Spacecraft Rebalance 3.52

Spacecraft Rebalance 3.52

Adjusts the inherent bonuses of each ship type so that Exotics don’t make all other ship types obsolete. Makes Starships potentially more expensive and increases prices for Freighters and Frigates about tenfold. Also slightly changed spawn chances for S-Class ships.

Motivation

During my first playthrough (April 2020) I noticed that NMS had a distinct lack of money sinks. What use is a farm that yields 500k units per day if the most expensive thing you can buy is a Freighter for 70,000,000? Moreover, I had a gripe with ship prices compared to Frigate and Freighter prices. You can buy a Fighter for 38mil or so, but a Frigate (that has several landing pads for said Fighters and is huge in comparison) costs a measly 2mil? Nope, does not make sense. So I changed that.

Now that I have started playing again (May 2021), I wanted to use the mod again, but I also wanted each ship type to have its own strengths that are not automatically superseded by the first Exotic I find. I saw christianwidjaya’s Balanced Ships but didn’t quite agree with some of the choices he made there, so I decided to make my own version and integrate it with my old Spacecraft Prices mod (that will be hidden/deleted once this mod here has been published).

Features

(Note: The pictures are old, from the original Spacecraft Prices, and only reflect the price adjustments, not the stats.)

Price Adjustments:

Starships: The cheapest ships (C-Class with minimum slots) are still as cheap as ever, so you can still get a 15+2 Explorer for 385k or so. However,
better ships with more inventory slots and a higher base class will be a LOT more expensive, as I have raised the price cap. In that vein, I have also lowered the minimum price of Haulers to 3mil (instead of 4.5) because what makes a 25+2 Hauler so much more expensive than a 25+2 Shuttle?
Frigates: Frigate prices have been increased by a factor of 10. In practice this means that a C-Class Frigate will cost around 10mil now, and an S-Class around 40mil.
Freighters: The minimum price for Freighters has been increased to 50mil, the maximum to three BILLION. The most expensive Capital Freighter I have
found so far was about 1.7 billion, so maybe don’t take the first free Freighter you come across but wait for a decent Capital Freighter to come your way. Or take the first Freighter you can get and then grind the money to get a really good one later, endless possibilites.

Stat Adjustments:

The general philosophy was to balance out Fighters, Haulers, and Explorers (with Shuttles remaining significantly weaker, but getting a huge buff compared to Vanilla) in terms of stat bonuses to Damage/Shields/Hyperdrive, and enable them to hold their own against Exotics and the Living Ship. In Vanilla, an Exotic is almost guaranteed to be better in every way compared to any regular ship. Now Fighters, Haulers and Explorers each have their distinct strength in which an S-Class version of that type can outclass an Exotic.
Fighters get a strong bonus to Damage, a medium bonus to Shields, and no bonus to Hyperdrive. They are supposed to, well, fight, and typically do so from a base of some sort (Space Station, Freighter, planetary base).
Haulers have a chance to get a low bonus to Damage and always get a strong bonus to Shields, as well as a medium bonus to Hyperdrive. They are supposed to haul things from A to B, so a little Hyperdrive bonus makes sense.
Explorers get a low bonus to Damage, a moderate bonus to Shields, and a large bonus to Hyperdrive. This makes them highly versatile and autonomous while exploring far from any sort of base.
Shuttles generally have lower bonuses, but have more RNG involved, so with luck they can still be pretty strong. They get their highest bonus to Shields, then Damage, then Hyperdrive, as I envision Shuttles to be used mostly for trade runs within the same system or neighboring systems.
Exotics have balanced bonuses and more RNG compared to the three specialists. Depending on your luck, they will have moderate to high bonuses on everything, with Damage capping slightly lower than Shields and Hyperdrive.
Living Ships are now glass cannons with great exploration capacities. They get large bonuses to Damage and Hyperdrive, but only a low-ish bonus to Shields. Their RNG range is as high as for Exotics.
If you’re interested in the exact min and max values for each ship type, check out the Readme.

Spawn Chances

Poor economies now have a 1% chance to spawn S-Class ships (up from 0%).
Average economies now have a 2% chance to spawn S-Class ships (up from 1%).
Wealthy economies now have a 4% chance to spawn S-Class ships (up from 2%), but to balance it out, the most common ship type in those economies is now still C-Class (rather than B-Class, as it is in Vanilla).

Technical Stuff

This mod edits two files:

METADATA/GCFLEETGLOBALS.GLOBAL.MBIN (Frigate prices)
METADATA/REALITY/INVENTORYTABLE.MBIN (Starship and Freighter prices)

Unfortunately, INVENTORYTABLE.MBIN is a very central file and there can easily be other mods that edit that file, too (e.g. any mod that changes spawn
chances for ship types or classes, including initial inventory sizes), so watch out for conflicts.

I would also have LOVED to remove the pointless 24h reset timer for Frigate missions, but I cannot for the life of me find where and how to change that.

At some point I will have to learn how to use AMUMSS, but so far the documentation and tutorials on how to use that have left me completely and utterly confused, so for now there’s no one-click solution to merge and update the mod.

Installation

1) Download ZIP file.
2) Extract ZIP file.
3) Place .pak file in your /steamapps/common/No Man’s Sky/GAMEDATA/PCBANKS/MODS folder. If it doesn’t exist, create the folder first.
4) If not done already, rename /GAMEDATA/PCBANKS/ENABLEMODS.txt to something else so the game will actually activate mods in the MODS folder.
5) Profit!!! (Or rather, the necessity for profit to get at the good stuff.)

The Readme file contains a more specific overview of the changes I’ve made, but it is in no way necessary for the mod to work. All that matters is the .pak file.

Credits:

Unedjis

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