Time for a big update! (v1.1) I've been working on this for a while trying to get the feel down right, and make it as refined as possible. I will be doing more refining though, including adding more types of resources to the asteroids here soon. For now though, this update had been a long time in coming. So what do we have?
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Fixed the giant asteroids. The giant asteroids were getting stuck in an invulnerable 2nd stage where they refused to be destroyed any further, making their resources impossible to gather. I have fixed this, but I still want to refine it a bit more.
Added more of the space debris to the list of destructible space debris, and refined the health of the debris to be more in line with objects of similar size.
The mining laser effects themselves have been refined. You no longer have such a spread on them, and they look better too, with UV and IR lasers having a more distinct look. I still want to try and make them look like giant cutter beams, but that's more difficult than it seems.
Enemy ships are going to have a bit more in terms of space salvage when you destroy them. This is because the parts that come off the ship can't be salvaged directly, at least not yet.
Caches you find out in space (at beacons of interest) will have different names depending on the loot available, and more of it. This should make searching out these space POI's more worthwhile.
One of the issues that I am aware of already: The loot does not feel very randomized. I currently can't change this. I've tried lots of ways to fix this. I will have to totally rebuild the loot tables to be able to fix this issue. It has to do with the order of operation. I can't have it run 100 times and determine randomly whether each of the 100 times a certain resource spawns. It goes in, determines it once, and then just gives you the result times 100. I can't work around this, no matter how many simpler methods I have tried, so this is going to have to be a part of a larger effort to re-do the loot inside the asteroids.
As always, leave comments and feedback about the new update, and anything you would like to see added. I'm still expanding on the mod, and I won't be giving up on it anytime soon.
I've been doing a ton of behind the scenes work with the mod, including changing how the mining lasers recognize asteroids and salvage. Many parts of the mod have had to be updated to accomplish this.
The mining lasers themselves have also been updated. The effects should be much nicer looking now.
I am releasing my first attempt at a StarSim Conglomerations patch (a paid mod on the Creations Club). It is rough still due to some weird behavior with Medium master files and load order. I am unable to override certain parts of the mod effectively. If Conglomerations was a Full master (or if you set it to full master yourself) there would be a stark difference in compatibility. This is not something I can fix further without Bethesda fixing the underlying issue. So for now this patch is only being offered here on the Nexus (so I can better support it and get bug reports).
I have changed asteroid drop rates, made them slightly more random, and given them a global variable "AsteroidLootChanceNone", which is by default set to 50.00. Changing this in game will change your drop rates.
I have also added a new system to the mod. If you have junk items like Wire Spools, Circuit Boards, or even Forks, you can take them to an Industrial Workbench and break them down manually into resources. This differs significantly from mods like the Galactic Junk Recycler. These show up as recipes, and using a loot list to determine what the output is. This is all done with some script magic. You MUST have the junk items in YOUR inventory, not your ship's inventory, to break them down.
StarSim Patch 1.3:
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Through some diligent efforts, I managed to get the StarSim patch working FULLY. This makes their Asteroids work like the asteroids in my mod, and enables the use of Mining Lasers on them.
It also changes the global values for drop rates, mission requirements, XP rewards, and credit rewards for turning in the missions. You may have to reinstall StarSim to get these global values to take effect. If so, follow the guide here:
1. Go to a single star system like The Pup, make a manual save for safety, and shut down starfield. 2. Disable StarSim conglomerates from your load order. 3. Load back into Starfield briefly, save again, and exit. 4. Re-enable StarSim conglomerates and the StarSim patch at the SAME TIME. 5. Reload into the game, which will restart your StarSim progress, but it will use all of the new global values.
Version 1.3.1 Update:
Spoiler:
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Added the ability to change drop rates in the Gameplay Options menu. (For both asteroids and debris separately.)
Rebalanced ship and salvage drops. (Less manufactured goods and less ship parts in ships.)
Added Space Junk salvage to ships and debris, which you break down at Workbenches for additional materials. (There's 8 types in total, which break down into different materials.)
Fixed a couple salvaging recipes. (I realized I made a couple things break down into materials that aren't represented by their in game models.)
I installed your mod and the ship categories, but I don't see a mining laser anywhere. I am using StarUi and Ship Builder Config, so maybe there is a compatibility problem?
Did you point any points in to the Geology skill, HasNo? That's what gives you the mining lasers. (They'll be down in Weapons Utility in StarUI ShipBuilder)
Hey, TN - I know this is one of your older ones, but it's one of my favorites. :-)
If you by chance come back to this one someone, might it be possible to add a scanning function for the asteroids and flotsam that would enable us to see what's in them prior to lasing?
Question, should I be able to destroy ship debris in *every* debris field I come across, or only certain ones? I am in a debris field shooting stuff with my mining laser and I can't destroy anything.
Geology perk is fine, TN is last mod to make edits to it. I am running StarSim as well, but patch is in place.
What would be fantastic is option to have a health bar for asteroids and debris, so you can tell what progress you're making. I was shooting an asteroid today and was about to give up, thinking it must be bugged - MUST be - but then like forever later it finally blew up
is it possible to disable the mod with console without uninstalling? i didn't read well and now seems i must use those weapon for asteroids, and my ones do not do any damage at all. i won't change my ship weapons, they need me for fights other then shooting rocks ;)
If you you are still trying to figure out how to make the mining laser a constant beam, someone just did that for the Rev-8: https://www.nexusmods.com/starfield/mods/13184/?tab=description
I'm having this same issue now even though it worked before. Weird. I'm outside the den firing and I got through a 10 minute youtube video firing and the asteroid still hasn't blown up. I'm using 3 mining lasers at max power from the reactor.
I came back after the Shatterd Space update and looked around this mod again, is the type of minning laser reduced , or is there skills I need to achieve to see the item?
Are you referring to what's written in the Description as: "The Geology perk has been overhauled so that the first level of the perk also gives access to the aforementioned mining lasers, " ?
Edit: Unless you're referring to the same issue that PixelHead24 was referring to in their comment below?
328 comments
One of the issues that I am aware of already: The loot does not feel very randomized. I currently can't change this. I've tried lots of ways to fix this. I will have to totally rebuild the loot tables to be able to fix this issue. It has to do with the order of operation. I can't have it run 100 times and determine randomly whether each of the 100 times a certain resource spawns. It goes in, determines it once, and then just gives you the result times 100. I can't work around this, no matter how many simpler methods I have tried, so this is going to have to be a part of a larger effort to re-do the loot inside the asteroids.
As always, leave comments and feedback about the new update, and anything you would like to see added. I'm still expanding on the mod, and I won't be giving up on it anytime soon.
StarSim Patch 1.3:
1. Go to a single star system like The Pup, make a manual save for safety, and shut down starfield.
2. Disable StarSim conglomerates from your load order.
3. Load back into Starfield briefly, save again, and exit.
4. Re-enable StarSim conglomerates and the StarSim patch at the SAME TIME.
5. Reload into the game, which will restart your StarSim progress, but it will use all of the new global values.
Version 1.3.1 Update:
이 모드에서 채굴용 무기를 장착하려면 함선 업그레이드가 아니라 함선 제작소에서 설치해야 합니다.
If you by chance come back to this one someone, might it be possible to add a scanning function for the asteroids and flotsam that would enable us to see what's in them prior to lasing?
I am in a debris field shooting stuff with my mining laser and I can't destroy anything.
Geology perk is fine, TN is last mod to make edits to it. I am running StarSim as well, but patch is in place.
I was shooting an asteroid today and was about to give up, thinking it must be bugged - MUST be - but then like forever later it finally blew up
i didn't read well and now seems i must use those weapon for asteroids, and my ones do not do any damage at all.
i won't change my ship weapons, they need me for fights other then shooting rocks ;)
Weird. I'm outside the den firing and I got through a 10 minute youtube video firing and the asteroid still hasn't blown up. I'm using 3 mining lasers at max power from the reactor.
This mod worked great for me in the past so idk
"The Geology perk has been overhauled so that the first level of the perk also gives access to the aforementioned mining lasers, " ?
Edit: Unless you're referring to the same issue that PixelHead24 was referring to in their comment below?