:53pm 
I already did what you mentioned, actually. It works. I had to wait a few weeks for it all to repopulate.
ptarth  [author] 30 Apr, 2024 @ 5:35pm 
Base values for cargo production and demand are controlled in the engine and we don't have access. However, you can scale the demand for goods, as demonstrated in the below example (check out the Merchant Marine mod for more examples).. The real problem is the refresh rate of goods. Supply and demand don't work like you expect. Goods don't refresh over time (nor demand raise). IIRC, X turns after you interact with the planet AND after you change quadrants, your record of that planet is deleted and that causes the supply and demand to refresh back to baseline. Your best bet is to create quadrant loops, trade within a quadrant stopping once or twice at the zones of interest and then going to another quadrant. IIRC I wrote up some notes about it on the official STF forum under merchant guides.
ptarth  [author] 30 Apr, 2024 @ 5:30pm 
You can manipulate it a little. The following is from the Merchant Marine mod and demonstrates the concept.
--------------------------------------
-- Economy
--------------------------------------
UPDATE ResourcesByResource SET popEcon = 15 * popEcon, farmEcon = 15 * farmEcon, mineEcon = 15 * mineEcon, refineEcon = 15 * refineEcon, industEcon = 15 * industEcon, orbitalEcon = 15 * orbitalEcon, luxEcon = 15 * luxEcon, SmuggEcon = 15 * SmuggEcon WHERE _id in (1);
NECEROS 30 Apr, 2024 @ 3:44pm 
Would this allow me to change how much of an item a station has in stock? It's maddening to not be able to fill up my cargo hold...
narutotoro666 26 Apr, 2024 @ 5:25pm 
I hope you're right. I'll do some experiments.
jamesthesecond 26 Apr, 2024 @ 4:28pm 
Comment out commands and comments by using double dash (i.e., --).
narutotoro666 26 Apr, 2024 @ 4:23pm 
All I want is to increase the amount of crew and officers you could have. I don't need all other buffs unless I need to. How do I change everything back to their official stats without turning off the mod?
daniel.adams 23 Aug, 2023 @ 7:33am 
Just my settings for the Character Job and Talent allocations. The examples provided didn't work for me.

---------------------
-- Character
---------------------
--Give Captains 5 Talent points + 2 talent points per level
UPDATE CharacterLevel SET talent = 5 + (level * 2) WHERE levelType = 1;

--Give Captains twice the job ranks per level
UPDATE CharacterLevel SET job = 5 * job WHERE levelType = 1;

--Give Officers 5 Talent points + 2 talent points per level
UPDATE CharacterLevel SET talent = 5 + (level * 2) WHERE levelType = 2;

--Give Officers twice the job ranks per level
UPDATE CharacterLevel SET job = 5 * job WHERE levelType = 2;

--Give Crew 2 Talent points + 2 talent points per level
UPDATE CharacterLevel SET talent = 2 + (level * 2) WHERE levelType = 3;

--Give Crew 2 job levels per level
UPDATE CharacterLevel SET job = 3 * job WHERE levelType = 3;

-- Give Captain and Officers more job slots
UPDATE Config SET value = 10 WHERE _id = 3;
ptarth  [author] 5 Jul, 2023 @ 1:28pm 
Thanks. As you've seen its constrained, so there isn't much you can do about it.
For the viewers at home "SELECT * FROM config" shows you what you can change.
Marianojoey 5 Jul, 2023 @ 7:01am 
Answering my own question, for anyone that has the same idea:
After looking through the database (data.mp3 in the main installation folder), there seems to be only one code for the number of jobs the captain and the officers can have, and that code is _3, so NO, we can't have a different number of jobs for the captain and the officers. :/
Marianojoey 5 Jul, 2023 @ 6:06am 
Hi, your mod is AWESOME, thanks for sharing. :)

With the line:
UPDATE Config SET value = 5 WHERE _id = 3;
you can give your captain and the officers more jobs, but what if I want to give the jobs ONLY to the captain (or a different number of jobs for the captain and another to the officers).

Reading the wiki I can't find a reference to _id = #; to change it, so if you (or anyone else here) knows this, could your help me?
ptarth  [author] 16 Jul, 2022 @ 7:06am 
re:Lughaine
Just the MyMod. If you activate both, then both sets of code would be applied.

re:Leland Gaunt
That should do it. You'll need to restart Star Traders Mod version after selecting and activating the mod. If you didn't create your own MyMod version then you'll need to activate the original Mini-Mods. If you did create your own MyMod, then you'll need to activate your new mod only. In either case you have to save and restart. Some changes work only at the start of a new game. If you don't see any effects, then it isn't finding your mod file. Otherwise something should happen or you should get error messages.
Leland Gaunt 16 Jul, 2022 @ 4:59am 
How exactly does this work? I've followed the guide, I've edited the parts to my liking and deleted the ones I don't want, activated it in the ingame-modscreen but it doesn't work. Do I have to create a seperate file?
Lughaine 1 Feb, 2022 @ 12:44pm 
Do we activate Both your downloaded mod since we subscribed, or just the one "MyMod"?
ptarth  [author] 1 Feb, 2022 @ 11:58am 
Good to hear.
To sum up for future listeners:
* You probably don't want to enable this mod as is. It will run every line of code and the game would be virtually unplayable.
* To comment out a line, append the start of the line with a double dash --
* The STF Official Dischord is: https://discord.gg/tresebrothers
Lughaine 1 Feb, 2022 @ 11:52am 
OK....read more of the comment feed...answered my ???'s
Lughaine 1 Feb, 2022 @ 11:46am 
Wow!! That was fast... I was looking for the modding discord.
But some of the options in the sql included in this mod seem to be set to alter the game already, without my having to do anything. Is this true? if it is true, do I simple delete the things I do not want or is there a setting I can change to simply ignore that line of code?

Example:::::::::::
you have this in one of the lines-
UPDATE CharacterLevel SET talent = 20 + talent WHERE levelType = 1;

How do I NOT use this line?
ptarth  [author] 1 Feb, 2022 @ 11:41am 
I don't understand what you are asking, can you rephrase it?
Lughaine 1 Feb, 2022 @ 11:36am 
What of the default sql; if I leave it alone does it alter anything?
Scorpios22 30 Jan, 2022 @ 8:22am 
Thank you verry much. these answer the only questions i had that i couldnt find a line for in anoteher mod.
ptarth  [author] 30 Jan, 2022 @ 7:43am 
The db are written in SQLite so (most) functionality and syntax is the same. Finding the relevant rows and fields is a bit more troublesome. The STF wiki has several pages that would be useful.

For your specific requests:
UPDATE ShipType SET maxOfficer = 2 * maxOfficer ;
UPDATE ShipType SET maxOfficer = 2 * maxOfficer WHERE shipTypeName = "Frontier Liner";
UPDATE ShipEngine SET shipSpeed = 2 * shipSpeed, shipAgile = 2 * shipAgile;
UPDATE ShipEngine SET shipSpeed = 2 * shipSpeed, shipAgile = 2 * shipAgile WHERE designMass = 2400;
Scorpios22 30 Jan, 2022 @ 4:26am 
How would one double, as oposed to adding a flat integer, to cargo/fuel capacity. I can see the lines for increasing officer limit to X and found a line in a another mod to dynamically alter them based on a formula, How, if posible, would one simply double the officer capacity of all hulls or selectively modify the officer capacity of a specific hull. Finally what would the line be to double the speed/agility of all engines across the board or of a specific mass category?
jamesthesecond 4 Jan, 2022 @ 7:29am 
Thanks
ptarth  [author] 4 Jan, 2022 @ 7:25am 
UPDATE ShipComponent SET holdsCrew = 100 where holdsCrew > 1;
jamesthesecond 4 Jan, 2022 @ 6:42am 
I want the one for components, like the officers quarters increase to 10, etc.
ptarth  [author] 3 Jan, 2022 @ 8:36pm 
UPDATE shipType SET maxLifeSupport = 100;
jamesthesecond 3 Jan, 2022 @ 5:31pm 
What is the command line to increase the number crew in crew quarters above 50+?
jamesthesecond 19 Nov, 2021 @ 10:55am 
Thanks ptarth!
ptarth  [author] 18 Nov, 2021 @ 9:40pm 
UPDATE Contact SET offerBuyData = 2;
jamesthesecond 10 Nov, 2021 @ 8:27pm 
What command line to have all contact buy intel?