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Einige Subsysteme sind sehr aufwändig programmiert. Außerdem soll es ja nicht alle Subsysteme ersetzen. Und ich habe leider auch nicht genug Platz dafür im Fenster.
There already exists mods for that
that's not a good idea because every turret slot is generating a square in your weapon loadout screen and you have to scroll down infinite to see other turret types than the armed ones
This mod does not work on multiplayer.
That's the price...
Die Werte sind in einer Datei namens CustomUpgradeBuilder1.txt in deinem Avorion Verzeichnis abgespeichert (Nicht im Steam Ordner). Du musst diese Datei nur auf deinen neuen PC übertragen. Du findest sie hier: %AppData%\Avorion\moddata
just press the "build upgrade" button on the left side of the window.
Hint: subsystems are live. you don't have to build a new one after changing values. just unequip and reequip it in you ship.
There are no restrictions. How far you cheat with it is up to you.
Correct. You do not need more, because you can edit the values at any time. Just click on the saved module in the list of the generator and edit them. Maybe you have to reinstall your module afterwards but thats all you need to do.
What is not working? Did you activated the mod in the game settings AND your galaxy mod list?
Do you have other mods active that could cause errors or be incompatible?
Did you tried the mod in a new game with only this mod active?
Can you post an error message from the game console?
I had originally planned to make the system with a varying price depending on the features used. But actually it's up to you how much you cheat with it, a high price only leads to you cheating yourself out of money to buy it.
try a lower collecting range. something around 10km. Avorion has problems with high ranges for loot. you can also use fighters to collect stuff.
Don't forget that if you have an existing galaxy, you have to activate the checkbox Overwrite mod list before loading it - otherwise new mods will not be loaded into an existing savegame.
The mod you metioned is just altering the amount of a subsystem in your inventory.
Here is the code line:
inventory:setAmount(inventoryIndex,systemFinalQuantity)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2767938251
...because subsystems are no items with stats on it like weapons. They are calculated with a seed all the time. So there are no stats to copy and alter.
I took a closer look into the code but could not find any problems. But even the original Subsystem VI does not provide mechanic workforce even more. Maybe its a bug in the game itself.
There must be an icon in the top right corner between all the other icons. In an existing galaxy you have to enable the new mod with the checkbox in the galaxy selection window after installing and activating it.
The data of your subsystems is saved in a text file located in a folder next to your savegame files.
Have a look for %AppData%\Avorion\moddata\CustomUpgradeBuilder1.txt and copy that file to your new computer.
Sounds like a problem in the script. Could be a incompatibility with other mods. Please try to use just this mod in a new game and check if it is working ot not. then add your other mods one by one to this game.