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Are these mods possible to create?


Cedwyn

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Hey all,

 

I haven't looked at modding for this game, but I have mod experience in other games. I have a few ideas I wish to try out. Anyone know if these types of mods might work?

 

1. Flash light as a equipment mod (ie. it'd take a circuit slot and allow you to have a hands free always on light when equipped)

2. Central suit power: something that allows all tools to share the same power and stores multiple batteries. (ie. a battery bag that you put batteries in and keep in your inventory; all tools become battery-less and instead use the combined power of the battery bag)

3. Something like the scanner hud equipment, but circles/highlights resources in the immediate area (so they are easier to see) without the scanner room.

4. Arrows along the edge of the hud that point to beacons/objects/whatever. (ie. if your vehicle is to your left, then an arrow of the same colour appears along the left of your hud)

5. HUD info/icon adding/customization. (I have a few stats I'd like to try sticking on the hud. ie. inventory space remaining; health kits remaining; real time/system clock; game time or like a rotating disc to show day/night cycle)

6. Autosave (no console command for it, but perhaps a function can be called to force a save)

7. Fast travel (can console commands be used with mods? ie. a tool that uses "warp x y z" to bring you back to your base/vehicle)

 

Thanks for any help/feedback!

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  • 3 weeks later...

There is actually an Autosave mod now called "Safe Autosave" and it works okay. It is set by default to autosave upon entry/exit of a player made habitat as well as Cyclops. It can cause hitching and there's a bug (at the time of writing this) that glitches you out of you Seamoth when exiting a habitat via Moonpool.

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