Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The location of the file has changed a little, It can now be found at:
..\steamapps\common\Starcom Unknown Space\Starcom Unknown Space_Data\StreamingAssets\Content\Icarus\Stories\DEFAULT
Happy modding :)
Edit:
oh, to edit the file will require a text editor with the ability to work with .json files.
These are not hard to find.
Mine is a freebie from the app store called Notepad++
It requires that you download an extension to use it with json files ;)
I haven't verified whether the original poster's information is correct, but the content path needs to match the build, so you should look in Kepler, not Icarus (if you even have an Icarus path)
So (for me) the path to this Technologies.json file is
C:\Program Files (x86)\Steam\steamapps\common\Starcom Unknown Space\Starcom Unknown Space_Data\StreamingAssets\Content\Kepler\Stories\DEFAULT
Probably you had no issue finding it.
Have a search for DEFAULT.HULL and you'll be at the start of the entries ("elements") relating to hull technology.
The layout of each element is pretty basic -- unique ID, name, description text, required flag for the tech to be present (if any), whether the research is reversible or not, etc.
NERD CONTENT: These are technically called JavaScript Object Notation (JSON) key:value pairs. For example, the element which is assigned index 1, it has a key called "id" and a value assigned to "id" called "DEFAULT.HULL"
For "Compact Construction" have a look at the description text, statModified1 and modifier1
"Increases the max size of our hull by 5 hexes." ; stat 10, modifier 5.0
Try replacing modifier1's value -- replace 5.0 with ... 25.0
This will result in a net +20 hexes of hull size.
You need to save the .JSON file to commit the changes. However, since the Technologies file is only loaded *once* per game and thereafter tweaked when in memory, you'll need to restart the game for any change to take effect.
ALSO NERD CONTENT: With the number of interrelated things in this game, it's quite possible that by setting values in this file you may degrade or break game functionality.
For example, if you set engine thrust at +1000%, you'll probably be unable to dock with Celaeno without smashing into the station itself.
Save a backup copy of the .JSON file first, and experiment with SMALL changes first
Since you mentioned --
It's valid for you to set a ship's definition in a save file (or the ship's saved schematic file), and load the file up. I've done this myself
Some limitations are not clear. For example, you can have a ship which consists of almost entirely scanner modules. I've yet to try multiple Surveyor modules
Whether docking and entering the Shipyard actually lets you
- not throw an Exception ;
- modify the ship at all, and exit the dock ;
- Save a design ;
is entirely up to the implementation.
For example, if the rules imposed by the game (max 1 scanner module, max one surveyor module, 155 max hexes for a Dreadnought-class ship) aren't obeyed, you may be able to disconnect and remove a hex from whatever design you slipped into the save file, and not be able to add it back.
It's presumptive that at a certain ship scale and hex count, it would become impossible to render except at a low framerate.
I haven't re-read this thread, so not 100% sure, but in general if you modify anything in the install folder, expect it to get overwritten with subsequent updates. If you modify anything in your save, it should not get overwritten.
It is possible that in the near future there may be a way to create more "official" mods that do not get trampled by updates, but not yet.