Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Theoretically, it would be fairly easy for the base game tier parts, as you could copy the base game counterparts already in the AI ship mod and tweak them slightly (Unless they change more than I realize through tiers).
Haru, you could give the Power distributors mod a shot. It can be a bit strong, but allows you to cut down crew amounts here and there.
Sure I would also like to use it with modded content that needs to be crewed but not if that means I have to take the hit to performance again - I dont even want to know how the game would run if I had to run my ships with the suggested 400+ crew instead of the ~60-80 thanks to this mod.
I'm leaving a screenshot in imgur to show you
https://imgur.com/a/MWzeDqK
@Coldfire2345 That's a fun idea, but a bit too much work for my casual modding time. It would be interesting to see if someone could create a much more optimized crew variant capable of this without a large hit to performance.
Make the AI blocks function like a bedroom in code, which holds crew that are invisible (no sprite).
These blocks would always spawn with crew.
If possible, make them not count toward the crew counter.
For balance, the invisible crew would still need a pathway to the stations they operate. This prevents ships without walkable paths from working.
Optionally, increase their speed so they can move instantly, ensuring they don’t slow down gameplay.
This setup would make the mod more balanced and also allow it to be compatible with every in-game mod available.
Also no clue how to chain AI cores, could not get it to work...
Not an experienced player myself, but I was having similar issues. In my case I had to to make sure the crew had access to the core to supply power to it, and it was not working with some of my modded parts, but it does with the base game ones.
And?
And is it a separate research?
If you want to give it another shot, you can download soemthing like cursor and use their free trial to have claude added your mod. No experience needed. Maybe a youtube video. I'd use Claude if you do this. It can also interact with git for you.
@Arkcane The indicator on small cores is a great idea! I totally forgot to add that. And as for the larger range, I just added overclocking for just that purpose! If you can take the heat, you can take the battle!
Now, if it is not much trouble, I would like to suggest to add compatibility to Dondelium's The Deranged Industries weapons, like the Ion Bean PD and Advanced Missile Launcher.
I tried learning how to do it from the Git but I have no coding or modding experience.
Thanks for the work.
@SES Dream of War Looks like the issues were elsewhere, and this mod is good to go if you want to create versions with your textures.
@Snensgams, I'm working on a fix for the new update!
@SES Dream of War, thats fine by me, but I would wait until I've got a fix for the newest game release
would you be OK if i made an addon to your mod that simply resprited the AI cores? I love the functionality, but the brain aesthetic really icks me out a bit.
@Nixdorfer I didn't have a git project for it, but If I can get it running smooth again after any update issues I'll create a repo for it.