Helpful tip: Noticed some of my resource canisters did not get updated with new limit when i installed the mod, but new ones crafted after installing the mod had the proper 128 limit. To fix crafted resource canisters with the old limit just package them and open them, they will get updated to the proper 128 limit.
Thank you very much friend. I didn't like the strong increase in energy power a little, so I made a rebalance to my taste. Thanks for suggesting the editing method. Here I am posting my rebalance if anyone needs it. You can put it on top of the current mod by switching the version, because version 1.0.8. 000-AstroUpdateComponents-1.0.8_P.pak
!- [S] RTG | 3 | OLD| 4 | Original 1 !- [M] RTG | 6 | OLD| 8 | Original 4 !- [S] Generator output | 3 | OLD| 8 | Original 2 !- [M] Generator output | 12 | OLD| 16 | Original 9 !- [S] Battery capacity | 64 | OLD| 64 | Original 32 !- [S] Battery output | 2 | OLD| 4 | Original 1 !- [M] Battery output | 8 | OLD| 16 | Original 5 !- [M] Battery capacity | 512 | OLD| 512 | Original 512 !- [S] Solar Generator output | 0,5-3 | OLD| 4-4 | Original 1 !- [M] Solar Generator output | 3-6 | OLD| 8-8 | Original 4 !- [L] Solar Generator output | 8-14 | OLD| 16-16 | Original 9 !- [XL] Solar Array output | 14-24 | OLD| 32-32 | Original 14 !- [S] Wind Generator output | 0,5 - 3 | OLD| 4-4 | Original 1.5 !- [M] Wind Generator output | 4-7 | OLD| 8-8 | Original 5 !- [L] Wind Generator output | 9-15 | OLD| 16-16 | Original 10 !- [XL] Wind Generator output | 16-27 | OLD| 32-32 | Original 17
se puede añadir que la impresora chica pueda imprimir lo de la mochila, para automatizar más cosas. ejemplo las barras orgánicas con orgánico y usarlo en una granja infinita de chatarra
so small generator still shows 2u in the game, but am I actually getting 8u output? and the mod is stated to be compatible with version 1.32.19.0 in the mod loader, but my game version is 1.33.14.0. Could this be a problem?
Hey appreciate the mod greatly. I used the astro mod loader to apply it for context but the power generation is still the same and the thruster launches visually changed in the text but is still only 4 launches. Is there a specific way I need to install these?
Power generation doesn't change in the text, but it does change in the power provided (tooltips are in a different file to the actual units). You can test this by using a power splitter and connecting a power source from a base to it, it will show you how much power that unit is generating.
For the thruster, this mod only affects the 'Solid-fuel Thruster' and not the 'Hydrazine Thruster'
Understood on the power generation thank you for the response. The solid-fuel is the one I was using however example being it has 8 launches and 100% as brand new, when used once it would be 75% fuel and 6 uses. The numbers reflect what changes you made but the actual percentage used still went down by 25% per launch.
Could you make in this mod the possibility for the player himself to change the parameters?
For example, it is possible to do it using a special text file with parameters. When running the game and this mod, the mod can access the text file and read the necessary parameters for various devices and items. The player can edit the text file and specify the optimal parameters in numerical values for each item or device.
I like the concept of this mod, but some quantitative parameters I would like to change for myself.
I second this. The QT-RTG in particular feels kind of dirty to have 4U/s of power, given the sheer quantity you are given via quests. It really should have only been doubled, just like the medium RTG.
In addition, while the fall damage resistance on hoverboards would be amazing, I value other mods that change the Tether count to 20x and trailer count to 9999 as opposed to just 16 more, as examples, and don't want them to conflict with this one.
Thanks for this with the upcoming DLC I decided to replay Astroneer and was sad that the "Super Atmospheric Condenser" mod was no longer working. Thanks to this mod it works!!! I just hope you can keep it updated once the DLC comes out. ;)
@Imersa you need to place the pak file manually in Astroneer/Astro/Content/Paks The modloader installs mods in AppData/Local/Astro/Saved/Mods
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To fix crafted resource canisters with the old limit just package them and open them, they will get updated to the proper 128 limit.
000-AstroUpdateComponents-1.0.8_P.pak
!- [S] RTG | 3 | OLD| 4 | Original 1
!- [M] RTG | 6 | OLD| 8 | Original 4
!- [S] Generator output | 3 | OLD| 8 | Original 2
!- [M] Generator output | 12 | OLD| 16 | Original 9
!- [S] Battery capacity | 64 | OLD| 64 | Original 32
!- [S] Battery output | 2 | OLD| 4 | Original 1
!- [M] Battery output | 8 | OLD| 16 | Original 5
!- [M] Battery capacity | 512 | OLD| 512 | Original 512
!- [S] Solar Generator output | 0,5-3 | OLD| 4-4 | Original 1
!- [M] Solar Generator output | 3-6 | OLD| 8-8 | Original 4
!- [L] Solar Generator output | 8-14 | OLD| 16-16 | Original 9
!- [XL] Solar Array output | 14-24 | OLD| 32-32 | Original 14
!- [S] Wind Generator output | 0,5 - 3 | OLD| 4-4 | Original 1.5
!- [M] Wind Generator output | 4-7 | OLD| 8-8 | Original 5
!- [L] Wind Generator output | 9-15 | OLD| 16-16 | Original 10
!- [XL] Wind Generator output | 16-27 | OLD| 32-32 | Original 17
You can test this by using a power splitter and connecting a power source from a base to it, it will show you how much power that unit is generating.
For the thruster, this mod only affects the 'Solid-fuel Thruster' and not the 'Hydrazine Thruster'
For example, it is possible to do it using a special text file with parameters.
When running the game and this mod, the mod can access the text file and read the necessary parameters for various devices and items.
The player can edit the text file and specify the optimal parameters in numerical values for each item or device.
I like the concept of this mod, but some quantitative parameters I would like to change for myself.
In addition, while the fall damage resistance on hoverboards would be amazing, I value other mods that change the Tether count to 20x and trailer count to 9999 as opposed to just 16 more, as examples, and don't want them to conflict with this one.
When I tried it, canisters are not updating, even if I package or create a new one
@Imersa you need to place the pak file manually in Astroneer/Astro/Content/Paks
The modloader installs mods in AppData/Local/Astro/Saved/Mods