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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1] Slightly Better Tech-Mining  (Read 35486 times)

Mira Lendin

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #45 on: May 20, 2022, 03:18:43 PM »

All Tech mining outputs are stored in 1 gathering point, you are not supposed to find tech mining results on every planet that has one.
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Syzler

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #46 on: May 31, 2022, 09:14:43 PM »

All Tech mining outputs are stored in 1 gathering point, you are not supposed to find tech mining results on every planet that has one.

how do you set the gathering point or is it always going to be your first planet?
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Skrimp

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #47 on: June 11, 2022, 08:45:13 PM »

Just a heads up for those that care about some semblance of "balance", I play starsector heavily modded- meaning 80+ mods (nexelerin, factions etc.) This mod makes getting credits, blueprints, alpha ai cores etc. a trivial task. Each production cycle I was getting around 2-3 million Credits in item value with one vast ruin tech-mine with an alpha AI core. So yeah, if you actually want becoming rich to feel good & earned, then save yourself the time and don't use this mod.

It was my fault for not reading and thinking ahead as to what items the other mods add and how this mod would affect their drop rate. This mod was specifically giving me a lot of expensive items from the terraforming mods I believe, so the mod author may want to dial those back a bit.
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Dwarden

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #48 on: June 12, 2022, 12:43:20 AM »

maybe some modifiers for settings to be able tweak this to each taste
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DrTechman42

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #49 on: June 12, 2022, 03:22:33 AM »

How about limiting the amount of colony items that you can get from a single planet? Like no more than one pristine nanoforge per planet. It's kinda weird to get like 5 Domain's most precious belongings from a random planet that normally does not need more than one. And get only weapons/blueprints afterwards. Dozens upon dozens of corrupted ones also do not feel earned and are eventually regarded as trash items.

It's a question of taste though, some kind of options would be appreciated.
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Yunru

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #50 on: June 12, 2022, 05:25:17 AM »

That's not possible, tech-mining just draws from the various item pools, it can't limit what's added to those pools.

Mira Lendin

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #51 on: June 12, 2022, 05:38:53 AM »

I'd say make the Pristine nanoforge rarer.
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Yunru

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #52 on: June 12, 2022, 07:10:55 AM »

All items in a pool have a weighted chance of being picked. While I could theoretically adjust the vanilla values, any balance I reach would be thrown out of the window as soon as any mod adds an item to the pool (and given there's only one "rare item" pool that everyone uses...).

Brainwright

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #53 on: June 12, 2022, 05:09:11 PM »

That's not possible, tech-mining just draws from the various item pools, it can't limit what's added to those pools.

That's really a flaw in the base game.  Some items should be part of a, "progress tree," and populated through the game in a specific way.  Random drops are just kinda silly.
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Proxima-b

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #54 on: July 04, 2022, 06:12:01 AM »

I think you should turn the drop rate down by 80% for a more balanced approach
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TheHZDev

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Re: [0.95.1] Slightly Better Tech-Mining
« Reply #55 on: July 04, 2022, 06:24:53 AM »

Sir, could you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
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