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The color stacking bit is on purpose, it costs you something to paint things so you shouldn't lose that without doing it deliberately. That said, I believe the game lets you manually merge stacks of different colored items, so you can manipulate the colors of stacks yourself to deplete/duplicate colors on items as you like.
Until recently it wasn't considering colors at all because I just never considered it when implementing things, but it wasn't my intent to neglect them. Someone pointed it out and I was able to easily fix the storing side of things. Matching colors for summoning items probably won't happen unless I do another rewrite.
Items ending up in incorrect slots will probably be an easy enough fix, but I don't know when I'll get around to it. I intend for clearing to be main hand first, so you have some control over ordering.
easy fix: carry 2 toolbelts and your tools will always go in tool slots.
@you're weakness is you're own
if i disassemble multiples of the same stuff that i've painted different colors then each color will go into a new slot, so it ends up a stack of red wires then a stack of white wires and maybe a stack of blue wires, maybe pink.... anyway that ends up 4 inventory slots occupied by wires. is it at all possible to make stacking ignore the color of the object?
Not really gamebreaking, if you know about it, just letting ya know when i am already here.
Maybe if empty hands could prioritize actual tool in hands over the cables first, that could do the trick (no need to change destination, just order of whichever hand have tool over the one that does not).
I knew the tool belt's general slots were going to annoy someone eventually, but that's the game being dumb for having those. When starting out, I had other directions I wanted to go to fix the game's bad UX, such as making an omni-tool, or a tool belt that actually holds one of each tool and keeps them strictly in the same place at all times, but I went with the path that remained strictly on the interface side of things.
My clearing should be equivalently as stupid as the game's built in button. If it's inferior in behavior somehow, I'd like a report.
Everytime i empty cable+cutters, cable takes tool slot in tool belt (not equiped, just opened from backpack or uniform slot), but cutters always end up in some other container general slot, even tho there are still 2 empty general slots in toolbelt itself.
I assure you that you aren't stupid here. it's tricky to find but there's a .ini file that'll pop up in your stationeers install folder after you run the mod once.
depending on where you installed the game and steam, it should be something along the lines of:
"C:\Program Files (x86)\Steam\steamapps\common\Stationeers\Fixing The Controls modifiers.ini"
or
"D:\SteamLibrary\steamapps\common\Stationeers\Fixing The Controls modifiers.ini"
once there you gotta open that .ini with like notepad or something else that edits text docs and go to the line
"Build/repair [ftc]=" and type "LeftShift" such that the result looks like:
Build/repair [ftc]=LeftShift
then when you launch stationeers next time go to the control config in the game options and set the "build/repair" key to simply be left click.
you can add other modifers to the other fix the controls keybinds in the same manner and the .ini file has a list with the syntax of available ones to choose from.
sure i'll try to summarize mine; my goal was to not remap a lot of default keys if i didn't have to because i'd already gotten that kinda muscle memory that happens:
to build = shift + left click
to unbuild = shift + right click
to pull out tablet = Tab
configure key (aka equip screwdriver/labeller) = middle mouse click (must look at what you wanna configure)
mode switch = middle mouse click (yes, same as configure key, cause you only do configure actions if you are directly looking at a relevant thing)
clear hands = H, maybe.... basically some unused key and i bound it to one of the extra buttons my mouse has
glasses key = 2 (the default key that pops up the mini-menu for the glasses, i left that also bound to 2 and the mini-menu pops up when the glasses turn on cause i don't really try to change the sensor chip unless i've turned on the glasses already and find i need a different one)
The old StationeersMods loader is discontinued (broken link).
also where should I place this mod, in the plugin directory or just normal subscribe ?
I installed launch pad and everything worked fine, so I don't know what to say if there's key configs but they aren't working.
I'm using the new one "StationeersLaunchPad"
https://github.com/StationeersLaunchPad/StationeersLaunchPad
the repo for the old one "StationeersMods" is gone, so cant download that
https://github.com/jixxed/StationeersMods <-- error 404
Are you using StationeersMods, or the new one? I haven't touched the replacement yet, only learned about it yesterday.
I have tried placing this in \BepInEx\plugins\ and tried normal steam subscribe, i can see the in game setings controls menu, i can set hotkeys there, but nothing happens ingame when i press the hotkeys.
Am I doing something wrong?
Z build, X unbuild, C configure (nice), V clear.
This has not changed anything to do with summoning items to the hands, that's still colorblind for now.
I'll wait for the StationeersMods update, I don't want to play without your mod :)
Sorry about that.
After updating the game, I rolled back to the previous version and the mod worked until it was updated.
SM1.0.24.0 and copying to plugins does not help :(
Good news: They changed the creative mode item spawning menu, it seems to be better now (it was atrocious to use with my key setup before.
Good news: That broke my mod, but it's fixed now. Easy.
Bad news: StationeersMods appears to be broken with the patch too. We rely on it to get code mods from the steam workshop to load, so until that situation changes code mods won't run from the workshop folders .
Good news: You can move the mod folders from
steamapps/workshop/content/544550/
to
steamapps/common/Stationeers/BepInEx/plugins/
and it should work. Otherwise, you'll have to wait for StationeersMods to release an update.
As for Linux, you're just running into the issues from the patch. Since it sounds like you succeeded at installing manually, you should be good with my new release.
I think it does what you want, if there's something wrong with it, feel free to clue me in.
If you're not lucky enough to be on the front page, word of mouth (and indirects like collections and checking an author's publications) is basically all you've got.
For the mod I just go straight down the bottom row in order, Z build, X unbuild, C configure (nice), V clear. No real reason, having the opposites next to each other is nice conceptually, C is by far the least accessible out of the Z-B row for me, so clear gets the easier key because it's used often.
"NullReferenceException: Object reference not set to an instance of an object"
Just to be clear it's just the mods from the WS not the scripts I'm subscribed to?
As of now I usually just use a few
Better NightVison
Jigawatt Battery + it's dependency Procosessed Uranium
Infinite Paint
But I will remove them all and re-download only those I use. I will get back to you once I've done this, but now I'm expected at my neighbors so I'll do this when I return