File information

Last updated

Original upload

Created by

kuertee

Uploaded by

kuertee

Virus scan

Safe to use

41 comments

  1. kuertee
    kuertee
    • premium
    • 536 kudos
    Locked
    Sticky
    Updates
    v7.5.01, 21 Feb 2025:
    -Bug-fixes: 7.5 compatibility updates.
  2. xxxLEOPARDxxx
    xxxLEOPARDxxx
    • member
    • 0 kudos
    Hi!
    I can't figure out what the problem is....
    I added a localization file, but I still see readtext in the game
    1. kuertee
      kuertee
      • premium
      • 536 kudos
      Is the lowercase "L" in "0001-l007.xml" filename an uppercase "i"?
      It should be a lowercase "L".
  3. Cr4zyCelt
    Cr4zyCelt
    • member
    • 0 kudos
    Hey there kuertee,
    First of all: thanks for being awesome.  I'm using a bunch of your mods, and quite enjoying them.  Decided to try 7.1x beta, and was pleased to see that you've been updating your mods even for beta. :)

    Okay, on to the other reason I'm posting. Apologies if this is a vanilla / beta bug, but a Google search didn't turn anything up (it may be a recent 7.x / beta bug, so not terribly surprising there), and it seems possibly(?) related to how 'Loot Mining' works, so I figured I'd give it a shot in case you (or anyone else) might have run into this:

    When shooting those volatile asteroids (the ones that spawn in loose clusters of maybe 6 - 9, ping as blue rings on LR scans, and explode violently), I noticed I was getting Scale Plate Pact kill credit for every volatile asteroid I blew up. (I had multiple 'kill any SPP: X / Y' missions, few previous kills, and completed them all after blowing up a half-dozen rocks or so.)   Now, I haven't seen any loot from these particular rocks in 7.x, but I was hunting for Unstable Crystals in a new playthrough, so I decided to try them.  If they never drop loot, this bug may have nothing at all to do with your mod, in which case: whoops.

    In any case, this is extremely weird.  I have no idea how shooting asteroids interacts with normal, non-guidance missions at all, except for potentially some crazy accidental tag on this specific type of space rock that the game is associating with SPP ships, somehow?
    Anyway, it's not a big deal, but weird enough that it made me curious, so I thought I'd let you know.

    * Edit:  As far as I know the 'kill any X' missions mentioned are pure vanilla, but just in case there's any potentially-related weirdness going on, I am also using your 'Emergent Missions' and 'More Generic Missions' mods.
    1. kuertee
      kuertee
      • premium
      • 536 kudos
      That is very weird.

      Apart from Inventory Objects like Unstable Crystals, Space Fly Eggs, etc., that are spawned for the More Efficient Inventory Loot Mining, this mod doesn't modify asteroids or crystals.

      I think those volatile asteroids are actual asteroid traps put there by factions and are not at all connected with this mod.
  4. kuertee
    kuertee
    • premium
    • 536 kudos
    Updates
    =======
    v7.1.03, 18 Jul 2024:
    -Tweak: A smoother experience during mining sessions. E.g. The mining session doesn't complete when you've collected all mission targets. E.g. The mining session ends when autopilot is enabled. Etc.
  5. kuertee
    kuertee
    • premium
    • 536 kudos
    Updates
    v7.0.02, 29 Jun 2024:
    -Tweak: 7.00 hf 1 compatibility.
    -Maintenance update: use UI Extensions' new method to load mod-specific UIX lua(s)
  6. Vallen
    Vallen
    • member
    • 0 kudos
    Heya, kuertee

    Not sure if this is the best place, but I have a mod suggestion and since you already have a mod for and are familiar with the mining system...

    Apologies in advance if this isn't the right place

    How about if your NPC miners got loot drops from asteroids like the PC does?
    (you could order them to keep the loot in their inventory and it could be deposited at the player HQ when the miner goes to trade their ore.  OR it could be collected the 'normal' way by a visit from the player (or an assigned Captain with some, other mod...))

    Looking for a more 'makes sense in game' way to increase the acquisition of said items (feels less 'cheaty' option if you will)

    *edit*

    Oooo, just thought of a cool offshoot of this logic!
    What if the miners, not just the PC's employees, but all miners kept and sold their asteroid 'loot' to the stations that they drop off their ore at?!?
    (this could be 'calculated' instead of full simulated to lessen processing load, I imagine)

    That way, the lodestones, et al. become a sub-part of the economy...

    So, if you were in need of lodestones, per se, (for 'science' purposes, honest!) you could drop by the local ore refinery and see if the miners sold anything 'interesting' to the trader there!
    1. kuertee
      kuertee
      • premium
      • 536 kudos
      Yeah, that's a neat idea. I'm not opposed to having NPCs collect their own inventory even when it increases save game sizes. The data I collect in my other mods increases save game file sizes.

      The difference is that those data are player-specific (e.g. Citizenship, Profession points, etc.) and immediately affect the game. NPC inventories, however, do not unless you encounter them to trade.

      As for having various loot available for trade, have you checked out my other mod, Modifications Parts Trader?
  7. kuertee
    kuertee
    • premium
    • 536 kudos
    Update
    v6.2.001, 10 Sep 2023:
    -Tweak: Finding the next asteroid to auto-target somtimes failed.
  8. vidz99
    vidz99
    • supporter
    • 1 kudos
    In the terran mission I get the following error in the log (I am playing the latest beta 6.2):
    [=ERROR=] 40828.99 Property lookup failed: ware.software_kLM_mineral_finder
    [General] 40828.99 ======================================
    [General] 40828.99 ======================================
    [=ERROR=] 40828.99 extensions\kuertee_loot_mining\md\kuertee_loot_mining.xml(112): Warning while parsing expression: Property lookup failed
    * Input: player.occupiedship.software.installed.list.indexof.{ware.software_kLM_mineral_finder}
    * Pos:                                                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^
    [General] 40828.99 ======================================
    1. kuertee
      kuertee
      • premium
      • 536 kudos
      Ooops! I forgot to remove that reference. Was trying to make a mew software item that the mod would require - but it didn’t work.

      Anyway, that error has no effect in game because the mod doesn’t use that new software.

      I’ll remove that reference on my next update.
  9. thespaniard777
    thespaniard777
    • premium
    • 0 kudos
    Hey man! I ran into an issue with the inventory item feature. I'm sending you a debug log. Wanted you to be able to verify that it came from a valid source though.
    1. kuertee
      kuertee
      • premium
      • 536 kudos
      Hey thespaniard, can you reset please? Sorry for the delay. Got busy in RL and my month off modding became 2 months.
  10. kuertee
    kuertee
    • premium
    • 536 kudos
    Update
    v6.0.002, 13 Apr 2023:
    -Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
  11. kuertee
    kuertee
    • premium
    • 536 kudos
    Update
    v6.0.0004, 18 Feb 2023:
    -Tweak: Your previous active mission will always be re-activated after you complete every looting/mining session. This tweak, for e.g., will now reactivate your previous mission after collecting all the loot the mod targeted.
    -Note: This version should work with 6.x and 5.x of the base game.