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Tweaks - By Spiritz666


Spiritz666

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I`m going to use this thread ( if admin/mods are ok with it ) to throw ideas about regarding my tweaks mod https://www.nexusmods.com/nomanssky/mods/1338?tab=description .

Its so ideas from myself and others can be discussed while keeping the mod tidy - rather read a forum thread with a wall of chatter than sort thru a mods posts and possibly miss something useful or important .

 

ok so here we go

 

Tweaks i am going to split into a few versions -

The main file i will refer to and possibly rename ( not the pak name but mod name ) as Tweaks Max , this will be sort of game cheating to extreme level .

Tweaks Min - when made it will aim at same changes as main but to a lesser degree as to make the game more enjoyable for others without breaking the game

Tweaks Med - when made it will aim at same changes as main but aimed between Min and Max version as to make the game more enjoyable for others without breaking the game .

 

One thing i will do is with Min/Med versions change the ship interact range from being there without needing the tech mod to being applied when the tech mod is installed . This was an oversight i made ( being a total newbie ) and was pointed out to me .

 

Some ideas i have to be added ( includes a few suggestions from others )

 

Walk , Run , Swim , Jetpack , Jetpack Water Speed , Stamina / Jetpack recharge rates - including Jetpack in water recharge rates .

Increased chance of a building showing up on a scan .

 

Please feel free to let me know views and any ideas you may have tho please take into mind i am a newbie and some stuff may be beyond my ability but i am willing to try .

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Hi Spiritz

 

I've been messing with the battery and oxygen storage and the small power generators for Synthesis. I got fed up as i built a base in Beyond first and found a power source that was out of range and hated having to have a zilion solar panels/batteries/generators so i increased them all. Solar panel up from 50 to 250 for example so maybe someone would like power and storage tweaks.

 

I increased my oxygen storage from 1250 to 12500, obviously i'm still finding the sweet spot as don't want to make it too easy but after downloading some power mods they fudged the gas storage ie: capacity/pipeline issues and some affected the solar panels from opening so made my own from scratch.

 

I'm still messing with it but you you could make various sizes from it x2, x5, x10 from default etc. :happy:

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Ive yet to release my power mod - wanting to fine tune it but heres an idea of the versions

 

Cheat version - instant power without refilling - infinite output time and a huge output

Minor - increased output on solar and biogen and increased battery

Major - similar to above with a bigger increase

Challenge - this is for those who enjoy some challenge .... increased solar , big increased biogen but has a drawback - increased materials cost to build and i mean increased - increased battery . The solar didnt have build cost increased as i thought it would be a slight compensation to allow players to be able to power a base untill they can afford the raised cost of biogen.

 

Also considering a few changes to other tech that also provides power

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Thank you for updating the mod to 2.23, I would like to suggest/request a version without the building/refinery alterations, specifically these edits:

 

Biogenerator has no cost to run and instantly provides 50000 power

Refiners will be instant

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hey dude .. wanted to put my two cents in on the mod .. it would be nice if there was like a reward boost on missions and such .. I seen you mention seperate mods which I think is great but the ability to enable or disable each piece of the existing mod (if possible) instead of a bunch of seperate mods and possibly being able to adjust some of the values so people can tweak it to their playstyle but either way really enjoying the mod so keep up the awsome work! :D

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There was separate mission reward mods via other authors available but i am unsure if they are 2.23 compatible - this is due to the 2.23 update and the MBINCompiler ( used to compile and decompile mbins ) needing to be updated regular to be able to deal with the new changes ( monkeyman192 is trying to work on it as fast as he can ) so we authors are slightly limited for now the speed we can work sadly but from what ive seen release wise - they are trying to update their mods as fast as possible. I may look into mission rewards at some time as this mod progresses but i think i also read somewhere sometimes it can also affect the nexus rewards - we`ll see when i delve into it .

 

There is a way to enable or disable bits in mods but thats something totally different and a bit more complicated as it needs another program to run alongside - i am willing to release a version with certain things left out as i have already done with a version with the biogenerator and refiner part left out .

 

Thanks and i`m glad you enjoy the mod and i always welcome feedback

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