Stationeers

Stationeers

Stationeers
Share the best world creations and game modifications with the community for Stationeers through Steam workshop.
Harbingerman 2 2021 年 6 月 14 日 下午 4:50
Harbingerman Survival Kit Mod
Howdi space cadets ... wait engineers? Bad word? Stationeers ya that might work ...

Well I am older and dont have time to mess with trying this and that so I am revamping this SIM from the get go ... at least trying to.

There is some confusion as to the research capsule ... I cant even think ... Red Yellow Green Blue in that order I think as far as priority ... its a minor major overhaul it is not my priority and any ideas or complaints lemme know I think its an easy fix.

I only worked on getting the RTG in I realize there are mods out there for it however I wanted both versions and so far I can only get the Creative and not the Survival ... I have the Creative and it is also produced at Tier 2 in the Electronics Printer.

In the research it is a tool ... Batteries tools? Well I would realign them all in research its a small mess but fixable.

I am an electronics buff and surival simmer so I like this stuff. I have a Realistic Resources Mod for Take On Mars dont know where that is but that is gonna be a Mod here ...

For true survival we need ot have recyclable materials ... we seem to have that so that is a priority ...

This whole SIM has you use finite resources on a world ... we have so much to use to build and thats it. Resources on Mars dont look like this ... ie sticking out like a soure thumb ... and the rocks and dirt we all mine needs to be resourced ... it isnt.

We must produce more than we use ... how is that possible glad you asked.

I noticed that one of the ores is actually an ore I suggested in my Take on Mars Resource Mod ! There are certain building materials that will breakdown over time ... mining Iron has Sulphur in it and needs to be removed. I think Invar has better material composition for building in extreme temps than Steel does and I am questioning Steel as a use for building materials ... not at this point in time though ...

My main priority was to have the start for every planet have certain items on the lander and when I went to Vulcan they werent there ... I dont know how to Mod this in starting xml yet without just creating a box outside ... I want everything on the lander or the same items on the lander for all missions ... ie Oxygen and Water.

I assume my Stationeer has 10 days give or take of food water and air before accessing any lander items ... I set hunger to 0 in the beginning. Why make life more difficult than it already is here ... this Staioneer didnt travel millions of light years with no survival gear and no nothing crapped on on landing.

Granted many here just go with the flow and like variety ... I just cant deal with it ... I need consistency in any start scenario ... its nice they have such variation in their various scenarios ... its just not for me so I am modding start lol.

As for reuseable resources thats my next trick if I get that far.

I like Stationeers for what it has to offer ... 300 hours and I have other lives not just this one so I have to make things a little more realistic for me.

I will keep you all informed when its ready.

I read somewhere someone said they thought the order for research was red blue yellow green ... nope ... according to the wiki it is red yellow blue green ... go figure and it is way too complicated to change anything to have a more realistic sim. I went with the idea that certain materials and colors kind of are the same in items but Electrum and Iconel are both yellowish Electrum being an easier material sort of to make.

The program uses no color for Blue which is really confusing...acording to the Research wiki Red is mostly used and that should have been default nut why in the game use a default color anyways ... its a problem sort of in the programming and not very consistent.

As steel and the other materials are more difficult to make and need research that is a bit confusing as well ... I am thinking in terms more of what should be used and why ... the RTG was a good example.

I researched RTG and Uranium is not a material used to run them ... Plutonium is ... well we dont have Plutonium so I added Uranium for the juice. I wonder if spoiled food would work now ?!

I tend to ramble but I want to play this SIM altho now with my new Windows 10 it is crashing and never crashed before ... I am having a render or shadow issue with my 1650 ... once it completely shut down my computer so I am watching the temps which also seem high ... 50deg.

More later ...
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Kastuk 8 2021 年 6 月 14 日 下午 10:26 
Uranium ore cannot be used in printers directly, unless used as Waste ingot by the Processed uranium mod.
Harbingerman 2 2021 年 6 月 14 日 下午 11:04 
I will have to look into this I have just finished what I was doing for starting up altho I now have 2 landers for some reason ... at least I accomplished what I set out to do in getting a water container available for starts now.
Harbingerman 2 2021 年 6 月 15 日 下午 10:50 
I figured out that the Start Conditions are basically backwards ... its kind of a mess and anyone wanting to start with the games start defaults will not be able to use a modded start unless they drop items rather than putting them on a lander. I opted for modding another lander and the default starts have World Specific keys to load the default lander for that world as it seems that some default worlds lander options are not available or are backwards when you load your own lander...wierd and 3 nites figuring this out.

It doesnt make sense to have my startup mod as a default but rather an addition; I finally figured out I cant do that ...3 nites on this and I am done... it will be an addition in custom worlds I guess. I could add it as default but its more items to make the start easier.

Maybe I will just to give a player the option I dont know. Some players wont want to go into custom so I may as well have that option.

So a Custom start Mod and a Default Mod is pretty much ready after a lot of riggamorow ... I now have to work on the loading schemes for default and custom...they will have to be separate mods as some worlds lose their lander in place of mine. I will just add the default world lander to the custom mod and have to go thru each world or maybe I will just add what I need to my lander which will duplicate startup materials in the worlds not affected.

RP wise one can just have the materials as a backup to see how far they can go without dipping into the candy first ! Me I aint up for that anymore ... my space company gave me tons of materials for this naut ! After 300 hours of simming this and not even automating anything yet I need to progress.
Kastuk 8 2021 年 6 月 16 日 上午 12:39 
If you name your modded starting conditions the same <Key> name as default ones, they will merge on start and give two landers.
最后由 Kastuk 编辑于; 2021 年 6 月 16 日 上午 12:40
Harbingerman 2 2021 年 6 月 16 日 上午 9:49 
Yes but renaming the Key on some planets like Venus and Vulcan it doesnt work ... or works backwards. Its ok took my 2 whole nights to figure this madness out.

I am going to work on my startup mod and keep it separate from my resource mod ... I thought I was going to combine them.

There is also a Content bug that causes the landers to fail but gives no errors which was giving me problems.

That all solved I am taking a day off pretty much and working on this thing today !

So from what I gather only Vulcan and Venus at the outset start with only my default lander which is fine ... I happened to have ended up with 3 empty crates ... I am hoping I can fill them up with the necessary materials ... I am doing that today ...

Again basically I am making an easy start lander for default ... unfortunately the sim will have 2 landers on the other worlds.

The problem I think is that the startconditions file does not override the vanilla file ... only add to it.

The other thing I had to do was to add the basic suit to the startup otherwise on Vulcan and Venus the naut spawns nekked as a jay bird. There I figured outfit him with the basic suit in all cases as better suits can be fabricated ... YAY no MK2 stuff in the startups now ! I forgot tools melt !

It was not really my intention to do a startup mod but then I figured why not ... I also didnt know it was going to be abit messy to make but hey ... they added Vulcan and Venus I think after the initial game so I deal with the change. Thanks for the tips. It will be fun and I am streaming on twitch my excitement to play this sim again and maybe get to making controllers which I havnt done in 300 hours of this sim yet.
Harbingerman 2 2021 年 6 月 16 日 上午 10:02 
So when I start working on my space resource mod I think of Mars ... afterall I spent 3 months to get it made on Take On Mars ... I only stopped playing that cause it wont play on my new graphics card ... Space Enginners has a nice way to mine stuff in the correct proportions for what is available as resources on Mars.

I dont know if I can relegate resource availability to the planets but that is important and I will look at that after I get some sort of resource mod made.

So the fact is more obvious here in Staitoneers is that resources are finite. You have enough to build but the buildings will degrade over time I dont think this sim has that functionality...it should.

When mining for iron there is always sulphur in the iron and that needs to be removed as it causes major structural degredation ... enter pig iron ! Nickel and Iron ! As it turns out we also have Invar ! I had to add that alloy in TKOM !

Alloys are the way to go in space the reason is there resistances to extreme temps.

So I did more research and found another idea ! This is based on real science by the way although I am not giving out my tricks here I dont even know if it will work.

So there is another item per se that can be added to Invar to make a material that is pretty stable in extreme temps over say 5 to 10 years ... plenty of time to create more building materials ... and we can grow this item !

The fact is in order to survive in space we have to be experts in recycling.

I mean look at all that plastic in our oceans ... one creator is using it to make bricks !

Stationeers has the furnaces we need to do this stuff in a way that no other sim has. Granted TKOM has the same thing or I would not have been able to create the resource mod. However TKOM has something that Stationeers doesnt have ... ease of mod creation.

Luckily I have my TKOM resource mod handy and I am going to try and import the idea into a Stationeers mod ... its what I do ... I tried to go to Mars actually and did not win ... too old ... but not here !

Kastuk 8 2021 年 6 月 16 日 下午 1:27 
Cannot replace original conditions of default planets and equipment by mods, only by direct editing of game files, which cannot be published as mod unless named another way.
Can make CustomPresets for custom world elements.
Can use discord for actual tips from more knowledgeable people here.
Harbingerman 2 2021 年 6 月 17 日 下午 1:51 
I have not heard of custom presets tho I did read a little on it. As far as world changes I can see that is possible to reflect a closer idea of what resources are on that world. Its a question of how far does one want to go in to the rabbit hole to mod a game and not do other things ... like play it too lol !

After last nites 13 hour debacle stream learning things I thought about trying to fine tune a few things. Gonna try and look into that and hopefully get this done sooner than later now that I know what I am doing better.

Either way theres a grind there for resources so I probly wont touch the worlds ... possibly Mars if I have time I dont know.

What I will do tonite is find my TKOM stuff and get things moving...theres not alot I can do as the scipting is a bit constrained...but I found solutions so all is going well so far.

I will be happy with the outcome for my mods here !
Kastuk 8 2021 年 6 月 17 日 下午 2:29 
Workshop category of discussions is rarely viewed. Try general ones or discord for proper feedback. I'm not such good english writer to understand all.
Harbingerman 2 2021 年 6 月 18 日 下午 12:12 
I will be finalizing my mods for new resources today ...
Harbingerman 2 2021 年 6 月 18 日 下午 9:56 
Bruha My Mods Are Done ! Almost a week and many hours and a few hours of total loss of sanity I have succeeded !

The startup has an extra lander and not just parts laying around ... applies to the basic startup as well as custom starts ... Loulan Venus and Vulcan require custom starts to add my startup condition ... ie the extra lander.

This is for people totally new to the game and ease of use in the beginning and lessons the amount of grind considerably ... afterall my space company provides its Stationeers with the best resources money can buy.

Now the resource mod ! Both Iron and Steel are the New Invar ... yes Invar has taken a facelift.

I am amazed the Devs were actually on the right track to improve materials ! I just took it a step further.

My Mod will explain the details and it seems I need to release the recipe to create the New Invar.

As I do not yet know how to operate the Advanced Furnace yet I intend to attempt to incorporate the new Iron and Steel into the Advanced Furnace for production.

The idea ... 500 plant stuff now produces 1 Invar in the Reagent Grinder ... take the 1 Invar put it back into the Reagent Grinder to make 5 Iron. I have yet to compute the time element. Unfortunately the plants provide much quicker than the Invar can be made. The time factor of producing 1 Invar a day might work in the grinder plus the 5 Iron Ingots. That is 1 day to make 1 Invar and 1 night to make the 5 iron ingots. I may stretch the times out more I just wish the plants werent so prolific.

The Invar is reconstituted gamewise ... but the ratios are .20 Iron .40 Nickel and .40 Biomass ... a total of 500 Biomass from the plants is used to produce the 1 Invar. There is one other conversion and I leave that up to you to find !

There are new 2 tier building materials hidden somewhere now ... life on a desolate space world just got easier.

You can add the mod to an existing game save and put it above the core mod ! I will add the mod to the workshop maybe sunday !
最后由 Harbingerman 编辑于; 2021 年 6 月 18 日 下午 9:58
Kastuk 8 2021 年 6 月 18 日 下午 11:15 
Seems like inventions for quest scenario with unusual items combinations. I did write somethink alike for more interesting science capsules production, on chemistry device or in paint mixer.

Will you write a plot for it?
I can write only scenario sripts and triggers.
最后由 Kastuk 编辑于; 2021 年 6 月 18 日 下午 11:19
Harbingerman 2 2021 年 6 月 19 日 下午 5:47 
As for the research capsules I didnt mess with them much in fact I could not get them to rewrite so I didnt bother with them ... they seem adequate enough although I think they could use some touchup and added difficulty. My tier 2 items are simply that ... tier 2 with no research pre-reqs ... it would be nice to get that in there ... it is what it is.

The items in my startup mod are not really unusual ... and the Invar is just a new variation. The sim has it 50/50 Nickel and Iron ... I solved everything with the new Iron being the New Invar at tier 2 and just keeping it labelled Iron ... the sim still recycles the same Invar but the new Iron is now 20% Iron 40% Nickel and 40% plant matter of some sort which the Stationeer must figure out knowing thw quantity going into the reagent grinder.

This is not the optimal solution and I am trying to get this to work in the advanced furnace this weekend ... if it doesnt work and I give up I will leave it that way.

I found out I can get copper now ... now I just need to research Silicon crystal growth and see if I can implement it in the sim.

Dont know what you mean as far as plots ... maybe add a tutorial in the game ... I dont think so. I had a major computer crash on one tutorial something is bugged and my graphics card is having a shader issue with the sim.
Harbingerman 2 2021 年 6 月 19 日 下午 6:51 
I may lookup copper and silicon production tomorrow ... tonite I plan on running both my finished mods in a new game start and streaming on twitch for those interested ... I plan to stream Stationeers pretty much every night until the resource mod is complete ... and hopefully uploading them to the workshop.
Harbingerman 2 2021 年 6 月 20 日 下午 6:09 
So last nite I started a custom game ... it seems I still have mod problems on startups and I found another problem with the new Tier 2 items I wanted to make since they are the same they blocked out the normal items even though they were in a different printer. I opted to not bother making certain items with the new Invar since the new Invar replaces Iron eventually anyways.

All that works fine but I still need to try and work with the advanced furnace as the tutorial crashes my computer I cant run it and the youtube videos using a gazillion auto ic chips is not what I al mooling for.

My start mod seems to be working I will try to do more fine tuning with that and look into the growth of a few other elements ... after that I will try to get the advanced furnace going ... probly my version then I will have something to work with ... streamin all this goodness tonite.
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