Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Quote from: Plasmatic on March 23, 2012, 06:02:43 AMWhat would be the quickest way to disable the junk pirates and nomads in this mod?I hate to be a ***, but I feel that I have to point out that Starfarer's built-in mod selector list is precisely for this -- Mashup-style mods are a tradeoff between integration and granularity, and if you want more control I would suggest not using any mashups (but instead downloading, installing and selecting mods individually).I would also like to point out that Nomads at least is self-contained and has no dependencies other than the vanilla content.
What would be the quickest way to disable the junk pirates and nomads in this mod?
Every new game I start since 1.3d won't spawn any gunrunners or their station :/
this is the fixed version Minimash 1.3e
EDIT: Scratch that. They only took ages to show up.
Quote from: Nechrom on March 24, 2012, 04:58:02 PMEDIT: Scratch that. They only took ages to show up.Would you be more specific, please? Are we talking like sometime in cycle 207, 208, or even later?
I didn't check when I noticed them. But my new save is at 206.5.2 and they've been around for some time now.Guess they just didn't show up in the initial system generation.
Edit This is DeathSG and i'm sad to say that i'm unable to continue expanding the mod because i really dont have the time. So i'm putting the minimash up for grabs for whoever that wants to help to keep it going! And once again i'm terribly sorry!