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报告翻译问题
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3526957922
No worries, speaking of the compilation version I'm half finished. I just need to go over another Odyssey file tomorrow and maybe add some of the new Odyssey stuff to the other loot tables.
As mentioned further below I'll likely be combining the loot mods into a single one that loads based on the dlcs you own. I'll also likely include the camp loot mod but probably as a mod option since I'm still not 100% thrilled with how its a bit hacky.
After looking over the files closer as far as I can tell there actually isn't any conflict or overlap. It looks like Odyssey is likely only using its own lootboxes.
Yes it can be added/removed mid save without issues.
Yes I'll be looking into Odyssey in the future. Considering how these loot boxes overlap I'm actually thinking of just making an all in one Better Exploration Loot mod which will include all of them. It will however load based on dlcs you own so it's not going to say you need to own everything. The camp one will be optional though since its still not at a level where I'd be happy forcing people to use it.
For now I really need to see more how the new boxes work and where they show up. Also since I'm currently in horrible addiction mode I'd rather do so through actual gameplay than spend hours testing with dev mode.
Ancient Complexes are added with Ideology and typically come randomly as quests or as chain quests of relic hunts. They appear as a little grey building icon on the map.
And thanks for Rocketman advice, I do have this one so I'll clear the cache! <3
@bebra
A new game isn't required however Rocketman caches the game files and currently its had some issues with not updating the cache for patches. If you use Rocketman to ensure things are working correctly boot the game with a basic list including Rocketman to force it to reset the cache. Then you can reload your normal modlist.
@bebra
There's a very big difference between Ancient Dangers and Ancient Complexes. Ancient dangers spawn randomly on maps while Ancient Complexes spawn as sites on the world map. This mod affects Ancient Complexes, it does not affect Ancient Dangers. Your colony wealth directly affects the size and danger of Ancient Complexes. Also the larger a Complex the more crates you'll find.
As for crates this mod doesn't add new crates, it changes the reward pool of the existing vanilla crates. Quite a bit of the existing reward pool is preserved but this mod adds a very large amount of things to the reward pool. The Large Crates the red ones were made extremely rare with 1.5 for whatever reason. So it can take quite a lot of Complexes to find even one of them and you'll likely need to have a very high colony wealth to encounter them.
I have some issues finding any non-vanilla crate on 1.5. I dont use any reward-changing mod.
I've been running tiles for ancient complexes for a while, didn't find anything in 15 tiles or so.
Then I installed Map Designer to increase ancient danger spawns so i dont have to wait each tile generating. Looted like 60 complexes across 5 tiles, and still, nothing, just vanilla crates.
Idk if it occurence depends on wealth, but if so - I'm playing default wealth independent mode (max wealth in 12 years), currently ~4 years passed
Do you have any ideas on why it can not spawn? Should I start a new game for mod to work?
I've installed it on active save but new tiles did generate, so in my head it should work D:
The loot table that has it is quite rare and it has a dozen or so items that can be picked. They're also available via the quest loot table but that's also quite rare. Overall you'd have to be very lucky to find them but that's the point.
That's referring to Archotech level items so lances, power cells, orbital bombardments and so on. The Archotech bionics are bundled in with Bionics.
I'm not sure how the game handles 0 weighting on things since I haven't tried it. It might be better to just straight up delete the loot block you don't want. It's all neatly spaced and commented so you can see what each block of code is for. You'll probably also want to run the mod from a local copy as it'll get reset if I update the mod or if steam randomly decides to verify the game files.
It depends if its valuable enough to be loot and if it makes a degree of sense. There's already some other items in the loot table like Eltex, Ambrandy and some drinks. I'm always open to suggestions on things to add but I'll make the actual call on whether to add it or not.
Sorry I don't have any plans to implement such options. If you want you can edit the files yourself though and increase the weighting for Archotech stuff.
I'll make a note to add sculptures. I'm surprised I didn't do it earlier since I added it to the bandit camp loot mod.
What could also be nice would be to add decoration like sculptures, sometimes in gold. It will really give us the impression of opening an ancient sanctuary
You're definitely right, I just did 3 ancient complexes with nothing but chemfuel and luciferium to show for it, had to pop out to check to make sure the mod was still enabled lol
Must just be getting really unlucky. The artefact quests appear to be getting better loot in them. Maybe they don't scale as well anymore(?)
I've done quite a few Ancient Complexes and noticed the same results.
I already updated it yesterday to do just that. I'll likely be adding more to the loot table when the dlc releases too.
That's a tale lost to time I'm afraid (I forgot long ago).
No this mod is not part of my tweaks collection so you'll need both mods. My mods that are I've marked as incompatible and listed in the description on the workshop page that its part of my tweaks collection.