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Messages - hurrdurrmurrgurr

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Mods / Re: [0.9a] Active Gates 0.2.0
« on: August 17, 2019, 03:20:52 AM »
I couldn't find an option in the config so how do I increase the number of gates generated?
As an addendum, I built multiple gates thinking they could get me around the sector quickly for good trading but whenever they're used time passes enough for all the surpluses and deficits to change. Is there an option to remove the passing of time with these, make it a flat teleport?

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Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 17, 2019, 03:02:11 AM »
I agree with Trashman, this doesn't need to turn into Crusader Kings blobs but you certainly shouldn't see hostile factions spawn in the same system, it lets the player break the game by non-stop salvaging ships.

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Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 12, 2019, 06:33:00 AM »
If I may make a suggestion I'd like the option of starting with a mining dedicated ship or at least a mining laser. Mining is a feature of this mod yet the initial loadouts doesn't support it and odds are you'll be going through several markets before finding one.

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