most recent version broke something with the FuelTank_Resist_Leak_01, and Limbattery_Large_01 and LimBattery_Resist_Leak_01 IA_....uexp files ive repacked pizzalovers version with these items removed and it loads instead of crashing
I tried to modify the Turbo engine recipe. I want to remove the ThermoSap, I think it's totally unnecessary to use Saps for an engine. But I can't figure out where can I modify. I have the file for it, removed the ThermoSap line, but didn't work. Removed the lines with HeX editor, then repacked the file. And another thing is I can't even find a quantity of the resources. Can anybody help with this? I tried to figure out from this mods files, but damn... it's a bit hard for me or I'm just too tired.
I have some suggestions for the next version if you're still making changes to the mod: 1. Not enough uses for plastic and glass. I'm intentionally not picking them up and still have a huge surplus. 2. Reinforced & insulated headlights have a huge negative piercing resistance, which is pretty random and strange since no other parts in the game have weaknesses that I'm aware of. Maybe add weaknesses to other parts, or remove it from these ones. 3. Chance for an unstable junction to have upgraded anchors should be bumped up to 100% instead of the ~40ish% in vanilla. 4. Paddle tires should have their road rating and lim cost reduced so they function as an off-road sidegrade instead of an all-terrain upgrade. 5. The defensive car abilities should have their energy use *drastically* increased. Limpulse, limshield should cost 2x, 3x, maybe even 4x more. They should also block pickpockets in exchange, although I'm unsure if that can be modded. 6. Energy generator balance is all over the place. Solar panels and lightning rod need a huge buff. Wind turbine needs a huge nerf. 7. Energy economy on resource radar should be slammed into the ground as well imo. 8. Not sure how you'd fix this but jumpjacks frequently crack the car's panels and it's pretty much unusable with the increased cost of sealing kits. 9. It would be nice if repair bunnies, beating hearts, and repair stations could repair non-structural components (wheels, side racks, roof racks) and maybe even peculiar components. Could reduce their efficacy in exchange.
It seems the current state of modding this game is pretty limited, but do you think it would be at all possible to tweak the enemy perception radius? It would be nice if they were more of a threat.
Hey, I want to try my hand at modding, I'm trying to extract the .pak with Asset Editor, but it never seems to actually extract anything. Sometimes it just instantly says it's complete, sometimes it crashes. Any idea what's going on here?
It was working from start for me, I suggest try updating .net, c++ redistributable, all that stuff that some games require. Also did you check checkboxes on files you wanna extract while opening *.pak file?
Finally at least some challenging mod. Thank you. By the way, is it possible to make yellow and red storms move significantly faster? It just feels like the game gives a way too big head start to the player when the storm comes
Hi there, I did optional mod to increase higher storm speed chance for route conditions, named "make_it_grindier_and_stormier" For now its just swaps low/high storm speed chances when rolling a node modifiers, which means you'll encounter high storm modifier as much as it was for low modifier before
Also there a few other things to tune, like how much instability goes up after stealing an anchor, how much seconds youv got before storm starts, storm initial radius etc. Also there a way to make perpetual stability not so perpetual, but it can ruin some main story missions
Woah thank you! Gonna test it. What tools do you use for modding by the way? It would be interesting to tweak instability rise after stealing an anchor, time before storm starts, storm initial radius etc. I want to play around with it myself now and maybe make the storm faster regardless of the area modifier
Thats pretty easy, all you'll need is Unity Asset Editor and a notepad All these values can be found in base.tune file, you can edit with notepad We've discussed a lot about how to mod things here in comments, but if you encounter unbearable bummer - fell free to ask Also if you gonna make something, don't forget to share you work. Have fun
So, I tried to make something to make storms harder. First time modding pacific drive, hope it will work. Changes: Increased base damage the storm does to the player from 0.15 to 0.25 In forest zone from 12 minutes to 10 In mid zone from 9 minutes to 8 In deep zone from 8 minutes to 6 Time before instability storm starts near garage zone was not changed Time before storm on final exit map in the run was decreased from 5 minutes to 4
Speed of the stom was significantly increased in deep and mid zone, also in BlisteringWoods
Inceased amount of ARDA payloads in all zones. Forest 1 to 2 Swamp 2 to 3 Deep 3 to 4 Chance for payload to land at the player was increased from 0.3 to 0.6. Payloads also appear faster accordingly to the storm
Increased instability rate after stealing an anchor Unstable from 0.25 to 0.30 Corrupted from 0.25 to 0.35
I merged my changes with your v0.9 mod. https://drive.google.com/file/d/1BTqrAYz9W_CeuT1kpxeeoC1lTdrCBIIL/view?usp=sharing
I see you know what you doing. Do you wanna take over this mod?, Im done with the game, but maybe you wanna make something good for the comunity. Also if you wanna own mod based as a continuetion on this one, go ahead - no credits needed
Im steel keeping tools/sources so if you'll have any good ideas with no solutions, maybe I would be able to help
Eh, I don't think I have enough passion to develop this mod. This game is just so empty, it should be redesigned altogether in order to make it actually intersting to play or challenging. I'm just done with this game as well
64 comments
https://www.mediafire.com/file/8r7mcjrg6i59t64/500-FasterStormsHarderCraft_Repack2_P.pak/file
ive repacked pizzalovers version with these items removed and it loads instead of crashing
https://www.mediafire.com/file/w2xr0yz8tkey8pg/500-FasterStormsHarderCraft_Repack_P.pak/file
I tried to modify the Turbo engine recipe. I want to remove the ThermoSap, I think it's totally unnecessary to use Saps for an engine. But I can't figure out where can I modify. I have the file for it, removed the ThermoSap line, but didn't work. Removed the lines with HeX editor, then repacked the file. And another thing is I can't even find a quantity of the resources. Can anybody help with this? I tried to figure out from this mods files, but damn... it's a bit hard for me or I'm just too tired.
1. Not enough uses for plastic and glass. I'm intentionally not picking them up and still have a huge surplus.
2. Reinforced & insulated headlights have a huge negative piercing resistance, which is pretty random and strange since no other parts in the game have weaknesses that I'm aware of. Maybe add weaknesses to other parts, or remove it from these ones.
3. Chance for an unstable junction to have upgraded anchors should be bumped up to 100% instead of the ~40ish% in vanilla.
4. Paddle tires should have their road rating and lim cost reduced so they function as an off-road sidegrade instead of an all-terrain upgrade.
5. The defensive car abilities should have their energy use *drastically* increased. Limpulse, limshield should cost 2x, 3x, maybe even 4x more. They should also block pickpockets in exchange, although I'm unsure if that can be modded.
6. Energy generator balance is all over the place. Solar panels and lightning rod need a huge buff. Wind turbine needs a huge nerf.
7. Energy economy on resource radar should be slammed into the ground as well imo.
8. Not sure how you'd fix this but jumpjacks frequently crack the car's panels and it's pretty much unusable with the increased cost of sealing kits.
9. It would be nice if repair bunnies, beating hearts, and repair stations could repair non-structural components (wheels, side racks, roof racks) and maybe even peculiar components. Could reduce their efficacy in exchange.
Also did you check checkboxes on files you wanna extract while opening *.pak file?
For now its just swaps low/high storm speed chances when rolling a node modifiers, which means you'll encounter high storm modifier as much as it was for low modifier before
Also there a few other things to tune, like how much instability goes up after stealing an anchor, how much seconds youv got before storm starts, storm initial radius etc. Also there a way to make perpetual stability not so perpetual, but it can ruin some main story missions
All these values can be found in base.tune file, you can edit with notepad
We've discussed a lot about how to mod things here in comments, but if you encounter unbearable bummer - fell free to ask
Also if you gonna make something, don't forget to share you work.
Have fun
Changes:
Increased base damage the storm does to the player from 0.15 to 0.25
In forest zone from 12 minutes to 10
In mid zone from 9 minutes to 8
In deep zone from 8 minutes to 6
Time before instability storm starts near garage zone was not changed
Time before storm on final exit map in the run was decreased from 5 minutes to 4
Speed of the stom was significantly increased in deep and mid zone, also in BlisteringWoods
Inceased amount of ARDA payloads in all zones.
Forest 1 to 2
Swamp 2 to 3
Deep 3 to 4
Chance for payload to land at the player was increased from 0.3 to 0.6. Payloads also appear faster accordingly to the storm
Increased instability rate after stealing an anchor
Unstable from 0.25 to 0.30
Corrupted from 0.25 to 0.35
I merged my changes with your v0.9 mod.
https://drive.google.com/file/d/1BTqrAYz9W_CeuT1kpxeeoC1lTdrCBIIL/view?usp=sharing
Do you wanna take over this mod?, Im done with the game, but maybe you wanna make something good for the comunity.
Also if you wanna own mod based as a continuetion on this one, go ahead - no credits needed
Im steel keeping tools/sources so if you'll have any good ideas with no solutions, maybe I would be able to help