This version has now been updated for version 2.1.2 released on Oct 10th 2023
In the future, when the game updates, if (when?) it breaks this mod, please send me a private message on Nexus letting me know the mod needs to be updated, otherwise there's a very good chance I won't notice it's broken for quite some time. (If you post the reminder here it's unlikely I'll notice it as quick/at all.)
Real life again distracted me from stuff, but thanks to a recent reminder I got back to updating this, it is now current with the latest version 2.1.2 released back in oct of 2023.
I'll try to keep this updated from here forward, barring more IRL distractions.
Just noticed the game updated last night. When I install the mod I get a runtime error after the second splash screen. I'm assuming the new update is the cause of the issue.
Thanks for the mod. Would there be any chance of a 100x all equip, inventory and 100 weapon. If not any chance to tell where to edit the .dll file to do it myself. Thanks
Using the "x60 cargo x6 equip +30 wpn" version, only my main ship gets the cargo and equip multipliers, but main ship and fleet ships get the +30 weapon.
I have a Mule ship in my fleet with 38 weapon, 58 equipment, and 177 cargo (expansion module equipped, but that's obviously not x60 the Mule's base 150 cargo)
I don't know if all versions are bugged, but the version I am using definitely is. Kinda sad because I don't really want my main ship to be the cargo ship, but it's the only one that gets the cargo mult. Also I care more about the equipment cap than the weapon cap, but the weapon cap is the only one fully working.
Just tried checking the "x10 cargo x3 equip +10 wpn" version, and yeah my Mule fleet ship still had vanilla 58 equip space. Looks like cargo and equip only affect player ship, but weapon affects all ships, for all versions of this mod, likely.
That's how the mod has to work in order for it not to break the game's economy sadly.
The game treats your fleet ships the same way they treat NPC ships owned by various factions, so if cargo and equipment is increased on your fleet, it'll also be increased for every ship in the universe. (Which may not sound problematic at first glance, but increasing cargo cap will allow npc trade ships to basically empty stations of their entire inventory and tank the in game economy in short order, and the extra equipment will make npc assault fleets able to destroy star bases in the first assault or two, which further causes balance issues and can break story missions if key star bases wind up getting destroyed.)
In short, the current way the mod works is the only way it can work without otherwise breaking the game and rendering it unplayable after a few short hours.
Perhaps in the future if the dev makes their game more mod friendly it would be feasible to modify the cargo space gained by the cargo space equipment module or have npc's add to cargo space when assigned to a ship, but as of right now it's really not a viable option sadly.
Game got updated today, did as instructed and the game crashes on startup. Only have this mod installed. Nvm still works got confused with another cargo mod.
If you try to craft custom weapons with my older version of the mod it will crash to the desktop however, so download my most recent version (2.09c) for full compatibility. with the July 18th patch.
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In the future, when the game updates, if (when?) it breaks this mod, please send me a private message on Nexus letting me know the mod needs to be updated, otherwise there's a very good chance I won't notice it's broken for quite some time. (If you post the reminder here it's unlikely I'll notice it as quick/at all.)
I'll try to keep this updated from here forward, barring more IRL distractions.
Would there be any chance of a 100x all equip, inventory and 100 weapon.
If not any chance to tell where to edit the .dll file to do it myself.
Thanks
I have a Mule ship in my fleet with 38 weapon, 58 equipment, and 177 cargo (expansion module equipped, but that's obviously not x60 the Mule's base 150 cargo)
I don't know if all versions are bugged, but the version I am using definitely is. Kinda sad because I don't really want my main ship to be the cargo ship, but it's the only one that gets the cargo mult. Also I care more about the equipment cap than the weapon cap, but the weapon cap is the only one fully working.
The game treats your fleet ships the same way they treat NPC ships owned by various factions, so if cargo and equipment is increased on your fleet, it'll also be increased for every ship in the universe. (Which may not sound problematic at first glance, but increasing cargo cap will allow npc trade ships to basically empty stations of their entire inventory and tank the in game economy in short order, and the extra equipment will make npc assault fleets able to destroy star bases in the first assault or two, which further causes balance issues and can break story missions if key star bases wind up getting destroyed.)
In short, the current way the mod works is the only way it can work without otherwise breaking the game and rendering it unplayable after a few short hours.
Perhaps in the future if the dev makes their game more mod friendly it would be feasible to modify the cargo space gained by the cargo space equipment module or have npc's add to cargo space when assigned to a ship, but as of right now it's really not a viable option sadly.
Game got updated today, did as instructed and the game crashes on startup. Only have this mod installed.
Nvm still works got confused with another cargo mod.