Hey! Thank you very much for taking your time to make this,
I am trying to make something similar for my own use, but with a lower multiplier. Everything looks alright, but I have a problem. The in game encyclopedia doesn't open when I enable my own mod, or rather the UI doesn't render since I still need to close the invisible window after trying to access it.
I am asking on an off chance you had a similar problem when you were writing the mod and figured it out, since your own mod doesn't have this issue. If so, I'd appreciate if you shared how you managed to fix it, or where the issue was. Cheers!
Heyo, awesome mod! Thank you so much for making it, it's just great man. 1 thingy, I think the Teladi 1000x Habitat module specifically is still like Vanilla.
Any chance you are planning a "Efficient" version that requires less input for the same output? I'm sucking my Universe dry now but that's to be expected.
Nice mod! Can you please add 100x variant of Argon XL Housing Spire (Quettanauts faction), Casino, Scrap Processor and Scrap Recycler (Tides of Avarice)"?
Argon XL Housing Spire = It's cosmetic only, just use the other 100x habitats. Casino = I forgot about it. It's functionally only cosmetic since the 100x Gambling Den provides more growth per space. Scrap recycler = Already in the mod. It should be sold at the the normal scrapping races like PIO / RIP. Scrap processor = I haven't figured out how to add it because the scrapping mechanic uses special rules which are to unique to this module.
Hello can I use this mod together with 10x module mod because lets say I want to have 140 modules with this it would be either 100 or 200 not using vanilla modules if i could use this together with 10x then i could create a station with 100x and 4 10x then i would have 140. is this possible thanks for any response
probably I wasnt specific I was considering using another 10x mod from another author as this mod doesnt have 10x modules of production lets say I want to build 140 hull production modules can ı use your 100x module and 4 10x modules of another mod author especially this one 10x Station Modules and Fusion Reactor mod by Faryzal2020 thanks for any response
Yes, it will work. I meant my 100x mod works with a 10x mod and it is intended for both mods to be used together.
I assumed you were talking about iseeu0's 10x mod, but any 10x mod should work because we don't use the same files. Since we don't use the same files, there can be no compatibility problem.
Thanks for the reply, I noticed that the "Claytronics Production" module seems to use "Advanced Composite". But if this is for balance reasons, then it makes sense.
Right, the vanilla 7.5 update changed the build costs for hullparts and claytronic modules to prevent a death spiral caused by these modules requiring their own materials to build. I updated my mod to reflect the game's new balance.
If for some reason you dislike this change, you can switch to version 1.1 of the mod. It is the same as the current version except for this rebalance.
I have all 100x modules except the 100x Gambling Den. Maybe because the Gambling Den comes from a quest. Any clue to get the 100x Welfare Module blueprint? None of the Faction Representatives has it.
As I said, it follows the vanilla rules. Use the in-game encyclopedia to see which factions sell the vanilla module, then go there for 100x. Both are sold by ANT + PAR + TEL + ZYA + BOR.
DLC factions don't sell 100x modules if you didn't download the optional DLC files.
31 comments
I am trying to make something similar for my own use, but with a lower multiplier. Everything looks alright, but I have a problem. The in game encyclopedia doesn't open when I enable my own mod, or rather the UI doesn't render since I still need to close the invisible window after trying to access it.
I am asking on an off chance you had a similar problem when you were writing the mod and figured it out, since your own mod doesn't have this issue. If so, I'd appreciate if you shared how you managed to fix it, or where the issue was. Cheers!
There are several existing mods with only a 10x multiplier. 10x is too low?
Thank you so much for making it, it's just great man.
1 thingy,
I think the Teladi 1000x Habitat module specifically is still like Vanilla.
Any chance you are planning a "Efficient" version that requires less input for the same output?
I'm sucking my Universe dry now but that's to be expected.
I have no plans to make "efficient" modules. You could try mods which increase resource fields.
Casino = I forgot about it. It's functionally only cosmetic since the 100x Gambling Den provides more growth per space.
Scrap recycler = Already in the mod. It should be sold at the the normal scrapping races like PIO / RIP.
Scrap processor = I haven't figured out how to add it because the scrapping mechanic uses special rules which are to unique to this module.
thanks for any response
Deconstructing a module refunds 100% of the materials into the build storage, so it also allows an easy upgrade path between vanilla, 10x, and 100x.
thanks for any response
I assumed you were talking about iseeu0's 10x mod, but any 10x mod should work because we don't use the same files. Since we don't use the same files, there can be no compatibility problem.
If for some reason you dislike this change, you can switch to version 1.1 of the mod. It is the same as the current version except for this rebalance.
I have all 100x modules except the 100x Gambling Den. Maybe because the Gambling Den comes from a quest.
Any clue to get the 100x Welfare Module blueprint? None of the Faction Representatives has it.
Thanks for the help.
If you have the Boron DLC, you could also use the Pheromone Gallery. It provides a bigger growth bonus.
checked argon, HOP and ZYA
Both are sold by ANT + PAR + TEL + ZYA + BOR.
DLC factions don't sell 100x modules if you didn't download the optional DLC files.
turret
meat
food ration
engine
argon medical supply
was apparently also not in hop :D