Recent Posts

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1
Ideas and suggestions / Re: Inventory Management Buttons
« Last post by ai_enabled on April 14, 2018, 05:44:36 am »
Items container sorting is implemented in the upcoming update. The implementation is quite limited (sort order is not configurable) but very useful! Also, you can apply it to any container by just pressing the mouse middle (scroll) button over an item slot (the button could be rebound to any other in the Options menu).
2
Ideas and suggestions / Re: Signs and Custom Tooltips and Colours
« Last post by ai_enabled on April 14, 2018, 05:40:24 am »
Signs implemented in the upcoming update :-).
3
Modding info / Re: v2.1.1 - Mod/Playtesting with unpacked assets
« Last post by Yrol Denjeah on April 02, 2018, 09:01:04 am »
Thank you :o)
I moved the folder and renamed it. Now the game recognizes the DLC and
the ModsConfig.xml was automatically changed to the one you posted.

I had the .dpk ending at one time in the foldername, but did not try to move it to the Core folder.
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Modding info / Re: v2.1.1 - Mod/Playtesting with unpacked assets
« Last post by ai_enabled on April 02, 2018, 06:44:51 am »
Example of ModsConfig.xml for unpacked Core with DLC:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <unpacked_mod>
<mod_id>core_1.0.0</mod_id>
<is_core_mod>1</is_core_mod>
<path>C:\Games\VoidExpanse\Core\Core.cpk</path>
  </unpacked_mod>
  <unpacked_mod>
<mod_id>DLC1_1.0.0</mod_id>
<is_core_mod>0</is_core_mod>
<path>C:\Games\VoidExpanse\Core\DLC1.dpk</path>
  </unpacked_mod>
</mods>
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Modding info / Re: WIP Salvaging
« Last post by Yrol Denjeah on April 02, 2018, 02:58:50 am »
Maybe the delays are a result of the weird thread title
"I" tought it was about salvaging Work In Progress Mods that were given up by other authors.
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Modding info / v2.1.1 - Mod/Playtesting with unpacked assets
« Last post by Yrol Denjeah on April 02, 2018, 02:55:40 am »
How do i unpack Core.cpk and DLC1.dpk properly?

I am stumped. ( i use the latest version of VE and the DLC, both work just fine as unpacked files )

I got the core working, currently at D:\!_steam\steamapps\common\VoidExpanse\Core\Core.cpk\

I tried the same with the DLC:D:\!_steam\steamapps\common\VoidExpanse\dlc1\dlc1.cpk\
To no avail.

In Documents\atomictorchstudio\VoidExpanse\Logs\Client_VoidExpanse_2018-04-02_11-48.log
i am getting this message then: 2.4.18 11:48:19.2358 [IMP] Hooking expansion: DLC1 -> mod file is <not hooked>

Ingame the DLC is also noted as NOT being installed
7
Ideas and suggestions / Re: Signs and Custom Tooltips and Colours
« Last post by Lurler on April 01, 2018, 09:34:23 pm »
Good ideas for sure!
For the time being we are planning to add signs and see how that improves the situation. Not sure in which update it would be yet, but we are hoping relatively soon.
Other suggestions that you mentioned could also be added in the future if needed, though it would be more difficult to do that signs.
8
Ideas and suggestions / Signs and Custom Tooltips and Colours
« Last post by Yrol Denjeah on March 31, 2018, 07:47:14 am »
When building a Base and getting past a certain Point, everything becomes a bit chaotic.

A few Ideas, sorted by Amount of QoL provided ( A Combination of #1 and #3 would best, i think):
1. It would help if we could select a Colour for a Crate so it is differently tinted.
    As an Example:
    Items related to Farming go into the green Crate, Weapon-related Items are stuffed into Red Crates.

2. Edible Tooltips for Crates and other Containers that pop up when hovering over them with the Cursor
    can help identifying the ones we want to interact with, so when there are many Containers
    we do not have to open every one of them to find out, where is which Item stored or where to put
    Something.

3. If we could place Signs and write onto them, it would make Containermanagement even better,
    as then we do not have to hover around all the Time, as All Descriptions are seen at all Times.
    That has to be regulated in some Way of course, so People do not plaster the Map with wooden Boards.
9
Ideas and suggestions / Re: Inventory Management Buttons
« Last post by kyokei on March 31, 2018, 07:38:07 am »
I do not have a middle mouse button.

Am i supposed to buy new hardware for this game?

Otherwise i totally agree, QoL in games like this demand a sorted Inventory.
Even Steel Crates are kinda small and many are needed for an advanced,
properly functioning Base.
Even more so, if more than one Player lives and works there.



You can always rebind the key :P
10
Ideas and suggestions / Re: Inventory Management Buttons
« Last post by Yrol Denjeah on March 31, 2018, 07:29:01 am »
I do not have a middle mouse button.

Am i supposed to buy new hardware for this game?

Otherwise i totally agree, QoL in games like this demand a sorted Inventory.
Even Steel Crates are kinda small and many are needed for an advanced,
properly functioning Base.
Even more so, if more than one Player lives and works there.

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