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Commisar Jon Fuklaw

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  1. Locked
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    12/24/24 Update:
    The first Alpha 20-ready build is out. With it comes another nearly 300 options which encompass item fabrication, A19's item drops for spacecraft/asteroids, and various missed A19 features. Also included is a new (albeit currently incomplete) readme which includes basic information about the mod, disclaimers that don't properly fit in modloader, as well as a localized reference list of ID's for prospective modders (this is the currently incomplete part). Once A20 moves from unstable to live, I intend to integrate any A20 features which need integration, then move onto options for all vanilla techs (and maybe options for the one tech mod which exists).
  2. osmittyo
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    There are comfort modifiers for the normal medial bed and the hypersleep chamber (help text incorrectly identifies this as the advanced med bed).  Can there be a comfort modifier added for the advanced med bed?  Or the hypersleep chamber re-done for it?  Thanks!
  3. GmadmaxZ
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    Does this mode allow you to add more ship points?
    1. Ship points are handled by a dynamic library, as is ship point cost for system points. So, no, that is outside the scope of the mod. It might be included someday if/when there are no more game updates planned.
  4. hey just writing this in case the site does not inform you about bug reports but i added a message there and also figured out how to fix it. details in the bugs tab. also the base mood is NOT modified by the below option as mine remains 60 ingame despite doing it correctly(?)
    1. Testing confirms that something outside the XML is overriding the personality settings for base mood. The option has been disabled until/unless I find the issue in the XML.
  5. Spamgir3
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    Just wanted to check if this was a bug or not, but I'm having a problem with Builders. They seem stuck at 1000 oxygen. I've changed them to multiple different numbers, cleared Quicklaunch, everything. No matter what I do or change, they seem stuck at 1000 O2 Capacity. Even tried the xml files. Has anyone else had this problem? (And to be clear, everything else works great. The other options for Builders can be changed just fine.)
    1. It's using the value for the Miner's O2 capacity. There's a(n apparently old) typo on line 326 of info.xml - replace MinerO2 with BuilderO2. Keep the brackets or it will break entirely and revert to the default. A fix will be included in the next content patch... whenever 0.20.X releases.

      I've also noticed erroneous descriptions for the System Core/Ship point category.
  6. ShojoDagger
    ShojoDagger
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    Replaces about a half dozen separate other mods that change stuff, plus adds even more options.

    Only have one issue/complaint: The storage section doesn't have slots to change Body and Robot Storage capacity. (I had been using the "Pack Wagon" mod which changes those along with small & large storage changes, but I did not want two mods trying to change same values & possibly conflicting)
    However, after some fiddling in the appropriate mod files, I added Body & Robot Storage settings myself.

    Also, after updating to A19 today, I also added a Smuggler Storage capacity slot.

    I can send you the xml code for these additions if you want, it would make it more complete, and save you time typing.
    1. Sure, I can take a look at it. I'm probably not going to get to updating this for a week or so since I'm in the middle of a major step for another project.
    2. ShojoDagger
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      Okeydoke! I sent you a PM with the code!
    3. Received, checked, and integrated. I plan to dedicate a day or two this week to sorting out either weapon customization or item crafting customization, so a patch will probably be forthcoming.
  7. ValiskX
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    Is there a way to change Skillpoints?
    1. Not without altering the game libraries. That's out of scope for me due to the maintenance cost each patch.
  8. doomknightofchaos
    doomknightofchaos
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    Cool mod. Any plans on adding stats for:

    Weapons
    Armor
    Research Times
    Resource Richness in Asteroids/Stuff
    Trade Prices
    Probability for Special Events to Occur. 
    1. Doable:
      Weapons and armor (stats and cost) can be done without much trouble. I'd planned to at least add customizable costs to them before I lost interest in the current patch. It's all still on the table (along with trait effects, a rewrite of attributes for more attribute effect customization, and a rewrite of crafting processes for better control over industry/botany), but probably won't come around until after the next Space Haven patch.

      Possible, but probably not worth the effort:
      Research, in a general sense, is probably just a group of processes and thus doable, but will be a pain in the ass to suss out ID's for each one. You can get a similar effect by altering in-game options or base/bonus work speed. There is also a research speed research mod, for which you can customize the research speed boni provided with a simple XML edit. I could integrate that, I suppose. I'll revisit the idea next patch.
      Trade prices are directly tied to item value, so the best that could be done at present is just adding a multiplier to item value. Since it requires the creation of a path to every. SINGLE. ITEM. which can be traded, it's a lot of work for little gain.

      Out of project's scope:
      Trade allowances (the amount that can be sold to NPC ships) require editing the trade UI DLL. DLL edits are out of scope because they break with every patch and because they can't be tied to modloader options.
      Resource abundance for asteroids is already covered by in-game options. The same is the case for derelict/NPC ship resources. Changing the effects of the in-game options requires altering multiple DLL's, and is thus out of scope.
      Events (presumably it's interstellar hypertravel events you are talking about) are in the same boat except I doubt there's any code for them outside of the relevant GUI DLL. Regardless, library edits are still out of scope.
    2. doomknightofchaos
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      Thanks for the reply!

      Totally understandable that you lose interest in the game from time to time. I played it nonstop back in 2021, then got bored with it and didn't touch it again till now. Been meaning to get back to it, as I like the concept (Rimworld in space, but a bit more indepth than Rimworld in some ways and less complex in others), but past several months I had other things occupying my time and finally found a quiet time to play it some more.

      For weapons I was specifically wondering if its possible to add extra attack types to guns. Like an auto-mode for shotguns burst-firing it for insanely bad accuracy, but covers a wide area, up close, very effectively. Or a single shot option to burst/auto weapons that lack it. Modifying the stats would be nice too! But a big one is durability, as without a repair table (i think it was called) you could quickly run out a gun to fire, and then be hooped. 

      For research partly it was time cost, but also the effect reward of the research, as some give efficiency bonuses.

      For trade prices, was looking to fine tune certain things, like reducing the cost of fuel, but increasing the cost of food, so that it encourage more effective farms but doesn't punish you as much for sticking around a place for a while as you burn through your fuel supplies. 

      Otherwise makes sense. 
    3. Slight delay, but late is better than never. Ultimately, it's not really burnout or lack of interest so much as I bounce between projects like a pinball in a machine during an earthquake. I spent about twelve hours, all told, on this simply because I was not satisfied with the scope of existing xpath mods and I've still half-assed it - particularly in regard to industrial/botanical processes.

      Regarding fire modes:
      The way objects are set up, making different attack modes properly would require making entirely new objects (or at least child definitions) to produce the desired effects, which would then require a custom UI element to swap between, and thus would require maintaining a vanilla library or one of my own. That puts it out of scope.


      That said, making weapons' functionality alterable by config is quite doable. I have, however, previously noticed that altering firemode definitions can have unintended side effects (for clarification: energy turrets had configurable a firemode variable when I first released this, but changing the firemode caused the weapon component to fire infinitely and uncontrollably), so that would require testing on a case-by-case basis and I don't have high hopes after the last attempt.

      However, I've looked at the v19 patch and making attachments may be able to provide a solution for your desire. Any attachments that might be added will not be configurable via modloader.

      Research:
      I pretty much expected that. It doesn't really change my previous statement regarding research. Sifting through unlocalized ID's by hand is still a PITA, but not entirely off the table.

      Trade:
      I understand what you wanted. It's still a lot of work and potentially a huge amount of config bloat depending on how granular the price control is (no way in Hell I'll do price controls on an item-by-item basis).
  9. CelloKun
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    Strange. I have the large power node system point requirement set to 0 but it still shows me 2 in the game. Can't tell if this is any mod conflict since I only use smaller toilet and meditank.
    1. CelloKun
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      Retype the value does not seem working
    2. Sounds like you never cleared your quicklaunch file after making config changes. I'll check anyways.

      Update: Turns out the system point xpaths for the small and large power nodes were pointing to the power capacity node. That's on me; I missed it when I reorganized the patch file.
  10. brunocp88
    brunocp88
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    Thanks for the mod! It works great!

    It would be nice to have the game defaults as an option. A lot of the mod defaults are not the game defaults, and it doesn't tell us what's been changed on the mod default.

    The entire point of the mod is to edit as we want, so the 'default' should be game default. And it can have presets, I guess.
    1. AwsetWrae
      AwsetWrae
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      Press the "reset to defaults" button in mod manager and it will do just that.
    2. With one exception (as below), the default vanilla values can be obtained to by clicking Reset to Defaults (as above). The values present upon downloading the mod are just a quality of life preset I use.

      Everything under the industry tab is not vanilla default values. They're close, but the rounding has been changed to make absurdly small float values being left in the recycler a thing of the past(Seriously, who willingly divides by 17?). Other than that, Reset to Defaults provides vanilla values. Just in case in needs reiterated.

      If sane fractions bother you that much, you can find the relevant processes by using modloader to extract the game files and cross-referencing the process ID's in haven_processchanges.xml with the extracted haven.xml file. You can flat out slap the values therein in the default column within info.xml. Filetype is hidden for the haven.xml file, so you need to manually select a text editor to open it. It's maybe 20 minutes - absolute tops - of using the search function of any professional or semi-professional text editor.
  11. AwsetWrae
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    Testing this and noticed that settings for Biomass per Fertilizer has no effect, composter makes 1 per 1
    1. Checked. I mis-matched the links between info.xml and haven_processchanges.xml, so the value defaulted to 1.

      Fix has been posted.
    2. AwsetWrae
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      Great, thanks