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1. The turreted weapons (phasers, PD, some Disruptors and Polaron turrets) should be plug-n-play. Just placing them on a powered grid "should" enable them to charge up and fire at any valid target in range. Try putting an armed "dummy target" ship 2km from you and placing a phaser turret. Unless they've changed WC dramatically in the time i've been away from modding, the weapon should auto fire.
2. PD will only target incoming WC based projectiles and only if they are allowed to be targeted. My torpedoes are not targetable so PD won't shoot at them.
3. Fixed weapons (torpedoes and fixed disruptors and phaser cannons) will not auto-fire and must be fired manually.
There is more obviously but if these basic aren't working then something is wrong at a grass roots level.
P.S. someone should do a youtube on the how to anything close is 10 years old.
Great mod regardless, good fun.
This tells it all. It means that you want to as long as it's possible which leaves it to just a matter of time. :) I eagerly await.
Firstly, it'll depend on the modding process for SE2. Will it be the same or not? Will Keen provide us with tools that previously came from 3rd party modders? If tools need to still be developed once Keen reveal their vertical slice for modding, will there be anyone around willing and able to do that?
Secondly, my mods heavily utilise mod frameworks to deliver what they do (WeaponCore, MES, ToolCore, Animation Engine). If Keen offers us a viable alternative then great, but if they don't then those frameworks will have to (potentially) be updated to work with SE2. Will there be anyone to do that? Who knows?
In an ideal world I'd love to bring my mods to SE2. Let's see what happens.
All of those mods start with the title "Star Trek Module" and are then followed by a number and a brief descriptor of the mod. Included in these modules are NPC encounters that use MES.
Anything that is titled "Star Trek Module" shouldn't be used in conjunction with this mod as it'll create multiple similar blocks and probably confuse people.
The long and short of it is: Use either the Star Trek Mod Pack and Star Trek Encounters (for the Tritanium based experience) OR Star Trek Module titled mods. But I wouldn't advise using them together.
I hope that helps.
My Star Trek Encounters mod is a different mod to this one. This mod contains no NPC encounters. The Encounters mod requires this mod as a dependency to work properly. Using these two together gives the full Star Trek experience as I modded it.
This mod and the Encounters mod also have separate guides explaining a bit more about what's in each of them.
I will continue in the next comment since Steam imposes character limits on us and I always run foul of them.
I know how frustrating it can be to maintain a mod like this so I ask respectfully and not out of a sense of entitlement. Having what is included would be great to see and not having to resort to modules even better.
The energy modules is a separate work to this with a different design philosophy. All the "Module" mods are designed more for vanilla SE whereas this mod is definitely designed to be OP.
Weapons require Weapon Core and fire weirdly because of it being weaponcore, try setting them to manual mode, holding alt and then left click.
The 'pre-built' is just shuttles you put the pieces together yourself, the actual starships you cant fly and are Fleet Support ships that auto fire at things when you summon them
Question: Could you be any dumber? You've already asked that and already got an answer, argued with it, and got shot down. STOP ASKING! Q isn't going to do it!
That error only happens (as far as I know) if a mod gets corrupted and tries to add the same thing twice on loading. If it was using the same value as another mod or even vanilla it would simply overwrite it. It may be that the mod didn't update properly or got corrupted by Steam during the update. The last update also happened late October so that may explain the timing.
D:\Steam\steamapps\workshop\content\244850\2634862322\Data\ST_TransparentMaterials.sbc
MOD PARTIALLY SKIPPED, LOADED ONLY 2/6 PHASES, Following Error occured:
An item with the same key has already been added.
mscorlib
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add)
at VRage.Utils.MyStringHash.GetOrCompute(String str)
at VRage.Game.MyDefinitionBase.Init(MyObjectBuilder_DefinitionBase builder)
at Sandbox.Definitions.MyTransparentMaterialDefinition.Init(MyObjectBuilder_DefinitionBase builder)
Also advisable in Single player is setting your world view distance to 20km (for servers setting the sync distance to 20km) as this helps prevent the "invisible ship" bug.
Changing the colour is contingent on two things. Firstly, do you just want one new colour to replace the red? If so then it is an RGB change in the relevant SBC file but then you'd either need a new mod or have your own private version of this one. Secondly, if you want multiple colours you'd need to create multiple materials and models and apply the new materials to each model separately, then do the SBC config for each model and colour separately... that's a LOT of work.
Also, colour = color. Don't assume everyone is from the U.S. We spell many words differently but I use them interchangeably because it really doesn't matter.