github IzzyTheDreamingFox/FoxTech-DNA v0.3.5-alpha

latest releases: v0.4.2-alpha, v0.4.1-alpha, v0.4.0-alpha...
19 months ago

FEATURES

  • DNA is now updated for the latest version of NMS: Aquarius.
  • Skiff inventory has been added (while technically not an exocraft) alongside the exocrafts. Since the Skiff inventory is bugged in NMS (The inventory is 6 times smaller than the expedition inventory) I've added a button to the Skiff inventory window to unlock all 60 slots.
  • Cooking Ingredient inventory has been added (while technically not part of the base cargo containers) along with the base cargo. For those wondering how to access this in game: There is a button on screen when you open the Nutrient Processor to open its inventory.
  • Experimental feature: The first draft of the new 'base reward system' has been implemented.

This feature is an attempt to solve two frequent problems I face when building bases: I could have earned units/nanites and gotten items instead of 'wasting' my time building. ; I have no idea what to build or how to upgrade my base when the basics are there.
The new system will try to assign a focus to a registered base along with the rank that it has according to that focus. To increase the rank you'll have to add decorative, storage, and specific parts to your base. The rank will increase automatically when you reload the save file. Depending on the rank of your base you'll receive rewards according to a reward table every cycle (which can take anywhere from 2 hours to 12 hours depending on the rank/focus.) much like settlements. If you're not happy with the assigned focus you're free to change it in the base property window. The rewards most likely need some balance changes so do let me know if some rewards are under/overpowered!

To help test this feature, please enable the experimental feature option under Foxtech => Settings => General.
If you would like more information about the system, or have suggestions to improve the UI/logic, feel free to let me on Discord.

  • Added the ability to change the crew on your freighter. A new button has been added under the experimental version of the property window of freighters. There you will get the option to pick a new race for your crew... Given you have enough money for their severance package, of course!

BUGFIXES

  • Freighter type is no longer editable when registering a new freighter.
  • Pasting an address in the address book now properly triggers an update in the field allowing the form to save the correct address.
  • UA logic changed to account for not-hexadecimal representation of a universal address.
  • Fixed check that disallowed freighter transfer when aboard a freighter.

CHANGES

  • Cards featuring 'crafted/created' ships now display a specific message saying just that instead of location data.
  • Part list of bases in the experimental property window now changed to a table view including the categories that apply to each part.
  • Inventory logic has been updated to include a filter to allow/disallow certain items to be transferred. This is used to exclude all but fish for the Skiff inventory and all but food for the Ingredient inventory.
  • Skiff/Cooking inventories have been added to the context menu.
  • Since fixing the 'Thermonuclear Egg' bug will take some rewrites of the current inventory system to account for the extra egg data/ maximum eggs per save I've disabled the ability to transfer eggs to the Account inventory.

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