Star Traders: Frontiers

Star Traders: Frontiers

Ship Component Max
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.
Dellar 13 Jul, 2022 @ 5:26pm 
Seems like the mod doesn't conflict with it anymore but I still get the same error and your mod sadly does not work
Dellar 13 Jul, 2022 @ 4:53pm 
Seems like your mod conflicts with the New Profession: Operative. If I load both I get the error: SQL Error Detected In Mod sqlite_constraint[19]: primary key must be unique mod id#: 2708187758
ptarth  [author] 3 Feb, 2022 @ 5:15pm 
I'm not sure without more information. There are several options. My first guess is there is something else fighting for the ShipCompartment rows. The mod itself is 2000+ lines long, so it is extremely aggressive on id use.

Try disabling all other mods and checking to see if the slots are correct. You can also check to see if it works on the captain template maker. If it does you can enable them one at a time to identify the conflicting one.
CaptainKampfkeks 3 Feb, 2022 @ 3:53pm 
Yeah, I'm running other mods. But what could cause such an error? I only run mods changing / adding to the components, not the slots themself.
ptarth  [author] 3 Feb, 2022 @ 8:49am 
Also, ships with more than 14/14/7 components slots won't have theirs reduced.
ptarth  [author] 3 Feb, 2022 @ 8:48am 
I've double checked everything and I'm not able to replicate your findings. Everything I see is as expected. Try resubscribing to refresh your copy of the mod (unsubscribe, subscribe). Also, are you running any other mods? There may be a conflict.
CaptainKampfkeks 2 Feb, 2022 @ 11:22pm 
Matter of fact, for me only the Warhammer Class seems to have 7 heavy slots.
CaptainKampfkeks 2 Feb, 2022 @ 11:18pm 
ptarth  [author] 2 Feb, 2022 @ 10:33pm 
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.

Can you provide more details where you are not seeing 7 full slots in ships?
CaptainKampfkeks 2 Feb, 2022 @ 9:30pm 
I can kind of agree with that. Many ships do not get the full 7 large slots.
ptarth  [author] 31 Jan, 2022 @ 8:26pm 
For which ship are you seeing this?
Lughaine 31 Jan, 2022 @ 6:28pm 
Does not seem to change the Large component allowance