Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".
Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and
can be knocked back to zero active fleets.
Spoiler
290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Now that's interesting.
[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
I can't reproduce no matter how high I crank number of planets/stations or what I set the number of systems to.
If you've changed procgen settings in settings.json, I can't say I can provide support for any sufficiently weird settings (although if you post the changes I can see if they're worth handling).
Else provide modlist and starting options (young/new/old/mixed; number of systems/planets/stations; starting faction; seed).
(I'll add a crash safety for next version, but I can't promise something else won't make it crash or the output will make sense even if it does technically work)
Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.
Stop Gap Measures and Oculian Berserks appear to be incompatible with Nexerelin's random sector mode.
I've changed some stuff so this bug doesn't happen at least, next update.
Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.
[...]
But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
Maybe in next version (no promises though)