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  Various Space Haven Mods
Posted by: Tron762 - 05-27-2020, 08:58 AM - Replies (1)

Hi everyone, 

Since stumbling onto the unofficial mod launcher I've been creating mods for the game. I've tried to strike a balance between smaller mods which address issues other people have raised with the game (such as "not enough water") to larger mods which add new objects and have a more significant affect on the gameplay. 

For anyone interested, I've uploaded the mods I've created so far to Github, and provided a brief explanation below. If anyone wants to chat, I'm more than happy to attempt to answer any questions about how I've made these mods, or about modding in general. Additionally if there are any bugs I'll be sure to take a look as soon as I'm able. 

In the meantime I would recommend joining the Space Haven discord, as it's been really useful, there is a list of available mods by other authors, and overall it's just a great community. 

https://github.com/Tron762/SpaceHavenMods

"Circle of life" 
Harvest resources from human and alien bodies. Humans = water, Aliens = carbon + chemicals. Ideally this will make combat a more rewarding event. 

"Food Mod" 
Adds two new crops - "All in One ChemCrop" Requiring 2 water and 1 chemicals to provide 2 fruit, 2 veg and 1 meat (Thanks to Kyanide for assistance with balancing).  "xygenating Crop" A slow growing crop of vegetables which oxygenate the room they are planted in. Half as effective as an Oxygen generator. More food is planned in a future update. 

"Moisture Vaporator" A new item providing a way to generate excess water from a ships O2 supply, effectively recycling some of the water used in O2 generators.

"MoreWaterFromIce" 
As per the name, increases water gained from ice to 20 water up from 5 

"Refinery Mod" 
A large mod which requires base resources to be refined before use. This can be done manually in a metal refinery, however two new buildings are available to more efficiently refine noble and base metals (meaining they produce five times the resources). These new refineries also generate industrial waste as part of the refining process, which can be recycled back into base metals via a new waste recycling building, meaning resources will last longer. Additionally, chemical, energerium and hyperfuel processing now generate chem and fuel waste which can be recycled back into raw chemicals and base resources in a similar way to the metals. All of the new buildings generate lots of heat & hazgas meaning they're a bit of a pain to use and likely lethal to anyone not in a space suit. They also take up system points. The idea of this mod is to encourage the use of a focused Refinery Ship to support more focussed combat ships. Some of the values may still need tweaking!

"Compact work benches"
A requested mod, consolidating all of the functions from every other protection item in the game into two new items. I'm assuming to tweak this further to make these benches function as a very inefficient stopgap for getting all of the items in the game. Ideally this will solve the issue of getting "stuck" needing an object you can't produce.

Continue reading..

  Ship weight
Posted by: dm_tim - 05-26-2020, 06:57 PM - Replies (3)

Could someone please explain the ship weight system? What determines maximum weight, what objects add to current weight, and how do you increase the maximum?

Thanks,

Tim

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  Where do i manufacture or aquire raw chemicals
Posted by: johnboyman - 05-26-2020, 01:37 AM - Replies (1)

Hello. I just got space haven and i am trying to make chemicals but i need an element that looks like a mount of carbon dust I attached an image of what i am talking about. Where do i get raw chemicals thanks..

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  Comfort
Posted by: Akuvar - 05-25-2020, 02:45 PM - Replies (1)

Having a lot of trouble with comfort. Unlike power, when it is cut and dry if you have power or not, there isn't anything measurable about comfort, and I can't figure it out. I went so far as to build this sleeping area, and it still has a negative comfort rating. (See attachment)


Well, I can't seem to post a picture, but in essence, I built a long hallway that ended in a small area that I put 4 beds in. I ran power and heat down to it, and it gives a negative comfort. I added a door, still negative. I'm at a loss if I go to these drastic measures and it still shows negative comfort. We need to know what parameters are affecting the comfort rating.

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  NPC should ask to join crew when nowhere else to go
Posted by: Keresztes - 05-25-2020, 10:42 AM - Replies (2)

Hi all,

really enjoying this game so far! While paying through I encountered an interesting situation:

A civilian and a pirate ship arrived at the same time at my location.
1) The pirate ship destroyed the civilian ship and captured a civilian as prisoner
2) I went over to the pirate ship, and released the prisoner, but instead of joining up with me, the civ went back to its desroyed ship and died.

It would be nice if these npc characters would notice, that they have nowhere to go, and at least ask for a ride to the next station, or just join up if they are happy with my characters.

Have fun all!

Continue reading..

  can´t sart the Game some Java Error
Posted by: tezeres - 05-25-2020, 10:17 AM - Replies (1)

When I start the Game, an Window pops up with:

Thread[Thread-0,5,main]
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't create window
com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createGlfwWindow(Lwjgl3Application.java:455)
com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:396)
com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.createWindow(Lwjgl3Application.java:382)
com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:108)
fi.bugbyte.spacehaven.MainClass$3.run(MainClass.java:351)
java.lang.Thread.run(Thread.java:748)

Continue reading..

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