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Mods / Re: [0.7.1a] The Knights Templar 0.9.5e
« on: February 20, 2016, 01:13:36 AM »
The Jesuit-class ship needs to learn not to use its ship system through allied ships.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
- automatic listing&downloading&updating mods (that would require a FTP mod hosting server)Well, I could probably provide this (temporarily or permanently), if you want (don't even have to worry about it going down if I mysteriously disappear or something, my hosting is pre-paid for 2 years ).
Captain buzzkill here. I don't understand why every indie game has people who feel the need to create external mod hosting sites.Many reasons. Practice with web development, for fun, want to be helpful, etc. Is it necessary? Usually not, unless the game reaches Minecraft-level popularity, in which case now your early entry into the "scene" gets you a useful website with good traffic (well, hopefully!).
Updated, its a shame i dont have the first thread post to add all the info on this since i do not know if the original mod dev will ever come and continue to work on this aswellYou should just make a new thread for your fork of the mod, I don't think it'd be a problem.
Since you only need to change one thing, you can just ctrl+f search for "maxFleetPoints" to find it easily.Dude, just use notepad++
Love notpad ++, but do you know how to get it (if it can) view in cell format?