Mod Description:
----------------
This adventure takes you beyond the mainline, off the beaten track, to the far side of human space. A new universe is dynamically generated every day. Each one will be different, each one offers you new paths to explore, decisions to make and wealth to be found.
Beyond the mainline is a mod that dynamically generates a star gate network of some 58 star systems (maximum). The generated topology is based on a set of rules and initiated by a seed value. By default, the seed is based on the date, so the same topology is generated each time you start a game today and a different one will be created tomorrow. You can change this and other settings to your own liking.
Download: Beyond the Mainline
Version Information:
--------------------
Game version: 1.3
API Version: 22
Mod name: Beyond the mainline
Mod version: v1.01
Release Date: 2014-06-30
Author: Pixelfck
Licence: CC BY-SA (Creative Commons Attribution-ShareAlike)
Cheers,
Pixelfck
[Updated] Beyond the Mainline
Hi pixelfck,
Thanks for a great mod! I was just informed by other mod players that you do not include Elysium as part of the mod itself. I understand for experience purposes, Elysium may reduce the exploration aspect of this mod. But there are far too many systems to jump back and forth from the further one proceeds into the galaxy.
Therefore, is there a way to add Elysium to this mod (based off your introduction regarding changing settings to player's own preferences)?
Thanks
Thanks for a great mod! I was just informed by other mod players that you do not include Elysium as part of the mod itself. I understand for experience purposes, Elysium may reduce the exploration aspect of this mod. But there are far too many systems to jump back and forth from the further one proceeds into the galaxy.
Therefore, is there a way to add Elysium to this mod (based off your introduction regarding changing settings to player's own preferences)?
Thanks
-
- Militia Lieutenant
- Posts: 109
- Joined: Fri May 04, 2012 2:07 pm
- Location: Franscistown,Botswana
wow cool mod um definatetly gona try it out. i will give my response and rate it.
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
So, this mod is not compatible with Corporate Command extension. This is because of two reasons:
I could go about it in one of two ways:
Cheers,
Pixelfck
- Corporate Command is an extension for Stars of the Pilgrim (UNID: 0x00200000) adventure,
- Corporate Command uses a custom add-on topology.
I could go about it in one of two ways:
- Change the Beyond the Mainline adventure into an extension for Stars of the Pilgrim which overwrites the default topology.,
- Overwrite the Corporate Command extension declaration to remove the explicit requirement for unid: 0x00200000.
Cheers,
Pixelfck
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
Thanks for the bug report! I'll look into it.
[edit]
Are you sure there are not other mods that may cause the conflict? I ask because x08020106 is the &dsUseTualiComaDrug; dockscreen, which is untouched by Beyond the Mainline.
Cheers,
Pixelfck
[edit]
Are you sure there are not other mods that may cause the conflict? I ask because x08020106 is the &dsUseTualiComaDrug; dockscreen, which is untouched by Beyond the Mainline.
Cheers,
Pixelfck
My bad. The SF mod does mess with the tuali item. (Can't find the actual dockscreen though, only this reference....)
Ref:
If the entry has been updated since then T probably would not be happy with any references pointing nowhere.
But it doesn't look like it's any different, save for the imageID.
I checked all the other mods I have and they all seem to work fine. And as far as I can tell none of them change any of the Huari stuff. (There has to be a better way of searching through multiple files though - that was tedious! )
I'll see if commenting out that bit works when I have some time later on....
Ref:
Code: Select all
<ItemType UNID="&itTualiComaDrug;"
name= "vial(s) of thioseptal"
level= "5"
value= "48"
mass= "1"
frequency= "notrandom"
modifiers= "Consumable; Meds; NotForSale"
description= "Sodium thioseptal is a drug used to induce a temporary coma."
sortName= "thioseptal, vial of"
charges= "12"
valueCharges= "true"
useScreen= "&dsUseTualiComaDrug;"
>
<Image imageID="&rsSFItems;" imageX="192" imageY="480" imageWidth="96" imageHeight="96"/>
</ItemType>
But it doesn't look like it's any different, save for the imageID.
I checked all the other mods I have and they all seem to work fine. And as far as I can tell none of them change any of the Huari stuff. (There has to be a better way of searching through multiple files though - that was tedious! )
I'll see if commenting out that bit works when I have some time later on....
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
Thanks, that clears it up.
~Pixelfck
Try notepad++, it offers several ways to search trough multiple files.pip wrote:There has to be a better way of searching through multiple files though - that was tedious!
~Pixelfck
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
This mod has been updated, the latest version is v1.01
Changelog:
- Disabled/removed the &smHuariSpace; because it may cause interference with the dynamically generated topology.
- Updated for Transcendence 1.3.
- Changed some unid numbers because of conflict with other mod.
[This version is not compatible with the previous version and requires a new game]
Cheers,
Pixelfck
Changelog:
- Disabled/removed the &smHuariSpace; because it may cause interference with the dynamically generated topology.
- Updated for Transcendence 1.3.
- Changed some unid numbers because of conflict with other mod.
[This version is not compatible with the previous version and requires a new game]
Cheers,
Pixelfck
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Question, does disabling &smHuariSpace; remove Huaramarca or just the map? I'm still a bit iffy on these topology questions :S
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
It doesn't remove anything, it only disables the vanilla code. There was a possible interference from the vanilla code with the dynamically generated topology (which automatically includes Huaramarca).RPC wrote:Question, does disabling &smHuariSpace; remove Huaramarca or just the map? I'm still a bit iffy on these topology questions :S
~Pielfck
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
I've not checked all the changes in the source code, but I expect it should work without problems. (It may give compatibility issues with the Huaramarca star system, but I think not.)
The good thing about this mod is that it it only overwrites 2 vanilla entities and 1 global lambda, so it is mostly future compatible anyhow.
Cheers,
Pixelfck
The good thing about this mod is that it it only overwrites 2 vanilla entities and 1 global lambda, so it is mostly future compatible anyhow.
Cheers,
Pixelfck