Ostranauts

Ostranauts

What can we actually do with mods? Add a completely new device?
Based on the VERY limited docs on modding, it looks like all these happen to be are json tweaks. Can we add something completely new to the game? Like solar panel arrays (which, lets be real, should be part of the game even in a universe of space junk)?

I found a powerinfos/powerinfos.json file, but I couldn't make much sense of it because the fusion generator uses power. There also appears to be some image files that overlay to mark various states of wear/damage.

My plan was to take something like the cooler, since it requires part of the device to be inside and part outside, then tweak it to supply power instead of use it. Creating a new part with new functionality doesn't seem possible at this point. If it is, there isn't nearly enough documentation on how to do that.
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Geeves Feb 16 @ 5:10am 
The post directly below yours adds new food items. So yes.
The game is almost as easy to mod as CDDA, and that game uses text-files.
That mod doesn't add new ship items, or adds new ship control panels, etc. All it adds is consumables and changes some countdown timers.

Like I said, there doesn't appear to be enough info to add any new functional parts to the game. I couldn't find anything besides images for the reactor generator parts, so all power and battery items appear to be largely hard coded into the game.
Solanix Feb 17 @ 6:42am 
They're not hardcoded.

in powerinfos.json,
"strUsePowerCT" seems to determine if the object consumes power (or not if null).
"strRechargeCT" seems to determine if the object generates power (or not if null).
"aInputPts" needs the "PowerSource" tag to supply power

in condowners.json, you'll find the actual stat of items. For example, you can look up ItmBattery02 and in its conds you'll find "StatPowerMax=1.0x80.96" that's how it sets the maximum a standard ship battery can hold.
Ah okay thanks! I'll go look into to that and see what I can make.
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