goatfungus / NMSSaveEditor

No Man's Sky - Save Editor
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Feature Request: Ship Tech Inventory Copy Function #92

Open erraticengineer opened 6 years ago

erraticengineer commented 6 years ago

Hello Goatfungus,

I think one of the things that takes the longest when ship building is putting all your weapons in place along with mods and upgrades. It would be nice to say, click a button that says "Copy tech inventory" or "Copy ship tech to Fighter[1]" with a dropdown.

Also allowing us to edit the mods would be nice, sometimes the mods come out terrible, sometimes they come out great, and we could fix that with the save editor.

The last thing, which I don't know if it's possible, but would you be able to scan the NMS directory and have it pick up on mods and values for the game? Or have a mod attachment that spits out all the information that's relevant to your editor and then use that? That way inventory size can be correct for those who use mods for larger stacks instead of having to go in game to refresh the stack size.

I might have other suggestions, sorry for asking for them, I really like your save editor.

-- Lana

roie-r commented 6 years ago

The editor already allows to change the procedural number of tech upgrades. Open an upgrade's details (right-click menu or double-click on the upgrade) and you'll see the procedural number, that you can change, over there.

erraticengineer commented 6 years ago

Thanks, that's 1/3. Didn't realize that.

goatfungus commented 6 years ago

To address the points one by one:

1) Copy tech inventory: This is an interesting suggestion, and shouldn't be too difficult. I'll add to the list.

2) Editing mods: As @roie-r said above, they can be edited by changing their procedural number. The only problem with this is that it's still trial and error as I haven't figured out all the weighting curves for procedural generation yet.

3) Stack sizes changed by mods: It sound's like the mod you are using is not setting the maximum stack sizes on the inventory container in the save file, but only on each individual stack. It might pay to ask them about this, as the editor checks these maximum values to determine how big the stacks can be. The only issue would be if the mods are altering the stack modifier on a specific item only, and if that's the case the editor wouldn't be able to figure out the multiplier unless it scanned the NMS directory (which I'm a bit reluctant to do).

Lastly, don't apologize for asking questions or offering suggestions. That's how the editor gets improved!