Not sure what I'm doing wrong. When I press fuel on the cockpit seat, it says fuel tanks unlocked. I get out the ship and it immediately says fuel tanks locked, and gives me no refueling option. Also when I talk to the services technician, there is no refuel option.
How have I managed this? I currently cannot fly my ship because there is no fuel in the tanks, and no way to refill them.
Edit: In case anyone else has an issue, I disabled the mod, loaded and saved the game, re-enabled the mod, and it now works again.
And its stopped working again. Where should this sit in terms of load order? I'm wondering if that's the issue. Right now its one of the last to load. My fix of removing the mod, loading and saving, then re-adding the mod is no longer working. This just isn't working for me and I dont know why. I do have starvival installed, but the ship fuel mod for that is disabled, so I dont think it would conflict?
I'm a very, very happy user of your mod, and today I discovered that your mod doesn't recognize the DarkStar Storage gas containers (DTO). Neither the ones on the landing pads, or those placed separately. Had to replace them with vanilla gas storage tanks, to get the mod working as intended. No big deal, but just wanted to report it.
I find this mod is the best by far, but it doesn't seem to work properly with cockpits added via mods. Like Falkland has a couple of cockpits and the fuel button at the pilot seat just doesn't appear. Is there any way to patch this? Do I need to change something on the Falkland cockpit or ???
I’m loving this mod. No more magical fuel tanks. You need to do a little prep before a journey. Just enough to add some nice immersion.
I have a suggestion. As someone who has made many mods, I know how annoying it can be for users to give you ideas 😆, but I only offer it because I love your mod. The method of adding fuel from HE-3 in your inventory seems infeasible. If you find yourself out of fuel in a system without a ship tech, and only need to jump a shortish distance to get to one, say one that requires 30 fuel, you need a whopping 60 HE-3 to fuel up your ship. This pretty much requires stealing fuel as the only option, unless you go on an epic HE-3 mining quest.
Maybe instead, one unit of HE-3 in your inventory could covert to a higher value in the tank. Maybe .5 coverts to 5 for easy math for the PC.
Also, I haven’t done any outpost mining so I have no idea how much fuel you could gather at an outpost for feasible usage of outpost fueling.
I am currently stranded on a moon with no fuel and no H-3 deposits. So far I've found not H-3 at facilities. Who knows how many days I can hold out? Just kidding Starfild does not have much of a survival aspect. All I need is to hijack an enemy ship and I'll be fine, Until then I wait.
i've tried all the fuel mods and this one is by far the most elegantly integrated, so thank you for a good design philosophy. my one complaint is i wish fuel could be more expensive, because right now it seems that going from one solar system to another only costs me 200 credits or so, it would be fun to make some quick cash to be able to afford a mission to another system and its return trip
edit: the mod SSEO (starfield systems economic overhaul) increases the price of many things, including HE-3, and works perfectly well alongside this. recommended
initially I made the noob mistake of running this without SFSE installed. oops. Works like a charm now.
While the basic mechanic is functionally awesome, I think it could be improved upon with a few extra touches to make gameplay more meaningful:
- Only prompt to steal fuel from other ships when player intended it - by pressing the fuel button on the pilot seat before boarding (I think this was the desired behavior, but instead player is always prompted, which is immersion breaking). As a bonus, maybe if player does try to steal fuel from a friendly ship there is a chance that refueling fails, and/or they get a bounty (maybe this is already the case, but I have not tried it).
- if a ship's hull is damaged in battle, there should be a chance to: - Lose a large percentage of fuel (high chance) - Lose all fuel (small chance)
No idea if this is technically possible, but these chances could be calculated per fuel tank. Having multiple fuel tanks installed would therefore reduce the chances of a catastrophic loss. These chances would apply to both player and enemy ships, which would create some interesting scenarios.
I have not played enough with it yet to know, but with regards to HE-3 itself, I also have a feeling that I might want to be able to adjust the consumption, mass, and cost of buying it.
In a perfect world, all of these options would all be toggled/adjusted via gameplay options.
On the whole I just feel that fuel is far too easy to come by when traveling around. In the early game with the basic Frontier and a small tank, I am in no way concerned at any point that I might run out of fuel. There is an abundance of it when regularly getting into space fights and boarding ships. This is a matter of play style, hence my desire to have some way of adjusting things.
I want to be worried about the size/number of fuel tanks I have, scavenging/pirating for fuel with varying degrees of success, and thinking about acquiring skills necessary to set up outposts in extreme environments where HE-3 is usually found. Sometimes getting stranded and having to buy/steal/craft to get enough fuel to get home should be a core part of the game imo, and the primary reason to continue to explore, raid, build etc.
Instead now that I know the mod is working, I don't really think about fuel at all. Perhaps this will change as my play through progresses and I begin to venture out further. But this is my experience of the mod so far.
I am excited to have this mechanic as part of the game. But it would be great if someone with the skills is able to flesh it out a little bit!
@spykerhond: The bug section is for bugs, and not for things you don't like or want me to change. Next time you will be banned.
The required consumption data is only available when starting from the starmap. That's why I don't want you to start a grav jump from the pilot's perspective. And if you do that anyway, you'll get a random consumption value.
so sometimes from a map the data is skipped , and reads as wrong angle aproach , because its sometimes when i sellect the map to jump , but the game is not processing the same everytime .
This should be changed somehow. It's causing major immersion breakage when using Astrogate.
When flying around, I want to be able to actually pilot my ship. Not play around in fast travel menus... It's one of the reason this game sucks as vanilla
That would be kewl if you could make it a setting or something if you can't rip it out. Really great lightweight mod to have other wise!!
along with getting rid of this , please also get rid of the intervface dicipline disruption feature that condecends the pilot into choosing again to jump , like a frog.
274 comments
If it does not work at your end. Deactivate, clean save and activate again.
When I press fuel on the cockpit seat, it says fuel tanks unlocked. I get out the ship and it immediately says fuel tanks locked, and gives me no refueling option. Also when I talk to the services technician, there is no refuel option.
How have I managed this?
I currently cannot fly my ship because there is no fuel in the tanks, and no way to refill them.
Edit:
In case anyone else has an issue, I disabled the mod, loaded and saved the game, re-enabled the mod, and it now works again.
My fix of removing the mod, loading and saving, then re-adding the mod is no longer working. This just isn't working for me and I dont know why. I do have starvival installed, but the ship fuel mod for that is disabled, so I dont think it would conflict?
I have a suggestion. As someone who has made many mods, I know how annoying it can be for users to give you ideas 😆, but I only offer it because I love your mod. The method of adding fuel from HE-3 in your inventory seems infeasible. If you find yourself out of fuel in a system without a ship tech, and only need to jump a shortish distance to get to one, say one that requires 30 fuel, you need a whopping 60 HE-3 to fuel up your ship. This pretty much requires stealing fuel as the only option, unless you go on an epic HE-3 mining quest.
Maybe instead, one unit of HE-3 in your inventory could covert to a higher value in the tank. Maybe .5 coverts to 5 for easy math for the PC.
Also, I haven’t done any outpost mining so I have no idea how much fuel you could gather at an outpost for feasible usage of outpost fueling.
Thanks for making this!
edit: the mod SSEO (starfield systems economic overhaul) increases the price of many things, including HE-3, and works perfectly well alongside this. recommended
While the basic mechanic is functionally awesome, I think it could be improved upon with a few extra touches to make gameplay more meaningful:
- Only prompt to steal fuel from other ships when player intended it - by pressing the fuel button on the pilot seat before boarding (I think this was the desired behavior, but instead player is always prompted, which is immersion breaking). As a bonus, maybe if player does try to steal fuel from a friendly ship there is a chance that refueling fails, and/or they get a bounty (maybe this is already the case, but I have not tried it).
- if a ship's hull is damaged in battle, there should be a chance to:
- Lose a large percentage of fuel (high chance)
- Lose all fuel (small chance)
No idea if this is technically possible, but these chances could be calculated per fuel tank. Having multiple fuel tanks installed would therefore reduce the chances of a catastrophic loss.
These chances would apply to both player and enemy ships, which would create some interesting scenarios.
I have not played enough with it yet to know, but with regards to HE-3 itself, I also have a feeling that I might want to be able to adjust the consumption, mass, and cost of buying it.
In a perfect world, all of these options would all be toggled/adjusted via gameplay options.
On the whole I just feel that fuel is far too easy to come by when traveling around. In the early game with the basic Frontier and a small tank, I am in no way concerned at any point that I might run out of fuel. There is an abundance of it when regularly getting into space fights and boarding ships. This is a matter of play style, hence my desire to have some way of adjusting things.
I want to be worried about the size/number of fuel tanks I have, scavenging/pirating for fuel with varying degrees of success, and thinking about acquiring skills necessary to set up outposts in extreme environments where HE-3 is usually found. Sometimes getting stranded and having to buy/steal/craft to get enough fuel to get home should be a core part of the game imo, and the primary reason to continue to explore, raid, build etc.
Instead now that I know the mod is working, I don't really think about fuel at all. Perhaps this will change as my play through progresses and I begin to venture out further. But this is my experience of the mod so far.
I am excited to have this mechanic as part of the game. But it would be great if someone with the skills is able to flesh it out a little bit!
The required consumption data is only available when starting from the starmap. That's why I don't want you to start a grav jump from the pilot's perspective. And if you do that anyway, you'll get a random consumption value.
When flying around, I want to be able to actually pilot my ship. Not play around in fast travel menus... It's one of the reason this game sucks as vanilla
That would be kewl if you could make it a setting or something if you can't rip it out. Really great lightweight mod to have other wise!!
In an ideal world, the player should have to fight his way to the enemy cockpit and then once there they can interact (with pilot seat?) to get fuel