A liitle feature request - maybe if it is possible.
For the permadeath version: Would it be possible to reduce the size of the resource Deposist (Heridium, Gold, Emeril, Nickel etc.) on the planet surfaces? And maybe that they spawn all under the surface, so caves becomes more interessting?
Because these big Pillars of resources are too much and ugly ^^
The resources from Plant like Zinc or thaumium are ok as they are.
I really like the cave idea. It's true that in the base game you practically have no reason to explore them.
In fact I think I'll make this a optional feature for all mode (since it touch planet generation, this is in a complete different file location).
The pillar of resources are indeed ugly as hell, I look into removing them but still keep the crater type one and maybe include all those (Heridium, Gold, Emeril, Nickel etc.) as part of rare crater generation and common (no to common, we want to still explore) in cave.
Another suggestion to this. Is it also possible to move the greean crates and the Atlas Pass V1 Containers do spawn only in the caves? Only the green and Atlas pass Containers, not he yellow or the red or the health ones.
Hey ActionOfLost. Hope you are doing well. Just letting you know there are many people that still appreciate this mod and would definitely love to see it updated for 1.38 Thanks!
There is some big personal issue that required almost all of my time four the last couple weeks, I did not had any time to look at either the mod or NMS new version.
As soon as thing get sorted out on my side, I will get back at it and update this mod. However, in the mean time if anyone has the knowledge and desired to update or maintain this mod, I can promote it to the official download and give the due credit (just PM me and I will give you the master file I've started working on and all the reference doc of the change I have).
Hey I like the Optional Mods in this, but I have a request. Is it possible to get the change your SpaceEffect mod does to Warping/Hyperdrive standalone? There's no mods other than this that change how warping looks, and I believe this mod is making planets really dusty/cloudy making it impossible to see where I'm going in my ship. But I really want that warp visual lol
Fantastic mod! There is a small issue with the FOMod at the moment. For optional selections of 'Space Effect' and 'UI', it seems the the images from the FOMod folder are not being used. Pretty easy fix for the image path in the ModuleConfig.xml. Just a heads up!
EDIT: I have sent you the updated XML to your messages. Thank you for your hard work!
Hey man, thanks so much for the new update, lovin' it! I do have to report though that the hyperdrive thing doesn't seem to be working, it still charges 1 jump per cell and has the vanilla recipe. Here's my mod folder but I don't think it's a conflict issue (it might very well be though, I have no clue) https://vgy.me/KJYzc0.png
131 comments
For the permadeath version: Would it be possible to reduce the size of the resource Deposist (Heridium, Gold, Emeril, Nickel etc.) on the planet surfaces? And maybe that they spawn all under the surface, so caves becomes more interessting?
Because these big Pillars of resources are too much and ugly ^^
The resources from Plant like Zinc or thaumium are ok as they are.
In fact I think I'll make this a optional feature for all mode (since it touch planet generation, this is in a complete different file location).
The pillar of resources are indeed ugly as hell, I look into removing them but still keep the crater type one and maybe include all those (Heridium, Gold, Emeril, Nickel etc.) as part of rare crater generation and common (no to common, we want to still explore) in cave.
and Atlas pass Containers, not he yellow or the red or the health ones.
Much more reasons to explore them :-D
Mod for risk delve sure. What have you to lose from now to then when the Atlas Pass is incredibly rare.
You need risk to win fear to go beyond wherever everyone else failed. Out there? Ozone tubs stray pole the last pane Atlas has in the basket.
I’m for that mod. Sure. Ahead of time, though, I’ll wait when you scout the first round after the new mod version drops.
Think things through before then.
Just letting you know there are many people that still appreciate this mod and would definitely love to see it updated for 1.38
Thanks!
As soon as thing get sorted out on my side, I will get back at it and update this mod. However, in the mean time if anyone has the knowledge and desired to update or maintain this mod, I can promote it to the official download and give the due credit (just PM me and I will give you the master file I've started working on and all the reference doc of the change I have).
EDIT: I have sent you the updated XML to your messages. Thank you for your hard work!
Here's my mod folder but I don't think it's a conflict issue (it might very well be though, I have no clue)
https://vgy.me/KJYzc0.png