Star Traders: Frontiers

Star Traders: Frontiers

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Mini-Mods
   
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Aug 27, 2021 @ 9:17pm
Aug 12, 2024 @ 11:25am
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Mini-Mods

Description
Mini-Mods
Description
Mini-Mods is a collection of SQL commands that let you modified STF to you liking without having to have and maintain multiple mods. You won't to use it directly, but instead use it as the template and reference document for a personal mod you maintain yourself. It is strongly recommend you do not try to play with all or even most of these modifications.
I'll be adding additional snippets, but if you would like to submit one to be added, please do so.

How to Use
  • Locate your mod directory for STF. (On Windows it is: .../steamapps/workshop/content/335620/)
  • Create a new directory with the name "MyMod" (e.g., /steamapps/workshop/content/335620/MyMod)
  • This mod is located in the mod directory with /2586893280 (e.g., /steamapps/workshop/content/335620/2586893280)
  • Paste the data.sql file from this mod into the new directory (e.g., /MyMod)
  • Edit the copy of this file to your tastes (Any text editor works).
  • Start STF with moding enabled, your new Mod will be called MOD ID#mymod

Notes
  • The data.sql file is a series of SQL commands. These are interpretted by the STF modding engine to change the in game database.
  • There are other ways to do modding in STF, but this will do database modding.
  • The STF Wiki has a large amount of information about modding.
  • https://startraders.fandom.com/wiki/Creating_Mods
  • Comment out commands and comments by using double dash (i.e., --).
  • Each complete SQL command must end with a semi-colon (;).
  • Updates to the original Mini-Mods mod will not impact your new mod.


Mod Snippets
  • Set ship fuel, officer, crew, small craft capacity
  • Enable all ships as starting ships (including Xeno) and reprice them
  • Set ship cost and starting cost
  • Set component cost and replace time
  • Remove component faction and zone requirements
  • Increase component cargo capacity
  • Set component mass
  • Set RP cost to use weapons
  • Set ship weapon effect chance
  • Modify Xeno ship weapon accuracy and damage
  • Set Signature component strength (encounter rate modifier)
  • Set engine fuel cost and safety rating
  • Set smallcraft prices
  • Give Officer, Captains, and Crew more talents, more job slots, and job ranks
  • Set xp requirements
  • Give Xeno and Crew more HP and Morale
  • Give contacts black market or pardon access
  • Set Quadrant danger level to be more strongly predictive of skill test difficulty
  • Set trade goods legality and permit level
81 Comments
narutotoro666 Aug 12, 2024 @ 3:25pm 
Okay thanks for the info.
ptarth  [author] Aug 12, 2024 @ 12:21pm 
I'm sorry to hear you are having issues, but I don't think its the code in this mod. I validated everything this morning when I updated and rebuilt the mod profile. The code is stable, it runs, it uses the same syntax as all of the rest of the STF mods, and I've not seen anyone else report issues of this nature.

If you are using a modified version of MiniMods directly, you should definitely not do that. The mod file will update itself back to the original version at times, wiping out any changes you make. I strongly encourage you to create your own mod variant as described in the instructions and description above.
narutotoro666 Aug 12, 2024 @ 11:50am 
I checked and double checked! I KNOW there was a double dash. It still activated. What part of it don't you get?

I already made up my mind about erasing the entire line of code I never needed, since I apparently can't trust this mod to work as it's supposed to. The only reason I'm still using the mod at all because it's the only one in existence that will allow me to ignore the hull limit.
ptarth  [author] Aug 12, 2024 @ 11:32am 
I've added mntressor's code and updated the mod.
jamesthesecond Aug 12, 2024 @ 10:14am 
@ptarth, Like to thank you for your mod, If you ever have time can you please put the suggestions , like @montressor listed, so that it could all be in one place. When I trying to create my own mod, this mod a great place to look for code commands. Again like to thank you for your hard work.
ptarth  [author] Aug 12, 2024 @ 8:07am 
Commenting out a line using double dash does prevent that line from running.
I can't see your version of the file, but are you sure that it is commented out? By default, line 125 (UPDATE characterlevel SET xp=1;) is not commented out. Line 124 (-- Decrease xp required per level) is commented out, but that line is just the description of what the following code does. It doesn't actually do anything itself.
The mod isn't intended to be used directly, its a template for how modding works in STF. Running it as it stands would make an absolute hash of all gameplay.
narutotoro666 Aug 12, 2024 @ 5:12am 
I think it's far easier to just erase the code lines altogether if it's going to activate even with double dash. A code can't activate if there is no code at all.
ptarth  [author] Aug 11, 2024 @ 9:52pm 
I'm sorry, but most likely, you aren't going to be able to reverse this. If you still have a previous save game, that would work. But turn off the mod.
This mod isn't intended to be used directly, but as primer to build your own mods. It has example code and syntax for adding a massive number of different effects to the game.
Without knowing what exactly you did, I can only guess. My guess is that you left the code that lowers the level requirements. So when you triggered level ups, your captain leveled up. Turning off the mod wouldn't change that, because levels are set in the save file; it isn't caused by the mod. You could possibly edit the save file using SQL but that is more complicated than modding and could have even more strange side effects.
narutotoro666 Aug 11, 2024 @ 8:52pm 
Devs said deactivating the mod doesn't undo xp! BUT THE CODE FOR IT HAS A DOUBLE DASH, IT'S NOT SUPPOSED TO BE ACTIVATED!

I very badly need answers from the author! How do I fix this?! This is beyond messed up!!
narutotoro666 Aug 11, 2024 @ 3:18pm 
I just found out that the mod isn't doing anything. I deactivated it, and my captain is still level 45!

WTH!