ZetasMoonTweaks
[v81] Tool for handling moon prices, weather affecting moon risk level, Company buying/selling rate, and a custom Ironman system!
About this mod Author’s original text
Zetas Moon Tweaks
This is a mod i made for personal use in my own modpack, though it may be of use to you! It comes with 9 core features:
1 - Modifying the Company Buying Rate
You can set the Company buying rate (how many credits you get for selling stuff) to whatever you want for the deadline day, as well as for non-deadline days separately.
2 - Auto-Routing to the Company
When enabled, automatically routes you to the Company on Deadline Day!
3 - Dynamic Moon Discounts
Previously in my modpack, i used LethalQuantities to set the moon route prices between each moon to setup a discount system. With LethalQuantities broken in v73, i made this mod to replicate the system i had setup. It works like this:
- Lets say you have Moon A (Moon you are currently routed to), and Moon B (The moon you want to route to)
- If Moon B is significantly cheaper than Moon A, you can route down to it for free (Free Downgrade). If Moon B is $3500 cheaper or more, it will always be free to route to.
- If Moon B isn't THAT much cheaper, but is still cheaper (or the same price), then you can route to it for a small fee (Downgrade/Swap)
- If Moon B is more expensive than Moon A, you can route "up" to it, only paying the difference in cost to route up (Upgrade)
- Upgrading has a cap for how far until the moon discount won't apply, and downgrading also has a cap where moons that are significantly expensive always cost a fee to route between
All of the above effects are configurable to your liking. With default settings:
- Any moon that is $300 cheaper than the current moon or more is free to route down to (Unless it costs $1000 or more)
- Any moon that is $3500 cheaper or more is always free to route
- Any moon that is the same price / slightly cheaper costs $50 to route to
- Any moon that is more expensive (Up to +$500 more) can be upgraded into by just paying the cost difference
With this system, there is more flexibility in where you can route, yet there is still fees in place which keeps credits being useful, which is important for game balance around collecting crewmate bodies.
4 - Dynamic Moon Difficulty Levels
When enabled, this system allows for the risk levels of moons to be increased based on what weather is there currently.
A config is used to specify the "danger level" of each weather, and that is then used to determine what risk level it should have. It works like this:
- Every difficulty level (Letter) is converted into a whole number. 0 is F, E is 1 etc. etc.
- Every difficulty modifier (E.g. -, +, ++, ) is a decimal value, where if the decimal falls in the middle (around.5) then it will be blank. - means it is low, + is past the midpoint, and is very close to the next whole number. E.g. A* difficulty would be 5.9, whereas A- would likely be around 5.1, and 5.5 would just be A
- Using this system, the moon's default difficulty is converted from text into a number, then the associated weather has it's attached value from the config retrieved, and then both numbers are added together and turned back into text to produce the new difficulty level!
- Combined weathers use a small formula that takes the highest difficulty weather's danger level in that combination, and then adds a little bit to it based on how many weather effects are active in total. Since this system is quite inaccurate, it also appends a "?" to the difficulty as well.
5 - Oxyde - Relock Oxyde on Eject
CodeRebirth has a bug where Oxyde isn't locked again after ejecting, requiring a new save file to be made. This patch relocks Oxyde whenever you are ejected.
6 - Oxyde - Destroy Selling Scraps when Leaving
This patch destroys any leftover Shredded Scraps / Compacted Cubes in the ship + in player inventories when leaving Oxyde. This prevents an exploit where scraps can be "prepared" in advance for the Oxyde sell process with no risk by visiting Oxyde before selling day.
7 - Oxyde - Dynamic Routing Cost
Configs to change the route cost of Oxyde based on how close it is to the dea
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: