Thank you for you interest in the mod. I sincerely hope you enjoy it, and I am happy to answer questions and resolve issues if I can.
Problems posted here in the Comments section may be replied to in the comments section or may be moved to the Bugs Section and replied to.
UPDATE V. 1.1 - Fixed issue where crafting was producing 5 Ship Parts instead of 1. Updated Resource Description to Rare Manufactured UPDATE V. 1.2 - Fixed CTD when accessing inventory after crafting.
Not gonna lie, I'm a little disappointed that crafting ship parts requires junk items, instead of minable resources. While it does make use of misc items that otherwise have no practical use, personally, I would rather it require Common and/or Uncommon resources and/or manufactured components.
Would creating an alternate version something you would be amenable to?
hey. i'll take all the help i can get. i hope my ship spawns enough of the crimping tool,wrench,rachet and stuff! thank you! although if you can make another version using recourses that would be mighty fine!
Industrial Workbench using 1 Crimping Tool, 1 Pipe Wrench, 1 Ratchet, and 1 Vice Grip
I don't think these resources required to craft Ship Parts makes sense for realism or the game mechanics at all.
Tools may be used to repair a ship, but they are not "consumed" by the repair process.
Junk parts being difficult to find makes crafting Ship Parts dependent on scrapping alone, rather than other methods such as mining, outpost building, mercantile, etc.
Ship Parts are only used to repair the Hull. They don't fix ship systems, so electronic or other complex manufactured components should not be required.
My suggestion is to more or less have the following resources required to craft Ship Parts:
Outer Hull: Titanium - x20, Tungsten - 4x
Binding: Adhesive - 2x, Sealant - x2
Cabin side: Polytextile - 2x, Polymer - x2
Realism: These resources just make sense as the components of starship hulls.
Lightweight and strong titanium with the thermal protection of tungsten.
The sealant and adhesive to bind and seal everything.
And the materials on the inside being similar to flexible strong material used in spacesuits.
An important part of the quantities suggested, is that raw materials have more mass than the manufactured product (mass 19.8 -> 10).
For difficulty: This combination of organic, inorganic materials, manufactured polytextile, and how much is required of each, can really ramp up the difficulty as you see fit.
I don't know if having more than 3 resources is allowed or not.
If you want, you can even require Research like Manufacturing 3 or Skill in Ship Engineering.
A bonus would be creating a Multiplex Fabricator to build these too.
These are just suggestions, and I appreciate your work. This mod, with another mod to craft ammo and medpacks, make Starfield much more fun for the players who enjoy building a network of outposts and being independent from vendors and scavenging. Thank you.
I understand using the junk as parts for the ship parts and agree with why you did it. You need tools to fix your ship. But tjanke42 is right it is kind of light on the cost right now. You need a resources cost part. Or maybe a different line of thought but still in the same line of what he is thinking. If you made those tools craftable tools that cost recourses. So either find them in the wild or make them on your own. They then become a much more heavy cost to make ship parts. If any of that is feasible without CK I have no idea that is beyond me. But your mod is a great idea needs to be more expensive to make.
I agree with tjanke42, excellent idea, I actually went looking for a place to craft them in vanilla game but it was not implemented. I'd gladly throw some mined resources into the recipe. I think you were going for using unused junk items to prevent conflicts with other mods, which is a great plan. But adhesive and metals seem a natural addition. And with the vacuum tape to adhesive mod or the new vacuum tape to adhesive or sealant mod we should be able to cover those recourses without any trouble. Thanks and Later, Terry
edit: you picked some really obscure items, in all the crates I had collected in my level 25 travels, none on the items you selected to craft with were available, that will make me scavenge much more carefully now. Cool!!!! Seems pretty balanced now that I played with it a bit.
It's your mod and idea, but I wish it was crafted with normal resources. Or that tools you've chosen are craftable themselves. We have whole outpost economy that isn't used, and this just seems like perfect way to utilize it. Build outposts, mine resources, craft them into more complicated resources, then craft the space ship with all that. Which enables bigger ship, mkre resources, for yet another awesome ship, and so on. But as I've said, it's your decision. Thanks for nice mod!
11 comments
Problems posted here in the Comments section may be replied to in the comments section or may be moved to the Bugs Section and replied to.
UPDATE V. 1.1 - Fixed issue where crafting was producing 5 Ship Parts instead of 1. Updated Resource Description to Rare Manufactured
UPDATE V. 1.2 - Fixed CTD when accessing inventory after crafting.
While it does make use of misc items that otherwise have no practical use, personally, I would rather it require Common and/or Uncommon resources and/or manufactured components.
Would creating an alternate version something you would be amenable to?
although if you can make another version using recourses that would be mighty fine!
I don't think these resources required to craft Ship Parts makes sense for realism or the game mechanics at all.
My suggestion is to more or less have the following resources required to craft Ship Parts:
Realism: These resources just make sense as the components of starship hulls.
For difficulty: This combination of organic, inorganic materials, manufactured polytextile, and how much is required of each, can really ramp up the difficulty as you see fit.
These are just suggestions, and I appreciate your work. This mod, with another mod to craft ammo and medpacks, make Starfield much more fun for the players who enjoy building a network of outposts and being independent from vendors and scavenging.
Thank you.
Seems a bit cheap, though. May I suggest also requiring a few units of iron, aluminum, nickel, copper, cobalt, etc., some sealant and adhesive?
But adhesive and metals seem a natural addition. And with the vacuum tape to adhesive mod or the new vacuum tape to adhesive or sealant mod we should be able to cover those recourses without any trouble.
Thanks and Later, Terry
edit: you picked some really obscure items, in all the crates I had collected in my level 25 travels, none on the items you selected to craft with were available, that will make me scavenge much more carefully now. Cool!!!! Seems pretty balanced now that I played with it a bit.