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![Kirpichyov-SaveShipItemsOnDeath-1.0.1 icon](https://gcdn.thunderstore.io/live/repository/icons/Kirpichyov-SaveShipItemsOnDeath-1.0.1.png.128x128_q95.jpg)
SaveShipItemsOnDeath
Saves ship items on crew death but takes half a scrap price fee for saving
Date uploaded | 6 months ago |
Version | 1.0.1 |
Download link | Kirpichyov-SaveShipItemsOnDeath-1.0.1.zip |
Downloads | 1198 |
Dependency string | Kirpichyov-SaveShipItemsOnDeath-1.0.1 |
This mod requires the following mods to function
![BepInEx-BepInExPack-5.4.2100 icon](https://gcdn.thunderstore.io/live/repository/icons/BepInEx-BepInExPack-5.4.2100.png.64x64_q95.png)
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Save ship items on death v1.0.1
Saves ship items on crew death but takes half a scrap price fee for saving
This mod requires to be set up on both clients and servers, otherwise, clients will not see the updated prices or will not be able to connect.
Future updates
- Add configuration that allows to enable, disable and edit scrap fee amount that will be applied for saved items
- Add configuration that allows to enable, disable and edit credits fee amount
Known limitation
- If LateCompany mod installed then player who joined after lobby closed in vanilla game then joined player will have no synced items cost after death. Howewer, server will still count price in right way so it's just a display bug. Player could just rejoin and it should work. It's planned to find a workaround for this issue to sync such clients.
Credit
Beta testers
- Uncle_kobL
- bloodangel
CHANGELOG
v1.0.0
- Initial public version
v1.0.1
- Reworked mod to use Server-Clients relationship. Now fees will be applied to items on the server side first and then sync across the clients
- Removed items saved message in the stats screen on death that was visible only to host and added a tip notification on revive instead
v.1.0.2
- Added ability to configure the scrap penalty fee percentage
- Fixed visual scrap cost sync issue for clients when server already has items that were placed on ship before clients connected