Turning off Nebula's disables Elerium resource?

I wanted to set Nebula's to None to improve FPS a bit on my older computer but since Elerium is a nebula resource I guess it's not possible to disable them and still have all the resources needed in game? 

Nebula's cause some bad FPS randomly for my game.  Sometimes shooting down to 5 to 10 fps if I'm zoomed in about midway and stays that way till I restart game.

Is there anyway I can mod elerium to spawn using a different setting like suns, blackholes or even asteroid fields like some of the other resources so I can disable Nebula's altogether?

24,008 views 3 replies
Reply #1 Top

I just starting figuring out how to mod stuff for this game, so changing what you suggested to change is beyond my current skill level. But I do have a solution that I tested and works (incidentally now I know how I will change the resourceful ability to be more useful/interesting).

Basically all you have to do is make a copy of the survey module for your mod folder. Then check out the ancient ability in the the ability definitions file, that's how you model your trigger for rewarding elerium when you survey anomalies. Then look at the resourceful ability as a model for how to reward the player with Elerium. Use them to add the new feature to the modded survey modules and delete the old survey modules so everyone uses them and you are almost there....

One last thing you'll have to do is change what blueprint model everyone starts with so everyone has a modded survey ship instead of the old survey ships without the mining feature (actually, do this before you delete the old survey module, don't want to crash the system). I haven't gotten that far, so you are on your own there, but I'm certain it's doable.

 

Edit: There might be an easier way to do what I suggested involving changing how surveying anomalies works on a global level. Maybe something in global definitions? But maybe not, as I said I haven't been doing this very long.

Reply #2 Top

Now that I think about it some more, I think I can refactor my solution to be easier to implement. Instead of modifying the survey module, you can simply modify the definitions of carbon/silican/aquatic/synthetic life, since they count as abilities as well. Simply put the code you were going to add to survey module to the modded copies of those abilities and you should be good to go (after deleting the old definitions of course). I don't have time to test this out, but I don't see why it wouldn't work since the trigger was originally worked on the ancient ability. Of course save backups of anything you delete so you don't have to reverify files to change things back.

Reply #3 Top

Thanks for reply.  I'll check it out.

Pretty easy to mod in.  I just gave an eleriumincome stat to civilization capital.