Fenrir Posted October 18, 2017 Share Posted October 18, 2017 And the current crown prince of bigger is better: Bigger Stations This mod scales the station to sizes worthy to be told to be an station. Don't fear to kick them into the deep space after a crash Don't fear stations with only 3 cargo spaces Don't fear stations being destroyed be a stray shot It also contains an limitbreak for the station storage: Before a station could at max store 25000 items of one kind. Now the limit is 1 000 000 (limited be the actual cargospace of the station, of course) Site effect: Raiding of stations is far harder then before since they are far better protected. Planned Feature: - Turrets on stations (with meaningful DPS) BiggerIsBetter_Stations.zip Link to comment Share on other sites More sharing options...
Dracolich Posted October 24, 2017 Share Posted October 24, 2017 I love you! I really hope this works because your mods are everything I wanted more of in the game, Thank you! Link to comment Share on other sites More sharing options...
voltoth Posted October 25, 2017 Share Posted October 25, 2017 I love you! I really hope this works because your mods are everything I wanted more of in the game, Thank you! Can confirm that this definitely works. I spawned a research station in the core (0,0) and it was HUGE. Had over 2 billion shield hp and more on hull. Link to comment Share on other sites More sharing options...
smookiEEE Posted October 28, 2017 Share Posted October 28, 2017 Hey dude nice mod you made there, but i found a bug a station has in its cargo ~116000 energy cells but can only hold 25000 so the price for these is -18 C. So you get for each trade like +800k for doing nothing. Nice mod ;) im enjoying it and the big asteriods <3 feels way more realistic Link to comment Share on other sites More sharing options...
Fenrir Posted October 28, 2017 Author Share Posted October 28, 2017 That can only happen if a second mod modifies the max cargo or if you used this on a existing galaxy and the old station script hijacked my script ^^ Link to comment Share on other sites More sharing options...
smookiEEE Posted October 28, 2017 Share Posted October 28, 2017 okay then its my old galaxie that kills it Link to comment Share on other sites More sharing options...
smookiEEE Posted October 29, 2017 Share Posted October 29, 2017 Fresh Galaxy and still having the problem ... http://steamcommunity.com/sharedfiles/filedetails/?id=1185038601 Link to comment Share on other sites More sharing options...
Fenrir Posted October 30, 2017 Author Share Posted October 30, 2017 You have no other aktiv Mod? Because the station should not have a max of 25 000 storage. I will look into it if the uploaded version is maybe missing a file. Edit: I checked: The trading manager file is contained and has the correct values. If i start a new universe my stations also have more max cargo. Link to comment Share on other sites More sharing options...
smookiEEE Posted November 14, 2017 Share Posted November 14, 2017 so are you working on it? Link to comment Share on other sites More sharing options...
Fenrir Posted November 16, 2017 Author Share Posted November 16, 2017 Can you upload your script folder? I can't find any problems with the mod. And we are playing with 17 Users on my server... Link to comment Share on other sites More sharing options...
Devious Posted November 20, 2017 Share Posted November 20, 2017 Looking forward to the turrets equipped to stations, that'll counter the griefing a bit! Will probably give this a try, with good balancing this could be pretty good :) Link to comment Share on other sites More sharing options...
Chareon Posted January 10, 2018 Share Posted January 10, 2018 Just started a fresh server, added only this mod and then launched the game. I get the output below repeating in the server console. Let me know if there is anything else I can help with for bug tracking. could not execute function 'Factory.updateServer' in '"data/scripts/entity/merchants/factory.lua"': data/scripts/entity/merchants/factory.lua:1112: attempt to get length of field 'deliveredStations' (a nil value) stack traceback: data/scripts/entity/merchants/factory.lua:1112: in function 'refreshDeliveryShuttles' data/scripts/entity/merchants/factory.lua:1014: in function <data/scripts/entity/merchants/factory.lua:1009> Link to comment Share on other sites More sharing options...
zevik Posted January 11, 2018 Share Posted January 11, 2018 Any updates on this? I am getting the same 'Factory.updateServer' error. Link to comment Share on other sites More sharing options...
Pasukaru Posted January 12, 2018 Share Posted January 12, 2018 I started a new galaxy with all BiB mods and noticed, that I cannot trade with any station. The option to open the trade menu is simply not there, only Bulletin Board and Hire Crew. I don't know which mod causes that problem, or if it is the combination of all of them, but this is game breaking :(. Edit: I made a new galaxy with only this mod enabled - same problem. As soon as I remove it, it works again. Edit2: Using only plangenerator.lua from this mod and ignoring tradingmanager.lua works for me. Drawback is that the bigger inventory change is then not applied. The diff is here: https://www.diffchecker.com/RyzMhPGy (left is original code, right is changes by mod). I will work out the exact changes later and see if I can fix it myself. It should only be required to change some numbers, hopefully. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 12, 2018 Share Posted January 12, 2018 Being a total noob to the specifics of the in-game code, I'd suggest the very first diff is already something you may want to check: require ("merchantutility") is apparently turned off / negated by the mod. I'm assuming here that merchantutility is what allows merchants to do their shopping interface business, so not including that in the code breaks the functionality as you put it. Not sure though. Also these two deletions seem pretty significant: 28. instance.buyFromOthers = true 29. instance.sellToOthers = true This is why I always custom-merge mod scripts with the vanilla ones... updates to the original scripts are not always incorporated in mods, especially older ones. Man we need more proper code injection and mod management than we have currently. Reinstalling mods after an update is hell. Link to comment Share on other sites More sharing options...
Pasukaru Posted January 13, 2018 Share Posted January 13, 2018 I have fixed it by using ONLY the plangenerator.lua from the mod and applying the following changes manually to the original tradingmanager.lua file: https://www.diffchecker.com/sD0WGq92 Link to comment Share on other sites More sharing options...
Shrooblord Posted January 13, 2018 Share Posted January 13, 2018 Yeah, that looks about right from reading the OP's description on what this mod should do. Nice job! Link to comment Share on other sites More sharing options...
xspetre007x Posted October 24, 2018 Share Posted October 24, 2018 Anybody try this after recent update? Link to comment Share on other sites More sharing options...
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