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That being said, I consider a high-end object detector to be a must-have module.
Anyway, there's two 'paths' to determine what the sector contents are. One path is a quick and dirty TLDR, and the other one is ... actually loading the freakin' sector. (The thing which takes 20-30 seconds when you jump)
The number of claimable asteroids is not determined on the quick and dirty path, but is part of loading the whole freakin' sector.
Incidentally it's also where the big resource asteroids are determined, so if you could tell how many claimables there were, you could _easily_ mod the scouting command to tell you which mega-resource roids there were in that sector. (Among other things)
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As an aside ...
I believe that's also why sometimes the pirate shipyards don't show up on the scouting, because they're not actually generated at that point.
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Here's how I modded my scout command to make it more useful.
What the scout command knows is basically the 'object class' of the sector in question. So for instance there's a sector type called something like (don't quote me on this) lonewormhole.lua
So what I did was I took the lonewormhole.lua case out of the "there's something strange, in the neighbourhood" message block, and put them in their own message block with something super imaginative (read as: yeah nah) like "\nLone Wormhole\n"
So then in the galaxy map if I want to search for wormholes I just type 'lone' in the search box.
But it _doesn't_ actually guarantee I'll spot a useful wormhole, or even a wormhole at all. There's a good chance the wormhole will be one of those 'radial' types, which basically takes you something like 60-120º around the galaxy but keeps the same distance from the center.
AND there's a bad chance that the wormhole won't even generate at all (!!!) I think (from memory) this is for stuff like when the end-point of the wormhole would come out in a rift or something like that. Whatever it is, sometimes the lonewormhole just doesn't have a wormhole. ¯\_(ツ)_/¯
Another one I did is to split out the M.A.D. Science labs into their own category which I can easily search on on the galaxy map. I figured (story-wise) it's justifiable that they were big enough chatter-boxes that the scouting captain would record it as unusual.
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Something I wonder is whether it might be possible to write some kind of hook-function to update the sector description (with stuff like claimables, or even merely an 'interesting object count') after it's loaded..... in which case there'd be an incentive to go over an explored area a second time with the same captain (or another one, I dunno).
But ... scouts do most of what I want now anyway .... so .... eh. (I also bumped them up to 31x31 instead of 21x21 which _basically_ (insert hand-waving) 'doubles' the area scouted. (And increases the time it takes too, which I don't mind because otherwise they bother you too much) ... I think a _possible_ side-effect of that _might_ be that their ambush chances also go dramatically up -> I have to equip them with first rate arms and armour, as though they were ships of the line.
You had a possibly once in a lifetime opportunity to legitimately use the word 'Mega-roids' in a sentence, and you let it pass.